wesnoth/po/wesnoth-help/af.po
2017-09-21 23:55:53 +03:00

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# #-#-#-#-# wesnoth.cpp1.po (Battle for Wesnoth VERSION) #-#-#-#-#
# Afrikaans translations for Battle for Wesnoth package.
# Copyright (C) 2005 Wesnoth development team
# This file is distributed under the same license as the Battle for Wesnoth package.
# Automatically generated, 2005.
#
msgid ""
msgstr ""
"Project-Id-Version: Battle for Wesnoth 0.8.8-CVS\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
"POT-Creation-Date: 2017-09-21 23:27+0300\n"
"PO-Revision-Date: 2005-12-14 12:40+0200\n"
"Last-Translator: \n"
"Language-Team: Afrikaans\n"
"Language: \n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#. [time]: id=underground
#: data/campaigns/Heir_To_The_Throne/utils/httt_utils.cfg:495
#: data/core/macros/schedules.cfg:109
msgid "Underground"
msgstr "Ondergronds"
#. [berserk]: id=berserk
#: data/campaigns/Under_the_Burning_Suns/scenarios/03_Stirring_in_the_Night.cfg:659
#: data/campaigns/Under_the_Burning_Suns/scenarios_old/03_Stirring_in_the_Night.cfg:657
#: data/core/macros/abilities.cfg:274
msgid "berserk"
msgstr "beserk"
#. [berserk]: id=berserk
#: data/campaigns/Under_the_Burning_Suns/scenarios/03_Stirring_in_the_Night.cfg:661
#: data/campaigns/Under_the_Burning_Suns/scenarios_old/03_Stirring_in_the_Night.cfg:659
#: data/core/macros/abilities.cfg:275
#, fuzzy
#| msgid ""
#| "Berserk:\n"
#| "Whether used offensively or defensively, this attack presses the "
#| "engagement until one of the combatants is slain, or 30 rounds of attacks "
#| "have occurred."
msgid ""
"Whether used offensively or defensively, this attack presses the engagement "
"until one of the combatants is slain, or 30 rounds of attacks have occurred."
msgstr ""
"Waansin:\n"
"Hetsy dit aanvallend of verdedigend gebruik word, sal hierdie aanval "
"voortduur totdat een van die vegters sneuwel, of 30 rondtes van aanvalle is "
"verby."
#. [chance_to_hit]: id=magical
#: data/campaigns/Under_the_Burning_Suns/scenarios/03_Stirring_in_the_Night.cfg:670
#: data/campaigns/Under_the_Burning_Suns/scenarios_old/03_Stirring_in_the_Night.cfg:668
#: data/core/macros/abilities.cfg:359
msgid "magical"
msgstr "magies"
#. [chance_to_hit]: id=magical
#: data/campaigns/Under_the_Burning_Suns/scenarios/03_Stirring_in_the_Night.cfg:672
#: data/campaigns/Under_the_Burning_Suns/scenarios_old/03_Stirring_in_the_Night.cfg:670
#: data/core/macros/abilities.cfg:360
#, fuzzy
msgid ""
"This attack always has a 70% chance to hit regardless of the defensive "
"ability of the unit being attacked."
msgstr ""
"Magies:\n"
"Hierdie aanval het 'n 70 % kans om 'n trefhou te wees."
#. [firststrike]: id=firststrike
#: data/campaigns/Under_the_Burning_Suns/scenarios_old/03_Stirring_in_the_Night.cfg:679
#: data/core/macros/abilities.cfg:404
#, fuzzy
#| msgid "firststrike"
msgid "first strike"
msgstr "eerste trefhou"
#. [firststrike]: id=firststrike
#: data/campaigns/Under_the_Burning_Suns/scenarios_old/03_Stirring_in_the_Night.cfg:681
#: data/core/macros/abilities.cfg:405
#, fuzzy
#| msgid ""
#| "First Strike:\n"
#| "This unit always strikes first with this attack, even if they are "
#| "defending."
msgid ""
"This unit always strikes first with this attack, even if they are defending."
msgstr ""
"Eerste Trefhou:\n"
"Hierdie eenheid sal altyd eerste slaan met hierdie aanval, selfs al verdedig "
"hy."
#. [heals]: id=healing
#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:16
#: data/core/macros/abilities.cfg:10
#, fuzzy
msgid "heals +4"
msgstr "gesondmaak"
#. [heals]: id=healing
#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:17
#: data/core/macros/abilities.cfg:11
#, fuzzy
msgid "female^heals +4"
msgstr "Dief"
#. [heals]: id=healing
#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:18
#, fuzzy
msgid ""
"Allows the unit to heal adjacent allied units at the beginning of our turn.\n"
"\n"
"A unit cared for by this healer may heal up to 4 HP per turn, or stop poison "
"from taking effect for that turn.\n"
"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 ""
"Gesond maak:\n"
"Laat die eenheid toe om aangrensende, goedgesinde eenhede gesond te maak aan "
"die begin van die beurt.\n"
"\n"
"'n Eenheid wat deur 'n gesondmaker versorg word, kan soveel as 4 LP per "
"beurt gesondmaak.\n"
"'n Gesondmaker mag vir 'n totaal van 8 LP per beurt genees, vir al die "
"eenhede wat dit versorg.\n"
"'n Vergiftigde eenheid kan nie deur 'n gesondmaker van sy vergiftiging "
"genees word nie en moet die sorg van 'n dorp of 'n eenheid wat kan genees "
"opsoek."
#. [heals]: id=healing
#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:39
#: data/core/macros/abilities.cfg:28
#, fuzzy
msgid "heals +8"
msgstr "gesondmaak"
#. [heals]: id=healing
#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:40
#: data/core/macros/abilities.cfg:29
#, fuzzy
msgid "female^heals +8"
msgstr "Dief"
#. [heals]: id=healing
#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:41
#, fuzzy
msgid ""
"This unit combines herbal remedies with magic to heal units more quickly "
"than is normally possible on the battlefield.\n"
"\n"
"A unit cared for by this healer may heal up to 8 HP per turn, or stop poison "
"from taking effect for that turn.\n"
"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 ""
"Genesers:\n"
"Hierdie eenheid kombineer kruie-medisyne met toorkrag om eenhede sodoende "
"vinniger te genees as wat normaalweg op 'n slagveld moontlik is.\n"
"\n"
"Hierdie eenheid sal vir alle aangrensende goedgesinde, beseerde eenhede aan "
"die begin van elke beurt sorg.\n"
"'n Eenheid wat deur 'n geneser versorg word mag tot soveel as 8 LP per beurt "
"genees word.\n"
"'n Geneser mag vir 'n totaal van 18 LP per beurt genees, vir al die eenhede "
"wat dit versorg.\n"
"'n Geneser kan 'n eenheid van gif genees, maar die eenheid sal geen "
"addisionele gesondmaak kry totdat dit totaal van die gif genees is nie."
#. [section]: id=editor
#: data/core/editor/help.cfg:5
msgid "Map and Scenario Editor"
msgstr ""
#. [topic]: id=editor_brush
#: data/core/editor/help.cfg:13
msgid "Editor Brush"
msgstr ""
#. [topic]: id=editor_brush
#. [topic]: id=editor_clipboard
#. [topic]: id=editor_tool_label
#. [topic]: id=editor_tool_item
#. [topic]: id=editor_tool_village
#. [topic]: id=editor_tool_unit
#. [topic]: id=editor_time_schedule
#. [topic]: id=editor_starting_positions_in_general
#: data/core/editor/help.cfg:14 data/core/editor/help.cfg:22
#: data/core/editor/help.cfg:78 data/core/editor/help.cfg:86
#: data/core/editor/help.cfg:104 data/core/editor/help.cfg:112
#: data/core/editor/help.cfg:251 data/core/editor/help.cfg:289
msgid "TODO"
msgstr ""
#. [topic]: id=editor_clipboard
#: data/core/editor/help.cfg:21
msgid "Terrain Clipboard"
msgstr ""
#. [topic]: id=editor_tool_paint
#: data/core/editor/help.cfg:29
msgid "Paint Tool"
msgstr ""
#. [topic]: id=editor_tool_paint
#: data/core/editor/help.cfg:30
msgid ""
"Paint terrain tiles on the map.\n"
"\n"
"The paint tool utilizes the brushes and the terrain palette."
msgstr ""
#. [topic]: id=editor_tool_fill
#: data/core/editor/help.cfg:39
msgid "Fill Tool"
msgstr ""
#. [topic]: id=editor_tool_fill
#: data/core/editor/help.cfg:40
msgid ""
"Fill continuous regions of terrain with a different one!\n"
"\n"
"The fill tool utilizes the terrain palette."
msgstr ""
#. [topic]: id=editor_tool_select
#: data/core/editor/help.cfg:49
msgid "Select Tool"
msgstr ""
#. [topic]: id=editor_tool_select
#: data/core/editor/help.cfg:50
msgid ""
"Selects a set of hex fields. The best tool ever!\n"
"\n"
"This tool utilizes the brushes."
msgstr ""
#. [topic]: id=editor_tool_paste
#: data/core/editor/help.cfg:59
msgid "Paste Tool"
msgstr ""
#. [topic]: id=editor_tool_paste
#: data/core/editor/help.cfg:60
msgid "Paste the terrain in the clipboard"
msgstr ""
#. [topic]: id=editor_tool_starting
#: data/core/editor/help.cfg:67
msgid "Starting Tool"
msgstr ""
#. [topic]: id=editor_tool_starting
#: data/core/editor/help.cfg:68
msgid ""
"Defines the side leader starting position\n"
"\n"
"This tool gives only limited control over the start locations of certain."
msgstr ""
#. [topic]: id=editor_tool_label
#: data/core/editor/help.cfg:77
msgid "Label Tool"
msgstr ""
#. [topic]: id=editor_tool_item
#: data/core/editor/help.cfg:85
msgid "Item Tool"
msgstr ""
#. [topic]: id=editor_tool_soundsource
#: data/core/editor/help.cfg:93
msgid "Soundsource Tool"
msgstr ""
#. [topic]: id=editor_tool_soundsource
#: data/core/editor/help.cfg:94
msgid ""
"Places Soundsources on your maps!\n"
"\n"
"This tool has not been implemented yet."
msgstr ""
#. [topic]: id=editor_tool_village
#: data/core/editor/help.cfg:103
msgid "Village Ownership Tool"
msgstr ""
#. [topic]: id=editor_tool_unit
#: data/core/editor/help.cfg:111
msgid "Unit Tool"
msgstr ""
#. [topic]: id=editor_named_area
#: data/core/editor/help.cfg:119
msgid "Named Areas"
msgstr ""
#. [topic]: id=editor_named_area
#: data/core/editor/help.cfg:120
msgid ""
"Named Areas are sets of gamefields which can be addressed during scenario "
"scripting by a given name.\n"
"\n"
"It can be used to abstract between the implementation of an effect and the "
"map specific setting.\n"
"This is a very powerful mechanism since it allows generic scenario codings "
"working with different maps providing the needed named locations."
msgstr ""
#. [topic]: id=editor_playlist
#: data/core/editor/help.cfg:130
msgid "Playlist Manager"
msgstr ""
#. [topic]: id=editor_playlist
#: data/core/editor/help.cfg:131
msgid ""
"Saves a list of music tracks defining a random playlist to the scenario.\n"
"\n"
"Have a look at the addon server for easy to use additional music tracks."
msgstr ""
#. [topic]: id=..editor
#: data/core/editor/help.cfg:140
msgid "Map/Scenario Editor"
msgstr ""
#. [topic]: id=..editor
#: data/core/editor/help.cfg:142
msgid ""
"Wesnoth's Map and Scenario Editor allows users to create and edit the maps "
"on which every Wesnoth scenario takes place. It also provides a limited set "
"of features for setting up a basic scenario.\n"
"\n"
"The editor can be launched from the <italic>text='Map Editor'</italic>"
msgstr ""
#. [topic]: id=..editor
#: data/core/editor/help.cfg:144
#, fuzzy
msgid ""
" option at the title screen. \n"
"\n"
"<header>text='What you get'</header>"
msgstr ""
"\n"
"\n"
"<header>text='Kans om te tref'</header>"
#. [topic]: id=..editor
#: data/core/editor/help.cfg:146
msgid ""
"\n"
"\n"
"• <ref>dst='editor_terrain' text='Terrain Editor'</ref>\n"
"An easy to use map editor, similar to simple paint applications.\n"
"\n"
"• Scenario Editor\n"
"\n"
"• <ref>dst='editor_playlist' text='Playlist Manager'</ref>"
msgstr ""
#. [topic]: id=..editor
#: data/core/editor/help.cfg:153
msgid ""
"\n"
"Predefine the scenario's music track playlist.\n"
"\n"
"• Time Schedule Editor\n"
"\n"
msgstr ""
#. [topic]: id=..editor
#: data/core/editor/help.cfg:158
msgid ""
"\n"
"\n"
"• What-you-see-is-what-you-get\n"
"The editor is not a WYSIWYG application.\n"
"\n"
"Because which exact graphic tile represents a terrain in the map depends on "
"all terrain rules loaded (which is different between the editor and each "
"other use case) the map won't look exactly the same.\n"
"\n"
"• Event handlers and scripting\n"
"The editor is not a tool to help you scripting the scenario's event "
"handlers.\n"
"\n"
"• Infinite Backwards Compatibility\n"
"The editor can't load maps from versions prior to 1.10.\n"
"TODO is that true?\n"
"\n"
msgstr ""
#. [topic]: id=..editor
#: data/core/editor/help.cfg:172
msgid ""
"\n"
"• <ref>dst='editor_modes' text='Editing Modes'</ref>\n"
"• <ref>dst='editor_toolkit' text='Editor Toolkit'</ref>\n"
"• <ref>dst='editor_palette' text='Editor Palette'</ref>\n"
"• <ref>dst='editor_brush' text='Editor Brushes'</ref> TODO: not sure if it "
"needs a topic on its own\n"
"• <ref>dst='editor_clipboard' text='Editor Clipboard'</ref>"
msgstr ""
#. [topic]: id=editor_modes
#: data/core/editor/help.cfg:184
msgid "Editing Modes"
msgstr ""
#. [topic]: id=editor_modes
#: data/core/editor/help.cfg:185
#, fuzzy
msgid ""
"\n"
"\n"
"<header>text='Pure Map Mode'</header>"
msgstr ""
"\n"
"\n"
"<header>text='Kans om te tref'</header>"
#. [topic]: id=editor_modes
#: data/core/editor/help.cfg:185
msgid "The editor features two separate modes of operation:"
msgstr ""
#. [topic]: id=editor_modes
#: data/core/editor/help.cfg:187
msgid ""
"\n"
"\n"
"Allows only the composing of the terrain map itself and the definition of "
"leader starting positions."
msgstr ""
#. [topic]: id=editor_modes
#: data/core/editor/help.cfg:189
msgid ""
"\n"
"How the information is saved depends on the loaded file:\n"
"\n"
"<bold>text='Native'</bold>"
msgstr ""
#. [topic]: id=editor_modes
#: data/core/editor/help.cfg:192
msgid ""
"\n"
"A new map or file containing only the arguments to the map_data attribute.\n"
"\n"
"The produced map can be played in the “User Maps” game type at the create "
"multiplayer game dialog if saved to the default directory.\n"
"\n"
"<bold>text='Embedded'</bold>"
msgstr ""
#. [topic]: id=editor_modes
#: data/core/editor/help.cfg:197
msgid ""
"\n"
"Scenario files containing a valid map_data attribute (not a file include) "
"will be opened in this submode. The editor replaces only the content of "
"map_data and leaves everything else in the scenario untouched. Maps opened "
"this way are marked [e] in the Maps menu."
msgstr ""
#. [topic]: id=editor_modes
#: data/core/editor/help.cfg:198
#, fuzzy
msgid ""
"\n"
"\n"
"<header>text='Scenario Mode'</header>"
msgstr ""
"\n"
"\n"
"<header>text='Kans om te tref'</header>"
#. [topic]: id=editor_modes
#: data/core/editor/help.cfg:200
msgid ""
"\n"
"\n"
"The Scenario mode allows several extra tools to be used, such as the Unit "
"tool. At least one side must be defined in order to use these tools, "
"however.\n"
"\n"
"In this mode, terrain data is stored in the map_data attribute and saved "
"into a file with any applicable WML."
msgstr ""
#. [topic]: id=editor_toolkit
#: data/core/editor/help.cfg:211
msgid "Editor Tools"
msgstr ""
#. [topic]: id=editor_toolkit
#: data/core/editor/help.cfg:212
msgid ""
"The editor provides several tools for editing your maps and scenarios. At "
"all times, one of the editor tools is active. The active tool's context "
"determines the content of the editor palette and context menu.\n"
"\n"
"These following tools are provided:\n"
"\n"
"• <ref>dst='editor_tool_paint' text='Paint Tool'</ref>\n"
"• <ref>dst='editor_tool_fill' text='Fill Tool'</ref>\n"
"• <ref>dst='editor_tool_select' text='Select Tool'</ref>\n"
"• <ref>dst='editor_tool_paste' text='Paste Tool'</ref>\n"
"• <ref>dst='editor_tool_starting' text='Starting Tool'</ref>\n"
"• <ref>dst='editor_tool_label' text='Label Tool'</ref>\n"
"• <ref>dst='editor_tool_item' text='Item Tool'</ref>\n"
"• <ref>dst='editor_tool_soundsource' text='Soundsource Tool'</ref>\n"
"• <ref>dst='editor_tool_village' text='Village Tool'</ref>\n"
"• <ref>dst='editor_tool_unit' text='Unit Tool'</ref>\n"
"\n"
msgstr ""
#. [topic]: id=editor_terrain
#: data/core/editor/help.cfg:234
#, fuzzy
#| msgid "Terrain Modifiers"
msgid "Terrain Editor"
msgstr "Terreinverstellings"
#. [topic]: id=editor_terrain
#: data/core/editor/help.cfg:235
msgid ""
"The terrain editor's functionality is covered by the "
"<ref>dst='editor_tool_paint' text='Paint'</ref> and "
"<ref>dst='editor_tool_fill' text='Fill Tool'</ref>."
msgstr ""
#. [topic]: id=editor_masks
#: data/core/editor/help.cfg:242
msgid "Editor Mask Usage"
msgstr ""
#. [topic]: id=editor_masks
#: data/core/editor/help.cfg:243
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
#: data/core/editor/help.cfg:250
msgid "Time Schedule Editor"
msgstr ""
#. [topic]: id=editor_palette
#: data/core/editor/help.cfg:258
msgid "Editor Palette"
msgstr ""
#. [topic]: id=editor_palette
#: data/core/editor/help.cfg:259
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."
msgstr ""
#. [topic]: id=map_format
#: data/core/editor/help.cfg:266
msgid "Wesnoth Map Format"
msgstr ""
#. [topic]: id=map_format
#: data/core/editor/help.cfg:267
msgid ""
"Wesnoth stores its maps in human readable plain text files.\n"
"\n"
"A map file consists of rows with comma separated terrain code strings. The "
"files can be edited with a general purpose text editor like notepad.\n"
"\n"
"The only additional information provided by the map syntax are the starting "
"positions of the scenario's sides.\n"
"\n"
"Additional information, such as teams, custom events, and complex side "
"setups still need to be manually coded in WML."
msgstr ""
#. [topic]: id=scenario_format
#: data/core/editor/help.cfg:280
msgid "Scenario Format"
msgstr ""
#. [topic]: id=editor_starting_positions_in_general
#: data/core/editor/help.cfg:288
msgid "Starting Positions Howto"
msgstr ""
#. [section]: id=encyclopedia
#. [topic]: id=..encyclopedia
#: data/core/encyclopedia/_main.cfg:5 data/core/encyclopedia/_main.cfg:12
msgid "Encyclopedia"
msgstr ""
#. [topic]: id=..encyclopedia
#: data/core/encyclopedia/_main.cfg:14
msgid "<ref>dst='..geography' text='Geography'</ref>"
msgstr ""
#. [section]: id=geography
#. [topic]: id=..geography
#: data/core/encyclopedia/geography.cfg:12
#: data/core/encyclopedia/geography.cfg:19
msgid "Geography"
msgstr ""
#. [topic]: id=arkan_thoria
#: data/core/encyclopedia/geography.cfg:26
msgid "Arkan-thoria"
msgstr ""
#. [topic]: id=arkan_thoria
#: data/core/encyclopedia/geography.cfg:27
msgid ""
"A river rising in the <ref>dst='heart_mountains' text='Heart Mountains'</"
"ref> and running east to the Listra."
msgstr ""
#. [topic]: id=great_ocean
#: data/core/encyclopedia/geography.cfg:32
#, fuzzy
msgid "Great Ocean"
msgstr "Groot Trol"
#. [topic]: id=great_ocean
#: data/core/encyclopedia/geography.cfg:33
msgid ""
"Lies to the west of the <ref>dst='great_continent' text='continent'</ref> "
"and all rivers eventually flow to it. Far to the west in the Great Ocean is "
"a huge archipelago called <ref>dst='morogor' text='Morogor'</ref>."
msgstr ""
#. [topic]: id=morogor
#: data/core/encyclopedia/geography.cfg:38
msgid "Morogor"
msgstr ""
#. [topic]: id=morogor
#: data/core/encyclopedia/geography.cfg:39
msgid ""
"Archipelago, located somewhere in the <ref>dst='great_ocean' text='Great "
"Ocean'</ref> east of the <ref>dst='green_isle' text='Green Isle'</ref> and "
"west of the <ref>dst=great_continent text='Great Continent'</ref>.\n"
"It is mostly inhabited by <ref>dst='..race_drake' text='drakes'</ref>.\n"
"The central island of the archipelago is also called Morogor."
msgstr ""
#. [topic]: id=green_isle
#: data/core/encyclopedia/geography.cfg:46
#, fuzzy
msgid "Green Isle"
msgstr "Groen"
#. [topic]: id=green_isle
#: data/core/encyclopedia/geography.cfg:47
msgid ""
"A bigger island lying in the <ref>dst='great_ocean' text='Great Ocean'</ref>."
msgstr ""
#. [topic]: id=old_continent
#: data/core/encyclopedia/geography.cfg:52
msgid "Old Continent"
msgstr ""
#. [topic]: id=old_continent
#: data/core/encyclopedia/geography.cfg:53
msgid ""
"Lies to the west of <ref>dst='morogor' text='Morogor'</ref> across the "
"<ref>dst='great_ocean' text='Great Ocean'</ref>."
