wesnoth/po/wesnoth-help/la.po
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# Latin translations for Battle for Wesnoth package.
# Copyright (C) 2009 Wesnoth development team
# This file is distributed under the same license as the Battle for Wesnoth package
#
# Current Translators:
# Michael Babich (Aethaeryn) <michaelbabich7@gmail.com> - Maintainer
# Thomas Hockings (Deusite) <elprofesh@gmail.com>
#
# Former Translators:
# Mark Polo (mpolo) <markpolo@gmail.com>
msgid ""
msgstr ""
"Project-Id-Version: Wesnoth 1.8\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
"POT-Creation-Date: 2017-09-21 23:27+0300\n"
"PO-Revision-Date: 2013-06-20 23:23-0000\n"
"Last-Translator: Thomas Hockings <elprofesh@gmail.com>\n"
"Language-Team: Latin <http://wiki.wesnoth.org/LatinTranslation>\n"
"Language: la\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=2; plural=(n != 1);\n"
"X-Generator: Poedit 1.5.5\n"
#. [time]: id=underground
#: data/campaigns/Heir_To_The_Throne/utils/httt_utils.cfg:495
#: data/core/macros/schedules.cfg:109
msgid "Underground"
msgstr "Subterraneus"
#. [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 "saevus"
#. [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 ""
"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 ""
"Saevitia:\n"
"In offensione vel defensione, haec oppugnatio certamen presset donec unus ex "
"pugnatoribus interfectus erit aut XXX tractus oppugnationis evenerint."
#. [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 "magicus"
#. [chance_to_hit]: id=magical
#: data/campaigns/Under_the_Burning_Suns/scenarios/03_Stirring_in_the_Night.cfg:672
#: data/campaigns/Under_the_Burning_Suns/scenarios_old/03_Stirring_in_the_Night.cfg:670
#: data/core/macros/abilities.cfg:360
#, fuzzy
msgid ""
"This attack always has a 70% chance to hit regardless of the defensive "
"ability of the unit being attacked."
msgstr ""
"Magicalis:\n"
"Haec oppugnatio semper probabilitatem LXX pro cento habet feriendi."
#. [firststrike]: id=firststrike
#: data/campaigns/Under_the_Burning_Suns/scenarios_old/03_Stirring_in_the_Night.cfg:679
#: data/core/macros/abilities.cfg:404
msgid "first strike"
msgstr "primus ictus"
#. [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 ""
"This unit always strikes first with this attack, even if they are defending."
msgstr ""
"Ictus Primus:\n"
"Haec unitas semper prima percutit, etsi defendit."
#. [heals]: id=healing
#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:16
#: data/core/macros/abilities.cfg:10
msgid "heals +4"
msgstr "sanat +IV"
#. [heals]: id=healing
#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:17
#: data/core/macros/abilities.cfg:11
msgid "female^heals +4"
msgstr "sanat +IV"
#. [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 ""
"Medetur IV:\n"
"Permittit ut unitas unitatibus amicis vicinis in initio tractus medeatur.\n"
"\n"
"Unitas curata ab hoc medetore sanari potest usque ad IV PS in tractu aut "
"vetariut venenum in hoc tractu efficace sit.\n"
"Unitas venenata non a veneno a medetore sanari potest, et curam pagi aut "
"unitatis quae sanat petere debet."
#. [heals]: id=healing
#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:39
#: data/core/macros/abilities.cfg:28
msgid "heals +8"
msgstr "sanat +VIII"
#. [heals]: id=healing
#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:40
#: data/core/macros/abilities.cfg:29
msgid "female^heals +8"
msgstr "sanat +VIII"
#. [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 ""
"Medetur VIII:\n"
"Haec unitas remedia hebalia cum magica coniungunt ut unitates celerius "
"sanent quam plerumque possibile est in acie.\n"
"\n"
"Unitas curata ab hoc medetore sanari potest usque ad VIII PS in tractu aut "
"vetariut venenum in hoc tractu efficace sit.\n"
"Unitas venenata non a veneno a medetore sanari potest, et curam pagi aut "
"unitatis quae sanat petere debet."
