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

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# #-#-#-#-# wesnoth.cpp1.po (PACKAGE VERSION) #-#-#-#-#
# SOME DESCRIPTIVE TITLE.
# Copyright (C) YEAR Wesnoth development team
# This file is distributed under the same license as the PACKAGE package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
msgid ""
msgstr ""
"Project-Id-Version: \n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
"POT-Creation-Date: 2017-09-21 23:27+0300\n"
"PO-Revision-Date: 2008-03-01 19:31+0200\n"
"Last-Translator: Aleksej Korgenkov <grimpanto@mail.ru>\n"
"Language-Team: \n"
"Language: \n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"X-Poedit-Language: Esperanto\n"
#. [time]: id=underground
#: data/campaigns/Heir_To_The_Throne/utils/httt_utils.cfg:495
#: data/core/macros/schedules.cfg:109
msgid "Underground"
msgstr "Subtero"
#. [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 "furioza"
#. [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 ""
"Furiozo:\n"
"Ĉe atako aŭ ĉe defendo, tiu ĉi atakspeco daŭras ĝis morto de unu el "
"kontraŭuloj."
#. [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 "magia"
#. [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 ""
#| "Magical:\n"
#| "This attack always has a 70% chance to hit regardless of the defensive "
#| "ability of the unit being attacked."
msgid ""
"This attack always has a 70% chance to hit regardless of the defensive "
"ability of the unit being attacked."
msgstr ""
"Magia:\n"
"Tiu ĉi atako havas ĉiam 70% ŝancon trafi sendepende de defendanta unuo."
#. [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 "unua bato"
#. [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 ""
"Unua atako:\n"
"Per ĉi tiu atako la milit-unuo ĉiam atakas kiel unua, ankaŭ ĉe defendado."
#. [heals]: id=healing
#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:16
#: data/core/macros/abilities.cfg:10
msgid "heals +4"
msgstr "sanigo +4"
#. [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 "sana"
#
#
#. [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 ""
"Kuracas:\n"
"milit-unuo kapablas kuraci aliancajn milit-unuojn sur najbaraj kampoj "
"komence de tiro.\n"
"\n"
"milit-unuo prizorgita de kuracanto povas resaniĝi dum unu tiro maksimune 14 "
"vivojn.\n"
"Kuracanto povas dum unu tiro regeneri al ĉiuj prizorgitaj milit-unuoj entute "
"8 vivojn.\n"
"Kuracanto ne kapablas resanigi venenigitan milit-unuon; tia milit-unuo devas "
"serĉi helpon en vilaĝo, aŭ ĉe milit-unuo, kiu kapablas kuraci."
#. [heals]: id=healing
#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:39
#: data/core/macros/abilities.cfg:28
msgid "heals +8"
msgstr "sanigo +8"
#. [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 "sana"
#
#
#. [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 ""
"Kuracas:\n"
"milit-unuo kapablas kuraci aliancajn milit-unuojn sur najbaraj kampoj "
"komence de tiro.\n"
"\n"
"milit-unuo prizorgita de kuracanto povas resaniĝi dum unu tiro maksimune 14 "
"vivojn.\n"
"Kuracanto povas dum unu tiro regeneri al ĉiuj prizorgitaj milit-unuoj entute "
"8 vivojn.\n"
"Kuracanto ne kapablas resanigi venenigitan milit-unuon; tia milit-unuo devas "
"serĉi helpon en vilaĝo, aŭ ĉe milit-unuo, kiu kapablas kuraci."
#. [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='Ŝanco por trafo'</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='Ŝanco por trafo'</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='Ŝanco por trafo'</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 "Influo de tereno"
#. [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
msgid "Great Ocean"
msgstr ""
#. [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 "Verda"
#. [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
msgid "Kingdom of Wesnoth"
msgstr ""
#. [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 "Montoj"
#. [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 "Taga tempo"
#. [section]: id=introduction
#. [topic]: id=..introduction
#: data/core/help.cfg:17 data/core/help.cfg:96
msgid "Introduction"
msgstr "Enkonduko"
#. [section]: id=gameplay
#. [topic]: id=..gameplay
#: data/core/help.cfg:23 data/core/help.cfg:168
msgid "Gameplay"
msgstr "Ludreguloj"
#. [section]: id=traits_section
#. [topic]: id=..traits_section
#: data/core/help.cfg:29 data/core/help.cfg:397
msgid "Traits"
msgstr "Ecoj"
#. [section]: id=units
#. [topic]: id=..units
#: data/core/help.cfg:37 data/core/help.cfg:119
msgid "Units"
msgstr "Milit-unuoj"
#. [section]: id=abilities_section
#. [topic]: id=..abilities_section
#: data/core/help.cfg:46 data/core/help.cfg:139
msgid "Abilities"
msgstr "Kapabloj"
#. [section]: id=weapon_specials
#. [topic]: id=..weapon_specials
#: data/core/help.cfg:54 data/core/help.cfg:148
msgid "Weapon Specials"
msgstr "Armilspecoj"
#. [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 "Terenoj"
#. [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
msgid "Commands"
msgstr "Komandoj"
#. [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"
"Batalo por Vesnot' estas fantazia mov-bazita strategia ludo, kio estas iom "
"ne kutima inter modernaj strategiaj ludoj. Dum aliaj ludoj strebas esti "
"komplikaj, Batalo por Vesnot' klopodas je simpleco kaj en la reguloj kaj en "
"la ludado. Sed tio ne signifas, ke la ludo estas facila - sur ĉi tiuj "
"simplaj reguloj eblas konstrui diversajn strategiojn, kio faras tiun ludon "
"facile komprenata, sed malfacile majstrata."
#. [topic]: id=about_game
#: data/core/help.cfg:107
msgid "About the Game"
msgstr "Pri ludo"
#. [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 ""
"Iuj milit-unuoj posedas kapablojn, kiuj aŭ rekte influas aliajn milit-"
"unuojn, aŭ modifas tio, kiel ĉi tiu milit-unuo efikas al ili. Tiuj ĉi "
"kapabloj aldoniĝos ĉi tie, se vi trovos ilin."
#. [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
msgid "Unknown Unit"
msgstr "Nekonata unuo"
#. [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 ""
"\n"
"\n"
"Tiu unuo estas nun nekonata. Vi devas trovi ĝin en la ludo por vidi la "
"priskribon."
#. [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 "<header>text='Units of this race'</header>"
msgid ""
"\n"
"\n"
"<header>text='Fundamentals of Gameplay'</header>\n"
"\n"
msgstr "<header>text='Unuoj de tiu raso'</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 ""
"Dum ludo vi memoru, se vi per muso trairos super multaj lud-elementoj, "
"ekzemple super eroj en stato-panelo, aperiĝos ĝia mallonga priskribo. Tio "
"utilas prefere tiam, kiam vi unuafoje renkontiĝos kun nova "
"<ref>dst=abilities text=ecoj</ref>."
#. [topic]: id=victory_and_defeat
#: data/core/help.cfg:188
msgid "Victory and Defeat"
msgstr "Venko kaj malvenko"
#. [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 "Varbado kaj alvokado"
#. [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"
"Se vi klakos dekstramuse sur kampeto en kastelo, kaj elektos \"varbu\", nova "
"milit-unuo aperiĝos en la kampeto. Alie ĝi aperos sur vaka kampeto ĉe "
"fortikajo. Vi povas varbi nur tiom da milit-unuoj, kiom vi havas vakajn "
"kampetojn en kastelo, kaj vi ne povas uzi pli da oro ol vi dum varbado "
"posedas."
#. [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 ""
"Ĉiu partio komencas kun unu komandanto en fortikaĵo. Komence de ludo, kaj "
"ofte ankaŭ dum ĝi, necesos varbi <ref>dst=units text='milit-unuoj'</ref> por "
"armeo. Varbi vi povas, se via komandanto (Konrado, dum kampanjo Tron-"
"heredanto) sur kampo \"fortreso\" v <ref>dst=terrain_castle text='kastelo'</"
"ref>. Tiam vi povas varbi per elekto \"Varbi\" en menuo, aŭ per premo de "
"dekstra butono sur kampeto kaj per elekto <italic>text='Varbu'</italic>. "
"Aperiĝos varbmenuo kun listo de milit-unuoj, kiujn vi povas varbi, ankaŭ kun "
"ilia prezo. Post klako sur milit-unuo, maldekstre bildiĝos ĝia statistiko, "
"post premo de butono \"Varbu\" ĝi fariĝos varbita."
#. [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"
"Varbitaj milit-unuoj posedas du hazardajn <ref>dst=traits text='ecoj'</ref>, "
"kiuj influas statistikojn."
#. [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"
"En sekvaj scenejoj vi povas alvoki tiujn, kiuj travivis en pasinta batalo. "
"Alvoko kostas 20 guldenoj kaj montros al vi liston da travivitaj milit-unuoj "
"el pasintaj scenejoj."
#. [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"
"Ne nur ĉe varbado kaj alvoko oni pagas por tupoj, sed ankaŭ vivtenado kostas "
"mono. Pluajn informojn vi trovos en ĉapitro <ref>dst=income_and_upkeep "
"text='Enspezoj kaj elspezoj'</ref>."
#. [topic]: id=income_and_upkeep
#: data/core/help.cfg:214
msgid "Income and Upkeep"
msgstr "Enspezoj kaj elspezoj"
#
#
#
#
#. [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"
"Enspezoj estas simplaj. Dum ĉiu turno vi ricevos 2 guldenojn. Por ĉiu vilaĝo "
"sub via regado vi ricevos en ĉiu turno po 1 guldeno. Se vi posedas 10 "
"vilaĝojn, vi ricevos 12 guldenojn. Sed de enspezoj necesas dekalkuli "
"elspezoj, kiel, tio estos priskribita sube."
#. [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 ""
"En Vesnot ne sufiĉas simple varbi milit-unuojn kaj batalantojn. Vi devas "
"same zorgeme gardi oron, precipe ĉe kampanjo, kie vi transportas ŝparitan "
"oron el unu al alia scenejo. Necesas observi ankaŭ: enspezojn kaj elspezojn."