msgstr ""
#. [topic]: id=great_continent
#: data/core/encyclopedia/geography.cfg:58
msgid "Great Continent"
msgstr ""
#. [topic]: id=great_continent
#: data/core/encyclopedia/geography.cfg:59
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:64
msgid "Irdya"
msgstr ""
#. [topic]: id=irdya
#: data/core/encyclopedia/geography.cfg:65
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:70
#, fuzzy
msgid "Kingdom of Wesnoth"
msgstr "-- Die Geskrifte van Wesnoth"
#. [topic]: id=kingdom_wesnoth
#: data/core/encyclopedia/geography.cfg:71
msgid ""
"The Kingdom of Wesnoth is located in the north-central portion of the "
"<ref>dst='great_continent' text='Great Continent'</ref>. Most of the "
"mainline campaigns revolve around it. It is bounded on the map by the Great "
"River to the north, the shore of the Great Ocean to the west, the Aethenwood "
"to the <ref>dst='southwest_elven_lands' text='southwest'</ref>, and the "
"Bitter Swamp to the southeast (lower right corner of the main map).\n"
"\n"
"Over the River Aethen, south of Fort Tahn, is a Wesnothian frontier region. "
"It is bounded to the south (off-map) by dense woods of which the Aethenwood "
"may be considered a northernmost extension.\n"
"\n"
"<header>text='Notable cities:'</header>\n"
" • Weldyn: The capital of Wesnoth.\n"
" • Aldril: City lying on the Bay of Pearls.\n"
" • Blackwater Port: City lying south of the Bay of Pearls.\n"
" • Carcyn: Located between the Grey Woods and the Great River.\n"
" • DanTonk: Wesnoths largest city, located in the center of the "
"country, just west and north of Weldyn.\n"
" • Soradoc: The northernmost border outpost of Wesnoth, controls the "
"confluence of the Weldyn River and the Great River.\n"
" • Fort Tahn: The southernmost border outpost, controls the north/south "
"road crossing the River Aethen.\n"
" • Tath: Important fort city north of DanTonk, exerts control over the "
"wilderness country around the east of the Brown Hills and north to the Ford "
"of Abez.\n"
"\n"
"<header>text='Notable land features:'</header>\n"
" • Gryphon Mountain: Home of the fabled Gryphons.\n"
" • Ford of Abez: Shallow part of the Great River, it is usually "
"controlled by Wesnothian forces.\n"
" • Weldyn River: It branches from the Great River and goes south.\n"
" • Great Central Plain: Area bounded by Weldyn, DanTonk, and Fort Tahn, "
"this plain is Wesnoths bread basket and home to most of its population.\n"
" • Dulatus Hills: These rolling hills bordering the Great Central Plain "
"provide much of Wesnoths livestock and agriculture.\n"
" • Brown Hills: Wasteland surrounding Gryphon Mountain that is not well-"
"populated and occasionally very dangerous.\n"
" • Horse Plains: Region of rolling plains just south of the Great River, "
"bounded by Glyns Forest to the west and the River Weldyn to the east; the "
"southern reach merges into the Central Plain. Home of the powerful Clans; "
"the best horses in Wesnoth are bred here.\n"
" • Estmark Hills: Largish range rising south of the Great River and east "
"of the Weldyn River. The northernmost portion, nearest the River Weldyn, has "
"at various times been settled by Wesnothians, but the Kingdoms control is "
"tenuous at best and banditry is common.\n"
" • Glyns Forest: Sometimes known as the Royal Forest, named for one of "
"Haldric IIs sons.\n"
" • Gray Woods: Large forest in the heart of the wilds of Wesnoth, located "
"between Carcyn and Aldril and generally considered to be haunted."
msgstr ""
#. [topic]: id=elensefar
#: data/core/encyclopedia/geography.cfg:100
msgid "Elensefar"
msgstr ""
#. [topic]: id=elensefar
#: data/core/encyclopedia/geography.cfg:101
msgid ""
"Elensefar is at times a province of <ref>dst='kingdom_wesnoth' "
"text='Wesnoth'</ref>, at times an independent country, and at times in a "
"treaty federation with Wesnoth. Its borders are the Great River to the "
"north, a loosely defined line with Wesnoth to the east, the Bay of Pearls to "
"the south, and the <ref>dst='great_ocean' text='ocean'</ref> to the west. "
"More information is found in the historical narrative of Wesnoth.\n"
"\n"
"<header>text='Notable cities:'</header>\n"
" • Elensefar: The capital, located on an island in the "
"<ref>dst='great_river' text='Great River'</ref> delta.\n"
" • Carcyn: City on the WesnothElensefar border, disputed with Wesnoth.\n"
" \n"
"<header>text='Notable land features:'</header>\n"
" • <ref>dst='great_river' text='Great River'</ref>: It is very wide at "
"this point, and only ships can cross it."
msgstr ""
#. [topic]: id=northlands
#: data/core/encyclopedia/geography.cfg:113
msgid "Northlands"
msgstr ""
#. [topic]: id=northlands
#: data/core/encyclopedia/geography.cfg:114
msgid ""
"There is no government of the Northlands. Various groups of orcs, dwarves, "
"barbarian men and even elves populate the region. The northern and eastern "
"borders are not defined, the southern border is the <ref>dst='great_river' "
"text='Great River'</ref>, and the western border is the "
"<ref>dst='great_ocean' text='Great Ocean'</ref>.\n"
"\n"
"<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 Elensefar, where these villages "
"were located, was named the Annuvin province by men but was known by the "
"elves as Wesmere.\n"
"\n"
"<header>text='Notable land features:'</header>\n"
" • Heart Mountains: A virtually impassable barrier between the river "
"country and the Northern Plains.\n"
" • Heartfangs: the particularly forbidding stretch of high peaks "
"southwest of Lake Vrug and north of the Forest of Wesmere. The most "
"inhospitable and dangerous portion of the Heart Mountains; only hermits, "
"madmen, and mages live there.\n"
" • Swamp of Dread: a very large bog located between the Heart Mountains "
"and the Great River. A notoriously dangerous place.\n"
" • Lake Vrug: A large mountain lake whose river carves the only pathway "
"through the Northern Mountains.\n"
" • Arkan-thoria: The river 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 "
"the elves. Their capitol, Elensiria, has only seldom been visited by "
"humans.\n"
" • Great River: The origin of this river is somewhere in the east of the "
"northern lands."
msgstr ""
#. [topic]: id=southwest_elven_lands
#: data/core/encyclopedia/geography.cfg:135
msgid "Southwest Elven Lands"
msgstr ""
#. [topic]: id=southwest_elven_lands
#: data/core/encyclopedia/geography.cfg:136
msgid ""
"The Wood Elves are separate from those of the north, and have only "
"intermittent relations with them and most other countries. Its borders are "
"the <ref>dst='great_ocean' text='Ocean'</ref> to the west, the Black River "
"to the south and southeast, the lands of Wesnoth to the north and the "
"Kerlath province to the east.\n"
"\n"
"<header>text='Notable cities:'</header>\n"
" • None known.\n"
"\n"
"<header>text='Notable land features:'</header>\n"
" • Aethenwood: The largest southern forest, it extends far to the south "
"and is home to <ref>dst='..race_elf' text='elves'</ref>. Although the elves "
"make no such distinction, the southern part of the forest has been named "
"Southwood by denizens of Kerlath.\n"
" • Black Forest: An ancient forest of which very little is known, "
"abandoned by the elves long ago."
msgstr ""
#. [topic]: id=heart_mountains
#: data/core/encyclopedia/geography.cfg:148
#, fuzzy
msgid "Heart Mountains"
msgstr "Berge"
#. [topic]: id=heart_mountains
#: data/core/encyclopedia/geography.cfg:149
msgid ""
"A virtually impassable barrier between the <ref>dst='arkan_thoria' "
"text='river'</ref> country and the <ref>dst='far_north' text='Northern "
"Plains'</ref>."
msgstr ""
#. [topic]: id=far_north
#: data/core/encyclopedia/geography.cfg:154
msgid "Far North"
msgstr ""
#. [topic]: id=far_north
#: data/core/encyclopedia/geography.cfg:155
msgid ""
"Cold, harsh, and inaccessible, the Far North is the ancestral home of the "
"Orcish Clannate. It lies north of the <ref>dst='heart_mountains' text='Heart "
"Mountains'</ref>, which the Orcs call the Haggid-Dargor and claim (without "
"merit) as their own. To the east lie the Unaligned Tribes of the Wild "
"Steppe, who fell out of the control of the Clannate, instead roaming with "
"wild human barbarians and clashing with the High Elves of the North Plains "
"(known as North Elves in human lands). The High Elves themselves reside "
"further east, where it is rumored they rule a vast kingdom.\n"
"\n"
"<header>text='Notable cities:'</header>\n"
" • Barag Gor, a city home to the Orcish Council\n"
" • Bitok\n"
" • Borstep\n"
" • Farzi\n"
" • Lmarig\n"
" • Melmog\n"
" • Prestim\n"
" • Tirigaz\n"
" • Dorest, the northernmost human city\n"
"\n"
"<header>text='Notable land features:'</header>\n"
" • Black Marshes\n"
" • Mountains of Dorth\n"
" • Mountains of Haag\n"
" • Greenwood\n"
" • Silent Forest\n"
" • Forest of Thelien\n"
" • River Oumph\n"
" • River Bork\n"
" • Frosty Wastes\n"
" • Barren Plains"
msgstr ""
#. [section]: id=schedule
#: data/core/help.cfg:10
#, fuzzy
#| msgid "Time of Day"
msgid "Time of Day Schedule"
msgstr "Tyd van die Dag"
#. [section]: id=introduction
#. [topic]: id=..introduction
#: data/core/help.cfg:17 data/core/help.cfg:96
msgid "Introduction"
msgstr "Inleiding"
#. [section]: id=gameplay
#. [topic]: id=..gameplay
#: data/core/help.cfg:23 data/core/help.cfg:168
msgid "Gameplay"
msgstr "Spel-omstandighede"
#. [section]: id=traits_section
#. [topic]: id=..traits_section
#: data/core/help.cfg:29 data/core/help.cfg:397
msgid "Traits"
msgstr "Karaktertrekke"
#. [section]: id=units
#. [topic]: id=..units
#: data/core/help.cfg:37 data/core/help.cfg:119
msgid "Units"
msgstr "Eenhede"
#. [section]: id=abilities_section
#. [topic]: id=..abilities_section
#: data/core/help.cfg:46 data/core/help.cfg:139
msgid "Abilities"
msgstr "Vaardighede"
#. [section]: id=weapon_specials
#. [topic]: id=..weapon_specials
#: data/core/help.cfg:54 data/core/help.cfg:148
msgid "Weapon Specials"
msgstr "Wapen Bonusse"
#. [section]: id=eras_section
#. [topic]: id=..eras_section
#: data/core/help.cfg:62 data/core/help.cfg:128
msgid "Eras"
msgstr ""
#. [section]: id=terrains_section
#. [topic]: id=..terrains_section
#: data/core/help.cfg:71 data/core/help.cfg:412
msgid "Terrains"
msgstr "Terreine"
#. [section]: id=addons
#. [topic]: id=..addons
#: data/core/help.cfg:79 data/core/help.cfg:465
msgid "Add-ons"
msgstr ""
#. [section]: id=commands
#. [topic]: id=..commands
#: data/core/help.cfg:85 data/core/help.cfg:532
#, fuzzy
msgid "Commands"
msgstr "Bevelvoerder"
#. [topic]: id=..introduction
#: data/core/help.cfg:97
#, fuzzy
msgid ""
"\n"
"\n"
"<italic>text='Battle for Wesnoth'</italic> is a turn-based fantasy strategy "
"game somewhat unusual among modern strategy games. While other games strive "
"for complexity, <italic>text='Battle for Wesnoth'</italic> strives for "
"simplicity of both rules and gameplay. This does not make the game simple, "
"however — from these simple rules arise a wealth of strategy, making the "
"game easy to learn but a challenge to master.\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"
"Die Stryd om Wesnoth is 'n beurt-basis fantasie strategie spel wat ietwat "
"ongewoon is by hedendaagse modernde strategie spele. Terwyl ander spele "
"strewe na kompleksiteit, streef Die Stryd om Wesnoth na eenvoudigheid in "
"beide reëls en speelbaarheid. Dit maak egter nie die spel maklik nie, want "
"van hierdie eenvoudingheid kom 'n magdom van strategie, wat die spel maklik "
"maak om te leer, maar dit 'n uitdaging maak om te bemeester."
#. [topic]: id=about_game
#: data/core/help.cfg:107
msgid "About the Game"
msgstr "Meer omtrent die Spel"
#. [topic]: id=about_game
#: data/core/help.cfg:108
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:120
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:129
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:131
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:140
#, fuzzy
msgid ""
"Certain units have abilities that either directly affect other units or have "
"an impact on how the unit interacts with other units. These abilities will "
"be listed under this section as you encounter them. Each page will provide a "
"description of what the ability does and which (currently discovered) units "
"have it.\n"
"\n"
msgstr ""
"Sekere eenhede het vermoëns wat ander eenhede of direk beïnvloed, of 'n "
"invloed het op hoe die eenheid op ander eenhede reageer. Hierdie vermoëns "
"sal onder hierdie onderwerp gelys word wanneer jy hulle teëkom."
#. [topic]: id=..weapon_specials
#: data/core/help.cfg:149
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:158
#, fuzzy
msgid "Unknown Unit"
msgstr "Onbekende scenario: '"
#. [topic]: id=.unknown_unit
#: data/core/help.cfg:159
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 ""
#. [topic]: id=..gameplay
#: data/core/help.cfg:169
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."
msgstr ""
#. [topic]: id=..gameplay
#: data/core/help.cfg:176
#, fuzzy
msgid ""
"\n"
"\n"
"<header>text='Fundamentals of Gameplay'</header>\n"
"\n"
msgstr ""
"\n"
"\n"
"<header>text='Kans om te tref'</header>"
#. [topic]: id=..gameplay
#: data/core/help.cfg:176
#, fuzzy
msgid ""
"While playing, keep in mind that you can mouse-over many items in the game, "
"such as the information displayed in the status pane, to see a brief "
"description explaining each item. This is especially useful when you "
"encounter new elements, such as <ref>dst='..abilities_section' "
"text='abilities'</ref>, for the first time."
msgstr ""
"Hou in gedagte dat indien jy tydens die spel jou muis oor items sou beweeg, "
"daar oor baie van hulle inligting in die status paneel sal verskyn, "
"gewoonlik 'n kort beskrywing wat die item verduidelik. Dit is veral baie "
"nuttig wanneer jy nuwe <ref>dst=abilities text=vermoëns</ref> vir die eerste "
"keer teëkom."
#. [topic]: id=victory_and_defeat
#: data/core/help.cfg:188
msgid "Victory and Defeat"
msgstr ""
#. [topic]: id=victory_and_defeat
#: data/core/help.cfg:189
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:189
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:198
msgid "Recruiting and Recalling"
msgstr "Werwing en Terugroeping"
#. [topic]: id=recruit_and_recall
#: data/core/help.cfg:199
#, fuzzy
#| msgid ""
#| "\n"
#| "\n"
#| "If you right-clicked on a castle hex and selected recruit, the new unit "
#| "will appear in that square. Otherwise, it will appear in a free square "
#| "near the keep. You may only recruit as many units as you have free hexes "
#| "in your castle, and you cannot spend more gold than you actually have on "
#| "recruiting."
msgid ""
"\n"
"\n"
"If you right-clicked on a castle hex and selected recruit, the new unit will "
"appear in that hex. Otherwise, it will appear in a free hex near the keep. "
"You may only recruit as many units as you have free hexes in your castle, "
"and you cannot spend more gold than you actually have on recruiting."
msgstr ""
"\n"
"\n"
"As jy met die regtermuisknop op die kasteel-heksagonaal gekliek en werf "
"gekies het, sal die nuwe eenheid op daardie blok verskyn. Andersins sal dit "
"op 'n leë blok naby die vesting verskyn. Jy mag slegs soveel eenhede werf as "
"wat jy leë heksagonale in jou kasteel beskikbaar het en jy kan nie meer goud "
"spandeer as wat jy werklik beskikbaar het nie."
#. [topic]: id=recruit_and_recall
#: data/core/help.cfg:199
#, fuzzy
msgid ""
"Each side begins with one leader in their keep. At the start of any battle, "
"and at times during it, you will need to recruit <ref>dst='..units' "
"text='units'</ref> into your army. To recruit, you must have your leader "
"(for instance, Konrad in the <italic>text='Heir to the Throne'</italic> "
"campaign) on the keep hex of a <ref>dst='terrain_castle' text='castle'</"
"ref>. Then you may recruit by either choosing <bold>text='Recruit'</bold> "
"from the menu or right-clicking on a hex and selecting <bold>text='Recruit'</"
"bold>. This brings up the recruit menu, which lists units available for "
"recruitment, along with their gold cost. Click on a unit to see its "
"statistics, then press the OK button to recruit it."
msgstr ""
"Elke kant begin met een leier in hulle vesting. Aan die begin van enige "
"veldslag en soms daartydens, sal dit vir jou nodig wees om <ref>dst=units "
"text=eenhede</ref> te werf vir jou leër. Om te kan werf moet jou leier "
"(byvoorbeeld, Konrad in die Troonopvolger veldtog) op die Vestingblok van 'n "
"<ref>dst=terrain_castle text=Kasteel</ref> wees. Jy mag dan werwing doen "
"deur of op Werf op die keusebalk te kies of deur met die regtermuis op 'n "
"heksagonaal te kliek en dan <italic>text=Werf</italic> te kies. Dit gee dan "
"vir jou die werwingskeuses waar die eenhede wat beskikbaar is vir werwing "
"gelys word asook hoeveel hulle kos in terme van goud. Kliek op 'n eenheid om "
"sy statistieke te vertoon, en kliek dan op die werf knop op hom te werf."
#. [topic]: id=recruit_and_recall
#: data/core/help.cfg:201
#, fuzzy
msgid ""
"\n"
"\n"
"Recruited units come with two random <ref>dst='..traits_section' "
"text='traits'</ref> which modify their statistics."
msgstr ""
"\n"
"\n"
"Gewerfde eenhede kom met willekeurige <ref>dst=traits text=Eienskappe</ref> "
"wat hulle statistieke sal verander."
#. [topic]: id=recruit_and_recall
#: data/core/help.cfg:203
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"
"In latere scenarios mag jy ook oorlewendes herroep van vroeëre veldslagte. "
"Terugroep kos 'n standaard bedrag van 20 goud en gee jou die keuse van "
"oorlewende eenhede uit vorige scenarios."
#. [topic]: id=recruit_and_recall
#: data/core/help.cfg:205
#, 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"
"Eenhede kos nie alleen goud om te Werf of Terug te roep nie, hulle vereis "
"ook geld om te ondersteun. Sien <ref>dst=income_and_upkeep text='Inkomste en "
"Onderhoud'</ref> vir meer inligting."
#. [topic]: id=income_and_upkeep
#: data/core/help.cfg:214
msgid "Income and Upkeep"
msgstr "Inkomste en Onderhoud"
#. [topic]: id=income_and_upkeep
#: data/core/help.cfg:215
#, fuzzy
msgid ""
"\n"
"\n"
"Income is simple. You have a base income of 2 gold per turn. For every "
"village you control, you gain one additional gold each turn. (In general "
"this is configurable but in campaigns it is almost always one gold per "
"village.) Thus, if you have ten villages, you would normally gain 12 gold "
"each turn. Your upkeep costs are subtracted from this income, as detailed "
"below."
msgstr ""
"\n"
"\n"
"Inkomste is eenvoudig. Jy kry 'n basiese inkomste van 2 goud per beurt. Vir "
"elke dorp wat jy beheer, kry jy 'n verder goud per beurt. As jy dus tien "
"dorpe beheer, sal jy normaalweg 12 goud per beurt verdien. Jou "
"Onderhoudskoste word vanaf hierdie inkomste afgetrek soos hieronder "
"uiteengesit."
#. [topic]: id=income_and_upkeep
#: data/core/help.cfg:215
#, fuzzy
msgid ""
"In Wesnoth, it is not enough simply to recruit units and fight. You must "
"watch your gold as well, especially in campaigns, where you can carry extra "
"gold over from one scenario to the next. There are two aspects to this; "
"<italic>text='income'</italic> and <italic>text='upkeep'</italic>."
msgstr ""
"In Wesnoth, is dit nie voldoende om eenvoudig eenhede te werf en te veg nie. "
"Jy moet jou goud ook dophou, veral in veldtogte, waar jy oorblywende goud "
"van een scenario na 'n volgende kan oordra. Daar is twee aspekte wat oorweeg "
"moet word; Inkomste en Onderhoud."
#. [topic]: id=income_and_upkeep
#: data/core/help.cfg:217
#, fuzzy
msgid ""
"\n"
"\n"
"Upkeep is also fairly simple. Each unit requires an amount of Upkeep equal "
"to its level. You can support as many levels worth of units as you have "
"villages, without paying any upkeep. However, for each level of unit beyond "
"the number of villages you have, you must pay one gold per turn. For "
"example, if you have twelve level one units and ten villages, you would have "
"to pay two gold each turn in upkeep."
msgstr ""
"\n"
"\n"
"Onderhoud is ook heel eenvoudig. Elke eenheid vereis 'n hoeveelheid "
"Onderhoud wat gelykstaande aan sy vlak is. Jy kan soveel vlakke "
"<italic>text=aan</italic> eenhede onderhou as wat jy dorpe besit sonder om "
"enige onderhoud te betaal. Vir elke vlak van 'n eenheid bo die aantal dorpe "
"wat jy besit, moet jy een goud per beurt betaal. As jy byvoorbeeld twaalf "
"vlak een eenhede en tien dorpe het, sal jy twee goud se onderhoud per beurt "
"moet betaal."
#. [topic]: id=income_and_upkeep
#: data/core/help.cfg:219
#, fuzzy
msgid ""
"\n"
"\n"
"Upkeep costs are subtracted from your income, so in the case of twelve "
"levels of units and ten villages, your resultant Income would be 10 gold per "
"turn."
msgstr ""
"\n"
"\n"
"Onderhoudskoste word afgetrek vanaf jou Inkomste, dus in die geval waar jy "
"twaalf vlakke vir eenhede het en tien dorpe besit, sal jou gevolglike "
"Inkomste 10 goud per beurt wees."
#. [topic]: id=income_and_upkeep
#: data/core/help.cfg:221
#, fuzzy
msgid ""
"\n"
"\n"
"There are two important exceptions to upkeep: units with the loyal trait and "
"leaders never incur upkeep. Units you begin the scenario with (such as "
"Delfador), or units who join you during a scenario (such as the horseman in "
"the second scenario of <italic>text='Heir to the Throne'</italic>) will "
"usually have the <italic>text='loyal'</italic> trait. The unit you are "
"playing (such as Konrad) will almost always be a leader."
msgstr ""
"\n"
"Daar is een belangrike uitsondering op Onderhoud: eenhede met die Lojaliteit "
"karaktertrek vereis nooit enige onderhoud nie. Eenhede waarmee jy die "
"scenario begin (soos Konrad of Delfador) of eenhede wat by jou aansluit "
"tydens 'n scenario (soos die Ruiter in die tweede scenario van "
"Troonopvolger) sal gewoonlik die Lojaliteit karaktertrek hê."
#. [topic]: id=hitpoints
#: data/core/help.cfg:230
msgid "Hitpoints and Experience"
msgstr "Lewenspunte en Ervaring"
#. [topic]: id=hitpoints
#: data/core/help.cfg:231
#, fuzzy
msgid ""
"Each unit has a certain number of <italic>text='hitpoints'</italic> (HP). If "
"the hitpoints of a unit drop below 1, the unit dies. Each unit also has a "
"certain number of <italic>text='experience points'</italic> (XP). A freshly "
"recruited unit starts with no experience points, and gains experience by "
"fighting enemies."
msgstr ""
"Elke eenheid het slegs 'n sekere aantal lewenspunte (LP). As die lewenspunte "
"van 'n eenheid laer as 1 val, sterf die eenheid. Elke eenheid het ook 'n "
"sekere aantal ervaringspunte (EP). 'n Vars gewerfde eenheid begin met geen "
"ervaringspunte en doen ervaring op deur met vyande te veg."
#. [topic]: id=hitpoints
#: data/core/help.cfg:235
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 ""
"Die lewe- en ervaringspunte word beide op die statuspaneel aangedui deur van "
"twee getalle gebruik te maak (die huidige waarde en die maksimum waarde wat "
"die eenheid kan hê)."
#. [topic]: id=hitpoints
#: data/core/help.cfg:237
#, fuzzy
msgid ""
"The hitpoints are also indicated by an energy bar next to each unit, which "
"is green, yellow or red. A unit with at least 1 experience point has a blue "
"experience bar, which turns white as the unit is about to "
"<ref>dst='advancement' text='advance'</ref>."
msgstr ""
"Die lewenspunte word ook aangedui deur 'n energiewyser langs elke eenheid, "
"wat groen, geel of rooi kan wees. 'n Eenheid met ten minste 1 ervaringspunt "
"het 'n blou ervaringswyser wat wit word as die eenheid op die punt is om "
"<ref>dst=experience_and_advancement text=bevorder</ref> te word."
#. [topic]: id=advancement
#: data/core/help.cfg:244
#, fuzzy
#| msgid "Advances to: "
msgid "Advancement"
msgstr "Bevorder na: "
#. [topic]: id=advancement
#: data/core/help.cfg:245
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"
"Daar word van elke Eenheid 'n sekere hoeveelheid ervaring vereis om bevorder "
"te word (dit is 20% minder vir eenhede met die Intelligensie eienskap). "
"Wanneer hulle hierdie hoeveelheid bereik, word hulle onmiddelik na die "
"volgende vlak bevorder, en word hulle ook ten volle gesond. In sommige "
"gevalle sal jy 'n keuse gebied word tussen verskillende opsies vir "
"bevordering."