#. [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='Probabilitas icti'</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='Probabilitas icti'</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='Probabilitas icti'</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 "Mutamenta Terrae"
#. [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 "Pandectes"
#. [topic]: id=..encyclopedia
#: data/core/encyclopedia/_main.cfg:14
msgid "<ref>dst='..geography' text='Geography'</ref>"
msgstr "<ref>dst='..geography' text='Geographia'</ref>"
#. [section]: id=geography
#. [topic]: id=..geography
#: data/core/encyclopedia/geography.cfg:12
#: data/core/encyclopedia/geography.cfg:19
msgid "Geography"
msgstr "Geographia"
#. [topic]: id=arkan_thoria
#: data/core/encyclopedia/geography.cfg:26
msgid "Arkan-thoria"
msgstr "Arcantoria"
#. [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 "Oceanus Magnus"
#. [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 "Morogor"
#. [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
msgid "Green Isle"
msgstr "Insula Viridis"
#. [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 "Continens Priscus"
#. [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 "Continens Magnus"
#. [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 "Irdya"
#. [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 "Regnum Vesnotei"
#. [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 "Ellensephar"
#. [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 "Septentrionalia"
#. [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 "Terra Dryadalis Inter Occidentem et Meridiem"
#. [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
msgid "Heart Mountains"
msgstr "Montes Cordis"
#. [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 "Septentrionalia Alta"
#. [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 "Hora"
#. [section]: id=introduction
#. [topic]: id=..introduction
#: data/core/help.cfg:17 data/core/help.cfg:96
msgid "Introduction"
msgstr "Prooemium"
#. [section]: id=gameplay
#. [topic]: id=..gameplay
#: data/core/help.cfg:23 data/core/help.cfg:168
msgid "Gameplay"
msgstr "Ars Ludi"
#. [section]: id=traits_section
#. [topic]: id=..traits_section
#: data/core/help.cfg:29 data/core/help.cfg:397
msgid "Traits"
msgstr "Ingenia"
#. [section]: id=units
#. [topic]: id=..units
#: data/core/help.cfg:37 data/core/help.cfg:119
msgid "Units"
msgstr "Actores"
#. [section]: id=abilities_section
#. [topic]: id=..abilities_section
#: data/core/help.cfg:46 data/core/help.cfg:139
msgid "Abilities"
msgstr "Facultates"
#. [section]: id=weapon_specials
#. [topic]: id=..weapon_specials
#: data/core/help.cfg:54 data/core/help.cfg:148
msgid "Weapon Specials"
msgstr "Praecipua Telorum"
#. [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 "Terrae"
#. [section]: id=addons
#. [topic]: id=..addons
#: data/core/help.cfg:79 data/core/help.cfg:465
msgid "Add-ons"
msgstr "Appendices"
#. [section]: id=commands
#. [topic]: id=..commands
#: data/core/help.cfg:85 data/core/help.cfg:532
msgid "Commands"
msgstr "Imperia"
#. [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"
"Proelium pro Vesnote lusus est defixus in tractibus de fantasia et rebus "
"militaribus nonnihil insolitus inter lusus modernos rerum militarium. Dum "
"alii lusus implicationem nituntur, Proelium pro Vesnote nititur "
"simplictitatem normarum et lusionis. Hoc non facit ut lusus simplicis sit "
"tamen -- ex normis his simplicibus copiae rerum militarium oriuntur, "
"facientes ut lusus faciliter est discere sed provocatio est in eo dominari."
#. [topic]: id=about_game
#: data/core/help.cfg:107
msgid "About the Game"
msgstr "De 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 ""
"Unitates quaedam facultates habent quae aut inmediate unitates alteros "
"afficiunt aut attingunt modum quo unitas cum unitatibus alteris reciproce "
"agit. Hae facultates in loco hoc scribentur dum eis occurres."