#
#
#
#
#. [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"
"Elspezoj ankaŭ estas relative simplaj. Ĉiu milit-unuo postulas soldon laŭ "
"sia rango. milit-unuo kun tia <italic>text='nombro da niveloj'</italic>, "
"kiom vi havas vilaĝojn. Por ĉiu nivelo de la milit-unuo, kiu superas nombron "
"de la vilaĝoj, vi devas pagi po 1 guldeno por turno. Ekzemple, se vi havas "
"12 milit-unuojn sur sama nivelo kaj 10 vilaĝojn, vi devas pagi po 2 guldenoj "
"por turno."
#
#
#
#
#. [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"
"Ĉi tiuj kostoj oni dekalkulas de enspezoj, do, ĉe milit-unuoj kun 12 niveloj "
"kaj 10 vilaĝoj fina profito por ronodo estos 10 guldenojn. "
#
#
#. [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"
"Por elspezoj validas unu grava escepto: lojalaj milit-unuoj neniam postulas "
"soldon. Tio kutime estas milit-unuoj kun kiuj vi komencas (ekz. Konrad aŭ "
"Defador), kaj milit-unuoj, kiuj dum scenejo aliĝos (ekz. rajdisto en la dua "
"scenejo Tron-heredanto)"
#. [topic]: id=hitpoints
#: data/core/help.cfg:230
msgid "Hitpoints and Experience"
msgstr "Sano kaj spertoj"
#. [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 ""
"Ĉiu milit-unuo posedas certan de batpoentoj (BP). Se nombro de batpoentoj "
"falos sub 1, la unuo mortos. Ĉiu milit-unuo posedas ankaŭ certan nombron de "
"spertpoentoj (SP). Nova milit-unuo komencas sen poentoj de spertoj kaj povas "
"akiri ilin batalante kun malamikoj."
#. [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 ""
"Poentoj de sano kaj sperto estas bildigitaj sur stat-panelo, ĉiu kiel du "
"nombroj (nuna valoro, kaj la maksimuma por la unuo)."
#. [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 ""
"La sanpoentoj ankaŭ videblas kiel energi-strio ĉe ĉiu milit-unuo. La strio "
"estas verda, flava aŭ ruĝa. Milit-unuo havanta almenaŭ 1 spertpoenton havas "
"ankaŭ bluan spert-strion, kiu fariĝas blanka, kiam la milit-unuo "
"proksimiĝas al <ref>dst=experience_and_advancement text=avanco</ref>."
#. [topic]: id=advancement
#: data/core/help.cfg:244
#, fuzzy
#| msgid "Advances to: "
msgid "Advancement"
msgstr "Avancu al: "
#
#
#
#
#. [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"
"La milit-unuoj bezonas certan kvanton de spertoj por avanco (por "
"inteligentaj milit-unuoj sufiĉas 20% malpli). Se ili atingos la kvanton, "
"tuj estas avanciigitaj al pli alta nivelo, kaj ankaŭ ili tute resaniĝas. En "
"kelkaj kazoj eblas elekti el kelkaj avanc-ebloj."
#. [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 ""
"Se ambaŭ milit-unuoj travivos duelon, ĉiu akiros tiom da sperto-punktoj, "
"kian nivelon posedis kontraŭlo. Se unu milit-unuo mortigos la alian, ĝi "
"akiros multe pli da spertoj, - 4 por milit-unuo sur nivelo 0, 8 por nivelo "
"1, 16 por nivelo 2, 24 por nivelo 3, kaj tiel plu."
#
#
#
#
#. [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"
"Plimulto el milit-unuoj havas tri eblajn nivelojn, sed ne ĉiam tiel estas. "
"Iuj milit-unuoj (por ekzemple <ref>dst=unit_Mage text='magoj'</ref>) povas "
"havi kvar.Kiam milit-unuo atingos pli altan nivelon, povas ankoraŭ akiri "
"\"plibonigo post la plej alta nivelo\".Ĉe \"plibonigo post la plej alta "
"nivelo\" la milit-unuo kiu akiris destinitan nombron de spertoj restos sur "
"la sama nivelo, sed sano plialtiĝos je 3 por ĉiu cento da spertoj. Nur "
"kelkaj milit-unuoj, kiel ekzemple kadavrovorulo, tute resaniĝos. Plimulto "
"el milit-unuoj akiros nur pli altan maksimuman sanon."
#. [topic]: id=movement
#: data/core/help.cfg:256
msgid "Movement"
msgstr "Movoj"
#. [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"
"Ĉiu milit-unuo posedas certan nombron de mov-poentoj, kiuj konsumiĝas dum "
"movo al nova kampeto, laŭ tereno de celita kampeto. Por ekzemple veno al "
"herbejo preskaŭ ĉiam kostas 1 mov-punkton. Prezizan nombron de mov-punktoj "
"por veni al kampeto dependas de trup-tipo. Movo en arbaro por elfoj kostas 1 "
"mov-punkton, por plimulto el homaj kaj orkaj po 2 punktoj, kaj rajdantoj po "
"3 punktoj. Se vi volas precize scii, kiom kostas eniro de milit-unuo al "
"certa teren-tipo, klaku sur ĝi per dekstra muso, kaj elektu \"Priskribo de "
"milit-unuo\" kaj rigardu <italic>text='Influo de tereno'</italic>."
#. [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 ""
"Moviĝo en la ludo Batalo por Vesnot estas simpla: Klaku sur la milit-unuo, "
"kiun vi volas movi, poste klaku kampeton, kien vi volas movigi ĝin. Kiam "
"estas milit-unuo markita, ĉiuj kampetoj, sur kiuj ĝi rajtas iri en ĉi tiu "
"tiro estos reliefigitaj; kaj tiuj, sur kiuj ĝi ne rajtas iri, paliĝos. Se vi "
"venos kun muso super markita kampo, montriĝos, kian defendon ĝi havus tie. "
"Se vi venos kun muso sur pala kampeto, montriĝos nombro da tiroj necesaj por "
"atingi la kampeton; post klako sur kampeto, la milit-unuo moviĝos al ĝi tra "
"la plej mallonga ebala vojo, en ĉi tiu tiro kaj ankaŭ en sekvaj."
#
#
#
#
#. [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"
"Cetera afero memorinda dum movo, estas kontrol-areo. Ĉiu milit-unuo "
"kontrolas najbarajn kampetojn, kaj se venos tien malamika milit-unuo, ĝia "
"moviĝo finiĝis. Gravas dum ludado ellerni uzadi areojn sub kontrolo "
"propraprofite. Nur <ref>dst=ability_skirmish text='energiaj'</ref> milit-"
"unuoj povas ingnori areon sub kontrolo."
#
#
#
#
#. [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"
"Se vi volas vidi, ĝis kiam malamiko povas moviĝi dum unu tiro, premu Ctrl+v, "
"aŭ Cmd-v. Ctrl-b (aŭ Cmd-b) montras, ĝis kiam povus malamiko veni, se viaj "
"milit-unuoj ne barus tion."
#. [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 "Batalo"
#. [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='Ordo kaj nombro de atakoj'</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 ""
"Batalo en Batalo por Vesnot' ĉiam okazas inter du milit-unuoj sur najbaraj "
"kampoj. Klaku sur via milit-unuo kaj klaku sur kontraŭla milit-unuo, kiun "
"vi volas ataki: via milit-unuo ekmovos al malamika, kaj kiam troviĝas sur "
"najbara kampo ekos batalo. Atakanto kaj defendanto alterne atakas ĝis ili "
"elĉerpos ĉiujn siajn eblajn atakojn. Atakanto elektas atak-armilon, kaj "
"defendanto defendas per egala tipo. Ekzistas du tipoj de atako: la proksima "
"- tio estas kutime glavoj, hakiloj aŭ dentegoj; la malproksima - tie kutimaj "
"armiloj estas pafarkoj, lancoj kaj magio."
#
#
#
#
#. [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"
"Unuan atakon faras atakanto, sekve defendanto. Ĉiu atako aŭ trafos kaj "
"vundos ĝis certa numbro de sano-punktoj, aŭ maltrafos kaj kaŭzos nenian "
"vundon. Tiele la atakoj alternas, ĝis ambaŭ milit-unuoj elĉerpos siajn "
"atakojn. Diversaj milit-unuoj posedas diversan kvanton de atakoj. Ekzemple "
"elf-batalanto kun glav-atako 5-4 povas haki 4-oble, kaj per ĉiu hako kaŭzos "
"vundo 5, sed orko infanteriano kun atako 9-2 povas haki nur du foje, sed kun "
"vundo 9."
#
#
#
#
#. [topic]: id=combat
#: data/core/help.cfg:285
#, fuzzy
msgid ""
"\n"
"\n"
"<header>text='Chance to Hit'</header>"
msgstr ""
"\n"
"\n"
"<header>text='Ŝanco por trafo'</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"
"Ŝanco por trafo de koncerna milit-unuo difinita <ref>dst=terrain "
"text='tereno'</ref>, sur kiu ĵus staras. Eblas ekscii tion klakante dekstran "
"butonon, per elekto \"Priskribo de milit-unuo\", en parto "
"<italic>text='Influo de tereno'</italic>. Ekzemple elfoj posedas en arbaro "
"defendon je 70%, kio signifas, ke la milit-unuo, atakanta, havas nur 30% "
"ŝancon trafi ilin. Simile, ŝanco de elfo trafi atakanton dum kontraŭatako "
"dependas de tereno, en kiu troviĝas atakanto."
#
#
#
#
#. [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"
"Ĉi regulo havas du esceptojn: <ref>dst=magical_attacks text='magiaj atakoj'</"
"ref> kaj atako <ref>dst=ability_marksman text='tiraljoro'</ref>. Magia atako "
"ĉiam havas 70% ŝancon atingi celon, sen rilato al tereno, kaj tiraljoro "
"havas dum sia atako ĉiam ŝancon almenaŭ 60% atingi celon, sen rilato al "
"tereno."
#
#
#
#
#. [topic]: id=combat
#: data/core/help.cfg:291
msgid ""
"\n"
"\n"
"<header>text=Damage</header>"
msgstr ""
"\n"
"\n"
"<header>text=Damaĝo</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"
"Ĉiu bato, kiu trafos, kaŭzas bazan vundon laŭ atak-tipo. Ekzemple elf-"
"batalanto kun glavo 5-4 kaŭzas bazan vundon 5. Tio ankoraŭ dependas de du "
"aferoj: <ref>dst=damage_types_and_resistance text=Rezistoj</ref> a "
"<ref>dst=time_of_day text='taga tempo'</ref>. Se vi volas scii kiel "
"rezistkapablo influas bazajn armilojn, elektu en menuo ĉe elektado de atako "
"eblon <italic>text='Kalkulo de damaĝo'</italic>."