#. [topic]: id=advancement
#: data/core/help.cfg:245
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 ""
"As beide eenhede 'n geveg oorleef, kry hulle 'n sekere aantal ervaringspunte "
"by wat gelykstaande aan die vlak van die eenheid wat hulle geveg het. As 'n "
"eenheid 'n ander in 'n geveg dood, kry dit egter nog meer ervaring by - 4 "
"vir 'n vlak 0 eenheid, 8 vir 'n vlak 1, 16 vir 'n vlak 2, 24 vir 'n vlak 3 "
"eenheid ensovoorts."
#. [topic]: id=advancement
#: data/core/help.cfg:247
#, 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"
"Terwyl die meeste eenhede drie vlakke het, is dit nie so vir almal nie. Soms "
"het eenhede (soos die <ref>dst=unit_Mage text=Towenaar</ref>) vier vlakke. "
"Wanneer 'n eenheid sy maksimum vlak bereik het, mag dit 'n Na Maksimum Vlak "
"Bevordering (NMVB) tot sy beskikking hê. Die NMVB sal die eenheid verander "
"elke keer as die eenheid die ervaringsdoelwit bereik, maar die eenheid sal "
"op dieselfde vlak bly. Die tipiese NMVB effek is om die eenheid se maksimum "
"aantal LP's met 3 te verhoog vir elke 100 EP bygekry. Neem kennis dat slegs "
"'n klein aantal eenhede, byvoorbeeld die Necrophage, gesond word as gevolg "
"van die NMVB effek. Die meeste eenhede kry slegs die bonus by die Maksimum "
"LP."
#. [topic]: id=movement
#: data/core/help.cfg:256
msgid "Movement"
msgstr "Beweging"
#. [topic]: id=movement
#: data/core/help.cfg:257
#, fuzzy
msgid ""
"\n"
"\n"
"Each unit has a certain number of movement points which are used up when "
"moving into a new hex, depending on the Terrain of that particular hex. For "
"instance, grassland nearly always costs 1 movement point to enter. Exactly "
"how many movement points are spent entering a hex depends on the unit type — "
"in forest, elvish units only spend 1 movement point, most human and orc "
"units spend 2, while horsemen spend 3. You can learn how many movement "
"points a unit requires to enter a certain terrain type by right-clicking on "
"it, selecting <bold>text='Unit Description'</bold>, and then looking at "
"<bold>text='Terrain Modifiers'</bold>."
msgstr ""
"\n"
"\n"
"elke eenheid het 'n sekere aantal bewegingspunte wat opgebruik word wanneer "
"dit na 'n nuwe blok beweeg word, wat afhang van die soort Terrein van "
"daardie blok. Grasvlakte sal byvoorbeeld byna altyd 1 bewegingspunt kos om "
"op te beweeg. Presies hoeveel bewegingspunte opgebruik word, hang egter ook "
"af van die soort eenheid - in woude sal elwe slegs 1 bewegingspunt gebruik "
"terwyl die meeste mens en ork eenhedie 2 punte opgebruik en ruiters 3 punte. "
"Jy kan leer hoeveel bewegingspunte 'n eenheid vereis om 'n sekere soort "
"terrein te betree deur met die regtermuisknop daarop te kliek en Eenheid "
"Beskrywing te kies en deur dan na die <italic>text='Terrein Veranderlikes'</"
"italic> te kyk."
#. [topic]: id=movement
#: data/core/help.cfg:257
#, fuzzy
msgid ""
"Movement in <italic>text='Battle for Wesnoth'</italic> is simple. Click on "
"the unit you wish to move to select it, then click on the hex you wish to "
"move it to. When a unit is selected, everywhere it can move this turn will "
"be highlighted, and all other hexes on the map are made dull. Mousing over a "
"highlighted hex shows the defense rating the unit would have if you moved it "
"to that hex. Mousing over a dull hex will also show the number of turns "
"required to reach it, and clicking will cause the unit to move towards it by "
"the fastest route over this and subsequent turns. If you dont use up all of "
"a units movement when you first move a unit, you may move it again. This is "
"useful when having two units switch places. Attacking with a unit will use "
"up its movement. Ending a move in a village you dont already own will also "
"use up a units movement, but will still allow it to attack."
msgstr ""
"Skuiwe in Stryd om Westoth is eenvoudig. Kliek op die eenheid wat jy wil "
"skuif om dit te kies en kliek dan op die heksagonaal waarheen jy dit wil "
"skuif. Wanneer 'n eenheid gekies is, sal al die moontlike plekke waarna dit "
"kan beweeg gemerk word en al die ander heksagonale sal verdof word. Deur die "
"muis oor 'n gemerkte blok te beweeg sal die verdedigingsaanslag vertoon wat "
"die eenheid sou hê as hy daarheen sou beweeg. Deur die muis oor 'n dowwe "
"blok te beweeg sal die aantal beurte wat benodig word om dit te bereik "
"vertoon word en deur daarop te kliek sal veroorsaak dat die eenheid na die "
"blok sou beweeg op die vinnigste roete oor die opvolgende beurte."
#. [topic]: id=movement
#: data/core/help.cfg:259
#, fuzzy
msgid ""
"\n"
"\n"
"Another thing to keep in mind while moving is <italic>text='zones of "
"control'</italic>. Each unit — except for level 0 units — generates a zone "
"of control in the hexes immediately surrounding it, and any enemy unit "
"entering those hexes immediately ends its movement. Learning how to use "
"zones of control to your advantage is an important part of Wesnoth, as only "
"<ref>dst='ability_skirmisher' text='skirmishers'</ref> can ignore zones of "
"control."
msgstr ""
"\n"
"\n"
"'n Ander ding om in gedagte te hou terwyl jy Beheersones beweeg. Elke "
"eenheid skep 'n beheersone in die blokke onmiddelik rondom dit en enige "
"vyandige eenheid wat daardie blokke betree sal dadelik sy beweging beeïndig. "
"Deur te leer hoe om beheersones tot jou voordeel te gebruik is 'n belangrike "
"deel van Wesnoth, aangesien slegs <ref>dst=ability_skirmisher "
"text='Skermutselaars'</ref> beheersones kan ignoreer."
#. [topic]: id=movement
#: data/core/help.cfg:261
msgid ""
"\n"
"\n"
"To see where the enemy can move to during their next turn, press Ctrl-v or "
"Cmd-v. Ctrl-b or Cmd-b shows where the enemy could move, if your units were "
"not on the map to block their progress."
msgstr ""
"\n"
"\n"
"Om te sien waar die vyand tydens hulle volgende beurte kan beweeg, druk Ctrl-"
"v of Cmd-V. Ctrl-b of Cmd-b wys waarheen die vyand kan beweeg as jou eenhede "
"nie op die kaart was om hulle bewegings te beperk nie."
#. [topic]: id=shroud_and_fog
#: data/core/help.cfg:270
msgid "Shroud and Fog of War"
msgstr ""
#. [topic]: id=shroud_and_fog
#: data/core/help.cfg:271
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=combat
#: data/core/help.cfg:280
msgid "Combat"
msgstr "Gevegte"
#. [topic]: id=combat
#: data/core/help.cfg:281
#, fuzzy
msgid ""
"\n"
"\n"
"<header>text='Order and Number of Strikes'</header>"
msgstr ""
"\n"
"\n"
"<header>text='Volgorde en aantal trefhoue'</header>"
#. [topic]: id=combat
#: data/core/help.cfg:281
#, fuzzy
msgid ""
"Combat in <italic>text='Battle for Wesnoth'</italic> always takes place "
"between units in adjacent hexes. Click on your unit, and click on the enemy "
"you want to attack: your unit will move towards the enemy unit, and when "
"they are next to each other, combat will begin. The attacker and defender "
"alternate strikes until each has used their allotted number of strikes. The "
"attacker chooses one of its weapons to attack with, and the defender "
"retaliates with one of its attacks of the same type. There are two types of "
"attacks: <italic>text='melee'</italic>, which usually involves weapons such "
"as swords, axes or fangs; and <italic>text='ranged'</italic>, which usually "
"involves weapons such as bows, spears and fireballs."
msgstr ""
"Gevegte in Stryd om Wesnoth vind altyd plaas tussen eenhede in aangrensende "
"blokke. Kliek op jou eenheid en kliek op die vyand wat jy wil aanval: jou "
"eenheid al na daardie vyandige eenheid beweeg en wanneer hulle langs mekaar "
"is sal die geveg begin. Die aanvaller en verdediger sal houe opeenvolgend "
"uitdeel totdat elkeen sy beskikbare aantal houe opgebruik het. Die aanvaller "
"kies een van sy wapens om mee aan te val en die verdediger sal terugslaan "
"met een van sy soortgelyke aanvalle. Daar bestaan twee soorte aanvalle: "
"handgevegte, wat gewoonlik wapens soos swaarde, byle of tande insluit en "
"afstandgevegte wat gewoonlik wapens soos boë, spiese en vuurballe insluit."
#. [topic]: id=combat
#: data/core/help.cfg:283
#, fuzzy
msgid ""
"\n"
"\n"
"The attacker gets the first strike, then the defender retaliates. Each "
"strike either hits, doing a given amount of damage, or misses, doing no "
"damage at all. Strikes alternate until each unit has used up all of its "
"strikes. The number of strikes a unit has varies; for instance, an elvish "
"fighter with a 5×4 attack may strike 4 times, each successful strike dealing "
"5 damage, while an orcish grunt with a 9×2 attack can only strike twice (but "
"at 9 damage for each hit)."
msgstr ""
"\n"
"\n"
"Die aanvaller kry die eerste hou dan slaan die verdediger terug. Elke hou "
"kan óf tref en 'n gegewe hoeveelheid skade aanrig, óf mis en geen skade "
"aanrig nie. Houe wissel opeenvolgend totdat elke eenheid al sy houe "
"opgebruik het. Die aantal houe wat 'n eenheid het wissel; 'n Elfse Vegter "
"met 'n 5-4 aanval mag 4 keer slaan, elke suksesvolle hou dien 5 punte se "
"skade toe, terwyl 'n Orcish Grunt met 'n 9-2 aanval slegs twee keer kan "
"slaan (maar skade van 9 punte vir elke trefhou kan toedien)."
#. [topic]: id=combat
#: data/core/help.cfg:285
#, fuzzy
msgid ""
"\n"
"\n"
"<header>text='Chance to Hit'</header>"
msgstr ""
"\n"
"\n"
"<header>text='Kans om te tref'</header>"
#. [topic]: id=combat
#: data/core/help.cfg:287
#, fuzzy
msgid ""
"\n"
"\n"
"Every unit has a chance of being hit, based on the <italic>text='terrain'</"
"italic> it is in. This is shown in the status pane, and may also be found by "
"right-clicking a unit, selecting <bold>text='Unit Description'</bold>, and "
"then looking at <bold>text='Terrain Modifiers'</bold>. For instance, many "
"elves have a defense rating of 70% in forest, so a unit attacking them has "
"only a 30% chance of hitting. Conversely, the elfs chance of hitting the "
"attacker in return depends on what terrain the attacker is in."
msgstr ""
"\n"
"\n"
"Elke eenheid staan 'n kans om getref te word, gebasseer op die Terrein "
"waarin dit is. Dit word in die statuspaneel vertoon en mag ook gevind word "
"deur met die regterknop op die eenheid te kliek, die Eenheidbeskrywing te "
"kies en te kyk na die <italic>text='Terrein Veranderlikes'</italic>. Baie "
"elwe het byvoorbeeld 'n verdedigingsaanslag van 70% in die woud, dus sal 'n "
"eenheid wat hulle aanval slegs 'n 30% kans staan om hulle te tref. Omgekeerd "
"hang die elf se kanse om die aanvaller te tref af van die terrein waarin die "
"aanvaller hom bevind."
#. [topic]: id=combat
#: data/core/help.cfg:289
#, fuzzy
msgid ""
"\n"
"\n"
"There are two exceptions to this rule: <ref>dst='weaponspecial_magical' "
"text='magical attacks'</ref> and <ref>dst='weaponspecial_marksman' "
"text='marksmen'</ref>. Magical attacks always have a 70% chance to hit, "
"regardless of terrain, and, when used offensively, marksmen always have at "
"least a 60% chance to hit, regardless of terrain."
msgstr ""
"\n"
"\n"
"Daar bestaan twee uitsonderings op hierdie reël: "
"<ref>dst=weaponspecial_magical text='Toweraanvalle'</ref> en "
"<ref>dst=weaponspecial_marksman text=Skerpskutters</ref>. Toweraanvalle het "
"altyd 'n 70% kans om te tref, ongeag die terrein en wanneer hulle aanvallend "
"gebruik word, het Skerpskutters altyd ten minste 'n 60% kans om te tref, "
"ongeag die terrein."
#. [topic]: id=combat
#: data/core/help.cfg:291
msgid ""
"\n"
"\n"
"<header>text=Damage</header>"
msgstr ""
"\n"
"\n"
"<header>text=Skade</header>"
#. [topic]: id=combat
#: data/core/help.cfg:293
#, fuzzy
msgid ""
"\n"
"\n"
"Each strike which hits causes a base amount of damage depending on the "
"attack type. For instance, an elvish fighter with a 5×4 attack does 5 base "
"damage. This is usually modified by two things: "
"<ref>dst='damage_types_and_resistance' text='resistance'</ref> and "
"<ref>dst='time_of_day' text='time of day'</ref>. To see how base damage is "
"modified by the circumstances, select <bold>text='Damage Calculations'</"
"bold> in the attack selection menu."
msgstr ""
"\n"
"\n"
"Elke aanval wanneer dit tref veroorsaak 'n basiese hoeveelheid skade "
"afhangende van die soort aanval. 'n Elfse Vegter met 'n 5-4 aanval "
"veroorsaak byvoorbeeld 5 basispunte skade. Dit word gewoonlik deur twee "
"dinge verander: <ref>dst=damage_types_and_resistance text=Weerstand</ref> en "
"<ref>dst=time_of_day text='Tyd in die Dag'</ref>. Om te sien hoe basiese "
"skadepunte verander word deur die omstandighede, kies "
"<italic>text='Skadeberekenings'</italic> in die aanvalkeusebalk."
#. [topic]: id=combat
#: data/core/help.cfg:295
#, fuzzy
msgid ""
"\n"
"\n"
"A few units have special <ref>dst='..abilities_section' text='abilities'</"
"ref> which affect damage dealt in combat. The most common of these is "
"<ref>dst='weaponspecial_charge' text='charge'</ref>, which doubles the "
"damage dealt by both attacker and defender when the unit with charge attacks."
msgstr ""
"\n"
"\n"
"'n Paar eenhede het spesiale <ref>dst=abilities text=vermoëens</ref> wat die "
"skade toegedeel tydens 'n geveg beïnvloed. Die mees algemene hiervan is "
"<ref>dst=weaponspecial_charge text=Storm</ref>, wat die skade wat deur beide "
"die aanvaller en verdediger verdubbel wanneer 'n eenheid wat kan Storm "
"aanval."
#. [topic]: id=damage_types_and_resistance
#: data/core/help.cfg:303
msgid "Damage Types and Resistance"
msgstr "Soorte Skade en Weerstand"
#. [topic]: id=damage_types_and_resistance
#: data/core/help.cfg:304
#, fuzzy
msgid ""
"\n"
"\n"
"Resistances work very simply: if a unit has 40% resistance against a damage "
"type, then it will suffer 40% less damage when hit with that damage type. It "
"is also possible for a unit to be vulnerable against some damage types. If a "
"unit has 100% resistance against a damage type, it will suffer 100% more "
"damage when hit by that type."
msgstr ""
"\n"
"\n"
"Weerstande werk baie eenvoudig: as 'n eenheid 40% weerstand teen 'n sekere "
"soort skade het, dan sal hy 40% minder skade ondervind wanneer hy deur 'n "
"wapen getref word wat daardie soort skade veroorsaak. Dit mag ook wees dat "
"'n eenheid vatbaar is vir sekere soorte skades. As 'n eenheid 100% "
"weerstand het teen 'n sekere soort skade, sal dit 100% meer skade ly wanneer "
"dit deur 'n wapen getref word wat daardie soort skade veroorsaak."
#. [topic]: id=damage_types_and_resistance
#: data/core/help.cfg:304
#, 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 ""
"In Wesnoth bestaan daar drie soorte skades wat met fisiese aanvalle "
"geassosieer word: Sny-, Steek- en Impakskade. Verder is daar nog drie soorte "
"skade wat met toweraanvalle geassosieer word: Vuur, Koue en Heilige "
"aanvalle. Verskillende eenhede mag weerstande hê wat die hoeveelheid skade "
"verander wat sekere soorte skades mag aanrig."
#. [topic]: id=damage_types_and_resistance
#: data/core/help.cfg:306
#, fuzzy
msgid ""
"\n"
"\n"
"For example, skeletons are highly resistant to blade and pierce damage, but "
"are vulnerable to impact and fire damage, and extremely vulnerable to arcane "
"damage."
msgstr ""
"\n"
"\n"
"Geraamtes het byvoorbeeld 'n baie hoë weerstand teen Sny en Steekskade maar "
"is vatbaar vir Impak of Brandskade en uiters vatbaar vir Heilige skade."
#. [topic]: id=damage_types_and_resistance
#: data/core/help.cfg:308
msgid ""
"\n"
"\n"
"If a strike is determined to hit, it will always do at least 1 point of "
"damage. This applies even if the defender has 100% resistance to the damage "
"type."
msgstr ""
"\n"
"\n"
"As 'n hou getref het, sal dit altyd ten minste 1 punt skade aanrig. Dit geld "
"selfs al het die verdediger 'n 100% weerstand teen hierdie soort skade."
#. [topic]: id=orbs
#: data/core/help.cfg:316
msgid "Orbs"
msgstr "Orbe"
#. [topic]: id=orbs
#: data/core/help.cfg:317
msgid ""
"On top of the energy bar shown next to each unit of yours is an orb. For "
"units you control, this orb is:"
msgstr ""
"Bo die energie wyser by elke eenheid is 'n orb. Vir eenhede wat joune is, is "
"hierdie orb:"
#. [topic]: id=orbs
#: data/core/help.cfg:319
#, fuzzy
msgid " green if it hasnt moved this turn,"
msgstr "groen as dit nie hierdie beurt beweeg het nie,"
#. [topic]: id=orbs
#: data/core/help.cfg:320
#, fuzzy
msgid " yellow if it has moved, but could still move further or attack, or"
msgstr "geel as dit beweeg het maar nog verder kan beweeg of aanval, of"
#. [topic]: id=orbs
#: data/core/help.cfg:321
msgid ""
" red if it can no longer move or attack, or the user ended the units turn."
msgstr ""
#. [topic]: id=orbs
#: data/core/help.cfg:322
#, fuzzy
msgid " blue if the unit is an ally you do not control."
msgstr "Die orb is blou as die eenheid 'n bondgenoot is wat jy nie beheer nie."
#. [topic]: id=orbs
#: data/core/help.cfg:323
#, fuzzy
msgid " Enemy units have no orb on top of their energy bar."
msgstr "Vyandige eenhede het geen orb bo hulle energiewyser nie."
#. [topic]: id=time_of_day
#: data/core/help.cfg:330
msgid "Time of Day"
msgstr "Tyd van die Dag"
#. [topic]: id=time_of_day
#: data/core/help.cfg:331
#, fuzzy
msgid ""
"The time of day affects the damage of certain units as follows:\n"
"\n"
"• <bold>text='Lawful'</bold> units get +25% damage in daytime, and 25% "
"damage at night.\n"
"• <bold>text='Chaotic'</bold> units get +25% damage at night, and 25% in "
"daytime.\n"
"• <bold>text='Neutral'</bold> units are unaffected by the time of day.\n"
"• <bold>text='Liminal'</bold> units get 25% damage during both night and "
"daytime."
msgstr ""
"Die tyd in die dag beïnvloed die skade wat sekere eenhede kan toedien as "
"volg:\n"
" Wettige eenhede kry +25% skade in daglig en 25% skade in die nag.\n"
" Chaotiese eenhede kry +25% skade in die nag en 25% skade in die dag.\n"
" Neutrale eenhede word nie deur die tyd van die dag beïnvloed nie."
#. [topic]: id=time_of_day
#: data/core/help.cfg:336
#, fuzzy
msgid ""
"\n"
"\n"
"The current time of day can be observed under the minimap in the status "
"pane. For the usual day/night cycle, morning and afternoon count as day, "
"first and second watch count as night:\n"
"\n"
msgstr ""
"\n"
"\n"
"Die huidige tyd in die dag kan waargeneem word onderaan die klein kaart in "
"die statuspaneel. Vir die gewone dag/nag siklus, Oggend en Namiddag tel as "
"dag, Eerste- en Tweede Wag tel as nag:\n"
#. [topic]: id=time_of_day
#. [time]: id=dawn
#. [time]: id=dawn_hour
#: data/core/help.cfg:340 data/core/macros/schedules.cfg:14
#: data/core/macros/schedules.cfg:275 data/test/maps/pathfind_1.cfg:64
msgid "Dawn"
msgstr "Dagbreek"
#. [topic]: id=time_of_day
#. [time]: id=morning
#: data/core/help.cfg:341 data/core/macros/schedules.cfg:26
#: data/test/maps/pathfind_1.cfg:75
msgid "Morning"
msgstr "Oggend"
#. [topic]: id=time_of_day
#. [time]: id=afternoon
#: data/core/help.cfg:342 data/core/macros/schedules.cfg:44
#: data/test/maps/pathfind_1.cfg:86
msgid "Afternoon"
msgstr "Namiddag"
#. [topic]: id=time_of_day
#. [time]: id=dusk
#. [time]: id=dusk_hour
#: data/core/help.cfg:343 data/core/macros/schedules.cfg:53
#: data/core/macros/schedules.cfg:396 data/test/maps/pathfind_1.cfg:97
msgid "Dusk"
msgstr "Skemer"
#. [topic]: id=time_of_day
#. [time]: id=first_watch
#: data/core/help.cfg:344 data/core/macros/schedules.cfg:65
#: data/test/maps/pathfind_1.cfg:108
msgid "First Watch"
msgstr "Eerste Wag"
#. [topic]: id=time_of_day
#. [time]: id=second_watch
#: data/core/help.cfg:345 data/core/macros/schedules.cfg:89
#: data/test/maps/pathfind_1.cfg:119
msgid "Second Watch"
msgstr "Tweede Wag"
#. [topic]: id=time_of_day
#: data/core/help.cfg:347
#, fuzzy
#| msgid ""
#| "Keep in mind that some scenarios take place underground, where it is "
#| "perpetually night!"
msgid ""
"Keep in mind that some scenarios take place underground, where it is "
"perpetually night!\n"
msgstr ""
"Hou in gedagte dat sommige scenarios ondergronds plaasvind waar dit "
"voortdurend nag is!"
#. [topic]: id=time_of_day
#: data/core/help.cfg:349
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:351
msgid ""
"Some role-playing scenarios take place indoors — these regions are similarly "
"intermediate."
msgstr ""
#. [topic]: id=healing
#: data/core/help.cfg:358
msgid "Healing"
msgstr "Gesondmaak-krag"
#. [topic]: id=healing
#: data/core/help.cfg:359
#, fuzzy
msgid ""
"\n"
"\n"
"• <bold>text='Resting'</bold>: A unit which neither moves, attacks, nor is "
"attacked will heal 2 HP in its next turn."
msgstr ""
"\n"
"\n"
"Rus: 'n Eenheid wat nie beweeg, aanval of aangeval word nie sal met 2LP in "
"sy volgende beurt genees word."
#. [topic]: id=healing
#: data/core/help.cfg:359
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:361
#, fuzzy
msgid ""
"\n"
"• <bold>text='Villages'</bold>: A unit which starts a turn in a village or "
"oasis will heal 8HP. If the unit is poisoned, the poison will be cured "
"instead."
msgstr ""
"\n"
"Dorpies: 'n Eenheid wat 'n beurt in 'n dorp begin sal met 8LP herstel."