#. [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 "Actor Ignotus"
#. [topic]: id=.unknown_unit
#: data/core/help.cfg:159
msgid ""
"\n"
"\n"
"This unit is unknown for the moment. You must discover it in the game to be "
"allowed to see its description."
msgstr ""
#. [topic]: id=..gameplay
#: data/core/help.cfg:169
msgid ""
"Wesnoth is comprised of a series of battles, called "
"<italic>text='scenarios'</italic>, that pit your troops against the troops "
"of one or more adversaries. Multiple scenarios that follow on from each "
"other, telling a story, make up <italic>text='campaigns'</italic>. In a "
"campaign, you often need to play more carefully, preserving your best troops "
"for use again in later scenarios.\n"
"\n"
"The interactive <bold>text='Tutorial'</bold> introduces the basics of "
"Wesnoth gameplay in the context of a scenario. Most material covered in the "
"tutorial is explained more in-depth in these pages, so you can always refer "
"back here if you forget something.\n"
"\n"
"After you master the basics, try out a beginner campaign, such as "
"<italic>text='Heir to the Throne'</italic> or <italic>text='The South "
"Guard'</italic>. A full list of installed campaigns can be found via the "
"<bold>text='Campaign'</bold> option on the main menu. As Wesnoth can be "
"quite challenging, you may wish to start on easy before progressing to "
"higher difficulties."
msgstr ""
#. [topic]: id=..gameplay
#: data/core/help.cfg:176
#, fuzzy
#| msgid "<header>text='Units of this race'</header>"
msgid ""
"\n"
"\n"
"<header>text='Fundamentals of Gameplay'</header>\n"
"\n"
msgstr "<header>text='Actores stirpis'</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 ludis, habeto in mente desciptionem brevem apparaturum esse cum mus "
"super multas res in ludo moveatur, e.g. nuntias in tabellis statutis. "
"Praesertim utile est cum novas <ref>dst=abilities text=facultates</ref> "
"primum inveneas."
#. [topic]: id=victory_and_defeat
#: data/core/help.cfg:188
msgid "Victory and Defeat"
msgstr "Victoria et Clades"
#. [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 "Conscribere et Revocare"
#. [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 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"
"Si in hexagoni castelli dextre cliccavisti eligens conscribere, unitas nova "
"in hoc loco appariet. Alioqi appariet in loco quodam libero vicino arce. "
"Solum tot unitates conscribere potes quot loca libera in castello habes, et "
"non potest plus aurum dare quam habes in conscribendo."
#. [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 ""
"Omnis pars incipit cum uno duce in arce. In initio ullius prolii, et "
"nonnumquam in eo, necesse erit <ref>dst=units text=unitates</ref> in "
"exercitum tuum conscribere. Si conscribere vis, oportet ducem (e.g. Conradum "
"in stipendio 'Heres Throni') in hexagoni Arcis <ref>dst=terrain_castle "
"text=Castelli</ref> ullius habere. Deinde conscribere potes, eligens "
"Conscribere ex elencho aut cliccans dextre in hexagoni eligens "
"<italic>text=Conscribere</italic>. Hoc monstratur elenchum conscriptionis, "
"quod unitates scribit qui conscribi possunt cum pretio auri. Si vis "
"facultates unitatis videre, clicca super eam.Postea potest bullam "
"'conscribere' premere ut eam conscribas."
#. [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"
"Unitates conscripta duo <ref>dst=traits text=Lineamenta</ref> fortuita "
"habent quae abilitates eorum mutant."
#. [topic]: id=recruit_and_recall
#: data/core/help.cfg:203
#, fuzzy
msgid ""
"\n"
"\n"
"In later scenarios, you may also Recall survivors from earlier battles. "
"Recalling costs a standard 20 gold and presents you with a list of all "
"surviving units from previous scenarios."
msgstr ""
"\n"
"\n"
"In missionibus subsequentibus etiam potest revocare unitates qui ex proeliis "
"anterioribus supersunt. Revocatio unitatis constat semper XX nummis aureis "
"et tibi dat elencho omnium unitatum superessendum ex missionibus praeviis."
#. [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"
"Unitates non solum auro constant ad Conscribendum aut Revocandum, sed etiam "
"opus est pecuniam impendere ut sustineantur. Vide <ref>dst=income_and_upkeep "
"text='Merces Impensaque'</ref> si plures nuntios vis."