#
#
#
#
#. [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"
"Kelkaj milit-unuoj posedas specialajn <ref>dst=abilities text='kapabloj'</"
"ref>, kiuj influas kaŭzitajn vundojn en duelo. La plej konata estas "
"<ref>dst=ability_charge text='atako'</ref>, kiu ĉe atako de milit-unuo kun "
"ĉi tiu kapablo duobligas vundojn kaŭzitajn kaj al atakanto kaj al defendanto."
#. [topic]: id=damage_types_and_resistance
#: data/core/help.cfg:303
msgid "Damage Types and Resistance"
msgstr "Specoj de damaĝo kaj rezisteco"
#
#
#
#
#. [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"
"Rezisto funkcias simple: Se milit-unuo posedas al iu vundo reziston 40%, ĉe "
"trafo kaŭzanta per ĉi tiu vundotipo, ĝia damaĝo estos je 40% malpli granda. "
"milit-unuo povas esti ekstreme vundebla por certa vundotipo; se iu milit-"
"unuo havas kontraŭ certa vundotipo reziston: 100%, ĉe trafo la damaĝo estos "
"je 100% pli granda."
#. [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 ""
"En Vesnot kun fizikaj atakoj estas ligitaj tri specoj de vundiĝoj: tranĉaj, "
"pikaj kaj de batoj. Krom tio estas vundiĝoj de magiaj atakoj: fajra, frosta "
"kaj sankta. milit-unuoj havas diversan gradon de rezisteco kaj tio influas "
"gravecon de vundoj."
#
#
#
#
#. [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"
"Ekzemple skeletuloj bone rezistas al tanĉ- kaj pik-vundoj, sed male, al "
"batoj kaj fajro, kaj ekstreme senrezistaj al sankta magio."
#
#
#
#
#. [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"
"Se estas atako sukcesa, kaŭzos almenaŭ 1 vundo-punkto. Tio validas ankaŭ "
"tiam, se defendanto havas 100% rezistkapablon por koncerna vundospeco."
#. [topic]: id=orbs
#: data/core/help.cfg:316
msgid "Orbs"
msgstr "Sferoj"
#. [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 ""
"Ĉe ĉiu via milit-unuo supre de montrilo de sano, troviĝas kolora sfero. "
"Signifo de koloroj:"
#. [topic]: id=orbs
#: data/core/help.cfg:319
#, fuzzy
msgid " green if it hasnt moved this turn,"
msgstr "verda, se la unuo en ĉi ludmovo ne moviĝis"
#. [topic]: id=orbs
#: data/core/help.cfg:320
#, fuzzy
msgid " yellow if it has moved, but could still move further or attack, or"
msgstr "flava - se ĝi jam moviĝis, sed ankoraŭ povas moviĝi aŭ ataki, aŭ"
#. [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 "Blua sfero montras milit-unuon, kiun vi ne povas kontroli."
#. [topic]: id=orbs
#: data/core/help.cfg:323
#, fuzzy
msgid " Enemy units have no orb on top of their energy bar."
msgstr "Malamikaj unuoj havas neniun sferon super energiindikatoro"
#. [topic]: id=time_of_day
#: data/core/help.cfg:330
msgid "Time of Day"
msgstr "Taga tempo"
#. [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 ""
"Taga tempo influas damaĝon kauzitan de unuopaj milit-unuoj jene: milit-unuo "
"de ordo kaŭzas dum tago +25% damaĝon, kaj nokte 25%. \n"
"milit-unuoj de kaoso kaŭzas nokte +25% damaĝon, kaj dum tago 25%. Neŭtralaj "
"milit-unuoj ne estas influataj de tempo."
#
#
#
#
#. [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"
"Aktuala taga tempo videblas sub mapeto en stato-panelo. Por kutima alternado "
"tago/nokto, mateno kaj posttagmezo kalkuliĝas kiel tago; la unua kaj la dua "
"patrolo kiel nokto: \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 "Tagiĝo"
#. [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 "Mateno"
#. [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 "Posttagmezo"
#. [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 "Krepusko"
#. [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 "La unua patrolo"
#. [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 "La dua patrolo"
#. [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 "Memoru, ke kelkaj scenejoj okazas subtere, kie estas eterna nokto!"
#. [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 "Sanigado"
#
#
#
#
#. [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"
"Ripozo: La milit-unuo kiu ne moviĝis, ne atakis, kaj neniu atakis ĝin, en "
"sekva movo saniĝos je 2 punktoj"
#. [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"
"Vilaĝo: milit-unuo, kiu komencos movon en vilaĝo, resaniĝos je 8 punktoj."
#
#
#. [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_regeneration text='Regenerado'</ref>: Kelkaj milit-unuoj "
"(ekz. troloj) dum ĉiu turno resaniĝoj je 8 punktoj."
#
#
#. [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"
"Kuracado de milit-unuoj: milit-unuo kun kapablo <ref>dst=ability_heals "
"text='resanigi'</ref> resanigos dum ĉiu tiro je 8 punktojn de sano kaj "
"protektos kontraŭ veneno. Kuraceblaj estas nur milit-unuoj de sama ludanto "
"sur najbaraj kampetoj, kaj milit-unuo povas esti resanigita maksimume je 4 "
"punktojn de sano dum unu turno."
#
#
#. [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"
"Kurac- milit-unuoj: milit-unuo kun kapablo <ref>dst=ability_cures "
"text='sanigo'</ref> resanigos dum ĉiu tiro aliancigitajn milit-unuoj je 18 "
"punktojn de sano entute kaj forigos venenon. Kuraceblaj estas nur milit-"
"unuoj de sama ludanto sur najbaraj kampetoj, kaj maksimume je 8 punktojn por "
"unu milit-unuo."
#. [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"
"Ripozon eblas kombini kun aliaj formoj de resanigo, sed vilaĝoj, "
"regeneradon kaj sanigadon ne eblas reciproke kombini. Resanigado aŭ flegado "
"de la milit-unuo, dividita al multaj vunditaj milit-unuoj estos malpli "
"efika, ol kiam estas dediĉita nur al unu. Finfine, inter unuopaj scenejoj la "
"milit-unuoj tute resaniĝos."
#. [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 "Konkludo"
#. [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 ""
"Tio ĉi estas fundamento de Vesnot. Vi povas tralegi pli en Baza strategio, "
"aŭ konatiĝi kun unuopaj <ref>dst=traits text='ecoji'</ref> a "
"<ref>dst=abilities text='kapabloj'</ref>, sed nun vi jam scias ĉion "
"bezonatan por ludi kampanjon \"Tron-heredanto\". Agrablan amuzon kaj multe "
"da feliĉo!"
#. [topic]: id=about
#: data/core/help.cfg:384
msgid "ingame_help_item^Contributors"
msgstr "Kontribuantoj"
#. [topic]: id=license
#: data/core/help.cfg:390
msgid "License"
msgstr "Licenco"
#. [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 ""
"Plimulto el milit-unuoj havas du ecojn. Sed ekzemple Nemortintoj havas nur "
"unu econ 'nemortinta', kaj arbuloj havas neniun econ. Ecoj estaj subtilaj "
"ŝanĝoj en parametroj de milit-unuo. Kutime estas hazarde donitaj al milit-"
"unuo ĉe varbado."
#. [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"
"Ĉiuj milit-unuoj (krom nemortintoj) povas esti <ref>dst=traits_intelligent "
"text=inteligentaj</ref>, <ref>dst=traits_quick text=rapidaj</ref>, "
"<ref>dst=traits_resilient text=rezistaj</ref>, kaj <ref>dst=traits_strong "
"text=fortaj</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"
"Ceteraj eblaj ecoj de milit-unuoj estas <ref>dst=traits_dextrous text=Lerta</"
"ref>, <ref>dst=traits_loyal text=Lojala</ref>, and <ref>dst=traits_undead "
"text=Nemortinta</ref>.\n"
"\n"
#. [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='Ŝanco por trafo'</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='Ŝanco por trafo'</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='Ŝanco por trafo'</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='Ŝanco por trafo'</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=Damaĝo</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 "<header>text='Units having this special attack'</header>"
msgid ""
"\n"
"\n"
"<header>text='Multiplayer Campaigns, Scenarios, and Map Packs'</header>"
msgstr "<header>text='Unuoj havantaj tiun specialan atakon'</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='Ordo kaj nombro de atakoj'</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='Ordo kaj nombro de atakoj'</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='Ŝanco por trafo'</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"
msgid "General Commands"
msgstr "Ĝeneralaj komandoj"
#. [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 ""
"\n"
"Savi la ludon (sendemande).\n"
"\n"
#. [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
msgid "Multiplayer Commands"
msgstr ""
#. [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
msgid "Debug Mode Commands"
msgstr ""
#. [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 ""
"Kuracas:\n"
"milit-unuo kapablas kuraci aliancajn milit-unuojn sur najbaraj kampoj "
"komence de tiro.\n"
"\n"
"milit-unuo prizorgita de kuracanto povas resaniĝi dum unu tiro maksimune 14 "
"vivojn.\n"
"Kuracanto povas dum unu tiro regeneri al ĉiuj prizorgitaj milit-unuoj entute "
"8 vivojn.\n"
"Kuracanto ne kapablas resanigi venenigitan milit-unuon; tia milit-unuo devas "
"serĉi helpon en vilaĝo, aŭ ĉe milit-unuo, kiu kapablas kuraci."
#
#
#. [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 ""
"Kuracas:\n"
"milit-unuo kapablas kuraci aliancajn milit-unuojn sur najbaraj kampoj "
"komence de tiro.\n"
"\n"
"milit-unuo prizorgita de kuracanto povas resaniĝi dum unu tiro maksimune 14 "
"vivojn.\n"
"Kuracanto povas dum unu tiro regeneri al ĉiuj prizorgitaj milit-unuoj entute "
"8 vivojn.\n"
"Kuracanto ne kapablas resanigi venenigitan milit-unuon; tia milit-unuo devas "
"serĉi helpon en vilaĝo, aŭ ĉe milit-unuo, kiu kapablas kuraci."