#. [topic]: id=healing
#: data/core/help.cfg:362
#, fuzzy
msgid ""
"\n"
"• <ref>dst='ability_regenerates' text='Regeneration'</ref>: Certain units "
"(such as trolls) will automatically heal 8HP every turn. If the unit is "
"poisoned, the poison will be cured instead."
msgstr ""
"\n"
"<ref>dst=ability_regenerates text=Herlewing</ref>: Sekere eenhede (soos die "
"trolle) sal outomaties met 8LP herstel met elke beurt."
#. [topic]: id=healing
#: data/core/help.cfg:363
#, fuzzy
msgid ""
"\n"
"• <bold>text='Healing units'</bold>: Units with the <ref>dst='ability_heals "
"+4' text='Heals'</ref> ability will heal each allied adjacent unit, usually "
"<ref>dst='ability_heals +4' text='4HP'</ref> or <ref>dst='ability_heals +8' "
"text='8HP'</ref> per turn, or prevent Poison from causing that unit damage."
msgstr ""
"\n"
"Gesondmaak eenhede: Eenhede met die <ref>dst=ability_heals text='Gesondmaak-"
"krag'</ref> vermoë kan soveel as 8LP skade per beurt genees, en ook Gifskade "
"kan voorkom. Slegs eenhede wat langs en aan dieselfde kant veg as die "
"Gesondmaak eenheid kan genees word en slegs met 4LP per eenheid."
#. [topic]: id=healing
#: data/core/help.cfg:364
#, fuzzy
msgid ""
"\n"
"• <bold>text='Curing units'</bold>: Units with the <ref>dst='ability_cures' "
"text='cures'</ref> ability will cure Poison in all allied adjacent units (in "
"preference to healing, if it has that ability as well)."
msgstr ""
"\n"
"Genesende eenhede: Eenhede met die <ref>dst=ability_cures text=Geneeskrag</"
"ref> vermoë sal almal tot en met 18LP skade genees per beurt, en ook "
"Vergiftiging genees. Slegs dié eenhede wat langs of aan dieselfde kant veg "
"as die genesende eenheid sal genees word en ook net tot op 'n maksimum van "
"8LP per eenheid."
#. [topic]: id=healing
#: data/core/help.cfg:365
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:366
#, fuzzy
msgid ""
"\n"
"\n"
"Resting can be combined with other forms of healing, but villages, "
"regeneration, healing and curing cannot combine with each other: the best "
"option will be used. Finally, units heal fully between scenarios."
msgstr ""
"\n"
"\n"
"Rus kan met ander vorme van genesing gekombineer word maar dorpe, "
"regenerasie, genesing en gesondmaak kan nie met mekaar gekombineer word nie. "
"'n Genesende- of gesondmaak-eenheid wat se aandag verdeel is tussen baie "
"gewondes sal minder doeltreffend wees met die gesondmaak van individuele "
"wonde. Ten laaste sal alle eenhede ten volle herstel tussen scenarios."
#. [topic]: id=healing
#: data/core/help.cfg:368
msgid ""
"\n"
"\n"
"<bold>text='Advanced'</bold>"
msgstr ""
#. [topic]: id=healing
#: data/core/help.cfg:370
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:378
msgid "Wrap Up"
msgstr "Maak Klaar"
#. [topic]: id=wrap_up
#: data/core/help.cfg:379
#, fuzzy
msgid ""
"This concludes the fundamentals of Wesnoth. You might want to read up on "
"basic strategy, or familiarize yourself with <ref>dst='..traits_section' "
"text='traits'</ref> and <ref>dst='..abilities_section' text='abilities'</"
"ref>, but you now know everything you need to know to play the "
"<italic>text='Heir to the Throne'</italic> campaign. Have fun, and good luck!"
msgstr ""
"Dit is dan die hele storie oor Wesnoth se basiese reëls. Jy mag dalk wil "
"oplees oor Basiese Strategie of jouself vergewis van die <ref>dst=traits "
"text=Traits</ref> en <ref>dst=abilities text=Vermoëns</ref> maar jy weet nou "
"alles wat nodig is om te weet om die Troonopvolger scenario te kan speel. "
"Sterkte en geniet dit!"
#. [topic]: id=about
#: data/core/help.cfg:384
msgid "ingame_help_item^Contributors"
msgstr ""
#. [topic]: id=license
#: data/core/help.cfg:390
msgid "License"
msgstr "Lisensie"
#. [topic]: id=..traits_section
#: data/core/help.cfg:399
#, fuzzy
msgid ""
"\n"
"\n"
"Most units have two traits. However, goblins have only one trait, undead "
"units are always assigned the single trait <italic>text='undead'</italic> "
"and in some cases <italic>text='fearless'</italic>, and woses do not receive "
"any traits. "
msgstr ""
"Die meeste eenhede het twee karaktertrekke. Die Wandelende Dooies is eenhede "
"wat egter slegs die enkele karaktertrek 'Wandelende Dood' het en Woses kry "
"nie enige karaktertrekke nie. Karaktertrekke is veranderlikes wat 'n eenheid "
"se eienskappe effens aanpas. Hulle word gewoonlik willekeurig aan 'n eenheid "
"toegeken wanneer dit gewerf word."
#. [topic]: id=..traits_section
#: data/core/help.cfg:399
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:401
#, fuzzy
msgid ""
"\n"
"\n"
"The traits that are available to most nonundead units are "
"<ref>dst='traits_intelligent' text='intelligent'</ref>, "
"<ref>dst='traits_quick' text='quick'</ref>, <ref>dst='traits_resilient' "
"text='resilient'</ref>, and <ref>dst='traits_strong' text='strong'</ref>."
msgstr ""
"\n"
"\n"
"Die karaktertrekke wat aan alle nie-Wandelende Dooie eenhede beskikbaar is, "
"is: <ref>dst=traits_intelligent text=Intelligent</ref>, "
"<ref>dst=traits_quick text=Vinnig</ref>, <ref>dst=traits_resilient "
"text=Volharding</ref> en <ref>dst=traits_strong text=Sterk</ref>."
#. [topic]: id=..traits_section
#: data/core/help.cfg:403
#, fuzzy
msgid ""
"\n"
"\n"
"Elves may also receive <ref>dst='traits_dextrous' text='dextrous'</ref>, and "
"dwarves may receive <ref>dst='traits_healthy' text='healthy'</ref>. Trolls "
"and certain humans may receive <ref>dst='traits_fearless' text='fearless'</"
"ref>. Other traits which may be assigned include <ref>dst='traits_loyal' "
"text='loyal'</ref>, <ref>dst='traits_feral' text='feral'</ref> and "
"<ref>dst='traits_undead' text='undead'</ref>.\n"
"\n"
msgstr ""
"\n"
"\n"
"Ander karaktertrekke wat aan eenhede toegeken kan word is "
"<ref>dst=traits_loyal text=Lojaal</ref>, <ref>dst=traits_undead "
"text='Wandelende Dood'</ref> en <ref>dst=traits_dextrous text=Behendig</ref>"
#. [topic]: id=..terrains_section
#: data/core/help.cfg:413
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:413
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:415
#, fuzzy
msgid ""
"\n"
"\n"
"<header>text='Basic Terrain Types'</header>"
msgstr ""
"\n"
"\n"
"<header>text='Kans om te tref'</header>"
#. [topic]: id=..terrains_section
#: data/core/help.cfg:417
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:421
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:423
#, fuzzy
msgid ""
"\n"
"\n"
"<header>text='Mixed Terrain Types'</header>"
msgstr ""
"\n"
"\n"
"<header>text='Kans om te tref'</header>"
#. [topic]: id=..terrains_section
#: data/core/help.cfg:425
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:429
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:433
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:437
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:441
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:443
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:445
#, fuzzy
msgid ""
"\n"
"\n"
"<header>text='Defense Caps'</header>"
msgstr ""
"\n"
"\n"
"<header>text='Kans om te tref'</header>"
#. [topic]: id=..terrains_section
#: data/core/help.cfg:447
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:449
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:451
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:453
#, fuzzy
msgid ""
"\n"
"\n"
"<header>text='Basic Terrain Types'</header>\n"
"\n"
msgstr ""
"\n"
"\n"
"<header>text='Kans om te tref'</header>"
#. [topic]: id=..addons
#: data/core/help.cfg:466
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:476
msgid "Using Add-ons"
msgstr ""
#. [topic]: id=using_addons
#: data/core/help.cfg:477
#, fuzzy
#| msgid ""
#| "\n"
#| "\n"
#| "<header>text=Damage</header>"
msgid ""
"\n"
"\n"
"<header>text='Campaigns and Scenarios'</header>"
msgstr ""
"\n"
"\n"
"<header>text=Skade</header>"
#. [topic]: id=using_addons
#: data/core/help.cfg:477
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:479
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:481
#, fuzzy
msgid ""
"\n"
"\n"
"<header>text='Multiplayer Campaigns, Scenarios, and Map Packs'</header>"
msgstr ""
"\n"
"\n"
"<header>text='Kans om te tref'</header>"
#. [topic]: id=using_addons
#: data/core/help.cfg:483
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:485
#, fuzzy
msgid ""
"\n"
"\n"
"<header>text='Multiplayer Eras and Factions'</header>"
msgstr ""
"\n"
"\n"
"<header>text='Volgorde en aantal trefhoue'</header>"
#. [topic]: id=using_addons
#: data/core/help.cfg:487
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:491
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:493
#, fuzzy
msgid ""
"\n"
"\n"
"<header>text='Multiplayer Modifications'</header>"
msgstr ""
"\n"
"\n"
"<header>text='Volgorde en aantal trefhoue'</header>"
#. [topic]: id=using_addons
#: data/core/help.cfg:495
msgid ""
"\n"
"\n"
"Modifications are optional scenario- and era-independent scripts for "
"<italic>text='Multiplayer'</italic> games 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:497
#, fuzzy
msgid ""
"\n"
"\n"
"<header>text='Creator Resources'</header>"
msgstr ""
"\n"
"\n"
"<header>text='Kans om te tref'</header>"
#. [topic]: id=using_addons
#: data/core/help.cfg:499
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:508
msgid "Installing Add-ons"
msgstr ""
#. [topic]: id=installing_addons
#: data/core/help.cfg:509
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 <bold>text='Filter'</bold> 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='Options'</bold> button in the top-right corner.\n"
"\n"
"To install an add-on, select it from the list and click <bold>text='OK'</"
"bold>, or simply double-click on the add-ons title. The "
"<bold>text='Description'</bold> button provides you with additional details "
"about the add-on, such as its full description, installation status, and "
"available languages."
msgstr ""
#. [topic]: id=removing_addons
#: data/core/help.cfg:522
msgid "Removing Add-ons"
msgstr ""
#. [topic]: id=removing_addons
#: data/core/help.cfg:523
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:538
#, fuzzy
msgid "General Commands"
msgstr "Generaal"
#. [topic]: id=general_commands
#. [topic]: id=mp_commands
#. [topic]: id=debug_commands
#: data/core/help.cfg:540 data/core/help.cfg:583 data/core/help.cfg:621
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:542
msgid ""
"\n"
"Clear chat messages.\n"
"\n"
msgstr ""
#. [topic]: id=general_commands
#: data/core/help.cfg:545
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:549
msgid ""
"\n"
"Set or toggle player on side between human and AI player. The player/client "
"who controls that side needs to issue this command. If no second parameter "
"is supplied, toggle bewteen human and AI. If it is on, set an AI "
"controller. If it is off set a human controller. Defaults to the currently "
"active side if no parameter is supplied.\n"
"\n"
msgstr ""
#. [topic]: id=general_commands
#: data/core/help.cfg:552
msgid ""
"\n"
"Display the controller status of a side.\n"
"\n"
msgstr ""
#. [topic]: id=general_commands
#: data/core/help.cfg:555
msgid ""
"\n"
"Toggle the display of the current frames per second.\n"
"\n"
msgstr ""
#. [topic]: id=general_commands
#: data/core/help.cfg:558
msgid ""
"\n"
"Switch a log domain to a different log level.\n"
"\n"
msgstr ""
#. [topic]: id=general_commands
#: data/core/help.cfg:561
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:564
msgid ""
"\n"
"Bring up theme selection menu.\n"
"\n"
msgstr ""
#. [topic]: id=general_commands
#: data/core/help.cfg:567
msgid ""
"\n"
"Quit the scenario (without prompting).\n"
"\n"
msgstr ""
#. [topic]: id=general_commands
#: data/core/help.cfg:570
msgid ""
"\n"
"Save the game (without prompting).\n"
"\n"
msgstr ""
#. [topic]: id=general_commands
#: data/core/help.cfg:573
msgid ""
"\n"
"Save the game and quit the scenario (without prompting)."
msgstr ""
#. [topic]: id=mp_commands
#: data/core/help.cfg:582
#, fuzzy
msgid "Multiplayer Commands"
msgstr "+Veelspeler Kaarte"
#. [topic]: id=mp_commands
#: data/core/help.cfg:585
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:588
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:591
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:594
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:597
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:600
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:603
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:606
msgid ""
"\n"
"Toggle muting/silencing of all observers on/off.\n"
"\n"
msgstr ""
#. [topic]: id=mp_commands
#: data/core/help.cfg:609
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:612
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:620
#, fuzzy
msgid "Debug Mode Commands"
msgstr "Generaal"
#. [topic]: id=debug_commands
#: data/core/help.cfg:623
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:626
msgid ""
"\n"
"Create a unit of the specified type on the selected hex.\n"
"\n"
msgstr ""
#. [topic]: id=debug_commands
#: data/core/help.cfg:629
msgid ""
"\n"
"Toggle fog/shroud for the current side.\n"
"\n"
msgstr ""
#. [topic]: id=debug_commands
#: data/core/help.cfg:632
msgid ""
"\n"
"Adds the specified amount to the current sides gold.\n"
"\n"
msgstr ""
#. [topic]: id=debug_commands
#: data/core/help.cfg:635
msgid ""
"\n"
"Immediately advances to the next scenario in a campaign.\n"
"\n"
msgstr ""
#. [topic]: id=debug_commands
#: data/core/help.cfg:638
msgid ""
"\n"
"Manually set a gamestate variable to value.\n"
"\n"
msgstr ""
#. [topic]: id=debug_commands
#: data/core/help.cfg:641
msgid ""
"\n"
"Show a gamestate variable.\n"
"\n"
msgstr ""
#. [topic]: id=debug_commands
#: data/core/help.cfg:644
msgid ""
"\n"
"Manually fire the specified event.\n"
"\n"
msgstr ""
#. [topic]: id=debug_commands
#: data/core/help.cfg:647
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:650
msgid ""
"\n"
"Makes the selected unit level up N times. Example: :unit advances=2"
msgstr ""
#. [heals]: id=healing
#: data/core/macros/abilities.cfg:12
#, fuzzy
msgid ""
"Allows the unit to heal adjacent allied units at the beginning of our turn.\n"
"\n"
"A unit cared for by this healer may heal up to 4 HP per turn, or stop poison "
"from taking effect for that turn.\n"
"This ability will not cure an affected unit of poison, however, only delay "
"its effect."
msgstr ""
"Gesond maak:\n"
"Laat die eenheid toe om aangrensende, goedgesinde eenhede gesond te maak aan "
"die begin van die beurt.\n"
"\n"
"'n Eenheid wat deur 'n gesondmaker versorg word, kan soveel as 4 LP per "
"beurt gesondmaak.\n"
"'n Gesondmaker mag vir 'n totaal van 8 LP per beurt genees, vir al die "
"eenhede wat dit versorg.\n"
"'n Vergiftigde eenheid kan nie deur 'n gesondmaker van sy vergiftiging "
"genees word nie en moet die sorg van 'n dorp of 'n eenheid wat kan genees "
"opsoek."
#. [heals]: id=healing
#: data/core/macros/abilities.cfg:30
#, fuzzy
msgid ""
"This unit combines herbal remedies with magic to heal units more quickly "
"than is normally possible on the battlefield.\n"
"\n"
"A unit cared for by this healer may heal up to 8 HP per turn, or stop poison "
"from taking effect for that turn.\n"
"This ability will not cure an affected unit of poison, however, only delay "
"its effect."
msgstr ""
"Genesers:\n"
"Hierdie eenheid kombineer kruie-medisyne met toorkrag om eenhede sodoende "
"vinniger te genees as wat normaalweg op 'n slagveld moontlik is.\n"
"\n"
"Hierdie eenheid sal vir alle aangrensende goedgesinde, beseerde eenhede aan "
"die begin van elke beurt sorg.\n"
"'n Eenheid wat deur 'n geneser versorg word mag tot soveel as 8 LP per beurt "
"genees word.\n"
"'n Geneser mag vir 'n totaal van 18 LP per beurt genees, vir al die eenhede "
"wat dit versorg.\n"
"'n Geneser kan 'n eenheid van gif genees, maar die eenheid sal geen "
"addisionele gesondmaak kry totdat dit totaal van die gif genees is nie."
#. [heals]: id=curing
#: data/core/macros/abilities.cfg:47
msgid "cures"
msgstr "genees"
#. [heals]: id=curing
#: data/core/macros/abilities.cfg:48
#, fuzzy
msgid "female^cures"
msgstr "Prinses"
#. [heals]: id=curing
#: data/core/macros/abilities.cfg:49
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:70
msgid "regenerates"
msgstr "regenereer"
#. [regenerate]: id=regenerates
#: data/core/macros/abilities.cfg:71
#, fuzzy
msgid "female^regenerates"
msgstr "regenereer"
#. [regenerate]: id=regenerates
#: data/core/macros/abilities.cfg:72
#, fuzzy
msgid ""
"The unit will heal itself 8 HP per turn. If it is poisoned, it will remove "
"the poison instead of healing."
msgstr ""
"Hernuwing:\n"
"Hierdie eenheid kan homself met 8 LP per beurt genees. As dit vergiftig word "
"sal dit die gif verwyder in plaas daarvan om te genees."
#. [resistance]: id=steadfast
#: data/core/macros/abilities.cfg:91
msgid "steadfast"
msgstr "standvastig"
#. [resistance]: id=steadfast
#: data/core/macros/abilities.cfg:92
#, fuzzy
msgid "female^steadfast"
msgstr "standvastig"
#. [resistance]: id=steadfast
#: data/core/macros/abilities.cfg:93
#, fuzzy
msgid ""
"This units resistances are doubled, up to a maximum of 50%, when defending. "
"Vulnerabilities are not affected."
msgstr ""
"Standvastig:\n"
"Hierdie eenheid se weerstand word verdubbel tot 'n maksimum van 50% wanneer "
"hulle verdedig."
#. [leadership]: id=leadership
#: data/core/macros/abilities.cfg:106
msgid "leadership"
msgstr "leierskap"
#. [leadership]: id=leadership
#: data/core/macros/abilities.cfg:107
#, fuzzy
msgid "female^leadership"
msgstr "leierskap"
#. [leadership]: id=leadership
#: data/core/macros/abilities.cfg:108
#, fuzzy
msgid ""
"This unit can lead our own units that are next to it, making them fight "
"better.\n"
"\n"
"Adjacent own units of lower level will do more damage in battle. When a unit "
"adjacent to, of a lower level than, and on the same side as a unit with "
"Leadership engages in combat, its attacks do 25% more damage times the "
"difference in their levels."
msgstr ""
"Leierskap:\n"
"Hierdie eenheid kan goedgesinde eenhede langs hom ly, wat veroorsaak dat "
"hulle beter veg.\n"
"\n"
"Aangrensende goedgesinde eenhede van 'n laer vlak sal meer skade tydens 'n "
"geveg aanrig. Wanneer 'n eenheid wat langs 'n eenheid met Leierskap is en 'n "
"laer vlak het, en ook aan dieselfde kant veg, sal sy aanvalle 25% meer skade "
"vermenigvuldig met die verskil in hulle vlakke aanrig."
#. [skirmisher]: id=skirmisher
#: data/core/macros/abilities.cfg:125
msgid "skirmisher"
msgstr "skermutselaar"
#. [skirmisher]: id=skirmisher
#: data/core/macros/abilities.cfg:126
#, fuzzy
msgid "female^skirmisher"
msgstr "skermutselaar"
#. [skirmisher]: id=skirmisher
#: data/core/macros/abilities.cfg:127
#, fuzzy
msgid ""
"This unit is skilled in moving past enemies quickly, and ignores all enemy "
"Zones of Control."
msgstr ""
"Skermutselaar:\n"
"Hierdie eenheid is vaardig om by vinnig by vyande verby te sluip en ignoreer "
"Vyandige beheersones."
#. [illuminates]: id=illumination
#: data/core/macros/abilities.cfg:140
msgid "illuminates"
msgstr "verlig"
#. [illuminates]: id=illumination
#: data/core/macros/abilities.cfg:141
#, fuzzy
msgid "female^illuminates"
msgstr "verlig"
#. [illuminates]: id=illumination
#: data/core/macros/abilities.cfg:142
#, fuzzy
#| msgid ""
#| "Illuminates:\n"
#| "This unit illuminates the surrounding area, making lawful units fight "
#| "better, and chaotic units fight worse.\n"
#| "\n"
#| "Any units adjacent to this unit will fight as if it were dusk when it is "
#| "night, and as if it were day when it is dusk."
msgid ""
"This unit illuminates the surrounding area, making lawful units fight "
"better, and chaotic units fight worse.\n"
"\n"
"Any units adjacent to this unit will fight as if it were dusk when it is "
"night, and as if it were day when it is dusk."
msgstr ""
"Verlig:\n"
"Hierdie eenheid verlig die omliggende gebied, wat tot gevolg het dat eenhede "
"met wettige ingesteldheid beter veg en chaotiese eenheid swakker veg.\n"
"\n"
"Enige eenhede langs hierdie eenheid sal veg asof dit skemer is, in die nag "
"en soos in die dag wanneer dit skemer is."
#. [teleport]: id=teleport
#: data/core/macros/abilities.cfg:154
msgid "teleport"
msgstr "teleporteer"
#. [teleport]: id=teleport
#: data/core/macros/abilities.cfg:155
#, fuzzy
msgid "female^teleport"
msgstr "intelligent"
#. [teleport]: id=teleport
#: data/core/macros/abilities.cfg:156
#, fuzzy
msgid ""
"This unit may teleport between any two empty villages owned by its side "
"using one of its moves."
msgstr ""
"Teleporteer:\n"
"Hierdie eenheid kan tussen twee goedgesinde dorpe verplaas word deur slegs "
"een van sy bewegings te gebruik."
#. [hides]: id=ambush
#: data/core/macros/abilities.cfg:185
msgid "ambush"
msgstr "lokval"
#. [hides]: id=ambush
#: data/core/macros/abilities.cfg:186
#, fuzzy
msgid "female^ambush"
msgstr "Misdadiger"
#. [hides]: id=ambush
#: data/core/macros/abilities.cfg:187
#, fuzzy
msgid ""
"This unit can hide in forest, and remain undetected by its enemies.\n"
"\n"
"Enemy units cannot see this unit while it is in forest, except if they have "
"units next to it. Any enemy unit that first discovers this unit immediately "
"loses all its remaining movement."
msgstr ""
"Lokval:\n"
"Hierdie eenheid kan in woude wegkruip en ongemerk deur sy vyande bly.\n"
"\n"
"Vyandige eenhede kan nie hierdie eenheid sien of aanval wanneer dit in 'n "
"woud is nie, behalwe vir die beurt wat volg net nadat die eenheid self 'n "
"aanval doen of wanneer daar vyandige eenhede reg langs die eenheid is."
#. [hides]: id=nightstalk
#: data/core/macros/abilities.cfg:204 data/core/macros/abilities.cfg:205
msgid "nightstalk"
msgstr "nagsluip"
#. [hides]: id=nightstalk
#: data/core/macros/abilities.cfg:206
#, fuzzy
msgid ""
"The unit becomes invisible during night.\n"
"\n"
"Enemy units cannot see this unit at night, except if they have units next to "
"it. Any enemy unit that first discovers this unit immediately loses all its "
"remaining movement."
msgstr ""
"Nagbekruiper:\n"
"Die eenheid word onsigbaar in die nag.\n"
"\n"
"Vyandige eenhede kan nie hierdie eenheid in die nag sien of aanval nie, "
"behalwe vir die beurt wat volg direk na die eenheid self 'n aanval geloods "
"het of as daar vyandige eenhede reg langs hierdie eenheide is."