#. [topic]: id=income_and_upkeep
#: data/core/help.cfg:214
msgid "Income and Upkeep"
msgstr "Fructus et Impendium"
#. [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"
"Merces facilis est. Merces fundamentalis II nummi aurei pro tractu est. "
"Quoque pago cui imperas, unum nummum adiuncturm accipis. Ergo si decem pagos "
"habes, accipies XII nummos auri omni tractu. Impensae minuent mercedem, ut "
"infra descripturum est."
#. [topic]: id=income_and_upkeep
#: data/core/help.cfg:215
#, fuzzy
msgid ""
"In Wesnoth, it is not enough simply to recruit units and fight. You must "
"watch your gold as well, especially in campaigns, where you can carry extra "
"gold over from one scenario to the next. There are two aspects to this; "
"<italic>text='income'</italic> and <italic>text='upkeep'</italic>."
msgstr ""
"In Vesnote non satis est solum unitates conscribere et pugnare. Necesse est "
"etiam aurum tuum aspicere, praesertim in stipendiis, in quibus aurum ex "
"missione in proximam missionem mittitur. Hoc comprendit duas res: Mercedes "
"Impensamque."
#. [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"
"Impensa quoque satis facilia est. Quaeque unitas impensis eget aequalis "
"gradu suo. Potest sustinere tot gradus unitatum quot pagos habes, impensam "
"non solvendo. Sed pro omni gradu unitatis quem habes ultra numerum pagorum, "
"unum nummum auri solvere debes. E.g. si habes duodecim unitates ex gradu "
"primo et decem pagos, solvere debes II nummos omni tractu ut impensas."
#. [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"
"Impensae a Mercede tuo deducuntur, in casu itaque duodecim graduum unitatum "
"et decem pagorum, Merces tuus consequens decem nummi pro tractu sit."
#. [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"
"Exceptio magni momenti una Impensis: unitates cum lineamento Fidelis numquam "
"solvunt impensam. Unitates quibus missionem incipias (ut Conrado et "
"Delfadore) et unitates quae tecum coniunguntur in missione (ut eques in "
"missione altera Heredis Throni) habent plerumque lineamentum Fidelis."
#. [topic]: id=hitpoints
#: data/core/help.cfg:230
msgid "Hitpoints and Experience"
msgstr "Puncta Salutis Ususque"
#. [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 ""
"Quaeque unitas numerum quendam punctorum salutis (PS) habet. Si "
"punctasalutis unitatis sub unum cadunt, moritur unitas. Quaeque unitas etiam "
"numerum quendam punctorum experientiae (PE) habet. Unitas nuper conscripta "
"non habet puncta experientiae, et ea meret in proelio contra hostes."
#. [topic]: id=hitpoints
#: data/core/help.cfg:235
#, fuzzy
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 ""
"Puncta salutis et experientiae in tabella statutis monstrantur duobus "
"numeris (vis praesens et vis maxima quam unitas habere potest)."
#. [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 ""
"Puncta salutis etiam monstratur palo energia iuxta quamque unitatem, qui "
"colorem habet viridem, fulvum aut rubrum. Unitas cum punctis experientiae "
"atque palum experientiae caeruleum habet. Hic in album mutat, si unitas "
"<ref>dst=experience_and_advancement text='promotura est'</ref>."
#. [topic]: id=advancement
#: data/core/help.cfg:244
#, fuzzy
#| msgid "Advances to: "
msgid "Advancement"
msgstr "Producitur ad: "
#. [topic]: id=advancement
#: data/core/help.cfg:245
#, fuzzy
msgid ""
"\n"
"\n"
"Units have a certain amount of experience required to advance (this is 20% "
"less for units with the Intelligent trait). Once they achieve this amount, "
"they immediately advance to the next level, healing fully in the process. In "
"some cases, you will be given a choice of advancement options."
msgstr ""
"\n"
"\n"
"Unitates copiam quendam habent ut promoveantur gradu (haec XX pro cento "
"minuitur si unitas lineamentum 'Argutus' habet). Si hanc copiam obtinent, "
"statim promoventur ad gradum proximum et plene curantur. Nonnumquam debes "
"eligere ex elencho optionum promotionis."