#. [heals]: id=curing
#: data/core/macros/abilities.cfg:47
msgid "cures"
msgstr "kuraco"
#. [heals]: id=curing
#: data/core/macros/abilities.cfg:48
#, fuzzy
msgid "female^cures"
msgstr "sentima"
#. [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 "regenero"
#. [regenerate]: id=regenerates
#: data/core/macros/abilities.cfg:71
#, fuzzy
msgid "female^regenerates"
msgstr "regenero"
#. [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 ""
"Regeneras:\n"
"milit-unuo mem resaniĝos dum turno je 8 vivoj. Se estas venenigita, anstataŭ "
"resanigo forigos venenon."
#. [resistance]: id=steadfast
#: data/core/macros/abilities.cfg:91
msgid "steadfast"
msgstr "obstina"
#. [resistance]: id=steadfast
#: data/core/macros/abilities.cfg:92
#, fuzzy
msgid "female^steadfast"
msgstr "obstina"
#. [resistance]: id=steadfast
#: data/core/macros/abilities.cfg:93
#, fuzzy
#| msgid ""
#| "Steadfast:\n"
#| "This units resistances are doubled, up to a maximum of 50%, when "
#| "defending. Vulnerabilities are not affected."
msgid ""
"This units resistances are doubled, up to a maximum of 50%, when defending. "
"Vulnerabilities are not affected."
msgstr ""
"Persistema:\n"
"Tiu ĉi milit-unuo havas dum defendo duoblan reziston,do maksimume 50%"
#. [leadership]: id=leadership
#: data/core/macros/abilities.cfg:106
msgid "leadership"
msgstr "komandado"
#. [leadership]: id=leadership
#: data/core/macros/abilities.cfg:107
#, fuzzy
msgid "female^leadership"
msgstr "komandado"
#
#
#. [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 ""
"Komandado:\n"
"Tiu ĉi milit-unuo kapablas gvidi ĉirkaŭajn milit-unuojn, ili batalas pli "
"bone.\n"
"\n"
"Aliancaj milit-unuoj malplinivelaj kaŭzas ĉe najbaraj kampoj pli altan "
"damaĝon. Se via milit-unuo troviĝas apud alianca malplinivela milit-unuo "
"kun komandado, kaŭzos dum atako je 25% pli grandan damaĝon por ĉiu "
"niveldiferenco de la milit-unuoj."
#. [skirmisher]: id=skirmisher
#: data/core/macros/abilities.cfg:125
msgid "skirmisher"
msgstr "energia"
#. [skirmisher]: id=skirmisher
#: data/core/macros/abilities.cfg:126
#, fuzzy
msgid "female^skirmisher"
msgstr "energia"
#. [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 ""
"Energia:\n"
"Tiu ĉi milit-unuo estas alkutimiĝita moviĝi inter malamikoj kaj ignoras "
"ĉiujn kontrolzonojn. "
#. [illuminates]: id=illumination
#: data/core/macros/abilities.cfg:140
msgid "illuminates"
msgstr "lumigo"
#. [illuminates]: id=illumination
#: data/core/macros/abilities.cfg:141
#, fuzzy
msgid "female^illuminates"
msgstr "lumigo"
#
#
#. [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 ""
"Lumigas:\n"
"Tiu ĉi milit-unuo lumigas ĉirkaŭaĵon, tial tagaj (ordemaj) milit-unuoj "
"batalos pli bone kaj noktaj (kaosaj) pli malbone.\n"
"\n"
"milit-unuo sur najbara kampo batalos dum nokto kiel dum krepusko, kaj dum "
"krepusko kiel dum tago."
#. [teleport]: id=teleport
#: data/core/macros/abilities.cfg:154
msgid "teleport"
msgstr "teleportado"
#. [teleport]: id=teleport
#: data/core/macros/abilities.cfg:155
#, fuzzy
msgid "female^teleport"
msgstr "inteligenta"
#. [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 ""
"Teleportado:\n"
"Tiu ĉi milit-unuo kapablas dum unu paŝo transporti el unu vilaĝo en alian."
#. [hides]: id=ambush
#: data/core/macros/abilities.cfg:185
msgid "ambush"
msgstr "invado"
#. [hides]: id=ambush
#: data/core/macros/abilities.cfg:186
#, fuzzy
msgid "female^ambush"
msgstr "lojala"
#
#
#. [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 ""
"Embusko:\n"
"milit-unuo kapablas kaŝiĝi en arbaro, kie malamiko ne vidos ĝin.\n"
"Malamikaj milit-unuoj nek vidas nek povas ataki la milit-unuon en arbaro, "
"nur dum movo tujsekvanta post ĝia atako, aŭ se ili estas sur najbara kampo."
#. [hides]: id=nightstalk
#: data/core/macros/abilities.cfg:204 data/core/macros/abilities.cfg:205
msgid "nightstalk"
msgstr "nokta embusko"
#
#
#. [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 ""
"Nokta embusko:La milit-unuo dum nokto nevidebla.\n"
"\n"
"Malamikaj milit-unuoj nek vidas nek povas ataki la milit-unuon dum nokto, "
"nur dum movo tujsekvanta post ĝia atako, aŭ se ili estas sur najbara kampo."
#. [hides]: id=concealment
#: data/core/macros/abilities.cfg:223
msgid "concealment"
msgstr "embusko"
#. [hides]: id=concealment
#: data/core/macros/abilities.cfg:224
#, fuzzy
msgid "female^concealment"
msgstr "embusko"
#
#
#. [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 ""
"Embusko:\n"
"milit-unuo kapablas kaŝiĝi en arbaro, kie malamiko ne vidos ĝin.\n"
"Malamikaj milit-unuoj nek vidas nek povas ataki la milit-unuon en arbaro, "
"nur dum movo tujsekvanta post ĝia atako, aŭ se ili estas sur najbara kampo."
#. [hides]: id=submerge
#: data/core/macros/abilities.cfg:242
msgid "submerge"
msgstr "subakviĝi"
#. [hides]: id=submerge
#: data/core/macros/abilities.cfg:243
#, fuzzy
msgid "female^submerge"
msgstr "potenca"
#. [hides]: id=submerge
#: data/core/macros/abilities.cfg:244
#, fuzzy
#| msgid ""
#| "Submerge:\n"
#| "This unit can hide in deep water, and remain undetected by its enemies.\n"
#| "\n"
#| "Enemy units cannot see this unit while it is in deep water, except if "
#| "they have units next to it. Any enemy unit that first discovers this unit "
#| "immediately loses all its remaining movement."
msgid ""
"This unit can hide in deep water, and remain undetected by its enemies.\n"
"\n"
"Enemy units cannot see this unit while it is in deep water, except if they "
"have units next to it. Any enemy unit that first discovers this unit "
"immediately loses all its remaining movement."
msgstr ""
"Subakviĝi:\n"
"La unuo povas sin kaŝi en profunda akvo kaj malamikoj ne trovos ĝin.\n"
"\n"
"Malamikoj ne vidas la unuon dum ĝi estas en profunda akvo, krom se ili estas "
"kontakte kun ĝi. Kontraŭlo kiu malfermas ĝin tuj perdos ĉiujn restatajn "
"movojn."
#. [dummy]: id=feeding
#: data/core/macros/abilities.cfg:261
msgid "feeding"
msgstr "nutro"
#. [dummy]: id=feeding
#: data/core/macros/abilities.cfg:262
#, fuzzy
msgid "female^feeding"
msgstr "sentima"
#. [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 "embuska"
#. [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 ""
"Embuska:\n"
"Embuska atako kaŭzas duoblan vundon, se sur la renversa flanko de viktimo ne "
"troviĝas milit-unuo de egala flanko. (milit-unuo alianca ne sufiĉas.)"
#. [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 "kontaĝo"
#. [plague]: id=plague({TYPE}), type={TYPE}
#: data/core/macros/abilities.cfg:305
#, fuzzy
#| msgid ""
#| "Plague:\n"
#| "When a unit is killed by a Plague attack, that unit is replaced with a "
#| "Walking Corpse on the same side as the unit with the Plague attack. This "
#| "doesnt work on Undead or units in villages."
msgid ""
"When a unit is killed by a Plague attack, that unit is replaced with a unit "
"on the same side as the unit with the Plague attack. This doesnt work on "
"Undead or units in villages."
msgstr ""
"Plago:\n"
"Se unuo estas murdita per plag-atako, ĝi fariĝos Irantan Kadavron kaj "
"batalos sur sama flanko kiel tiu, kiu mortigis la unuon. Tio ne validas ĉe "
"nemortintoj kaj unuoj en vilaĝo."
#. [plague]: id=plague, type=Walking Corpse
#: data/core/macros/abilities.cfg:316
#, fuzzy
#| msgid ""
#| "Plague:\n"
#| "When a unit is killed by a Plague attack, that unit is replaced with a "
#| "Walking Corpse on the same side as the unit with the Plague attack. This "
#| "doesnt work on Undead or units in villages."
msgid ""
"When a unit is killed by a Plague attack, that unit is replaced with a "
"Walking Corpse on the same side as the unit with the Plague attack. This "
"doesnt work on Undead or units in villages."
msgstr ""
"Plago:\n"
"Se unuo estas murdita per plag-atako, ĝi fariĝos Irantan Kadavron kaj "
"batalos sur sama flanko kiel tiu, kiu mortigis la unuon. Tio ne validas ĉe "
"nemortintoj kaj unuoj en vilaĝo."
#. [slow]: id=slow
#: data/core/macros/abilities.cfg:326
msgid "slows"
msgstr "malrapidigo"
#. [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 "Batoj"
#. [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 ""
"Ŝtonigo:\n"
"Tiu ĉi atako faros el viktimo ŝtonon. Ŝtonigitaj milit-unuoj povas nek "
"moviĝi nek ataki."
#. [chance_to_hit]: id=marksman
#: data/core/macros/abilities.cfg:346
msgid "marksman"
msgstr "pafisto"
#. [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 ""
"Preciza pafanto:\n"
"Ĉe atako la milit-unuo havas ŝancon almenaŭ 60% trafi."
#. [swarm]: id=swarm
#: data/core/macros/abilities.cfg:371
#, fuzzy
msgid "swarm"
msgstr "frapo"
#. [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 "fento"
#. [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 ""
"Fento:\n"
"Tiu ĉi atako kaŭzas al malamiko duoblan vundon. Sed tio signifas ankaŭ "
"duoblan vundon ĉe malamika kontraŭatako."