#. [hides]: id=concealment
#: data/core/macros/abilities.cfg:223
#, fuzzy
msgid "concealment"
msgstr "Kamp"
#. [hides]: id=concealment
#: data/core/macros/abilities.cfg:224
#, fuzzy
msgid "female^concealment"
msgstr "Kamp"
#. [hides]: id=concealment
#: data/core/macros/abilities.cfg:225
#, fuzzy
msgid ""
"This unit can hide in villages (with the exception of water villages), and "
"remain undetected by its enemies, except by those standing next to it.\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 ""
"Lokval:\n"
"Hierdie eenheid kan in woude wegkruip en ongemerk deur sy vyande bly.\n"
"\n"
"Vyandige eenhede kan nie hierdie eenheid sien of aanval wanneer dit in 'n "
"woud is nie, behalwe vir die beurt wat volg net nadat die eenheid self 'n "
"aanval doen of wanneer daar vyandige eenhede reg langs die eenheid is."
#. [hides]: id=submerge
#: data/core/macros/abilities.cfg:242
#, fuzzy
msgid "submerge"
msgstr "steek"
#. [hides]: id=submerge
#: data/core/macros/abilities.cfg:243
#, fuzzy
msgid "female^submerge"
msgstr "Uitvaagsel"
#. [hides]: id=submerge
#: data/core/macros/abilities.cfg:244
#, fuzzy
msgid ""
"This unit can hide in deep water, and remain undetected by its enemies.\n"
"\n"
"Enemy units cannot see this unit while it is in deep water, except if they "
"have units next to it. Any enemy unit that first discovers this unit "
"immediately loses all its remaining movement."
msgstr ""
"Lokval:\n"
"Hierdie eenheid kan in woude wegkruip en ongemerk deur sy vyande bly.\n"
"\n"
"Vyandige eenhede kan nie hierdie eenheid sien of aanval wanneer dit in 'n "
"woud is nie, behalwe vir die beurt wat volg net nadat die eenheid self 'n "
"aanval doen of wanneer daar vyandige eenhede reg langs die eenheid is."
#. [dummy]: id=feeding
#: data/core/macros/abilities.cfg:261
msgid "feeding"
msgstr ""
#. [dummy]: id=feeding
#: data/core/macros/abilities.cfg:262
#, fuzzy
msgid "female^feeding"
msgstr "Prinses"
#. [dummy]: id=feeding
#: data/core/macros/abilities.cfg:263
msgid ""
"This unit gains 1 hitpoint added to its maximum whenever it kills a unit, "
"except units that are immune to plague."
msgstr ""
#. [damage]: id=backstab
#: data/core/macros/abilities.cfg:285
msgid "backstab"
msgstr "rugsteek"
#. [damage]: id=backstab
#: data/core/macros/abilities.cfg:286
#, fuzzy
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 ""
"Rugsteek:\n"
"Hierdie eenheid dien dubbele skade toe as 'n goedgesinde eenheid aan die "
"ander kant van die teiken is. (Dit werk nie vir bongenote nie.)"
#. [plague]: id=plague({TYPE}), type={TYPE}
#. [plague]: id=plague, type=Walking Corpse
#: data/core/macros/abilities.cfg:304 data/core/macros/abilities.cfg:315
msgid "plague"
msgstr "plaag"
#. [plague]: id=plague({TYPE}), type={TYPE}
#: data/core/macros/abilities.cfg:305
#, fuzzy
msgid ""
"When a unit is killed by a Plague attack, that unit is replaced with a unit "
"on the same side as the unit with the Plague attack. This doesnt work on "
"Undead or units in villages."
msgstr ""
"Plaag:\n"
"Wanneer 'n eenheid sterf a.g.v. 'n plaagaanval, word die eenheid vervang met "
"'n identiese eenheid aan dieselfde kant as die eenheid met die plaagaanval. "
"(Dit werk nie op wandelende dooies of eenhede in dorpe nie.)"
#. [plague]: id=plague, type=Walking Corpse
#: data/core/macros/abilities.cfg:316
#, fuzzy
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 ""
"Plaag:\n"
"Wanneer 'n eenheid sterf a.g.v. 'n plaagaanval, word die eenheid vervang met "
"'n identiese eenheid aan dieselfde kant as die eenheid met die plaagaanval. "
"(Dit werk nie op wandelende dooies of eenhede in dorpe nie.)"
#. [slow]: id=slow
#: data/core/macros/abilities.cfg:326
#, fuzzy
msgid "slows"
msgstr "verstadig"
#. [slow]: id=slow
#: data/core/macros/abilities.cfg:327
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/abilities.cfg:336
#, fuzzy
msgid "petrifies"
msgstr "Trefhoue"
#. [petrifies]: id=petrifies
#: data/core/macros/abilities.cfg:337
#, fuzzy
msgid ""
"This attack petrifies the target, turning it to stone. Units that have been "
"petrified may not move or attack."
msgstr ""
"Klip:\n"
"Hierdie eenheid verander die teiken in klip. Eenhede wat in klip verander "
"het mag nie beweeg of aanval nie."
#. [chance_to_hit]: id=marksman
#: data/core/macros/abilities.cfg:346
msgid "marksman"
msgstr "skutter"
#. [chance_to_hit]: id=marksman
#: data/core/macros/abilities.cfg:347
#, fuzzy
#| msgid ""
#| "Marksman:\n"
#| "When used offensively, this attack always has at least a 60% chance to "
#| "hit."
msgid ""
"When used offensively, this attack always has at least a 60% chance to hit."
msgstr ""
"Skerpskut:\n"
"Wanneer aanvallend gebruik word het hierdie aanval altyd ten minste 'n 60% "
"kans om te tref."
#. [swarm]: id=swarm
#: data/core/macros/abilities.cfg:371
msgid "swarm"
msgstr "slaan toe"
#. [swarm]: id=swarm
#: data/core/macros/abilities.cfg:372
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/abilities.cfg:381
msgid "charge"
msgstr "bestorm"
#. [damage]: id=charge
#: data/core/macros/abilities.cfg:382
#, fuzzy
msgid ""
"When used offensively, this attack deals double damage to the target. It "
"also causes this unit to take double damage from the targets counterattack."
msgstr ""
"Storm:\n"
"Hierdie aanval rig dubbele skade aan die teiken aan. Dit veroorsaak ook dat "
"hierdie eenheid dubbele skade ly vanaf die teiken se teenaanval."
#. [drains]: id=drains
#: data/core/macros/abilities.cfg:394
#, fuzzy
msgid "drains"
msgstr "dreineer"
#. [drains]: id=drains
#: data/core/macros/abilities.cfg:395
#, fuzzy
#| msgid ""
#| "Drain:\n"
#| "This unit drains health from living units, healing itself for half the "
#| "amount of damage it deals (rounded down)."
msgid ""
"This unit drains health from living units, healing itself for half the "
"amount of damage it deals (rounded down)."
msgstr ""
"Dreineer:\n"
"Hierdie eenheid dreineer lewende eenhede se gesondheid en genees homself met "
"'n hoeveelheid gelykstaande aan die helfte van die skade wat dit toedien, "
"afgerond."
#. [poison]: id=poison
#: data/core/macros/abilities.cfg:414
msgid "poison"
msgstr "gif"
#. [poison]: id=poison
#: data/core/macros/abilities.cfg:415
#, fuzzy
msgid ""
"This attack poisons living targets. Poisoned units lose 8 HP every turn "
"until they are cured or are reduced to 1 HP. Poison cannot, of itself, kill "
"a unit."
msgstr ""
"Gif:\n"
"Hierdie aanval vergiftig die teiken. Vergiftigde eenhede verloor 8 LP met "
"elke beurt totdat hulle genees word of na 1 LP verminder het."
#. [advancement]: id=amla_default
#: data/core/macros/amla.cfg:10
#, fuzzy
msgid "Max HP bonus +3, Max XP +20%"
msgstr "Maksimum LP bonus +"
#. [time]: id=midday
#. [time]: id=midday_hour
#: data/core/macros/schedules.cfg:35 data/core/macros/schedules.cfg:329
msgid "Midday"
msgstr ""
#. [time]: id=midnight
#. [time]: id=midnight_hour
#: data/core/macros/schedules.cfg:77 data/core/macros/schedules.cfg:191
msgid "Midnight"
msgstr ""
#. [time]: id=indoors
#: data/core/macros/schedules.cfg:101
msgid "Indoors"
msgstr ""
#. [time]: id=deep_underground
#: data/core/macros/schedules.cfg:121
#, fuzzy
msgid "Deep Underground"
msgstr "Ondergronds"
#. [time]: id=second_watch_hour1
#: data/core/macros/schedules.cfg:203
#, fuzzy
#| msgid "Second Watch"
msgid "Second Watch — First Hour"
msgstr "Tweede Wag"
#. [time]: id=second_watch_hour2
#: data/core/macros/schedules.cfg:215
#, fuzzy
#| msgid "Second Watch"
msgid "Second Watch — Second Hour"
msgstr "Tweede Wag"
#. [time]: id=second_watch_hour3
#: data/core/macros/schedules.cfg:227
#, fuzzy
#| msgid "Second Watch"
msgid "Second Watch — Third Hour"
msgstr "Tweede Wag"
#. [time]: id=second_watch_hour4
#: data/core/macros/schedules.cfg:239
#, fuzzy
#| msgid "Second Watch"
msgid "Second Watch — Fourth Hour"
msgstr "Tweede Wag"
#. [time]: id=second_watch_hour5
#: data/core/macros/schedules.cfg:251
#, fuzzy
#| msgid "Second Watch"
msgid "Second Watch — Fifth Hour"
msgstr "Tweede Wag"
#. [time]: id=second_watch_hour6
#: data/core/macros/schedules.cfg:263
#, fuzzy
#| msgid "Second Watch"
msgid "Second Watch — Sixth Hour"
msgstr "Tweede Wag"
#. [time]: id=morning_hour1
#: data/core/macros/schedules.cfg:287
msgid "Morning — First Hour"
msgstr ""
#. [time]: id=morning_hour2
#: data/core/macros/schedules.cfg:299
msgid "Morning — Second Hour"
msgstr ""
#. [time]: id=morning_hour3
#: data/core/macros/schedules.cfg:311
msgid "Morning — Third Hour"
msgstr ""
#. [time]: id=morning_hour4
#: data/core/macros/schedules.cfg:320
msgid "Morning — Fourth Hour"
msgstr ""
#. [time]: id=afternoon_hour1
#: data/core/macros/schedules.cfg:338
msgid "Afternoon — First Hour"
msgstr ""
#. [time]: id=afternoon_hour2
#: data/core/macros/schedules.cfg:347
msgid "Afternoon — Second Hour"
msgstr ""
#. [time]: id=afternoon_hour3
#: data/core/macros/schedules.cfg:356
msgid "Afternoon — Third Hour"
msgstr ""
#. [time]: id=afternoon_hour4
#: data/core/macros/schedules.cfg:365
msgid "Afternoon — Fourth Hour"
msgstr ""
#. [time]: id=afternoon_hour5
#: data/core/macros/schedules.cfg:374
msgid "Afternoon — Fifth Hour"
msgstr ""
#. [time]: id=afternoon_hour6
#: data/core/macros/schedules.cfg:385
msgid "Afternoon — Sixth Hour"
msgstr ""
#. [time]: id=first_watch_hour1
#: data/core/macros/schedules.cfg:408
msgid "First Watch — First Hour"
msgstr ""
#. [time]: id=first_watch_hour2
#: data/core/macros/schedules.cfg:420
msgid "First Watch — Second Hour"
msgstr ""
#. [time]: id=first_watch_hour3
#: data/core/macros/schedules.cfg:432
msgid "First Watch — Third Hour"
msgstr ""
#. [time]: id=first_watch_hour4
#: data/core/macros/schedules.cfg:444
msgid "First Watch — Fourth Hour"
msgstr ""
#. [time]: id=dawn1
#: data/core/macros/schedules.cfg:498
#, fuzzy
#| msgid "First Watch"
msgid "First Dawn"
msgstr "Eerste Wag"
#. [time]: id=dawn2
#: data/core/macros/schedules.cfg:509
#, fuzzy
#| msgid "Second Watch"
msgid "Second Dawn"
msgstr "Tweede Wag"
#. [time]: id=morning1
#: data/core/macros/schedules.cfg:520
#, fuzzy
#| msgid "Morning"
msgid "First Morning"
msgstr "Oggend"
#. [time]: id=morning2
#: data/core/macros/schedules.cfg:532
#, fuzzy
#| msgid "Morning"
msgid "Second Morning"
msgstr "Oggend"
#. [time]: id=midday1
#: data/core/macros/schedules.cfg:544
#, fuzzy
#| msgid "First Watch"
msgid "First Midday"
msgstr "Eerste Wag"
#. [time]: id=midday2
#: data/core/macros/schedules.cfg:556
#, fuzzy
#| msgid "Second Watch"
msgid "Second Midday"
msgstr "Tweede Wag"
#. [time]: id=afternoon1
#: data/core/macros/schedules.cfg:568
#, fuzzy
#| msgid "Afternoon"
msgid "First Afternoon"
msgstr "Namiddag"
#. [time]: id=afternoon2
#: data/core/macros/schedules.cfg:580
#, fuzzy
#| msgid "Afternoon"
msgid "Second Afternoon"
msgstr "Namiddag"
#. [time]: id=dusk1
#: data/core/macros/schedules.cfg:592
#, fuzzy
#| msgid "firststrike"
msgid "First Dusk"
msgstr "eerste trefhou"
#. [time]: id=dusk2
#: data/core/macros/schedules.cfg:603
#, fuzzy
#| msgid "Second Watch"
msgid "Second Dusk"
msgstr "Tweede Wag"
#. [time]: id=short_dark
#: data/core/macros/schedules.cfg:614
msgid "The Short Dark"
msgstr ""
#. [time]: id=long_dark1
#: data/core/macros/schedules.cfg:626
msgid "The Long Dark (1)"
msgstr ""
#. [time]: id=long_dark2
#: data/core/macros/schedules.cfg:638
msgid "The Long Dark (2)"
msgstr ""
#. [time]: id=long_dark3
#: data/core/macros/schedules.cfg:652
msgid "The Long Dark (3)"
msgstr ""
#. [time]: id=long_dark4
#: data/core/macros/schedules.cfg:664
msgid "The Long Dark (4)"
msgstr ""
#: data/core/macros/special-notes.cfg:3
#, fuzzy
msgid ""
"\n"
"\n"
"Special Notes:"
msgstr "Spesiaal"
#: data/core/macros/special-notes.cfg:8
msgid ""
" Spirits have very unusual resistances to damage, and move quite slowly over "
"open water."
msgstr ""
#: data/core/macros/special-notes.cfg:11
msgid ""
" This units arcane attack deals tremendous damage to magical creatures, and "
"even some to mundane creatures."
msgstr ""
#: data/core/macros/special-notes.cfg:14
msgid " This unit is capable of basic healing."
msgstr ""
#: data/core/macros/special-notes.cfg:17
msgid " This unit is capable of rapid healing."
msgstr ""
#: data/core/macros/special-notes.cfg:20
msgid ""
" This unit is capable of healing those around it, and curing them of poison."
msgstr ""
#: data/core/macros/special-notes.cfg:23
msgid ""
" This unit is capable of neutralizing the effects of poison in units around "
"it."
msgstr ""
#: data/core/macros/special-notes.cfg:26
msgid ""
" This unit regenerates, which allows it to heal as though always stationed "
"in a village."
msgstr ""
#: data/core/macros/special-notes.cfg:29
msgid ""
" The steadiness of this unit reduces damage from some attacks, but only "
"while defending."
msgstr ""
#: data/core/macros/special-notes.cfg:32
#, fuzzy
msgid ""
" The leadership of this unit enables adjacent units of the same side to deal "
"more damage in combat, though this only applies to units of lower level."
msgstr ""
"Opgelei met swaard en kruisboog, lei die Lieutenante klein groepies van "
"mense soldate. Hulle koordeneer ook die aanval.\n"
"\n"
"Spesiale Nota's: Die leierskap van 'n lieutenant veroorsaak dat eenhede "
"langs hom meer skade doen in 'n geveg, maar dit is net van toepassing op "
"eenhede met 'n laer vlak."
#: data/core/macros/special-notes.cfg:35
msgid ""
" This units skill at skirmishing allows it to ignore enemies zones of "
"control and thus move unhindered around them."
msgstr ""
#: data/core/macros/special-notes.cfg:38
msgid " Illumination increases the lighting level in adjacent areas."
msgstr ""
#: data/core/macros/special-notes.cfg:41
#, fuzzy
msgid ""
" This unit can use one move to teleport between any two empty villages "
"controlled by its side."
msgstr ""
"Teleporteer:\n"
"Hierdie eenheid kan tussen twee goedgesinde dorpe verplaas word deur slegs "
"een van sy bewegings te gebruik."
#: data/core/macros/special-notes.cfg:44
msgid ""
" In woodlands, this units ambush skill renders it invisible to enemies "
"unless it is immediately adjacent or has revealed itself by attacking."
msgstr ""
#: data/core/macros/special-notes.cfg:47
msgid " This unit is able to hide at night, leaving no trace of its presence."
msgstr ""
#: data/core/macros/special-notes.cfg:50
msgid ""
" This unit can hide in villages (with the exception of water villages), and "
"remain undetected by its enemies, except by those standing next to it."
msgstr ""
#: data/core/macros/special-notes.cfg:53
msgid ""
" This unit can move unseen in deep water, requiring no air from the surface."
msgstr ""
#: data/core/macros/special-notes.cfg:56
msgid ""
" This unit gains 1 hitpoint added to its maximum whenever it kills a living "
"unit."
msgstr ""
#: data/core/macros/special-notes.cfg:59
msgid ""
" Whenever its berserk attack is used, this unit continues to push the attack "
"until either it or its enemy lies dead."
msgstr ""
#: data/core/macros/special-notes.cfg:62
#, fuzzy
msgid ""
" If there is an enemy of the target on the opposite side of the target while "
"attacking it, this unit may backstab, inflicting double damage by creeping "
"around behind that enemy."
msgstr ""
"Rugsteek:\n"
"Hierdie eenheid dien dubbele skade toe as 'n goedgesinde eenheid aan die "
"ander kant van die teiken is. (Dit werk nie vir bongenote nie.)"
#: data/core/macros/special-notes.cfg:65
msgid ""
" Foes who lose their life to the plague will rise again in unlife, unless "
"they are standing on a village."
msgstr ""
#: data/core/macros/special-notes.cfg:68
msgid ""
" This unit is able to slow its enemies, halving their movement speed and "
"attack damage until they end a turn."
msgstr ""
#: data/core/macros/special-notes.cfg:71
msgid ""
" The ability to turn the living to stone makes this unit extremely dangerous."
msgstr ""
#: data/core/macros/special-notes.cfg:74
msgid ""
" This units marksmanship gives it a high chance of hitting targeted "
"enemies, but only on the attack."
msgstr ""
#: data/core/macros/special-notes.cfg:77
msgid ""
" This unit has magical attacks, which always have a high chance of hitting "
"an opponent."
msgstr ""
#: data/core/macros/special-notes.cfg:80
msgid ""
" The swarming attacks of this unit become less deadly whenever its members "
"are wounded."
msgstr ""
#: data/core/macros/special-notes.cfg:83
#, fuzzy
msgid ""
" Using a charging attack doubles both damage dealt and received; this does "
"not affect defensive retaliation."
msgstr ""
"\n"
"\n"
"Spesiale Nota's: 'n Ridder se stormloop verdubbel beide skade berokken en "
"skade ontvang. Dit affekteer nie sy verdedigings terug-aanval nie"
#: data/core/macros/special-notes.cfg:86
msgid ""
" During battle, this unit can drain life from victims to renew its own "
"health."
msgstr ""
#: data/core/macros/special-notes.cfg:89
msgid ""
" The length of this units weapon allows it to strike first in melee, even "
"in defense."
msgstr ""
#: data/core/macros/special-notes.cfg:92
msgid ""
" The victims of this units poison will continually take damage until they "
"can be cured in town or by a unit which cures."
msgstr ""
#: data/core/macros/special-notes.cfg:95
msgid ""
" This unit has a defense cap on certain terrain types — it cannot achieve a "
"higher defense rating on mixed terrains with such terrain types."
msgstr ""
#. [trait]: id=loyal
#: data/core/macros/traits.cfg:8
msgid "loyal"
msgstr "lojaal"
#. [trait]: id=loyal
#: data/core/macros/traits.cfg:9
#, fuzzy
msgid "female^loyal"
msgstr "Misdadiger"
#. [trait]: id=loyal
#: data/core/macros/traits.cfg:10
msgid "Zero upkeep"
msgstr "Geen onderhoudingskoste"
#. [trait]: id=loyal
#: data/core/macros/traits.cfg:11
#, fuzzy
msgid ""
"\n"
"\n"
"During campaigns, certain units may opt to join the players forces of their "
"own volition. These units are marked with the loyal trait. Although they may "
"require payment to be recalled, they never incur any upkeep costs. This can "
"make them invaluable during a long campaign, when gold is in short supply. "
"This trait is never given to recruited units, so it may be unwise to dismiss "
"such units or to send them to a foolish death."
msgstr ""
"\n"
"\n"
"Tydens veldtogte kan sekere eenhede kies om op eie wil by die speler se "
"magte aan te sluit. Hierdie eenhede word gemerk met die Lojaal karaktertrek. "
"Alhoewel hulle betaling mag vereis om hergeroep te word, vereis hulle nooit "
"enige onderhoudskoste nie. Dit kan hulle baie nuttig maak tydens 'n lang "
"veldtog, wanneer die goudvoorraad skraps raak. Hierdie karaktertrek word "
"nooit aan gewerfde eenhede toegeken nie, dit sal dus onwys wees om hulle te "
"ontslaan of na 'n onnodige dood te stuur."
#. [trait]: id=loyal
#: data/core/macros/traits.cfg:11
#, fuzzy
msgid ""
"<italic>text='Loyal'</italic> units dont incur upkeep. Most units incur an "
"upkeep cost at the end of every turn, which is equal to their level. Loyal "
"units do not incur this cost."
msgstr ""
"Lojaal eenhede vereis geen onderhoud. Die meeste eenhede vereis onderhoud, "
"gelykstaande aan hulle vlak, aan die einde van 'n beurt. Lojaal eenhede "
"vereis nie die koste nie."
#. [trait]: id=undead
#: data/core/macros/traits.cfg:25
msgid "undead"
msgstr "lewende dood"
#. [trait]: id=undead
#: data/core/macros/traits.cfg:26
#, fuzzy
msgid "female^undead"
msgstr "Uitvaagsel"
#. [trait]: id=undead
#. [trait]: id=mechanical
#. [trait]: id=elemental
#: data/core/macros/traits.cfg:27 data/core/macros/traits.cfg:53
#: data/core/macros/traits.cfg:79
#, fuzzy
msgid "Immune to drain, poison, and plague"
msgstr "bestand teen gif"
#. [trait]: id=undead
#: data/core/macros/traits.cfg:28
#, fuzzy
msgid ""
"\n"
"\n"
"Undead units generally have undead as their only trait. Since undead units "
"are the bodies of the dead, risen to fight again, poison has no effect upon "
"them. This can make them invaluable in dealing with foes who use poison in "
"conjunction with their attacks."
msgstr ""
"\n"
"\n"
"Wandelende dooie eenhede het gewoonlik 'Wandelende Dooie' as hul enigste "
"kenmerk. Aangesien Wandelende Dooie eenhede die liggame van dooies is, wat "
"opgestaan het om weer te veg, het gif geen uitwerking op hulle nie. Dit kan "
"hulle onmisbaar maak wanneer daar met vyande afgereken moet word wat gif as "
"deel van hulle aanvalstrategie gebruik."
#. [trait]: id=undead
#: data/core/macros/traits.cfg:28
#, fuzzy
msgid ""
"<italic>text='Undead'</italic> units are immune to poison, drain, and plague."
msgstr "Wandelende dooie eenhede is immuun teen gif."