#. [topic]: id=advancement
#: data/core/help.cfg:245
#, fuzzy
msgid ""
"If both units survive a combat, they gain a number of experience points "
"equal to the level of the unit theyre fighting. If a unit kills another in "
"combat, however, it gains much more experience — 4 for a level 0 unit, 8 for "
"level 1, 16 for level 2, 24 for level 3, and so forth."
msgstr ""
"Si ambae unitates certamen supersunt, puncta experientiae recipit aequa "
"gradu unitatis contra quam pugnant. Sed si unitas unitatem occidit, valde "
"plus experientiae recipit - IV occidens unitatem ex gradu nullo, VIII ex "
"gradu I, XVI ex gradu II, XXIV ex gradu III, cet."
#. [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"
"Etsi complures unitates tres gradus habent, non omnes. Paucae unitates (ut "
"<ref>dst=unit_Mage text=Magi</ref>) quattuor habent. Postquam unitas gradum "
"maximum attingit, potest habere Promotionem Post Maximum Gradum (PPMG).\n"
"PPMG unitatem mutat cum metam experientiae obtinuit, sed manet in gradu "
"eodem. Effectus solitus PPMG est incrementare puncta salutis maxima III "
"punctis. Prima PPMG attingitur com C PE (LXXX pro unitatibus argutis). Omnis "
"PPMG post primam difficilior erit, et utilius est conari unitatum ex "
"gradibus inferioribus promovere.\n"
"\n"
"Nota bene: paucae unitates, ut Necrophagus, curantur ex effectibus PPMG. "
"Unitates complures tantum bonum in punctis salutis maximis accipiunt."
#. [topic]: id=movement
#: data/core/help.cfg:256
msgid "Movement"
msgstr "Motus"
#. [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"
"Quaeque unitas numerum quendam punctorum motus quibus utitur cum in novo "
"hexagone movetur, pendens ex Agro in hac hexagone. E.g. Campus quasi semper "
"I puncto motus constat. Numerus certus punctorum moti quibus unitas utitur "
"entrans in hexagonem pendet ex genus unitatis - in silva, unitates Dryadalum "
"tantum I puncto utuntur, plurimi homines et orci II, sed equites III. Potes "
"discere quot punctibus motus unitas eget ut in agrum quendam intret cliccans "
"dextre in eam, eligens Descriptio Unitatis, et spectans partem "
"<italic>text='Immutationes Agri'</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 ""
"Motus in Proelio pro Vesnote facilis est. Clicca super unitatem quae moveri "
"vis ad eligendam, deinde in hexagonem quo moveri debet. Dum unitas electa "
"est, omnis hexagonis quo moveri potest illustratur, alii omnes obscurantur. "
"Si murem super hexagonem illustratum movetur, monstratur ratio defensus quem "
"unitas in eo hexagone habeat. Si murem super hexagonem obscuratem movetur, "
"etiam numerus tractuum necessarius ad hoc hexagone attingendum monstratur, "
"cliccum hoc efficit ut unitas in directione huis hexagonis movetur in "
"itinere celerrimo in hoc et tractibus subsequentibus. Si non omni motu "
"unitatis utitur in primo motu, rursum moveri potest. Hoc utile est, si duae "
"unitates locum mutare debent. Omni motu utabitur si oppugnat unitas. Si "
"motus in pago alieno terminat, unitas non potest plus se movere, sed "
"oppugnare potest."
#. [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"
"Dum unitates moventur debes etiam in mente Zonas Imperii habere. Quaeque "
"unitas zonam imperii in hexagonis vicinis generat, et omnis unitas hostium "
"quae hos hexagones intrat finem motus facit. Discere quomodo zonas imperii "
"in rem tuam pars significans Occidiseptentrionis est, quia tantum "
"<ref>dst=ability_skirmisher text='Excursores'</ref> zonas imperii "
"praetermittere possunt."