#. [drains]: id=drains
#: data/core/macros/abilities.cfg:394
msgid "drains"
msgstr "elsuĉo"
#. [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 ""
"Elsuĉo:\n"
"Tiu ĉi milit-unuo suĉas sano el vivaj milit-unuoj kaj sanigas sin mem je "
"duono de kaŭzita vundo."
#. [poison]: id=poison
#: data/core/macros/abilities.cfg:414
msgid "poison"
msgstr "veneno"
#. [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 ""
"Veneno:\n"
"Tiu ĉi atako venenigos viktimon. Venenigita milit-unuo perdas 8 vivojn dum "
"tiro, ĝis resaniĝo aŭ ĝis restos al ĝi nur unu vivo."
#. [advancement]: id=amla_default
#: data/core/macros/amla.cfg:10
msgid "Max HP bonus +3, Max XP +20%"
msgstr "Maks. BP +3, maks. SP +20%"
#. [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
msgid "Deep Underground"
msgstr "Profunda subterejo"
#. [time]: id=second_watch_hour1
#: data/core/macros/schedules.cfg:203
#, fuzzy
#| msgid "Second Watch"
msgid "Second Watch — First Hour"
msgstr "La dua patrolo"
#. [time]: id=second_watch_hour2
#: data/core/macros/schedules.cfg:215
#, fuzzy
#| msgid "Second Watch"
msgid "Second Watch — Second Hour"
msgstr "La dua patrolo"
#. [time]: id=second_watch_hour3
#: data/core/macros/schedules.cfg:227
#, fuzzy
#| msgid "Second Watch"
msgid "Second Watch — Third Hour"
msgstr "La dua patrolo"
#. [time]: id=second_watch_hour4
#: data/core/macros/schedules.cfg:239
#, fuzzy
#| msgid "Second Watch"
msgid "Second Watch — Fourth Hour"
msgstr "La dua patrolo"
#. [time]: id=second_watch_hour5
#: data/core/macros/schedules.cfg:251
#, fuzzy
#| msgid "Second Watch"
msgid "Second Watch — Fifth Hour"
msgstr "La dua patrolo"
#. [time]: id=second_watch_hour6
#: data/core/macros/schedules.cfg:263
#, fuzzy
#| msgid "Second Watch"
msgid "Second Watch — Sixth Hour"
msgstr "La dua patrolo"
#. [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 "La unua patrolo"
#. [time]: id=dawn2
#: data/core/macros/schedules.cfg:509
#, fuzzy
#| msgid "Second Watch"
msgid "Second Dawn"
msgstr "La dua patrolo"
#. [time]: id=morning1
#: data/core/macros/schedules.cfg:520
#, fuzzy
#| msgid "Morning"
msgid "First Morning"
msgstr "Mateno"
#. [time]: id=morning2
#: data/core/macros/schedules.cfg:532
#, fuzzy
#| msgid "Morning"
msgid "Second Morning"
msgstr "Mateno"
#. [time]: id=midday1
#: data/core/macros/schedules.cfg:544
#, fuzzy
#| msgid "First Watch"
msgid "First Midday"
msgstr "La unua patrolo"
#. [time]: id=midday2
#: data/core/macros/schedules.cfg:556
#, fuzzy
#| msgid "Second Watch"
msgid "Second Midday"
msgstr "La dua patrolo"
#. [time]: id=afternoon1
#: data/core/macros/schedules.cfg:568
#, fuzzy
#| msgid "Afternoon"
msgid "First Afternoon"
msgstr "Posttagmezo"
#. [time]: id=afternoon2
#: data/core/macros/schedules.cfg:580
#, fuzzy
#| msgid "Afternoon"
msgid "Second Afternoon"
msgstr "Posttagmezo"
#. [time]: id=dusk1
#: data/core/macros/schedules.cfg:592
#, fuzzy
#| msgid "firststrike"
msgid "First Dusk"
msgstr "unua bato"
#. [time]: id=dusk2
#: data/core/macros/schedules.cfg:603
#, fuzzy
#| msgid "Second Watch"
msgid "Second Dusk"
msgstr "La dua patrolo"
#. [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
msgid ""
"\n"
"\n"
"Special Notes:"
msgstr ""
"\n"
"\n"
"Specialaj notoj:"
#: 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
msgid ""
" The leadership of this unit enables adjacent units of the same side to deal "
"more damage in combat, though this only applies to units of lower level."
msgstr ""
#: data/core/macros/special-notes.cfg: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 ""
"Teleportado:\n"
"Tiu ĉi milit-unuo kapablas dum unu paŝo transporti el unu vilaĝo en alian."
#: 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 ""
"Embuska atako kaŭzas duoblan vundon, se sur la renversa flanko de viktimo ne "
"troviĝas milit-unuo de egala flanko. (milit-unuo alianca ne sufiĉas.)"
#: 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
msgid ""
" Using a charging attack doubles both damage dealt and received; this does "
"not affect defensive retaliation."
msgstr ""
" Kavalira atako per lanco dum sturmo duobligas damaĝon (ankaŭ ricevatan). "
"Tio ne validas ĉe defendaj kontraŭatakoj."
#: 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 "lojala"
#. [trait]: id=loyal
#: data/core/macros/traits.cfg:9
msgid "female^loyal"
msgstr "lojala"
#. [trait]: id=loyal
#: data/core/macros/traits.cfg:10
msgid "Zero upkeep"
msgstr "Nula soldo"
#
#
#
#
#. [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"
"Dum kampanjo povas propravole al viaj milit-unuoj kunigi certaj milit-"
"unuoj. Ilia eco estas fideleco. Iam necesas pagi por ilia alvoko, sed neniam "
"soldon. Dank´al tio ili povas esti tre utilaj dum longdaŭraj kampanjoj, kiam "
"mankas oro. Varbitaj milit-unuoj ĉi econ neniam havas; tial ne saĝas "
"maldungi tiun milit-unuon, aŭ sendi ĝin al senutila morto."
#. [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 ""
"Lojalaj milit-unuoj ne postulas soldon. Plimulto de milit-unuoj postulas "
"soldon je fino de ĉiu turno, laŭ alteco de ilia rango. Lojalaj milit-unuoj "
"ne kalkuliĝas en ĉi kostoj."
#. [trait]: id=undead
#: data/core/macros/traits.cfg:25
msgid "undead"
msgstr "nemortinta"
# undead
#. [trait]: id=undead
#: data/core/macros/traits.cfg:26
msgid "female^undead"
msgstr "nemortinta"
#. [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
msgid "Immune to drain, poison, and plague"
msgstr "Imuneco kontraŭ elsuĉo, veneno kaj plago"
#. [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"
"Nemortintoj havas kutime nur unu econ:'nemortinta'. Ĉar nemortintaj unuoj "
"estas vivigitaj kadavroj senditaj en batalon, veneno ne efikas al ili. Do, "
"ili povas esti ege utilaj kontraŭ malamikoj uzantaj venenigajn atakojn."
#. [trait]: id=undead
#: data/core/macros/traits.cfg:28
#, fuzzy
msgid ""
"<italic>text='Undead'</italic> units are immune to poison, drain, and plague."
msgstr "Nemortintaj unuoj rezistas venenon, elsuĉon kaj plagon."
#. [trait]: id=mechanical
#: data/core/macros/traits.cfg:51
msgid "mechanical"
msgstr "mekanika"
#. [trait]: id=mechanical
#: data/core/macros/traits.cfg:52
msgid "female^mechanical"
msgstr "mekanika"
#. [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 "Nemortintaj unuoj rezistas venenon, elsuĉon kaj plagon."
#. [trait]: id=elemental
#: data/core/macros/traits.cfg:77
#, fuzzy
msgid "elemental"
msgstr "embusko"
#. [trait]: id=elemental
#: data/core/macros/traits.cfg:78
#, fuzzy
msgid "female^elemental"
msgstr "lojala"
#. [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 "Nemortintaj unuoj rezistas venenon, elsuĉon kaj plagon."
#. [trait]: id=strong
#: data/core/macros/traits.cfg:102
msgid "strong"
msgstr "forta"
#. [trait]: id=strong
#: data/core/macros/traits.cfg:103
msgid "female^strong"
msgstr "potenca"
#
#
#
#
#. [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"
"Forto utilas por ĉiu miksbatalanta milit-unuo, do plejparte por tiuj, kiuj "
"donas multe da batoj, kiel ekzemple elf-batalanto. Fortaj milit-unuoj tre "
"utilas en momentoj, kiam plia eta vundo povas decidi, ĉu la bato estos "
"mortiga."
#. [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 ""
"Fortaj unuoj kaŭzas en kontaktbatalo je 1 pli grandan damaĝon ĉe ĉiu sukcesa "
"trafo, kaj havas 1 kroman BP."
#. [trait]: id=dextrous
#: data/core/macros/traits.cfg:123
msgid "dextrous"
msgstr "lerta"
#. [trait]: id=dextrous
#: data/core/macros/traits.cfg:124
msgid "female^dextrous"
msgstr "lerta"
#
#
#
#
#. [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"
"Lertecon, kiel specialan econ posedas nur elfoj. Elfoj estas nacio fama per "
"ĉarmo kaj granda lerteco ĉe uzado de pafarko. Kelkaj el ili posedas eĉ pli "
"grandan talenton ol iliaj kunuloj. Ĉi tiuj elfoj ĉe ĉiu trafo de sago kaŭzas "
"je 1 punkto pli grandan damaĝon."
#. [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 ""
"Lerta milit-unuo kaŭzas je 1 punkto pli grandan damaĝon ĉe ĉiu sukcesa "
"distanca trafo."
#. [trait]: id=quick
#: data/core/macros/traits.cfg:140
msgid "quick"
msgstr "rapida"
#. [trait]: id=quick
#: data/core/macros/traits.cfg:141
msgid "female^quick"
msgstr "rapida"
#
#
#
#
#. [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"
"Rapideco estas la plej bone videbla eco, prefere ĉe malgrandaj milit-unuoj, "
"kiel estas troloj, aŭ peza infanterio. Rapidaj milit-unuoj povas esti pli "
"rapidaj en penigaj terenoj; konsideru tion dum dislokigado viaj fortoj. Sed "
"rapidaj milit-unuoj ne eltenos tiel multe, kiel ordinaraj, kaj tial ne tiel "
"taŭgas por defendo de konkeritaj pozicioj."