#. [trait]: id=mechanical
#: data/core/macros/traits.cfg:51
#, fuzzy
msgid "mechanical"
msgstr "magies"
#. [trait]: id=mechanical
#: data/core/macros/traits.cfg:52
#, fuzzy
msgid "female^mechanical"
msgstr "Dief"
#. [trait]: id=mechanical
#: data/core/macros/traits.cfg:54
msgid ""
"\n"
"\n"
"Mechanical units generally have mechanical as their only trait. Since "
"mechanical units dont really have life, drain, poison, and plague have no "
"effect upon them."
msgstr ""
#. [trait]: id=mechanical
#: data/core/macros/traits.cfg:54
#, fuzzy
msgid ""
"<italic>text='Mechanical'</italic> units are immune to poison, drain, and "
"plague."
msgstr "Wandelende dooie eenhede is immuun teen gif."
#. [trait]: id=elemental
#: data/core/macros/traits.cfg:77
#, fuzzy
msgid "elemental"
msgstr "Kamp"
#. [trait]: id=elemental
#: data/core/macros/traits.cfg:78
#, fuzzy
msgid "female^elemental"
msgstr "Misdadiger"
#. [trait]: id=elemental
#: data/core/macros/traits.cfg:80
msgid ""
"\n"
"\n"
"Elemental units generally have elemental as their only trait. Since "
"elemental units are energy-based beings, drain, poison, and plague have no "
"effect upon them."
msgstr ""
#. [trait]: id=elemental
#: data/core/macros/traits.cfg:80
#, fuzzy
msgid ""
"<italic>text='Elemental'</italic> units are immune to poison, drain, and "
"plague."
msgstr "Wandelende dooie eenhede is immuun teen gif."
#. [trait]: id=strong
#: data/core/macros/traits.cfg:102
msgid "strong"
msgstr "sterk"
#. [trait]: id=strong
#: data/core/macros/traits.cfg:103
#, fuzzy
msgid "female^strong"
msgstr "Uitvaagsel"
#. [trait]: id=strong
#: data/core/macros/traits.cfg:104
#, fuzzy
msgid ""
"\n"
"\n"
"While useful for any close-combat unit, strong is most effective for units "
"who have a high number of swings such as the elvish fighter. Strong units "
"can be very useful when a tiny bit of extra damage is all that is needed to "
"turn a damaging stroke into a killing blow."
msgstr ""
"\n"
"\n"
"Terwyl dit nuttig is vir enige handvegter, is Sterk die doeltreffendste in "
"eenhede wat 'n hoë getal houe soos die Elfse Vegter het. Sterk eenhede kan "
"baie nuttig wees wanneer 'n klein bietjie ekstra skade al is wat nodig is om "
"'n hou wat skade veroorsaak in 'n noodlottige hou te verander."
#. [trait]: id=strong
#: data/core/macros/traits.cfg:104
#, fuzzy
msgid ""
"<italic>text='Strong'</italic> units do 1 more damage for every successful "
"strike in melee combat, and have 1 additional hitpoint."
msgstr ""
"Sterk eenhede veroorsaak 1 meer skade vir elke suksesvolle hou in 'n "
"handgeveg en het 2 meer LP."
#. [trait]: id=dextrous
#: data/core/macros/traits.cfg:123
msgid "dextrous"
msgstr "vaardig"
#. [trait]: id=dextrous
#: data/core/macros/traits.cfg:124
#, fuzzy
msgid "female^dextrous"
msgstr "vaardig"
#. [trait]: id=dextrous
#: data/core/macros/traits.cfg:125
#, fuzzy
msgid ""
"\n"
"\n"
"Dextrous is a trait possessed only by elves. The elven people are known for "
"their uncanny grace, and their great facility with the bow. Some, however, "
"are gifted with natural talent that exceeds their brethren. These elves "
"inflict an additional point of damage with each arrow."
msgstr ""
"\n"
"\n"
"Behendigheid is 'n karaktertrek van die Elwe. Die Elwe is bekend vir hulle "
"ongelooflike grasie, en hulle vaardigheid met 'n boog. Party het egter meer "
"van die talente as sommige van hulle ras. Hierdie buitengewoone Elwe se pyle "
"veroorsaak 'n addisionele punt se skade."
#. [trait]: id=dextrous
#: data/core/macros/traits.cfg:125
#, fuzzy
msgid ""
"<italic>text='Dextrous'</italic> units do 1 more damage for every successful "
"strike in ranged combat."
msgstr ""
"Behendige Eenhede rig 1 punt meer skade aan vir elke trefhou met 'n boog."
#. [trait]: id=quick
#: data/core/macros/traits.cfg:140
msgid "quick"
msgstr "vinnig"
#. [trait]: id=quick
#: data/core/macros/traits.cfg:141
#, fuzzy
msgid "female^quick"
msgstr "Prinses"
#. [trait]: id=quick
#: data/core/macros/traits.cfg:142
#, fuzzy
msgid ""
"\n"
"\n"
"Quick is the most noticeable trait, particularly in slower moving units such "
"as trolls or heavy infantry. Units with the quick trait often have greatly "
"increased mobility in rough terrain, which can be important to consider when "
"deploying your forces. Also, quick units arent quite as tough as units "
"without this trait and are subsequently less good at holding contested "
"positions."
msgstr ""
"\n"
"\n"
"Vinnig is die karaktertrek wat die maklikste opgemerk word, veral by stadig "
"bewegende eenhede soos die trolle of swaar infanterie. Eenhede met die "
"Vinnig karaktertrek beweeg dikwels baie ratser oor rowwe terrein, wat "
"belangrik kan wees wanneer jy jou magte ontplooi. Vinnige eenhede is dikwels "
"nie so taai soos eenhede wat nie hierdie karaktertrek het nie en is dus "
"minder goed om bestrede posisies te behou."
#. [trait]: id=quick
#: data/core/macros/traits.cfg:142
#, fuzzy
msgid ""
"<italic>text='Quick'</italic> units have 1 extra movement point, but 5% less "
"hitpoints than usual."
msgstr ""
"Vinnige eenhede het 1 ekstra bewegingspunt maar 10% minder LP as gewoonlik."
#. [trait]: id=intelligent
#: data/core/macros/traits.cfg:160
msgid "intelligent"
msgstr "intelligent"
#. [trait]: id=intelligent
#: data/core/macros/traits.cfg:161
#, fuzzy
msgid "female^intelligent"
msgstr "intelligent"
#. [trait]: id=intelligent
#: data/core/macros/traits.cfg:162
#, fuzzy
msgid ""
"\n"
"\n"
"<italic>text='Intelligent'</italic> units are very useful at the beginning "
"of a campaign as they can advance to higher levels more quickly. Later in "
"campaigns Intelligent is not quite as useful because the <italic>text='After "
"Maximum Level Advancement'</italic> (AMLA) is not as significant a change as "
"advancing a level. If you have many maximum level units you may wish to "
"recall units with more desirable traits."
msgstr ""
"\n"
"\n"
"Intelligente eenhede is baie nuttig aan die begin van 'n veldtog aangesien "
"hulle vinniger na hoër vlakke kan vorder. Later in die veldtogte is "
"Intelligensie nie so nuttig nie aangesien die Na Maksimum Bevorderingsvlak "
"(NMBV) nie meer so 'n aansienlike verandering is as wat 'n vordering in vlak "
"is nie. As jy baie 'maksimum vlak' eenhede het mag jy dalk eenhede wil "
"herroep met meer gewensde karaktertrekke."
#. [trait]: id=intelligent
#: data/core/macros/traits.cfg:162
msgid "Intelligent units require 20% less experience than usual to advance."
msgstr ""
"Intelligente eenhede vereis 20% minder ervaring as gewoonlik om bevorder te "
"word."
#. [trait]: id=resilient
#: data/core/macros/traits.cfg:176
msgid "resilient"
msgstr "volhard"
#. [trait]: id=resilient
#: data/core/macros/traits.cfg:177
#, fuzzy
msgid "female^resilient"
msgstr "volhard"
#. [trait]: id=resilient
#: data/core/macros/traits.cfg:178
msgid ""
"\n"
"\n"
"Resilient units can be useful at all stages of a campaign, and this is a "
"useful trait for all units. Resilient is often most helpful as a trait when "
"it occurs in a unit that has some combination of low hitpoints, good "
"defense, or high resistances. Resilient units are especially useful for "
"holding strategic positions against opponents."
msgstr ""
"\n"
"\n"
"Volharding eenhede kan baie nuttig wees in enige stadium van 'n veldtog en "
"dit is 'n nuttige eienskap by alle eenhede. Volharding is dikwels baie "
"nuttig in 'n eenheid wat 'n kombinasie van lae lewenspunte, goeie "
"verdediging of hoe weerstand het. Volhardingseenhede is veral nuttig vir die "
"hou van strategiese posisies teen teenstanders."
#. [trait]: id=resilient
#: data/core/macros/traits.cfg:178
#, fuzzy
msgid ""
"<italic>text='Resilient'</italic> units have an additional 4 hitpoints, and "
"gain 1 more per level."
msgstr "Volhardingseenhede het 7 meer LP as gewoonlik."
#. [trait]: id=healthy
#: data/core/macros/traits.cfg:197
msgid "healthy"
msgstr ""
#. [trait]: id=healthy
#: data/core/macros/traits.cfg:198
#, fuzzy
msgid "female^healthy"
msgstr "Dief"
#. [trait]: id=healthy
#: data/core/macros/traits.cfg:199
msgid "Always rest heals"
msgstr ""
#. [trait]: id=healthy
#: data/core/macros/traits.cfg:200
msgid ""
"\n"
"\n"
"<italic>text='Healthy'</italic> units have 1 additional hitpoint, and gain 1 "
"more per level. They will also heal 2 hitpoints each turn, regardless of "
"whether they engaged in combat the turn before."
msgstr ""
#. [trait]: id=healthy
#: data/core/macros/traits.cfg:200
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:222 data/core/macros/traits.cfg:239
#, fuzzy
msgid "fearless"
msgstr "Prinses"
#. [trait]: id=fearless
#: data/core/macros/traits.cfg:223 data/core/macros/traits.cfg:240
#, fuzzy
msgid "female^fearless"
msgstr "Prinses"
#. [trait]: id=fearless
#: data/core/macros/traits.cfg:224 data/core/macros/traits.cfg:241
msgid "Fights normally during unfavorable times of day/night"
msgstr ""
#. [trait]: id=fearless
#: data/core/macros/traits.cfg:225 data/core/macros/traits.cfg:242
msgid "Aversion to light and dark holds no sway over these brave individuals."
msgstr ""
#. [trait]: id=feral
#: data/core/macros/traits.cfg:255
#, fuzzy
msgid "feral"
msgstr "Grot Muur"
#. [trait]: id=feral
#: data/core/macros/traits.cfg:256
#, fuzzy
msgid "female^feral"
msgstr "Uitvaagsel"
#. [trait]: id=feral
#: data/core/macros/traits.cfg:257
msgid "Receives only 50% defense in land-based villages"
msgstr ""
#. [trait]: id=feral
#: data/core/macros/traits.cfg:258
msgid ""
"Dwellings of sentient beings are not easily used for cover by feral "
"creatures of low intelligence. As a result, <italic>text='feral'</italic> "
"units receive a maximum of 50% defense in any land-based village regardless "
"of base terrain."
msgstr ""
#. [trait]: id=weak
#: data/core/macros/traits.cfg:274
msgid "weak"
msgstr ""
#. [trait]: id=weak
#: data/core/macros/traits.cfg:275
#, fuzzy
msgid "female^weak"
msgstr "Uitvaagsel"
#. [trait]: id=weak
#: data/core/macros/traits.cfg:276
#, fuzzy
msgid ""
"Units with the <italic>text='weak'</italic> trait receive a 1 point decrease "
"in hitpoints and melee damage."
msgstr "Wandelende dooie eenhede is immuun teen gif."
#. [trait]: id=slow
#: data/core/macros/traits.cfg:293
#, fuzzy
msgid "slow"
msgstr "verstadig"
#. [trait]: id=slow
#: data/core/macros/traits.cfg:294
#, fuzzy
msgid "female^slow"
msgstr "Misdadiger"
#. [trait]: id=slow
#: data/core/macros/traits.cfg:295
msgid ""
"\n"
"\n"
"Thick-bodied and clumsy, slow individuals of goblins and other species take "
"a movement penalty but are compensated for it with a slight increase in "
"endurance."
msgstr ""
#. [trait]: id=slow
#: data/core/macros/traits.cfg:295
#, fuzzy
msgid ""
"<italic>text='Slow'</italic> units have 1 less movement point but 5% more "
"hitpoints."
msgstr ""
"Vinnige eenhede het 1 ekstra bewegingspunt maar 10% minder LP as gewoonlik."
#. [trait]: id=dim
#: data/core/macros/traits.cfg:313
#, fuzzy
msgid "dim"
msgstr "Middelmatig"
#. [trait]: id=dim
#: data/core/macros/traits.cfg:314
#, fuzzy
msgid "female^dim"
msgstr "Prinses"
#. [trait]: id=dim
#: data/core/macros/traits.cfg:315
msgid ""
"\n"
"\n"
"Dim is a trait all too common in goblins and other lesser species. There are "
"reasons these species are lesser, and this is one of them."
msgstr ""
#. [trait]: id=dim
#: data/core/macros/traits.cfg:315
msgid ""
"Units with trait <italic>text='dim'</italic> suffer a 20% increase in "
"experience required to advance."
msgstr ""
#. [trait]: id=aged
#: data/core/macros/traits.cfg:329
#, fuzzy
msgid "aged"
msgstr "afstandgeveg"
#. [trait]: id=aged
#: data/core/macros/traits.cfg:330
#, fuzzy
msgid "female^aged"
msgstr "Prinses"
#. [trait]: id=aged
#: data/core/macros/traits.cfg:331
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 ""
#. [race]: id=bats
#: data/core/units.cfg:43
msgid "race^Bat"
msgstr ""
#. [race]: id=bats
#: data/core/units.cfg:44
#, fuzzy
msgid "race+female^Bat"
msgstr "Dief"
#. [race]: id=bats
#: data/core/units.cfg:45
msgid "race^Bats"
msgstr ""
#. [race]: id=bats
#: data/core/units.cfg:46
msgid ""
"Bats come in many shapes and sizes, and most are fairly harmless, feeding on "
"insects and other small animals. The larger and more vicious breeds are "
"known to pose a threat to humans and other races as well as their livestock, "
"especially when encountered in groups. Typically nocturnal, they are often "
"kept (and occasionally tamed) by those who share their love of the night."
msgstr ""
#. [race]: id=drake
#: data/core/units.cfg:55
msgid "race^Drake"
msgstr ""
#. [race]: id=drake
#: data/core/units.cfg:56
#, fuzzy
msgid "race+female^Drake"
msgstr "Uitvaagsel"
#. [race]: id=drake
#: data/core/units.cfg:57
msgid "race^Drakes"
msgstr ""
#. [race]: id=drake
#: data/core/units.cfg:58
msgid ""
"Drakes are large, winged and fire-breathing creatures, reminiscent of true "
"dragons. On average, an adult drake stands around three meters tall and "
"easily weighs more than a man and a horse combined. Their skin is made up of "
"hard scales, resistant to most physical strikes except piercing and cold "
"damage. Most drakes are capable of true flight and can travel long distances "
"quickly. However, their sheer weight and bulk limits their flight ability "
"somewhat, making them ungainly in the air. Where possible, they make use of "
"terrain features such as hills, mountains and trees as launch points in "
"order to gain greater height and speed. Fortunately for their enemies, they "
"are still quite clumsy creatures and surprisingly slow in combat. This, "
"combined with their large size, renders them easy targets for those who dare "
"attack them.\n"
"\n"
"Drakes are inherently magical creatures, with a mysterious internal fire "
"fueling their very lives. This can easily be witnessed when one of their "
"kind perishes in combat; its internal fire is released, burning their "
"remains in to ashes. Their internal fire is also their greatest weakness; it "
"makes them extremely vulnerable to cold attacks. Despite their magical "
"nature, drakes are incapable of channeling magic in a controlled manner. "
"While the magic imbued within a drakes body enables it to spit fire and "
"gives it life, they have no willful control over the functions of this "
"magic.\n"
"\n"
"<header>text='Society'</header>\n"
"Drakes are a relatively warlike race and their societies can be best "
"described as cultured martial societies. The core of a drake tribe is a "
"small group of veteran warriors headed by a mutually respected — or simply "
"feared — dominant who rules the society with an iron fist. Every drake is "
"expected to earn their place in the strict hierarchy, to obey their "
"superiors and command their inferiors. Entry to the ruling elite is only "
"possible through challenging and defeating a superior in single combat, "
"which is the way the hierarchy within the elite itself is established. The "
"use of deception of any kind towards any fellow drake is, without exception, "
"seen as cowardly and unacceptable.\n"
"\n"
"While their warlike nature and sense of territory drives them to defend "
"their territories savagely, drakes rarely invade or trespass on areas "
"already occupied by the other major races. Instead, they settle in "
"unpopulated areas to establish their own territory there. They primarily "
"feed on large game they hunt in the lowlands around their homes, but "
"hatchlings and lower caste drakes are known to feed also on certain kinds of "
"moss and fungi they cultivate deep in their caverns. The only technology "
"drakes value is armor- and weapon-smithing, and neither know or need other "
"science and culture besides this. However the few implements they do fashion "
"are almost unrivaled in quality, only matched by those produced in the "
"finest Dwarvish foundries.\n"
"\n"
"Drakes are hatched from eggs and usually live naturally between 20 to 30 "
"years. Death in battle is the most preferred way for a drake to leave this "
"world. Unlike the elder members of other races, drakes naturally grow more "
"aggressive and reckless towards the ends of their natural lives, perhaps to "
"help ensure their place in the heroic legends of their kind.\n"
"\n"
"<header>text='Geography'</header>\n"
"Drakes originated from an archipelago of volcanic islands called "
"<ref>dst='morogor' text='Morogor'</ref> in the <ref>dst='great_ocean' "
"text='Great Ocean'</ref>. A combination of population pressure and the "
"subsidence of many of their home islands has caused colonies of drakes to "
"spread to the <ref>dst='great_continent' text='Great Continent'</ref>. "
"Drakes tend to make their homes in mountain caverns near volcanoes to "
"protect their eggs, hatchings and forges. While drakes naturally prefer "
"warmth, their internal fire is more than capable of sustaining them even in "
"a relatively cold climate, a feature which has allowed them to populate even "
"some of the mountains of the far north of the Great Continent."
msgstr ""
#. [race]: id=dwarf
#: data/core/units.cfg:91
msgid "race^Dwarf"
msgstr ""
#. [race]: id=dwarf
#: data/core/units.cfg:92
#, fuzzy
msgid "race+female^Dwarf"
msgstr "Uitvaagsel"
#. [race]: id=dwarf
#: data/core/units.cfg:93
msgid "race^Dwarves"
msgstr ""
#. [race]: id=dwarf
#: data/core/units.cfg:94
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:111
msgid "race^Elf"
msgstr ""
#. [race]: id=elf
#: data/core/units.cfg:112
#, fuzzy
msgid "race+female^Elf"
msgstr "Misdadiger"
#. [race]: id=elf
#: data/core/units.cfg:113
msgid "race^Elves"
msgstr ""
#. [race]: id=elf
#: data/core/units.cfg:115
msgid ""
"Compared to humans, elves are somewhat taller, more agile but less sturdy. "
"They have slightly pointy ears, pale skin and usually blond hair. Few "
"differences between humans and elves are more pronounced than the Elves "
"unusually long life — most, unless claimed by illness, accident or war, live "
"a full two and a half centuries. While some elves possessing a high magical "
"aptitude have been known to live an additional full century, most elves "
"begin to grow physically frail at some point between 250 and 300 years of "
"age and pass away rapidly (generally within a year or two) thereafter.\n"
"\n"
"Elves are naturally imbued with magic to a small degree. Though most are "
"unable to channel it directly, its latent presence gives them their keen "
"senses and long life. Many elves have magic-driven talents such as "
"marksmanship or stealth, allowing them to achieve tasks that most normal "
"beings would find astonishing. Those elves that learn to wield this power in "
"more general ways can become truly formidable in its use. Many choose to use "
"their gift to heal others.\n"
"\n"
"A few elves, venturing far down the paths of magic and mysticism, become "
"sensitive to the presence of cold iron and can even be burned by it. Elvish "
"legend hints that this was more common in the far past.\n"
"\n"
"Elves spend much of their time honing their talents and skills. Those not "
"adept at the magical arts typically devote their time honing their physical "
"skills. As a result, elves excel at archery, which is perhaps their most "
"important method of warfare. Most elvish troops carry a bow and no other "
"race can rival their archers in speed and accuracy. All elves also share an "
"intense affection for unspoiled nature. They often feel uncomfortable in "
"open unvegetated spaces. They live primarily in the forests of the Great "
"Continent; the Aethenwood in the southwest, Wesmere in the northwest, and "
"the great northern woods of which the Lintanir Forest is the southernmost "
"edge.\n"
"\n"
"Elves are the eldest race of the continent, with the possible exception of "
"trolls. Many of their settlements cannot be reliably dated, undoubtedly "
"having existed for over a millennium."
msgstr ""
#. [race]: id=falcon, description=
#: data/core/units.cfg:132
#, fuzzy
msgid "race^Falcon"
msgstr "+Algemeen"
#. [race]: id=falcon, description=
#: data/core/units.cfg:133
#, fuzzy
msgid "race+female^Falcon"
msgstr "Uitvaagsel"
#. [race]: id=falcon, description=
#: data/core/units.cfg:134
#, fuzzy
msgid "race^Falcons"
msgstr "+Algemeen"
#. [race]: id=goblin
#: data/core/units.cfg:145
msgid "race^Goblin"
msgstr ""
#. [race]: id=goblin
#: data/core/units.cfg:146
#, fuzzy
msgid "race+female^Goblin"
msgstr "Misdadiger"
#. [race]: id=goblin
#: data/core/units.cfg:147
msgid "race^Goblins"
msgstr ""
#. [race]: id=goblin
#: data/core/units.cfg:148
msgid ""
"Goblins are, despite their appearance, born as siblings to the orcs and "
"members of the same race. While other races usually bear children singly or "
"in pairs, orcs will have large litters of children all at once, causing "
"their populations to explode rather quickly. Within any litter, there will "
"only be one or two true orcs, who will grow to the full size and strength of "
"their race. A few more will be half-orcs, notably weaker than their big "
"brothers, and relegated to supporting roles in combat, such as archery. The "
"rest, often a full half of more of any litter, will be goblins. Goblins are "
"puny and quite frail, rarely growing past the size and stature of a human "
"child. Goblins are born into a lifetime of near-slavery to their larger kin, "
"and used as sword-fodder in battle. They thrive in spite of their tragic "
"fate; in part because they are so very numerous, and also because their "
"brother orcs are well aware how dependent they are on the goblins.\n"
"\n"
"Goblins perform the bulk of manual labor needed by the orcs, with the sole "
"exception of jobs that require the brute strength of true orcs. Those the "
"orcs revel in as proof of their prowess."
msgstr ""
#. [race]: id=gryphon
#: data/core/units.cfg:163
msgid "race^Gryphon"
msgstr ""
#. [race]: id=gryphon
#: data/core/units.cfg:164
#, fuzzy
msgid "race+female^Gryphon"
msgstr "Uitvaagsel"
#. [race]: id=gryphon
#: data/core/units.cfg:165
msgid "race^Gryphons"
msgstr ""
#. [race]: id=gryphon
#: data/core/units.cfg:166
msgid ""
"Gryphons are broad, powerful beasts with traits shared from both terrestrial "
"predators and birds of prey. While occasionally tamed and ridden by the "
"daring, gryphons are very territorial and aggressive, particularly regarding "
"their nests.\n"
"\n"
"The means by which gryphons are able to fly despite their great weight has "
"been a source of debate for centuries, but it remains as mysterious as their "
"origins."