#. [topic]: id=movement
#: data/core/help.cfg:261
#, fuzzy
msgid ""
"\n"
"\n"
"To see where the enemy can move to during their next turn, press Ctrl-v or "
"Cmd-v. Ctrl-b or Cmd-b shows where the enemy could move, if your units were "
"not on the map to block their progress."
msgstr ""
"\n"
"\n"
"Si vis videre quo hostes in proximo tractu moveri possunt, preme Ctrl-v aut "
"Cmd-v. Ctrl-b aut Cmd-b monstrat ubi hostes moveri possent, si unitates tuae "
"obstantes non essent in charta."
#. [topic]: id=shroud_and_fog
#: data/core/help.cfg:270
msgid "Shroud and Fog of War"
msgstr "Absconsus et Nebula Belli"
#. [topic]: id=shroud_and_fog
#: data/core/help.cfg:271
#, fuzzy
msgid ""
"In some scenarios, parts of the map will be hidden from you. There are two "
"mechanisms that can be used separately or together. The "
"<italic>text='shroud'</italic> hides both the terrain and any units at a "
"location. However, once it is cleared, you can always see that location. The "
"<italic>text='fog of war'</italic> only hides units and ownership of "
"villages (other than by you or your allies). The fog of war is cleared "
"temporarily when you have units nearby, but returns when they leave. Both "
"the shroud and the fog of war are cleared by units. Each unit clears "
"locations adjacent to those within one turns move (ignoring zones of "
"control and enemy units).\n"
"\n"
"Normally you can undo a units movement, as long as an event with a "
"randomized result has not occurred, such as combat or recruitment (as most "
"units receive random traits when recruited). Exploring hidden terrain by "
"clearing shroud or fog will also prevent undos to a previous state. You may "
"wish to activate <bold>text='Delay Shroud Updates'</bold> in the actions "
"menu. This will prevent units from clearing shroud or fog until the next "
"randomized event or a manual update via <bold>text='Update Shroud Now'</"
"bold> (or the end of your turn) and thereby preserve your ability to undo "
"movement."
msgstr ""
"In nonnullis missionibus, partes chartae occultabantur. Duae sunt "
"machinationes, et possunt simul aut separatim apparere. Integumentum "
"occultat et agros et unitates in quodam loco. Postquam sublatum est, semper "
"visibilis est locus. Caligo Belli occultat tantum unitates et possessionem "
"pagorum (nisi a te aut sociis tuis). Caligo Belli tollitur ad tempus cum "
"unitates tuae prope sunt, sed regreditur cum procul sunt. Et Integumentum et "
"Caligo Belli ab unitatibus tolluntur. Quaeque unitas tollit eos in locis qui "
"vicini sunt ad eos quos attingere potest unitas in uno tractu "
"(praetermittens zona imperii et unitates hostium)."
#. [topic]: id=combat
#: data/core/help.cfg:280
msgid "Combat"
msgstr "Certamen"
#. [topic]: id=combat
#: data/core/help.cfg:281
msgid ""
"\n"
"\n"
"<header>text='Order and Number of Strikes'</header>"
msgstr ""
"\n"
"\n"
"<header>text='Series Numerusque Impetuum'</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 ""
"Certamina in Proelio pro Vesnote semper inter unitates in hexagonibus "
"vicinis accidit. Clicca in unitatem et postea in hostem quem oppugnare vis: "
"unitas se movet unitatem inimicam versus, et cum altera iuxta alteram sit "
"incipit certamen. Oppugnator et defensor oppugnant alterni, usque quisque "
"omnibus oppugnationibus propriis utitur. Oppugnator eligit unum ex telis "
"suis ad oppugnandum et defensor ulscitur cum uno ex telis suis ex genere "
"eodem. Duo sunt genera oppugnationis: concursus, cum telis ut gladiis, "
"bipennibus aut dentibus; et a longe, cum telis ut arcibus, hastis et globis "
"ignis."