#. [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 ""
"Rapidaj milit-unuoj posedas 1 punkton de movo pli, sed je 10% malpli da "
"sano, kiel kutimaj."
#. [trait]: id=intelligent
#: data/core/macros/traits.cfg:160
msgid "intelligent"
msgstr "inteligenta"
#. [trait]: id=intelligent
#: data/core/macros/traits.cfg:161
msgid "female^intelligent"
msgstr "inteligenta"
#
#
#
#
#. [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"
"Inteligentaj milit-unuoj utilas ĉe komenco de kampanjo, ĉar eblas ilin "
"rapide avancigi sur pli altaj niveloj. Pli poste jam inteligentaj milit-"
"unuoj ne tiel utilas, ĉar avancado post atingo de maksimaj kapabloj jam ne "
"tiel gravas, kiel avanco sur pli alta nivelo. Se vi posedas sufiĉon da tupoj "
"\"sur limo\" de kapabloj, eble vi volos alvoki milit-unuojn kun pli utilaj "
"ecoj."
#. [trait]: id=intelligent
#: data/core/macros/traits.cfg:162
msgid "Intelligent units require 20% less experience than usual to advance."
msgstr "Inteligentaj milit-unuoj bezonas je 20% malpli da spertoj por avanco."
#. [trait]: id=resilient
#: data/core/macros/traits.cfg:176
msgid "resilient"
msgstr "rezista"
#. [trait]: id=resilient
#: data/core/macros/traits.cfg:177
msgid "female^resilient"
msgstr "rezista"
#
#
#
#
#. [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"
"Rezistaj milit-unuoj povas utili en ĉiuj fazoj de kampanjo, kaj tio estas "
"eco taŭga por ĉiu milit-unuo. La plej utila estas, se ĝi aperos ĉe milit-"
"unuo kun kombino de malalta traf-sukceso, kun bona defendo aŭ alta "
"rezisto. Rezistaj milit-unuoj taŭgas por teni poziciojn kontraŭ malamikoj."
#. [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 "Persistaj milit-unuoj havas je 7 punktoj pli da sano ol la kutimam."
#. [trait]: id=healthy
#: data/core/macros/traits.cfg:197
msgid "healthy"
msgstr "sana"
#. [trait]: id=healthy
#: data/core/macros/traits.cfg:198
msgid "female^healthy"
msgstr "sana"
#. [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
msgid "fearless"
msgstr "sentima"
#. [trait]: id=fearless
#: data/core/macros/traits.cfg:223 data/core/macros/traits.cfg:240
msgid "female^fearless"
msgstr "sentima"
#. [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 "Muro de groto"
# undead
#. [trait]: id=feral
#: data/core/macros/traits.cfg:256
#, fuzzy
msgid "female^feral"
msgstr "nemortinta"
#. [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 ""
# undead
#. [trait]: id=weak
#: data/core/macros/traits.cfg:275
#, fuzzy
msgid "female^weak"
msgstr "nemortinta"
#. [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 "Nemortintaj unuoj rezistas venenon, elsuĉon kaj plagon."
#. [trait]: id=slow
#: data/core/macros/traits.cfg:293
#, fuzzy
msgid "slow"
msgstr "malrapidigo"
#. [trait]: id=slow
#: data/core/macros/traits.cfg:294
#, fuzzy
msgid "female^slow"
msgstr "lojala"
#. [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 ""
"Rapidaj milit-unuoj posedas 1 punkton de movo pli, sed je 10% malpli da "
"sano, kiel kutimaj."
#. [trait]: id=dim
#: data/core/macros/traits.cfg:313
#, fuzzy
msgid "dim"
msgstr "Meza"
#. [trait]: id=dim
#: data/core/macros/traits.cfg:314
#, fuzzy
msgid "female^dim"
msgstr "sentima"
#. [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 "distance"
#. [trait]: id=aged
#: data/core/macros/traits.cfg:330
#, fuzzy
msgid "female^aged"
msgstr "sentima"
#. [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 "Vesperto"
#. [race]: id=bats
#: data/core/units.cfg:44
msgid "race+female^Bat"
msgstr "Vespertino"
#. [race]: id=bats
#: data/core/units.cfg:45
msgid "race^Bats"
msgstr "Vespertoj"
#. [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 "Drako"
#. [race]: id=drake
#: data/core/units.cfg:56
msgid "race+female^Drake"
msgstr "Drakino"
#. [race]: id=drake
#: data/core/units.cfg:57
msgid "race^Drakes"
msgstr "Drakoj"
#. [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 "Nano"
#. [race]: id=dwarf
#: data/core/units.cfg:92
msgid "race+female^Dwarf"
msgstr "Nanino"
#. [race]: id=dwarf
#: data/core/units.cfg:93
msgid "race^Dwarves"
msgstr "Nanoj"
#. [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 "Elfo"
#. [race]: id=elf
#: data/core/units.cfg:112
msgid "race+female^Elf"
msgstr "Elfino"
#. [race]: id=elf
#: data/core/units.cfg:113
msgid "race^Elves"
msgstr "Elfoj"
#. [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^Human"
msgid "race^Falcon"
msgstr "Homo"
#. [race]: id=falcon, description=
#: data/core/units.cfg:133
#, fuzzy
#| msgid "race+female^Human"
msgid "race+female^Falcon"
msgstr "Homino"
#. [race]: id=falcon, description=
#: data/core/units.cfg:134
#, fuzzy
#| msgid "race^Humans"
msgid "race^Falcons"
msgstr "Homoj"
#. [race]: id=goblin
#: data/core/units.cfg:145
msgid "race^Goblin"
msgstr "Goblino"
#. [race]: id=goblin
#: data/core/units.cfg:146
msgid "race+female^Goblin"
msgstr "Goblinino"
#. [race]: id=goblin
#: data/core/units.cfg:147
msgid "race^Goblins"
msgstr "Goblinoj"
#. [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 "Grifo"
#. [race]: id=gryphon
#: data/core/units.cfg:164
msgid "race+female^Gryphon"
msgstr "Grifino"
#. [race]: id=gryphon
#: data/core/units.cfg:165
msgid "race^Gryphons"
msgstr "Grifoj"
#. [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 "Homo"
#. [race]: id=human
#: data/core/units.cfg:185
msgid "race+female^Human"
msgstr "Homino"
#. [race]: id=human
#: data/core/units.cfg:186
msgid "race^Humans"
msgstr "Homoj"
#. [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^Human"
msgid "race^Khalifate Human"
msgstr "Homo"
#. [race]: id=khalifate
#: data/core/units.cfg:204
#, fuzzy
#| msgid "race+female^Human"
msgid "race+female^Khalifate Human"
msgstr "Homino"
#. [race]: id=khalifate
#: data/core/units.cfg:205
#, fuzzy
#| msgid "race+plural^Mechanical"
msgid "race+plural^Khalifate"
msgstr "Mekanikaj"
#. [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 "Saŭro"
#. [race]: id=lizard, description=
#: data/core/units.cfg:218
msgid "race+female^Saurian"
msgstr "Saŭrino"
#. [race]: id=lizard, description=
#: data/core/units.cfg:219
msgid "race^Saurians"
msgstr "Saŭroj"
#. [race]: id=mechanical
#: data/core/units.cfg:229
msgid "race^Mechanical"
msgstr "Mekanika"
#. [race]: id=mechanical
#: data/core/units.cfg:230
msgid "race+plural^Mechanical"
msgstr "Mekanikaj"
#. [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
msgid "race^Merman"
msgstr "Marfeo"
#. [race]: id=merman
#: data/core/units.cfg:241
msgid "race^Mermaid"
msgstr "Marfeinoj"
#. [race]: id=merman
#: data/core/units.cfg:242
msgid "race^Mermen"
msgstr "Marfeoj"
#. [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 "Monstro"
#. [race]: id=monster
#: data/core/units.cfg:253
#, fuzzy
#| msgid "race^Monster"
msgid "race+female^Monster"
msgstr "Monstro"
#. [race]: id=monster
#: data/core/units.cfg:254
msgid "race^Monsters"
msgstr "Monstroj"
#. [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 "Nago"
#. [race]: id=naga
#: data/core/units.cfg:263
#, fuzzy
#| msgid "race^Nagani"
msgid "race^Nagini"
msgstr "Nagino"
#. [race]: id=naga
#: data/core/units.cfg:264
msgid "race^Nagas"
msgstr "Nagoj"
#. [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 "Ogro"
#. [race]: id=ogre
#: data/core/units.cfg:274
msgid "race+female^Ogre"
msgstr "Ogrino"
#. [race]: id=ogre
#: data/core/units.cfg:275
msgid "race^Ogres"
msgstr "Ogroj"
#. [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 "Orko"
#. [race]: id=orc
#: data/core/units.cfg:285
msgid "race+female^Orc"
msgstr "Orkino"
#. [race]: id=orc
#: data/core/units.cfg:286
msgid "race^Orcs"
msgstr "Orkoj"
#. [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 "Trolo"
#. [race]: id=troll
#: data/core/units.cfg:304
msgid "race+female^Troll"
msgstr "Trolino"
#. [race]: id=troll
#: data/core/units.cfg:305
msgid "race^Trolls"
msgstr "Troloj"
#. [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 "Nemortinto"
#. [race]: id=undead
#: data/core/units.cfg:327
msgid "race+female^Undead"
msgstr "Nemotrtinto"
#. [race]: id=undead
#: data/core/units.cfg:328
msgid "race+plural^Undead"
msgstr "Nemortintoj"
#. [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^Elf"
msgid "race+female^Wolf"
msgstr "Elfino"
#. [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 "Arbulo"
#. [race]: id=wose
#: data/core/units.cfg:355
msgid "race^Woses"
msgstr "Arbuloj"
#. [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 "+1 maksimuma BP"
#: src/help/help.cpp:182
msgid "Close"
msgstr "Fermu"
#: src/help/help.cpp:185
msgid "The Battle for Wesnoth Help"
msgstr "Instrukcioj al Batalo por Vesnot"
#: src/help/help.cpp:240
msgid "Parse error when parsing help text: "
msgstr "Eraro ĉe analizado de helpteksto:"
#, fuzzy
#~ msgid "female^nightstalk"
#~ msgstr "nokta embusko"
#, fuzzy
#~| msgid ""
#~| "Plague:\n"
#~| "When a unit is killed by a Plague attack, that unit is replaced with a "
#~| "unit identical to and on the same side as the unit with the Plague "
#~| "attack. This doesnt work on Undead or units in villages."