msgstr ""
#. [race]: id=human
#: data/core/units.cfg:184
msgid "race^Human"
msgstr ""
#. [race]: id=human
#: data/core/units.cfg:185
#, fuzzy
msgid "race+female^Human"
msgstr "Uitvaagsel"
#. [race]: id=human
#: data/core/units.cfg:186
msgid "race^Humans"
msgstr ""
#. [race]: id=human
#: data/core/units.cfg:187
msgid ""
"The race of men is an extremely diverse one. Although they originally came "
"from the Old Continent, men have spread all over the world and split into "
"many different cultures and races. Although they are not imbued with magic "
"like other creatures, humans can learn to wield it and able to learn more "
"types than most others. They have no extra special abilities or aptitudes "
"except their versatility and drive. While often at odds with other races, "
"they can occasionally form alliances with the less aggressive races such as "
"elves and dwarves. The less scrupulous among them do not shrink back from "
"hiring orcish mercenaries, either. They have no natural enemies, although "
"the majority of men, like most people of all races, have an instinctive "
"dislike of the undead. Men are shorter than the elves, but taller still than "
"dwarves. Their skin color can vary, from almost white to dark brown.\n"
"\n"
"<header>text='Subjects of the Crown'</header>\n"
"Many different groups of men exist, but the majority of them on the Great "
"Continent live under the rule of the Crown of Wesnoth. The humans first "
"appeared on the Great Continent from a land far across the ocean to the "
"West, the Green Isle, and soon established their capital at the inland city "
"of Weldyn. Over the following centuries they have built up a number cities "
"across the continent. The soldiers from the Crown of Wesnoth protect the "
"country, forming the most organized military force in the known world. Its "
"warriors come from the main provinces, where all men are conscripted at an "
"early age.\n"
"\n"
"<header>text='The Clansmen'</header>\n"
"The eastern provinces of Wesnoth, known as the Clan Homelands, have a "
"geography consisting of more open plains and rolling hills than the western, "
"more civilized provinces. They are home to the Horse Clans, who are allied "
"with the Crown of Wesnoth but operate independently and maintain their own "
"identity. Some consider them to be a tributary state, which sends food and "
"soldiers to Crown in exchange for protection. Others say they are on equal "
"footing with the western half of Wesnoth. In any case, the eastern provinces "
"do not have a conscript army the way Western Wesnoth does. Training for "
"fighting is part of the way of life of the Clans; the parents teach the "
"children to ride horses, fight and shoot a bow from an early age. In "
"general, the Clan warriors are less organized than the civilized fighters, "
"and the strengths and weaknesses of these groups complement each other."
msgstr ""
#. [race]: id=khalifate
#: data/core/units.cfg:203
#, fuzzy
msgid "race^Khalifate Human"
msgstr "Uitvaagsel"
#. [race]: id=khalifate
#: data/core/units.cfg:204
#, fuzzy
msgid "race+female^Khalifate Human"
msgstr "Uitvaagsel"
#. [race]: id=khalifate
#: data/core/units.cfg:205
#, fuzzy
msgid "race+plural^Khalifate"
msgstr "Dief"
#. [race]: id=khalifate
#: data/core/units.cfg:206
msgid "This race does not have a description yet."
msgstr ""
#. [race]: id=lizard, description=
#: data/core/units.cfg:217
msgid "race^Saurian"
msgstr ""
#. [race]: id=lizard, description=
#: data/core/units.cfg:218
msgid "race+female^Saurian"
msgstr ""
#. [race]: id=lizard, description=
#: data/core/units.cfg:219
msgid "race^Saurians"
msgstr ""
#. [race]: id=mechanical
#: data/core/units.cfg:229
#, fuzzy
msgid "race^Mechanical"
msgstr "Dief"
#. [race]: id=mechanical
#: data/core/units.cfg:230
#, fuzzy
msgid "race+plural^Mechanical"
msgstr "Dief"
#. [race]: id=mechanical
#: data/core/units.cfg:231
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:240
#, fuzzy
msgid "race^Merman"
msgstr "+Algemeen"
#. [race]: id=merman
#: data/core/units.cfg:241
msgid "race^Mermaid"
msgstr ""
#. [race]: id=merman
#: data/core/units.cfg:242
msgid "race^Mermen"
msgstr ""
#. [race]: id=merman
#: data/core/units.cfg:244
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:252
msgid "race^Monster"
msgstr ""
#. [race]: id=monster
#: data/core/units.cfg:253
#, fuzzy
msgid "race+female^Monster"
msgstr "Dief"
#. [race]: id=monster
#: data/core/units.cfg:254
msgid "race^Monsters"
msgstr ""
#. [race]: id=monster
#: data/core/units.cfg:255
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:262
msgid "race^Naga"
msgstr ""
#. [race]: id=naga
#: data/core/units.cfg:263
#, fuzzy
msgid "race^Nagini"
msgstr "+Algemeen"
#. [race]: id=naga
#: data/core/units.cfg:264
msgid "race^Nagas"
msgstr ""
#. [race]: id=naga
#: data/core/units.cfg:265
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:273
msgid "race^Ogre"
msgstr ""
#. [race]: id=ogre
#: data/core/units.cfg:274
#, fuzzy
msgid "race+female^Ogre"
msgstr "Prinses"
#. [race]: id=ogre
#: data/core/units.cfg:275
msgid "race^Ogres"
msgstr ""
#. [race]: id=ogre
#: data/core/units.cfg:276
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:284
msgid "race^Orc"
msgstr ""
#. [race]: id=orc
#: data/core/units.cfg:285
msgid "race+female^Orc"
msgstr ""
#. [race]: id=orc
#: data/core/units.cfg:286
msgid "race^Orcs"
msgstr ""
#. [race]: id=orc
#: data/core/units.cfg:287
msgid ""
"In appearance, orcs are half men and half beasts. They are taller, sturdier "
"and stronger than humans. They are warlike, savage, and cruel by nature. "
"Their blood is darker and thicker than that of normal humans and they have "
"little care for personal hygiene or their personal appearance. Although Orcs "
"are violent even among themselves, they are pack-oriented; an orc never "
"travels long 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. Despite their "
"reliance on raw strength, not nearly all orcs are destined to grow to "
"possess any. Many orcs are born smaller and weaker than the rest, and "
"already almost as newborns are put in their place by their stronger "
"siblings. The stronger ones will routinely grab most of the food and thus "
"grow stronger still, while their weaker siblings do not. Many of these "
"individuals tend to specialize in other skills, like archery or "
"assassination."
msgstr ""
#. [race]: id=troll
#: data/core/units.cfg:303
msgid "race^Troll"
msgstr ""
#. [race]: id=troll
#: data/core/units.cfg:304
#, fuzzy
msgid "race+female^Troll"
msgstr "Misdadiger"
#. [race]: id=troll
#: data/core/units.cfg:305
msgid "race^Trolls"
msgstr ""
#. [race]: id=troll
#: data/core/units.cfg:306
msgid ""
"Trolls are ancient creatures, one of the oldest known races known to inhabit "
"the Great Continent. They are large, slow, simple-minded, and live extremely "
"long lives inside deep caves or atop high mountains. The most unique "
"characteristic of trolls is an internal vitality that sustains and heals "
"them from within. As a result they live very different lives from almost any "
"known creature. Trolls have few real needs: they require little food or "
"water, and thus they have little incentive to pursue much besides protection "
"from those who are hostile towards them. This in turn means they rarely have "
"to worry about anything and can spend much of their time sleeping or in "
"contemplation. Trolls have a curious affinity with nature. They do not "
"relate with living things like elves do, but instead with earth and stone. "
"They are also somewhat curious of their surroundings and many younger whelps "
"even enjoy traveling and seeing the world. As trolls grow older they tend to "
"become increasingly passive, gradually losing interest in their environment "
"and spending more of their time sleeping in a quiet, familiar corner of "
"their home cave. This is until they finally pass away as their bodies "
"themselves slowly turn into lifeless statues of stone.\n"
"\n"
"Trolls are seen by many as being little more than yet another race of savage "
"monsters. This common misconception is in part perpetuated by orcs to "
"persuade trolls to join their armies. Because they are rather simple and do "
"not understand the ways of other races or sometimes 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 ""
#. [race]: id=undead
#: data/core/units.cfg:326
msgid "race^Undead"
msgstr "Wandelende dooies"
#. [race]: id=undead
#: data/core/units.cfg:327
#, fuzzy
msgid "race+female^Undead"
msgstr "Uitvaagsel"
#. [race]: id=undead
#: data/core/units.cfg:328
#, fuzzy
msgid "race+plural^Undead"
msgstr "Wandelende dooies"
#. [race]: id=undead
#: data/core/units.cfg:329
msgid ""
"Undead are not really a single race of creatures, although often treated as "
"such. Almost any dead creature can, by a sufficiently skilled necromancer, "
"be reanimated and rise again in undeath. Undead are for the most part "
"unnatural but mindless constructs, obeying whoever created them without "
"question nor thought. A greater mystery of necromancy is in how constructs "
"are sustained without continuous effort from the necromancer. An undead "
"creature does not require the constant attention of the necromancer to "
"command and sustain, but can work autonomously according to the commands of "
"its master. Only rarely, perhaps once every few months, does the necromancer "
"need to maintain his creation.\n"
"\n"
"Necromancy is almost solely limited to humans. Even the legends of magically "
"apt races like elves and mermen tell of very few of their kind who have ever "
"delved in the dark arts. It is surmised that necromantic magic requires "
"great adaptability and a flexible mind, extremes of which are most commonly "
"found in humans. The ultimate goal of most necromancers is to turn the same "
"art of preserving and imbuing life upon themselves, to alter themselves at "
"whatever cost, to ultimately escape death by preserving their own mind and "
"spirit.\n"
"\n"
"<header>text='Geography'</header>\n"
"While undead lords arrived on the Great Continent in considerable numbers "
"only in the wake of Haldric I, they were not completely unheard of by elves "
"and dwarves before that."
msgstr ""
#. [race]: id=wolf, description=
#: data/core/units.cfg:342
msgid "race^Wolf"
msgstr ""
#. [race]: id=wolf, description=
#: data/core/units.cfg:343
#, fuzzy
msgid "race+female^Wolf"
msgstr "Misdadiger"
#. [race]: id=wolf, description=
#: data/core/units.cfg:344
msgid "race^Wolves"
msgstr ""
#. [race]: id=wose
#: data/core/units.cfg:354
msgid "race^Wose"
msgstr ""
#. [race]: id=wose
#: data/core/units.cfg:355
msgid "race^Woses"
msgstr ""
#. [race]: id=wose
#: data/core/units.cfg:356
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 deeper "
"connection to the woodlands than even the elves. While the woses are a "
"peaceful race, disturbance of the ancient forests, which they tend, will "
"incite the wrath of nature itself. Woses are slow moving creatures that may "
"spend centuries standing in one location undisturbed by the ebb and flow of "
"time.\n"
"\n"
"Although they practice no magic of their own, the woses share a deep "
"connection to faerie. What little is known of this ancient race comes from "
"elvish scholars who believe that this mystical power, which the mightiest "
"elves have dedicated their lives to master, is inherent to the wose. Though "
"woses resemble them, they share no ancestry with trees. Woses are believed "
"to be some of the oldest creatures in the world, perhaps even more ancient "
"than the forests in which they dwell, and it is thought that the power of "
"faerie has given these beings the eternal task of serving as wardens of the "
"forest.\n"
"\n"
"Woses are not warlike in the least and are ill-accustomed to combat. They "
"will however respond with indiscriminate violence in defense of their "
"forested territory. Woses are slow moving and are vulnerable away from the "
"woodlands. Due to their close connection with faerie, woses are particularly "
"sensitive to the arcane. The hardwood that makes the wose nigh-impervious to "
"physical assault has left it grievously vulnerable to flame. Their thick "
"bark and ability to harness the power of faerie to regenerate quickly when "
"injured allows the wose to survive an enemy onslaught long enough to respond "
"with a crushing might belied by its peaceful, plodding nature. Within its "
"forest home, the wose can disappear amongst the trees and ambush even the "
"best-trained elvish scout.\n"
"\n"
"The life span of the wose is unknown, although the most ancient members of "
"this race have lived many hundreds of years and have grown to massive "
"heights. It is thought that unless a wose falls in battle, it will find no "
"natural end. Content to pass the centuries standing like a sentry, "
"uninterested in the goings-on of the civilized world, the wose will stir "
"only to march to the defense of the natural world and the forests it calls "
"home."
msgstr ""
#: data/lua/feeding.lua:27 data/lua/feeding.lua:40
msgid "+1 max HP"
msgstr ""
#: src/help/help.cpp:182
msgid "Close"
msgstr "Sluit"
#: src/help/help.cpp:185
msgid "The Battle for Wesnoth Help"
msgstr "Die Stryd om Wesnoth Hulp"
#: src/help/help.cpp:240
msgid "Parse error when parsing help text: "
msgstr "Fout met lees hulp teks: "
#, fuzzy
#~ msgid "female^nightstalk"
#~ msgstr "nagsluip"
#, fuzzy
#~ msgid ""
#~ "When a unit is killed by a Plague attack, that unit is replaced with a "
#~ "unit identical to and on the same side as the unit with the Plague "
#~ "attack. This doesnt work on Undead or units in villages."
#~ msgstr ""
#~ "Plaag:\n"
#~ "Wanneer 'n eenheid sterf a.g.v. 'n plaagaanval, word die eenheid vervang "
#~ "met 'n identiese eenheid aan dieselfde kant as die eenheid met die "
#~ "plaagaanval. (Dit werk nie op wandelende dooies of eenhede in dorpe nie.)"
#~ msgid "Intelligent"
#~ msgstr "Intelligent"
#~ msgid "Quick"
#~ msgstr "Vinnig"
#~ msgid "Resilient"
#~ msgstr "Volharding"
#~ msgid "Strong"
#~ msgstr "Sterk"
#, fuzzy
#~ msgid "Feral"
#~ msgstr "Grot Muur"
#~ msgid "Loyal"
#~ msgstr "Lojaal"
#, fuzzy
#~ msgid "trait^Undead"
#~ msgstr "Wandelende dooies"
#, fuzzy
#~ msgid "trait^Elemental"
#~ msgstr "Kamp"
#~ msgid "Dextrous"
#~ msgstr "Behendig"
#, fuzzy
#~ msgid "Dim"
#~ msgstr "Middelmatig"
#, fuzzy
#~ msgid "Slow"
#~ msgstr "vertraag"
#, fuzzy
#~ msgid "trait^Aged"
#~ msgstr "Wandelende dooies"
#, fuzzy
#~ msgid ""
#~ "In combat, your units will inevitably take damage. When a unit "
#~ "<ref>dst='advancement' text='advances'</ref>, it will heal fully. This "
#~ "can happen as you finish fighting an enemy, whether it is your turn or "
#~ "not. Wesnoth offers several other ways for your units to heal, all of "
#~ "which take place at the beginning of your turn, before you take action."
#~ msgstr ""
#~ "In gevegte sal jou eenhede onvermydelik skade opdoen. Wanneer 'n eenheid "
#~ "<ref>dst=experience_and_advancement text='bevorder word'</ref>, sal dit "
#~ "geheel en al genees word. Dit kan gebeur aan die einde van 'n geveg hetsy "
#~ "dit jou beurt is aldan nie. Wesnoth bied verskeie maniere vir jou eenhede "
#~ "om genees te word, almal waarvan aan die begin van jou beurt plaasvind "
#~ "voordat jy aksie neem."
#, fuzzy
#~ msgid "Factions"
#~ msgstr "Faksie"
#~ msgid "Overview"
#~ msgstr "Oorsig"
#~ msgid "Fundamentals of Gameplay"
#~ msgstr "Beginsels van die Spel"
#, 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"
#~ "As jy nie die spel ken nie - is dit raadsaam om eers die "
#~ "<italic>text=Onderrig</italic> knoppie op die Hoof Menu te kliek. Dit sal "
#~ "jou neem na 'n interaktiewe verduideliking, wat jou die basiese stappe "
#~ "van Wesnoth sal leer. Na dit, is dit raadsaam om die Troonopvolger "
#~ "veldtog eerste te probeer: kliek <italic>text=Veldtog</italic> en dan "
#~ "<italic>text='Troonopvolger'</italic>. Omdat Die Stryd om Wesnoth nogal "
#~ "'n uitdaging kan wees, beveel ons aan dat jy die <italic>text=Maklik</"
#~ "italic> moeilikheidsgraad eerste probeer."
#, 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 ""
#~ "Hierdie bladsye verduidelik alles wat jy moet weet om Stryd om Wesnoth te "
#~ "speel. Dit dek hoe om te speel en die basiese meganisme agter die spel. "
#~ "Soos jy die spel speel, word nuwe inligting by hierdie blaaie gevoeg soos "
#~ "jy geleidelik aan die nuwe aspekte van die spel blootgestel word. Vir "
#~ "meer besonderhede oor spesiale situasies en uitsonderings, volg die "
#~ "skakels wat ingesluit is."
#, fuzzy
#~ msgid ""
#~ "\n"
#~ "\n"
#~ "<italic>text='Campaigns'</italic> consist of multiple scenarios that "
#~ "follow on from each other, telling a story. In a campaign, you often need "
#~ "to play more carefully, preserving your best troops so that they can be "
#~ "used again in later scenarios in the campaign."
#~ msgstr ""
#~ "\n"
#~ "\n"
#~ "Veldtogte bestaan uit 'n reeks scenarios wat mekaar opvolg en 'n storie "
#~ "vertel. Tydens 'n veldtog moet jy dikwels versigtiger speel en jou beste "
#~ "troepe bewaar sodat hulle in latere scenarios in die veldtog gebruik kan "
#~ "word."
#, fuzzy
#~ msgid ""
#~ "The game takes place over a series of battles, called "
#~ "<italic>text='scenarios'</italic>. Each scenario pits your troops against "
#~ "the troops of one or more adversaries. You can play against the computer, "
#~ "or with friends who each take turns sitting at the computer (hotseat "
#~ "play). If your computer is connected to a computer network, you can also "
#~ "play against other people connected to that network. If your computer has "
#~ "a connection to the Internet, you can play against other people across "
#~ "the Internet."
#~ msgstr ""
#~ "Die spel vind plaas oor 'n reeks veldslae, wat scenarios genoem word. "
#~ "Elke scenario laat jou troepe kragte meet met troepe van een of meer "
#~ "teenstanders. Jy kan teen die rekenaar speel, of met vriende wat elkeen "
#~ "'n beurt maak om by die rekenaar te sit (warmsitplek spel). As jou "
#~ "rekenaar aan 'n netwerk gekoppel is, kan jy teen ander mense op daardie "
#~ "netwerk speel. As jou rekenar 'n verbinding tot die internet het, kan jy "
#~ "teen ander oor die internet speel."
#~ msgid "Experience and Advancement"
#~ msgstr "Ervaring en Bevordering"
#, fuzzy
#~ msgid "<header>text='Units having this special attack'</header>"
#~ msgstr ""
#~ "\n"
#~ "\n"
#~ "<header>text='Kans om te tref'</header>"
#, fuzzy
#~ msgid "<header>text='Units having this ability'</header>"
#~ msgstr ""
#~ "\n"
#~ "\n"
#~ "<header>text='Kans om te tref'</header>"
#, fuzzy
#~ msgid "Leaders:"
#~ msgstr "Leier: "
#, fuzzy
#~ msgid "Recruits:"
#~ msgstr "Rekrute: "
#~ msgid "Era:"
#~ msgstr "Tydperk:"
#, fuzzy
#~ msgid "Factions:"
#~ msgstr "Faksie"
#, fuzzy
#~| msgid "Terrain"
#~ msgid "Base Terrain: "
#~ msgstr "Terrein"
#~ msgid "level"
#~ msgstr "vlak"
#, fuzzy
#~ msgid "Advances from: "
#~ msgstr "Bevorder na: "
#, fuzzy
#~ msgid "Variations: "
#~ msgstr "Faksie"
#, fuzzy
#~ msgid "race^Miscellaneous"
#~ msgstr "+Algemeen"
#, fuzzy
#~ msgid "Race: "
#~ msgstr "knuppel"
#~ msgid "Abilities: "
#~ msgstr "Vermoëns: "
#, fuzzy
#~ msgid "Ability Upgrades: "
#~ msgstr "Vermoëns: "
#~ msgid "HP: "
#~ msgstr "LP: "
#~ msgid "Moves: "
#~ msgstr "Skuiwe: "
#, fuzzy
#~ msgid "Cost: "
#~ msgstr "Skuiwe: "
#~ msgid "Alignment: "
#~ msgstr "Orde: "
#~ msgid "Required XP: "
#~ msgstr "Vereiste EP: "
#, fuzzy
#~ msgid "unit help^Name"
#~ msgstr "Verlaat die spel"
#~ msgid "Type"
#~ msgstr "Tipe"
#~ msgid "Strikes"
#~ msgstr "Trefhoue"
#~ msgid "Range"
#~ msgstr "Afstand"
#~ msgid "Special"
#~ msgstr "Spesiaal"
#~ msgid "Resistances"
#~ msgstr "Weerstande"
#~ msgid "Attack Type"
#~ msgstr "Aanvalstipe"
#~ msgid "Resistance"
#~ msgstr "Weerstand"
#~ msgid "Terrain"
#~ msgstr "Terrein"
#~ msgid "Defense"
#~ msgstr "Verdediging"
#, fuzzy
#~ msgid "Movement Cost"
#~ msgstr "Beweging"
#, fuzzy
#~ msgid " < Back"
#~ msgstr "< Terug"
#~ msgid "Forward >"
#~ msgstr "Vorentoe >"
#~ msgid "Reference to unknown topic: "
#~ msgstr "Verwysing na onbekende onderwerp: "
#, fuzzy
#~ msgid "Caste"
#~ msgstr "Kasteel"
#, fuzzy
#~ msgid "World Ocean"
#~ msgstr "Groot Trol"
#, fuzzy
#~ msgid "Hatchling"
#~ msgstr "Gesondmaak-krag"
#, fuzzy
#~ msgid "Fledgling"
#~ msgstr "Gesondmaak-krag"
#, fuzzy
#~ msgid "Intendant"
#~ msgstr "Intelligent"
#, fuzzy
#~ msgid "Swarm"
#~ msgstr "slaan toe"
#, fuzzy
#~ msgid "Swarming"
#~ msgstr "slaan toe"
#, fuzzy
#~ msgid ""
#~ "<italic>text='Grassland'</italic> represents open plains, whether "
#~ "cultivated, cut back for grazing, or wild. Being open ground, grassland "
#~ "is both very easy to move across, but is also difficult to defend oneself "
#~ "in. Typically, those units that perform best on grassland are either "
#~ "cavalry, or very agile units which take advantage of the open space.\n"
#~ "\n"
#~ "Most units have defense of 30 to 40% on grassland."
#~ msgstr ""
#~ "Graslande verteenwoordig groot oop pleine, of dit aangeplant is, of gesny "
#~ "is vir weiveld, of sommer net wild. Aangesien dit oop is, is dit maklik "
#~ "om oor te beweeg, maar terselfde tyd is dit ook moeilik om jouself in 'n "
#~ "grasland te verdedig. Gewoonlik is die eenhede wat die beste vaar in 'n "
#~ "grasland die kavallarie, of eenhede wat vinnig kan beweeg.\n"
#~ "\n"
#~ "Meeste eenhede het 'n verdediging van 30 tot 40% op grasvelde."