#. [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"
"Primam oppugnationem habet oppugnator, deinde ulscicitur defensor. Quaeque "
"oppugnatio aut ferit, faciens copiam datam damni, aut aberrat, nullum damnum "
"faciens. Oppugnationes variant alterni usque quaeque unitas omnibus ictibus "
"utitur. Aliae unitates alios numeros ictuum habent, e.g. Pugnator Dryadalis "
"cum oppugnatione V-IV quater oppugnare potest, et quandocumque ferit V "
"puncta damni facit, sed Manipularis Orcorum cum oppugnatione IX-II tantum "
"bis oppugnare potest (quamquam cum IX punctis damni quandocumque ferit)."
#. [topic]: id=combat
#: data/core/help.cfg:285
#, fuzzy
msgid ""
"\n"
"\n"
"<header>text='Chance to Hit'</header>"
msgstr ""
"\n"
"\n"
"<header>text='Probabilitas icti'</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"
"Quaeque unitas feriri potest et probabilitas pendet ex agro in quo sita est. "
"Tabella statutis hanc monstrat, etiam cliccans dextre super unitatem et "
"Descriptio Unitatis eligens, monstratur sub <italic>text='Immutationes "
"Agri'</italic>. E.g. nonnulli dryadales rationem defensus LXX pro cento in "
"silva, ergo unitas oppugnans eos tantum probabilitatem XXX pro cento habet "
"feriendo. E contrario, probabilitas feriendi dryadalis in ulscicione pendet "
"ex agro in quo stat unitas oppugnans."
#. [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"
"Haec norma admittit duas exceptiones: <ref>dst=weaponsspecial_magical "
"text='Oppugnationes magicae'</ref> et <ref>dst=weaponsspecial_marksman "
"text='Periti arcus'</ref>. Oppugnationes magicae semper probabilitatem LXX "
"pro cento habent ferire, neglegentes agrum, et in oppugnatione, Peritiarcus "
"semper saltem LX pro cento probilitatem habent ferire, neglegentes agrum."
#. [topic]: id=combat
#: data/core/help.cfg:291
msgid ""
"\n"
"\n"
"<header>text=Damage</header>"
msgstr ""
"\n"
"\n"
"<header>text=Damnum</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"
"Omnis oppugnatio feriens damnum efficit fundamentale quod ex genere "
"oppugnationis pendex. E.g. Pugnator Dryadalis cum oppugnatio V-IV damnum "
"fundamentale V punctorum facit. Hoc mutatur plerumque a "
"<ref>dst=damage_types_and_resistance text=Repugnantia</ref> et "
"<ref>dst=time_of_day text='Tempore Diei'</ref> Si vis videre quomodo damnum "
"fundamentale a statu rerum mutetur, elige <italic>text='Rationes Damni'</"
"italic> ex elencho elegendi oppugnationem."
#. [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"
"Paucae unitates <ref>dst=abilities text=facultates</ref> habent quae damnum "
"in concursu afficiunt. Creberrima earum est <ref>dst=weaponspecial_charge "
"text=Incurrere</ref>, quae efficit ut oppugnator et defensor damnum duplice "
"faciunt si unitas incurrens oppugnat."
#. [topic]: id=damage_types_and_resistance
#: data/core/help.cfg:303
msgid "Damage Types and Resistance"
msgstr "Genera Damni et Firmitas"
#. [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"
"Repugnantiae valde facilius operant: si unitas repugnantiam XL pro cento "
"contra genus damni habet, damnum inflictum XL pro cento minuitur. Unitas "
"potest etiam nuda ante genera nonnulla damni esse. Si unitas nuditatem (quae "
"scripta est ut repugnantia negativa) de C pro cento contra genus quoddam, "
"damnum C pro cento augebitur cum feriatur hoc genere."
#. [topic]: id=damage_types_and_resistance
#: data/core/help.cfg:304
#, fuzzy
msgid ""
"In Wesnoth, there are three types of damage usually associated with physical "
"attacks: <italic>text='blade, pierce, and impact damage'</italic>. "
"Additionally, there are three further types of damage usually associated "
"with magical attacks: <italic>text='fire, cold, and arcane attacks'</"
"italic>. Different units may have resistances which alter the damage which "
"they take from certain damage types."
msgstr ""
"In Vesnote adsunt tria genera damni quae fere ex oppugnationibus physicis "
"veniunt: Lamina, Transfigens et Incussus. Praeterea adsunt tria genera damni "
"quae fere ex oppugnationibus magicis veniunt: Ignis, Frigidum et Sanctae. "
"Unitates variae repugnantias habere possunt quae damnum mutant quae "
"accipiunt a generibus quibusdam damni."