#~ msgid ""
#~ "When a unit is killed by a Plague attack, that unit is replaced with a "
#~ "unit identical to and on the same side as the unit with the Plague "
#~ "attack. This doesnt work on Undead or units in villages."
#~ msgstr ""
#~ "Plago:\n"
#~ "Se unuo estas murdita per plag-atako, fariĝos el ĝi egala milit-unuo kaj "
#~ "batalos sur sama flanko kiel tiu, kiu mortigis la unuon. Tio ne validas "
#~ "ĉe nemortintoj kaj unuoj en vilaĝo."
#~ msgid "Intelligent"
#~ msgstr "Inteligenta"
#~ msgid "Quick"
#~ msgstr "Rapida"
#~ msgid "Resilient"
#~ msgstr "Rezistema"
#~ msgid "Strong"
#~ msgstr "Forta"
#~ msgid "Fearless"
#~ msgstr "Sentima"
#, fuzzy
#~ msgid "Feral"
#~ msgstr "Muro de groto"
#~ msgid "Loyal"
#~ msgstr "Fidela"
#~ msgid "trait^Undead"
#~ msgstr "Nemortinta"
#~ msgid "trait^Mechanical"
#~ msgstr "Mekanika"
#, fuzzy
#~ msgid "trait^Elemental"
#~ msgstr "embusko"
#~ msgid "Dextrous"
#~ msgstr "Lerta"
#~ msgid "Healthy"
#~ msgstr "Sana"
#, fuzzy
#~ msgid "Dim"
#~ msgstr "Meza"
#, fuzzy
#~ msgid "Slow"
#~ msgstr "Bremsigita"
#, fuzzy
#~| msgid "trait^Undead"
#~ msgid "trait^Aged"
#~ msgstr "Nemortinta"
#, 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 ""
#~ "Viaj milit-unuoj en bataloj nepre estos vunditaj. Se estas milit-unuo "
#~ "<ref>dst=experience_and_advancement text='avancita'</ref>, plene ĝi "
#~ "resaniĝos. Tio povas okazi en batalo kun kontraŭlo, aŭ dum via aŭ "
#~ "kontraŭla tiro. Vesnot ebligas kuraci milit-unuon ankaŭ alimaniere. Tio "
#~ "eblas fari komence de ĉiu turno, antaŭ ol vi ektiros."
#, fuzzy
#~ msgid "Factions"
#~ msgstr "Frakcio"
#~ msgid "Overview"
#~ msgstr "Trarigardo"
#~ msgid "Fundamentals of Gameplay"
#~ msgstr "Bazaj reguloj de la ludo"
#, 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"
#~ "Komence taŭgas premi butonon <italic>text=Instruado</italic> en la ĉefa "
#~ "menuo. Tio startos interaktivan trejnadon, kiu instruos vin fundamentojn "
#~ "de Vesnot. Poste ni rekomendas unue ludi kampanjon Tronheredanto - premu "
#~ "<italic>text=Kampanjo</italic> kaj poste <italic>text='Heredanto de la "
#~ "Trono'</italic>. Batalo por Vesnot' povas esti relative komplika, tial vi "
#~ "prefere elektu <italic>text=facila</italic>n nivelon. "
#, 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 ""
#~ "Tiu ĉi paĝo enhavas ĉion, kion vi bezonas scii por ludi Batalon por "
#~ "Vesnot. Enhavas instrukciojn kaj bazajn lud-mekaniaĵojn. Dum ludo sur ĉi "
#~ "tiuj paĝoj aperados novaj informoj, samtempe kiel vi renkontados novajn "
#~ "paĝojn de ludo. Pli detalajn informojn pri eksterordinaraj situacioj vi "
#~ "trovos sur sekvaj paĝoj."
#, 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"
#~ "Militekspedicio konsistas el kelkaj sinsekvaj scenejoj. Kutime vi devas "
#~ "ludi pli atenteme kaj ŝpari viajn la plej bonajn milit-unuojn por sekva "
#~ "uzoado en postaj partoj."
#, 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 ""
#~ "La ludo konsistas el serio de bataloj nomitaj scenejoj. Ĉiu scenejo "
#~ "staras viajn bataltrupojn kontraŭ bataltrupoj de unu, aŭ kelkajn "
#~ "kontraŭlojn. Vi povas ludi mem kontraŭ komputilo, aŭ altereni kun amikoj "
#~ "sidantaj ĉe komputilo (tn. varma seĝo). Se via komputilo estas konektita "
#~ "al loka reto, vi povas ludi ankaŭ kontraŭ ceteraj retuzantoj. Se vi havas "
#~ "komputilon konektitan al interreto, vi povas ludi kontraŭ ceteraj homoj "
#~ "en interreto."
#~ msgid "Experience and Advancement"
#~ msgstr "Spertoj kaj avanco"
#~ msgid "Help"
#~ msgstr "Helpo"
#~ msgid "<header>text='Units having this special attack'</header>"
#~ msgstr "<header>text='Unuoj havantaj tiun specialan atakon'</header>"
#~ msgid "<header>text='Units having this ability'</header>"
#~ msgstr "<header>text='Unuoj havantaj tiun kapablon'</header>"
#, fuzzy
#~ msgid "Leaders:"
#~ msgstr "Komandanto:"
#, fuzzy
#~ msgid "Recruits:"
#~ msgstr "Varbitaj:"
#~ msgid "Era:"
#~ msgstr "Erao:"
#, fuzzy
#~ msgid "Factions:"
#~ msgstr "Frakcio"
#, fuzzy
#~| msgid "Terrain"
#~ msgid "Base Terrain: "
#~ msgstr "Tereno"
#~ msgid "level"
#~ msgstr "Nivelo"
#~ msgid "Advances from: "
#~ msgstr "Avanca de: "
#, fuzzy
#~ msgid "Variations: "
#~ msgstr "Frakcio"
#~ msgid "race^Miscellaneous"
#~ msgstr "Diversaj"
#~ msgid "Race: "
#~ msgstr "Raso:"
#~ msgid "Abilities: "
#~ msgstr "Kapabloj:"
#, fuzzy
#~ msgid "Ability Upgrades: "
#~ msgstr "Kapabloj:"
#~ msgid "HP: "
#~ msgstr "Sano:"
#~ msgid "Moves: "
#~ msgstr "Movoj:"
#~ msgid "Cost: "
#~ msgstr "Kostoj:"
#~ msgid "Alignment: "
#~ msgstr "Aparteneco:"
#~ msgid "Required XP: "
#~ msgstr "Bezonataj spertoj:"
#~ msgid "unit help^Attacks"
#~ msgstr "Atakoj"
#~ msgid "unit help^Name"
#~ msgstr "Nomo"
#~ msgid "Type"
#~ msgstr "Tipo"
#~ msgid "Strikes"
#~ msgstr "Batoj"
#~ msgid "Range"
#~ msgstr "Efikdistanco"
#~ msgid "Special"
#~ msgstr "Speciale"
#~ msgid "Resistances"
#~ msgstr "Rezistoj"
#~ msgid "Attack Type"
#~ msgstr "Ataktipo"
#~ msgid "Resistance"
#~ msgstr "Rezisto"
#~ msgid "Terrain"
#~ msgstr "Tereno"
#~ msgid "Defense"
#~ msgstr "Defendo"
#~ msgid "Movement Cost"
#~ msgstr "Kosto de movo"
#~ msgid " < Back"
#~ msgstr "< Reen"
#~ msgid "Forward >"
#~ msgstr "Plu >"
#~ msgid "Reference to unknown topic: "
#~ msgstr "Referenco al nekonata temo:"
#, fuzzy
#~ msgid "Caste"
#~ msgstr "Kastelo"
#, fuzzy
#~ msgid "Breeding Pen"
#~ msgstr "nutro"
#, fuzzy
#~ msgid "Hatchling"
#~ msgstr "Sanigado"
#, fuzzy
#~ msgid "Fledgling"
#~ msgstr "Sanigado"
#, fuzzy
#~ msgid "Intendant"
#~ msgstr "Inteligenta"
#, fuzzy
#~ msgid "Swarm"
#~ msgstr "frapo"
#, fuzzy
#~ msgid "Swarming"
#~ msgstr "frapo"
#
#, 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 ""
#~ "Herbejoj simbolas malfermitajn ebenaĵojn, kultivitaj, aŭ lasitaj por "
#~ "paŝtado, aŭ sovaĝaj. En malfermita spaco eblas facile moviĝi, sed "
#~ "malfacile defendi. Sur ebenaĵo kutime bone batalas rajd-milit-unuoj, aŭ "
#~ "ege viglaj milit-unuoj, por kiuj malfermita spaco taŭgas.\n"
#~ "\n"
#~ "Plimulto el milit-unuoj havas sur ebenaĵo defendon 30-40%"
#~ msgid "Road"
#~ msgstr "Vojo"
#, 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 ""
#~ "Vojoj konsistas el tretita argilo kreitaj de multaj pasantoj. Koncerne "
#~ "lud-ruloj, la vojoj estas tio sama kiel <ref>dst=terrain_grassland text="
#~ "\"ebenaĵoj\"</ref>."
#~ msgid "Forest"
#~ msgstr "Arbaro"
#
#, 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 ""
#~ "Arbaroj estas areo kun sufiĉa ligna kreskaĵaro, kiu malrapidigas iradon. "
#~ "Malgraŭ tio, ke arbaro preskaŭ ĉiujn malrapidigas, ofte proponas al milit-"
#~ "unuoj pli bonan defendon ol ebligas malfermitaj ebenaĵoj. Ekz. kavalerio "
#~ "en arbaro malfacile orientiĝas, kaj tial perdas ia ajn utilon el ŝirmo. "
#~ "Sed elfoj estas escepto. Ne nur ili povas moviĝi rapide, sed akiras "
#~ "konsiderindan defend- bonifikon. Ankaŭ nanoj estas escepto: malgraŭ tio "
#~ "ke ili kapablas rapide trahaki tra arbaro, la tereno estas por ili tiel "
#~ "ne konata, ke ili ne scias uzi ĝin por defendo."