#~ msgid "Road"
#~ msgstr "Pad"
#, fuzzy
#~ msgid ""
#~ "<italic>text='Roads'</italic> are beaten paths of dirt, formed by many "
#~ "travelers passing over them. As far as gameplay is concerned, roads "
#~ "behave as <ref>dst='terrain_flat' text='flat'</ref> terrain.\n"
#~ "\n"
#~ msgstr ""
#~ "Paaie is uitgetrapte grond, gevorm soos reisigers dit deur die jare heen "
#~ "uitgetrap het. Sover dit die spel aanbetref, is paaie identies aan "
#~ "<ref>dst=terrain_grassland text=Grassland</ref>"
#~ msgid "Forest"
#~ msgstr "Woud"
#, fuzzy
#~ msgid ""
#~ "<italic>text='Forests'</italic> represent any woodland with significant "
#~ "undergrowth, enough to hinder passage. Though they slow nearly everyone "
#~ "down, forests do offer better defense to most units than open ground. "
#~ "Cavalry, however, have so much trouble navigating them that any benefit "
#~ "gained by stealth is negated. Elves are an exception to this general rule "
#~ "for forests. Not only do they possess full movement in forests, but they "
#~ "also gain a considerable defensive bonus. Dwarves are another exception "
#~ "to this rule; though they are able to plow through the forests without "
#~ "much loss of speed, their utter unfamiliarity with the terrain causes "
#~ "them to receive no defensive bonus.\n"
#~ "\n"
#~ "Most units have 50% defense in forests, but cavalry are limited to 30%. "
#~ "Elves, on the other hand, enjoy 60 to 70% defense, even their mounted "
#~ "units. Dwarves generally receive only 30% defense in forests.\n"
#~ "\n"
#~ msgstr ""
#~ "Woude verteenwoordig enige beboste gebied met 'n voldoende hoeveelheid "
#~ "plantegroei om beweging te bemoeilik. Alhoewel hulle byna almal vertraag "
#~ "is dit makliker om vandaar te verdedig as op die oop vlaktes. Kavallarie "
#~ "sukkel egter so om daarin te beweeg dat enige voordeel wat deur "
#~ "verskuiling verkry word ongedaan gemaak word. Elwe is 'n uitsondering op "
#~ "die reël in woude. Nie alleen kan hulle teen hulle gewone spoed beweeg "
#~ "nie, maar hulle het ook 'n groot verdedigingsbonus. Dwerge is ook 'n "
#~ "uitsondering op die reël; alhoewel hulle deur die woud kan beweeg sonder "
#~ "om baie spoed te verloor, veroorsaak hulle vreemdheid met die omgewing "
#~ "dat hulle geen verdedigingsbonus kry nie.\n"
#~ "\n"
#~ "Die meeste eenhede het 50% verdediging in woude, maar kavallarie word "
#~ "beperk tot 40%. Elwe aan die ander kant geniet 'n 60% tot 70% verdediging "
#~ "selfs vir die Elfse Ruiters. Dwerge ontvang gewoonlik slegs 'n 30% "
#~ "verdediging in woude."
#~ msgid "Hills"
#~ msgstr "Heuwels"
#, fuzzy
#~ msgid ""
#~ "<italic>text='Hills'</italic> represent any reasonably rough terrain, "
#~ "with enough dips and rises in the ground to provide some cover. Hills are "
#~ "difficult for most troops to navigate. Dwarves, trolls, and orcs have "
#~ "enough familiarity with the terrain that they can pass through it without "
#~ "being slowed down. Cavalry have enough trouble navigating the terrain "
#~ "that any defensive aid lent by cover is negated.\n"
#~ "\n"
#~ "Most units have about 50% defense in hills, whereas cavalry are limited "
#~ "to 40%. Dwarves enjoy 60% defense in hills.\n"
#~ "\n"
#~ msgstr ""
#~ "Heuwels verteenwoordig enige redelik rowwe terrein met genoeg slote en "
#~ "hope in die grond wat skuiling kan verleen. Heuwels is moeilike terrein "
#~ "vir die meeste troepe om in te beweeg. Dwerge, Trolle en Orks is "
#~ "voldoende vertroud met die terrein dat hulle daardeur kan beweeg sonder "
#~ "om vertraag te word. Kavallarie vind dit moelik genoeg om deur die "
#~ "terrein te beweeg dat enige verdedigingsvoordeel wat die skuiling "
#~ "beskikbaar inhou, ongedaan gemaak word.\n"
#~ "\n"
#~ "Die meeste eenhede het omtrent 50% verdediging in heuwels, terwyl "
#~ "kavallarie beperk word tot 40%. Dwerge geniet 60% verdediging in heuwels."
#~ msgid "Mountains"
#~ msgstr "Berge"
#, fuzzy
#~ msgid ""
#~ "<italic>text='Mountains'</italic> are steep enough that units often have "
#~ "to climb over obstacles to move. By this nature, they provide a "
#~ "considerable defensive bonus for most troops, but they also severely "
#~ "impede any passage through them. Most cavalry simply cannot enter "
#~ "mountainous terrain; however, elvish cavalry is an exception to this, as "
#~ "are the goblin wolf riders. Both dwarves and trolls are native to "
#~ "mountainous terrain, and have a very easy time getting around.\n"
#~ "\n"
#~ "Most units receive about 60% defense in mountains, whereas Dwarves enjoy "
#~ "70%."
#~ msgstr ""
#~ "Berge is styl genoeg dat eenhede oor hindernisse moet klim om te kan "
#~ "beweeg. Die terrein is uiteraard uiters geskik vir verdediging en ontvang "
#~ "die meeste troepe 'n verdedigingsbonus, maar hulle beweging word kwaai "
#~ "vertraag. Die meeste kavallarie kan eenvoudig nie bergagtige terrein "
#~ "betree nie; elwe-ruiters is egter 'n uitsondering hierop net soos die "
#~ "goblin wolwe-ridders. Beide Dwerge en Trolle is boorlinge van die "
#~ "bergagtige terrein en vind dit maklik om daarin te beweeg.\n"
#~ "\n"
#~ "Die meeste eenhede ontvang omtrent 60% verdediging in berge, terwyl "
#~ "Dwerge 70% geniet."
#~ msgid "Swamp"
#~ msgstr "Moeras"
#, fuzzy
#~ msgid ""
#~ "<italic>text='Swamps'</italic> represent any sort of wetlands. Swamps "
#~ "slow down nearly everyone, and inhibit their ability to defend "
#~ "themselves. An exception to this is any race bodily skilled in navigating "
#~ "water; these receive both full movement and a defensive bonus. Those that "
#~ "make their living in the wetlands are also adept at using this terrain "
#~ "for cover.\n"
#~ "\n"
#~ "Most units make do with 30% defense in swamps. Mermen, naga, and saurians "
#~ "all generally enjoy 60%."
#~ msgstr ""
#~ "Moerasse verteenwoordig enige soort vleiland. Moerasse vertraag bykans "
#~ "almal en verminder hulle vermoë om hulself te verdedig. 'n Uitsondering "
#~ "hierop is enige ras wat liggaamlike vaardigheid het om in water te "
#~ "beweeg; hulle ontvang beide volle beweging asook 'n verdedigingsbonus. "
#~ "Diegene wat natuurlik in die vleilande lewe is ook goed met die vind van "
#~ "skuiling in die gebied.\n"
#~ "\n"
#~ "Die meeste eenhede kom oor die weg met 30% verdediging in moerasse. "
#~ "Mermen, Naga en Saurians geniet gewoonlik 60%."
#~ msgid "Shallow Water"
#~ msgstr "Vlak Water"
#, fuzzy
#~ msgid ""
#~ "<italic>text='Shallow water'</italic> represents any body of water deep "
#~ "enough to come up to roughly a mans waist. This is enough to slow down "
#~ "nearly anyone and leave them wide open to attack. Dwarves, given that the "
#~ "water reaches up almost to their heads, have an extremely hard time of "
#~ "this. The exception is any race whose bodies naturally lend themselves to "
#~ "swimming, for which they receive a considerable defensive bonus and full "
#~ "movement.\n"
#~ "\n"
#~ "Most units make do with 20 to 30% defense in shallow water, whereas both "
#~ "naga and mermen enjoy 60%."
#~ msgstr ""
#~ "Vlak water verteenwoordig enige watermassa wat omtrent tot by 'n man se "
#~ "heupe kom. Dit is voldoende om byna almal stadiger te maak en hulle "
#~ "weerloos te laat teen aanvalle. Dwerge vind hierdie terrein uiters "
#~ "moeilik aangesien die water amper hulle koppe bedek. Die uitsondering op "
#~ "die reël is die rasse wat se liggame aangepas is om te kan swem en "
#~ "daarvoor ontvang hulle 'n noemenswaardige verdedigingsbonus en volle "
#~ "beweging.\n"
#~ "\n"
#~ "Die meeste eenhede kom oor die weg met 20 tot 30% verdediging in vlak "
#~ "water, terwyl beidie Naga en Mermen 60% geniet."
#~ msgid "Deep Water"
#~ msgstr "Diep Water"
#, fuzzy
#~ msgid ""
#~ "<italic>text='Deep water'</italic> represents any body of water deep "
#~ "enough to cover a mans head. Most units cannot enter deep water: it is "
#~ "the domain of units which can either fly, or are exceptionally strong "
#~ "swimmers.\n"
#~ "\n"
#~ "Mermen and naga both receive 50% defense in deep water, with full "
#~ "movement."
#~ msgstr ""
#~ "Diep water verteenwoordig enige watermassa wat diep genoeg is om 'n man "
#~ "se kop te bedek. Die meeste eenhede kan nie diep water betree nie: dit is "
#~ "die domein van die eenhede wat óf kan vlieg óf buitengewoon sterk "
#~ "swemmers is.\n"
#~ "\n"
#~ "Mermen en Naga ontvang beide 50% verdediging in diep water met volle "
#~ "beweging."
#, fuzzy
#~ msgid ""
#~ "<italic>text='Frozen'</italic> terrain represents any flat area that is "
#~ "covered by snow or ice. Most units are slowed down on it, and have a "
#~ "harder time defending themselves. Note that swimming units, even those "
#~ "who can breathe underwater, cannot swim underneath ice.\n"
#~ "\n"
#~ "Most units have 20 to 40% defense in frozen terrain."
#~ msgstr ""
#~ "Sneeu verteenwordig enige plat gebied wat óf permanent (soos tundra), óf "
#~ "tydelik (soos sneeu bedekte grasland) gevries is. Die meeste eenhede word "
#~ "deur die sneeu vertraag en vind dit moeiliker om hulself hier te "
#~ "verdedig.\n"
#~ "\n"
#~ "Die meeste eenhede het 20 tot 40% verdediging in sneeu. "
#~ msgid "Castle"
#~ msgstr "Kasteel"
#, fuzzy
#~ msgid ""
#~ "<italic>text='Castles'</italic> are any sort of permanent fortification. "
#~ "Nearly all units receive a considerable bonus to their defense by being "
#~ "stationed in a castle, and most units receive full movement in a castle. "
#~ "Stationing units in a castle represents its defensive capability. Without "
#~ "a unit in each wall hex, an enemy can simply sneak into the castle "
#~ "unchallenged, gaining the same defensive bonus as everyone inside.\n"
#~ "\n"
#~ "Most units have about 60% defense in a castle.\n"
#~ "\n"
#~ msgstr ""
#~ "Kastele is enige soort permanente vesting. Byna alle eenhede ontvang 'n "
#~ "betekenisvolle verdedigingsbonus as hulle in 'n kasteel gestasioneer is "
#~ "en alle eenhede ontvang volle beweging in 'n kasteel. Eenhede wat in 'n "
#~ "kasteel gestasioneer is, verteenwoordig 'n sterk verdedigingsvermoë. "
#~ "Sonder 'n eenheid in elke muurblok kan 'n vyand eenvoudig ongesteurd die "
#~ "kasteel binneglip en dieselfde verdedigingsbonus as die eenhede daarbinne "
#~ "ontvang.\n"
#~ "\n"
#~ "Die meeste eenhede het ongeveer 60% verdediging in 'n kasteel."
#~ msgid "Sand"
#~ msgstr "Sand"
#, fuzzy
#~ msgid ""
#~ "The instability of <italic>text='sand'</italic> makes it harder for most "
#~ "units to cross, and leaves them wide open to attack. In contrast, the "
#~ "wide feet or snakelike bodies of the reptilian races make sand much "
#~ "easier for them to navigate.\n"
#~ "\n"
#~ "Most units receive 20 to 40% defense in sand."
#~ msgstr ""
#~ "Die onstabiliteit van sand maak dit moeilik vir die meeste eenhede om "
#~ "daaroor te beweeg en laat hulle weerloos teen aanvallers. In teenstelling "
#~ "daarmee maak die wye voete of slangagtige liggame van die reptielagtige "
#~ "rasse dit vir hulle makliker om oor sand te beweeg.\n"
#~ "\n"
#~ "Die meeste eenhede ontvang 20% tot 40% verdediging in Sand."
#~ msgid "Desert"
#~ msgstr "Woestyn"
#, fuzzy
#~ msgid ""
#~ "<italic>text='Deserts'</italic> have a somewhat different composition "
#~ "than small sand pits or beaches, however for gameplay purposes they are "
#~ "identical. See <ref>dst='terrain_sand' text='sand'</ref>."
#~ msgstr ""
#~ "Woestyne het 'n ietwat anderste samestelling as klein sandputte of "
#~ "strande, vir speldoeleindes is hulle egter identies. Sien "
#~ "<ref>dst=terrain_sand text=Sand</ref>."
#~ msgid "Cave"
#~ msgstr "Grot"
#, fuzzy
#~ msgid ""
#~ "<italic>text='Cave'</italic> terrain represents any underground cavern "
#~ "with enough room for a unit to pass. Most units are wholly unfamiliar "
#~ "with the terrain, and thus are both slowed down and hindered in defense. "
#~ "Dwarves and trolls, who make their homes in caves, both have a relatively "
#~ "easy time navigating this terrain, especially dwarves, who by dint of "
#~ "their small size can navigate many obstacles that other races cannot. "
#~ "Occasionally caves are <ref>dst='terrain_illuminated_cave' "
#~ "text='illuminated'</ref>.\n"
#~ "\n"
#~ "Most units receive 20 to 40% defense in caves, whereas dwarves have 50%."
#~ msgstr ""
#~ "Grotte verteenwoordig enige ondergrondse holte met genoeg ruimte vir 'n "
#~ "eenheid om in te beweeg. Die meeste eenhede is nie vertroud met die "
#~ "terrein nie en word dus vertraag en sukkel om hulself te verdedig. Dwerge "
#~ "en Trolle wat hulle huise in grotte maak vind dit egter maklik om in "
#~ "hierdie terrein te beweeg, veral dwerge wat vanweë hulle kleinheid maklik "
#~ "deur baie hindernisse kan beweeg waar ander rasse nie kan nie.\n"
#~ "\n"
#~ "Die meeste eenhede ontvang 20 tot 40% verdediging in Grotte, terwyl "
#~ "dwerge 50% het."
#, fuzzy
#~ msgid ""
#~ "<italic>text='Rockbound cave'</italic> terrain is formed by the action of "
#~ "water and wind, carrying erosive particles that carve the rock. It "
#~ "resembles a scraggy underground cavern which reduces efficiency of most "
#~ "units, but shoulders defense. Dwarves and trolls, who are main settlers "
#~ "of caves, have a relatively easy time navigating this terrain. Dwarves, "
#~ "who by dint of their small size have the full advantage of navigation in "
#~ "such topography. Occasionally caves are "
#~ "<ref>dst='terrain_illuminated_cave' text='illuminated'</ref>\n"
#~ "\n"
#~ "Most units have about 50% defense in rocky caves, whereas cavalry are "
#~ "limited to 40%. Dwarves enjoy 60% defense in rockbound caves."
#~ msgstr ""
#~ "Grotte verteenwoordig enige ondergrondse holte met genoeg ruimte vir 'n "
#~ "eenheid om in te beweeg. Die meeste eenhede is nie vertroud met die "
#~ "terrein nie en word dus vertraag en sukkel om hulself te verdedig. Dwerge "
#~ "en Trolle wat hulle huise in grotte maak vind dit egter maklik om in "
#~ "hierdie terrein te beweeg, veral dwerge wat vanweë hulle kleinheid maklik "
#~ "deur baie hindernisse kan beweeg waar ander rasse nie kan nie.\n"
#~ "\n"
#~ "Die meeste eenhede ontvang 20 tot 40% verdediging in Grotte, terwyl "
#~ "dwerge 50% het."
#, fuzzy
#~ msgid "Illuminated Cave"
#~ msgstr "verlig"
#~ msgid "Village"
#~ msgstr "Dorpie"
#, fuzzy
#~ msgid ""
#~ "<italic>text='Villages'</italic> represent any group of buildings, human "
#~ "or otherwise. Almost all units, even cavalry, have an easy time "
#~ "navigating villages, and most units gain a defensive bonus from being "
#~ "stationed in a village. Villages allow units the resources to clean and "
#~ "tend to their wounds, which allows any unit stationed therein to heal "
#~ "eight hitpoints each turn, or to be cured of poison.\n"
#~ "\n"
#~ "Most units have 50 to 60% defense in villages, whereas cavalry receive "
#~ "only 40%.\n"
#~ "\n"
#~ msgstr ""
#~ "Dorpies verteenwoordig enige groep geboue, menslik of andersins. Byna "
#~ "alle eenhede, selfs kavallerie vind dit maklik om in dorpe te beweeg en "
#~ "die meeste eenhede ontvang 'n verdedigingsbonus wanneer hulle in 'n dorp "
#~ "gestasioneer is. Dorpies gee eenhede die middelle om hulle wonde te "
#~ "versorg wat elke eenheid daarin toelaat om agt lewenspunte te genees met "
#~ "elke beurt of te herstel van vergiftiging.\n"
#~ "\n"
#~ "Die meeste eenhede het 50 tot 60% verdediging in dorpe, terwyl kavallerie "
#~ "slegs 40% kry."
#, fuzzy
#~ msgid "Submerged Village"
#~ msgstr "Woestyndorp"
#, fuzzy
#~ msgid ""
#~ "<italic>text='Submerged villages'</italic> are the homes of merfolk and "
#~ "nagas. While water-dwelling creatures are at home here, land-dwellers "
#~ "have a hard time navigating and defending these villages. However, like "
#~ "any village, the facilites are available to all creatures which allow "
#~ "units to tend to their wounds. Any unit stationed in a village can heal "
#~ "eight hitpoints each turn, or be cured of poison.\n"
#~ "\n"
#~ "Merfolk and nagas have 60% defense in submerged villages, whereas land "
#~ "based units usually have a low defense."
#~ msgstr ""
#~ "Dorpies verteenwoordig enige groep geboue, menslik of andersins. Byna "
#~ "alle eenhede, selfs kavallerie vind dit maklik om in dorpe te beweeg en "
#~ "die meeste eenhede ontvang 'n verdedigingsbonus wanneer hulle in 'n dorp "
#~ "gestasioneer is. Dorpies gee eenhede die middelle om hulle wonde te "
#~ "versorg wat elke eenheid daarin toelaat om agt lewenspunte te genees met "
#~ "elke beurt of te herstel van vergiftiging.\n"
#~ "\n"
#~ "Die meeste eenhede het 50 tot 60% verdediging in dorpe, terwyl kavallerie "
#~ "slegs 40% kry."
#, fuzzy
#~ msgid ""
#~ "<italic>text='Unwalkable terrain'</italic> covers any chasm or gorge "
#~ "which, as the name implies, cannot be crossed simply by walking. Chasms "
#~ "are noted for sheer walls which would take days to traverse. As far as "
#~ "gameplay is concerned, only units capable of flying can cross this "
#~ "terrain."
#~ msgstr ""
#~ "'n Kloof is 'n diep groef in die grond wat na onbekende dieptes lei. "
#~ "Klowe is bekend vir hulle styl kranse wat dae neem om oor te steek. In "
#~ "soverre dit die spel betref, kan slegs eenhede wat kan vlieg die terrein "
#~ "oorsteek."
#~ msgid "Lava"
#~ msgstr "Lawa"
#, fuzzy
#~ msgid ""
#~ "The dangers inherent in trying to walk on <italic>text='lava'</italic> "
#~ "are fairly obvious. As far as movement is concerned, lava is equivalent "
#~ "to <ref>dst='terrain_unwalkable' text='unwalkable'</ref> terrain, and can "
#~ "only be crossed by those units capable of flying a considerable distance "
#~ "above it. The molten magma also produces a substantial glow, illuminating "
#~ "the area immediately above it. This provides an attack bonus for lawful "
#~ "units and removes the attack bonus from chaotic units."
#~ msgstr ""
#~ "Die gevare daaraan verbonde om oor lawa te loop is voor die hand liggend. "
#~ "Die terrein kan slegs oorgesteek word deur eenhede wat hoog daaroor kan "
#~ "vlieg."
#~ msgid "River Ford"
#~ msgstr "Rivierdrif"
#~ msgid ""
#~ "When a river happens to be extremely shallow, passing over it is a "
#~ "trivial matter for land based units. Moreover, any creature best adapted "
#~ "to swimming has full mobility even at such places in the river. As far as "
#~ "gameplay is concerned, a river ford is treated as either grassland or "
#~ "shallow water, choosing whichever one offers the best defensive and "
#~ "movement bonuses for the unit on it."
#~ msgstr ""
#~ "Wanneer 'n rivier baie vlak is, is dit maklik vir landgebaseerde eenhede "
#~ "om dit oor te steek. Verder kan enige wese wat aangepas is om te kan swem "
#~ "vrylik beweeg selfs by sulke plekke in die rivier. In soverre dit die "
#~ "spel aangaan kan 'n drif dieselfde as grasveld of vlak water hanteer word "
#~ "en kies 'n mens die een wat die beste verdediging of bewegingsbonusse "
#~ "inhou vir die eenheid wat daaroor moet beweeg."
#, fuzzy
#~ msgid "Coastal Reef"
#~ msgstr "Kasteel"
#~ msgid "Bridge"
#~ msgstr "Brug"
#, fuzzy
#~ msgid ""
#~ "To those capable of building one, the ability to lay a "
#~ "<italic>text='bridge'</italic> offers a liberation from the fickle nature "
#~ "of waterways, whose fords come and go with the rise and fall of the "
#~ "waterline. This is to say nothing of the luxury of dry feet, the loss of "
#~ "which is no laughing matter in the cold months of the year.\n"
#~ "\n"
#~ "For those who go by land or sea, a bridge is the best of both worlds — "
#~ "for gameplay purposes, it is treated either as grassland or the "
#~ "underlying water, whichever offers the best movement and defensive "
#~ "bonuses for the unit occupying the bridge hex. Note that a swimming unit "
#~ "and a land unit are not capable of occupying a bridge hex at the same "
#~ "time."
#~ msgstr ""
#~ "Vir die wat kan brue bou, is dit 'n groot voordeel want hulle is "
#~ "vrygestel van die wispelteurige geaardheid van waterweë wat se watervlak "
#~ "styg of sak. Om nie eers te praat van die luuksheid van droe voete "
#~ "gedurende die yskoue wintermaande nie.\n"
#~ "\n"
#~ "Vir die wat oor die land of see beweeg is 'n brug die beste van beide "
#~ "wêrelde. Vir spel-doeleindes word dit hanteer soos grasveld of vlak "
#~ "water, wat ook al die beste beweging en verdediging bonusse aan die "
#~ "eenheid wat die brug beset. Neem kennis dat 'n swem-eenheid en 'n land-"
#~ "eenheid nie die brug op dieselfde spasie en dieselfe tyd kan beset nie. "
#, fuzzy
#~ msgid "Impassable"
#~ msgstr "Woestynberge"
#~ msgid ""
#~ "Berserk:\n"
#~ "Whether used offensively or defensively, this attack presses the "
#~ "engagement until one of the combatants is slain, or 30 rounds of attacks "
#~ "have occurred."
#~ msgstr ""
#~ "Waansin:\n"
#~ "Hetsy dit aanvallend of verdedigend gebruik word, sal hierdie aanval "
#~ "voortduur totdat een van die vegters sneuwel, of 30 rondtes van aanvalle "
#~ "is verby."
#, fuzzy
#~ msgid ""
#~ "Magical:\n"
#~ "This attack always has a 70% chance to hit regardless of the defensive "
#~ "ability of the unit being attacked."
#~ msgstr ""
#~ "Magies:\n"
#~ "Hierdie aanval het 'n 70 % kans om 'n trefhou te wees."
#~ msgid "firststrike"
#~ msgstr "eerste trefhou"
#~ msgid ""
#~ "First Strike:\n"
#~ "This unit always strikes first with this attack, even if they are "
#~ "defending."
#~ msgstr ""
#~ "Eerste Trefhou:\n"
#~ "Hierdie eenheid sal altyd eerste slaan met hierdie aanval, selfs al "
#~ "verdedig hy."
#, fuzzy
#~ msgid "<header>text='Race specific topics'</header>"
#~ msgstr ""
#~ "\n"
#~ "\n"
#~ "<header>text='Kans om te tref'</header>"