#~ msgid "Hills"
#~ msgstr "Montetoj"
#
#
#, 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 ""
#~ "Montetoj simbolas relative malebenan terenon, kie troviĝas valoj kaj "
#~ "montoj kreantaj kaŝejoj. Plimulto el milit-unuoj en montaro malfacile "
#~ "moviĝas. Nanoj, troloj kaj orkoj tie sentiĝas kvazaŭ hejme, kaj povas "
#~ "rapide trairadi sen malrapidigo. Rajdistoj kutime ne bone orientiĝas en "
#~ "ĉi tiu tereno, kaj tial ricevas nenian defend-bonifikon."
#~ msgid "Mountains"
#~ msgstr "Montoj"
#
#
#, 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 ""
#~ "Montoj estas kutime krutaj, kaj milit-unuoj devas tie tragrimpi diversajn "
#~ "barojn. Montoj tial ebligas altan defend-bonifikon por plimulto da milit-"
#~ "unuoj, sed samtempe malarapidigas movon. Plimulto el rajd-milit-unuoj sur "
#~ "ĉi tiun terenon ne povas veni; escepto estas elf-rajdantoj kaj gobloj-"
#~ "luprajdantoj. Nanoj kaj troloj ĉi tie estas hejme, kaj tial ili en montoj "
#~ "facile moviĝas."
#~ msgid "Swamp"
#~ msgstr "Marĉo"
#
#
#, 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 ""
#~ "Marĉoj prezentiĝas per diversaj specoj de malseka tero. Marĉoj "
#~ "malrapidigas ĉiujn kaj malebligas efikan defendon. Escepto estas estaĵoj "
#~ "adaptitaj al moviĝo en akvo; ili moviĝas rapide kaj posedas protekt-"
#~ "bonifikon.Plimulto el milit-unuoj akiras en marĉoj defend-bonifikon 30%. "
#~ "Maraj homoj, nagoj kaj saŭroj akiras 60%."
#~ msgid "Shallow Water"
#~ msgstr "Malprofunda akvo"
#
#
#, 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 ""
#~ "Malprofunda akvo signifas, ke akvonivelo atingas nur ĝis talio al "
#~ "plenkreskulo. Tio sufiĉas por malrapidigo preskaŭ por ĉiuj, kaj faras "
#~ "ilin tre vundeblajn. Ĉar ĉe nanoj akvo atingas ĝis kolo, estas tio tre "
#~ "malfacila por ili. Escepto estas estuloj kun korpoj akomoditaj por naĝi.\n"
#~ "\n"
#~ "Plimulto el milit-unuoj havas en malprofunda akvo defendon 20-30%, nagoj "
#~ "kaj maraj homoj havas 60%."
#~ msgid "Deep Water"
#~ msgstr "Profunda akvo"
#
#
#, 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 ""
#~ "Profunda akvo signifas nivelon superantan kapon de plenkreskulo. Plimulto "
#~ "el milit-unuoj ne povas eniri en tiel profundan akvon; tio estas "
#~ "ekskluziva areo de flugantaj kaj bone naĝantaj milit-unuoj."
#
#
#, 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 ""
#~ "Neĝo prezentas ebenan areon, kiu estas frosigita - ĉu daŭre (ekz. "
#~ "tundro), aŭ portempe (ekz. neĝkovrita herbejo). Neĝo malrapidigas "
#~ "plimulto el milit-unuoj kaj malfaciligas defendon."
#~ msgid "Castle"
#~ msgstr "Kastelo"
#
#
#, 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 ""
#~ "Kasteloj estas ia ajn daŭraj fortikaĵoj. Preskaŭ ĉiu milit-unuo ricevas "
#~ "en kastelo grandan bonifikon por defendo, kaj povas moviĝi plenrapide. "
#~ "Bone defendita estas nur tiu kastelo, en kiu estas multaj milit-unuoj. Se "
#~ "estas randa kampeto de kastelo vaka, malamiko povas simple tragliti enen "
#~ "sen batalo, kaj akiras per tio saman defend-bonifikon kiel ĉiuj aliaj.\n"
#~ "\n"
#~ "Plimulto el milit-unuoj havas en kastelo defendon ĉirkaŭ 60%."
#~ msgid "Sand"
#~ msgstr "Sablo"
#
#
#, 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 ""
#~ "Sablo malrapidigas movon por plimulto da milit-unuoj kaj malebligas "
#~ "plenan defendon. Nur milit-unuoj kun larĝaj plandoj aŭ serpentaj korpoj "
#~ "moviĝas en sablo facile.\n"
#~ "\n"
#~ "Plimulto el milit-unuoj havas en sablo defendon 20-30%."
#~ msgid "Desert"
#~ msgstr "Dezerto"
#, 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 ""
#~ "Dezertoj havas diferencan konsiston ol malgrandaj sablaj kavoj aŭ plaĝoj, "
#~ "sed ludon influas simile. Rigardu ref>dst=terrain_sand text='sablo'</ref>."
#~ msgid "Cave"
#~ msgstr "Groto"
#
#
#, 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 ""
#~ "Kaverna tereno prezentas ia ajn subteran koridoron, en kiu povas eniĝi "
#~ "milit-milit-unuo. Plimulto da milit-unuoj ne havas spertojn kun ĉi "
#~ "tereno, kaj tial estas malrapidaj kaj malfacile defendas sin. Nanoj kaj "
#~ "troloj vivas en kavoj, tial ili ĉi tie relative facile moviĝas; precipe "
#~ "nanoj, kiuj dank´al malgrandeco facile evitas multajn barojn.\n"
#~ "\n"
#~ "Plimulto el milit-unuoj havas en kavoj defendon 20-30%, nanoj havas 50%"
#
#
#, 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 ""
#~ "Kaverna tereno prezentas ia ajn subteran koridoron, en kiu povas eniĝi "
#~ "milit-milit-unuo. Plimulto da milit-unuoj ne havas spertojn kun ĉi "
#~ "tereno, kaj tial estas malrapidaj kaj malfacile defendas sin. Nanoj kaj "
#~ "troloj vivas en kavoj, tial ili ĉi tie relative facile moviĝas; precipe "
#~ "nanoj, kiuj dank´al malgrandeco facile evitas multajn barojn.\n"
#~ "\n"
#~ "Plimulto el milit-unuoj havas en kavoj defendon 20-30%, nanoj havas 50%"
#~ msgid "Illuminated Cave"
#~ msgstr "Lumigita kaverno"
#~ msgid "Village"
#~ msgstr "Vilaĝo"
#
#
#, 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 ""
#~ "Vilaĝo prezentas ia ajn domaron, ĉu homan aŭ ne. Preskaŭ ĉiuj milit-unuoj "
#~ "facile moviĝas tra vilaĝo, kaj plimulto el milit-unuoj ricevas dum "
#~ "restado en vilaĝo defend-bonifikon. Vilaĝoj samtempe donas al milit-unuoj "
#~ "rimedoj por flegi vundojn, kio ebligas al ĉiu milit-unuo restanta en "
#~ "vilaĝo resanigi po 8 punktoj dum ĉiu turno, aŭ resanĝi el veneniĝo."
#~ msgid "Submerged Village"
#~ msgstr "Subakvigita vilaĝo"
#
#
#, 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 ""
#~ "Vilaĝo prezentas ia ajn domaron, ĉu homan aŭ ne. Preskaŭ ĉiuj milit-unuoj "
#~ "facile moviĝas tra vilaĝo, kaj plimulto el milit-unuoj ricevas dum "
#~ "restado en vilaĝo defend-bonifikon. Vilaĝoj samtempe donas al milit-unuoj "
#~ "rimedoj por flegi vundojn, kio ebligas al ĉiu milit-unuo restanta en "
#~ "vilaĝo resanigi po 8 punktoj dum ĉiu turno, aŭ resanĝi el veneniĝo."
#, 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 ""
#~ "Kanjono estas tera fendaĵo ege profunda. La kanjonoj havas krutajn "
#~ "deklivojn, tragrimpi ilin daŭrus multaj tagoj. Efektive en ludo la "
#~ "kanjonoj estas traireblaj nu porr flugantaj milit-unuoj."
#~ msgid "Lava"
#~ msgstr "Lafo"
#, 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 ""
#~ "Danĝero rezultanta el provo trairi varmegan lafon estas evidenta por ĉiu. "
#~ "Tra ĉi tiu tereno povas trairi nur milit-unuoj kiuj kapablas sufiĉe alte "
#~ "flugi."
#~ msgid "River Ford"
#~ msgstr "Rivera vadejo"
#~ 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 "Se rivero estas malprofunda, por "
#, fuzzy
#~ msgid "Coastal Reef"
#~ msgstr "Kastelo"
#~ msgid "Bridge"
#~ msgstr "Ponto"
#
#, 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 ""
#~ "Konstrui ponton donas al loĝantaro eblon eviti vadi en akvo. Trairi "
#~ "riveron kun seka piedo precipe agrablas dum la plej malvarmaj monatoj de "
#~ "jaro."
#, fuzzy
#~ msgid "Impassable"
#~ msgstr "Netrapaseblaj montoj"
#~ 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 ""
#~ "Furiozo:\n"
#~ "Ĉe atako aŭ ĉe defendo, tiu ĉi atakspeco daŭras ĝis morto de unu el "
#~ "kontraŭuloj."
#~ msgid ""
#~ "Magical:\n"
#~ "This attack always has a 70% chance to hit regardless of the defensive "
#~ "ability of the unit being attacked."
#~ msgstr ""
#~ "Magia:\n"
#~ "Tiu ĉi atako havas ĉiam 70% ŝancon trafi sendepende de defendanta unuo."
#~ msgid "firststrike"
#~ msgstr "unua bato"
#~ msgid ""
#~ "First Strike:\n"
#~ "This unit always strikes first with this attack, even if they are "
#~ "defending."
#~ msgstr ""
#~ "Unua atako:\n"
#~ "Per ĉi tiu atako la milit-unuo ĉiam atakas kiel unua, ankaŭ ĉe defendado."
#
#
#
#
#, fuzzy
#~ msgid "<header>text='Race specific topics'</header>"
#~ msgstr ""
#~ "\n"
#~ "\n"
#~ "<header>text='Ŝanco por trafo'</header>"