#. [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"
"E.g., Ossa valde repugnant Laminas et Transfixiones, sed nuda sunt ante "
"damnum Concussus vel Ignis, et valde nuda contra damnum Sanctum."
#. [topic]: id=damage_types_and_resistance
#: data/core/help.cfg:308
#, fuzzy
msgid ""
"\n"
"\n"
"If a strike is determined to hit, it will always do at least 1 point of "
"damage. This applies even if the defender has 100% resistance to the damage "
"type."
msgstr ""
"\n"
"\n"
"Si oppugnatio ferit, facit salem I punctum damni, etsi defensor repugnantia "
"C pro cento contra hoc genus habet."
#. [topic]: id=orbs
#: data/core/help.cfg:316
msgid "Orbs"
msgstr "Sphaerae"
#. [topic]: id=orbs
#: data/core/help.cfg:317
#, fuzzy
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 ""
"Super palum energiae iuxta quenquam unitatem tuam orbis est. Orbis unitatis "
"a te controlatae est:"
#. [topic]: id=orbs
#: data/core/help.cfg:319
#, fuzzy
msgid " green if it hasnt moved this turn,"
msgstr "viridis si nondum mota est hoc tractu,"
#. [topic]: id=orbs
#: data/core/help.cfg:320
#, fuzzy
msgid " yellow if it has moved, but could still move further or attack, or"
msgstr "fulvus si iam mota est, sed etiamnun moveri oppugnareve potest, aut"
#. [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 "Orbis est caeruleus si unitas socia est, non a te controlata."
#. [topic]: id=orbs
#: data/core/help.cfg:323
#, fuzzy
msgid " Enemy units have no orb on top of their energy bar."
msgstr "Unitates hostium orbe super palum energiae carent."
#. [topic]: id=time_of_day
#: data/core/help.cfg:330
msgid "Time of Day"
msgstr "Hora"
#. [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 ""
"Tempus diei mutat damnum unitatum quarumdam ut sequens:\n"
" Filii lucis faciunt magis quartae partis damni die, et minus quartae partis "
"noctu\n"
" Filii tenebrarum faciunt magis quartae partis damni noctu, et minus quartae "
"die\n"
" Filios crepusculi dies et nox non afficiunt."
#. [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"
"Tempus diei prasens sub charta minima in tabella statutis observari potest. "
"Fere considerantur Antemeridiem et Postmeridiem ut dies et Vigiliae Prima et "
"Secunda ut nox:\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 "Diluculum"
#. [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 "Ante Meridiem"
#. [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 "Post Meridiem"
#. [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 "Crepusculum"
#. [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 "Vigilia Prima"
#. [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 "Vigilia Secunda"
#. [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!\n"
msgstr ""
"Habeto in mente: nonnullae missiones sub terra occurunt, ubi semper nox est!"
#. [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 "Sanare"
#. [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"
"Requiescens: Unitas quae non movetur, oppugnat nec oppugnatur II PS in "
"tractu proximo medebitur."
#. [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"
"Pagi: Unitas quae tractus in pago incipit VIII PS medebitur."
#. [topic]: id=healing
#: data/core/help.cfg:362
#, fuzzy
msgid ""
"\n"
"• <ref>dst='ability_regenerates' text='Regeneration'</ref>: Certain units "
"(such as trolls) will automatically heal 8HP every turn. If the unit is "
"poisoned, the poison will be cured instead."
msgstr ""
"\n"
"<ref>dst=ability_regenerates text=Regeneratio</ref>: Unitates quaedam (ut "
"troglodytae) medentur VIII PS omni tractu."
#. [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"
"Unitates medentes: Unitates cum lineamento <ref>dst=ability_heals "
"text=Medetur</ref> quemque unitatem sociam in hexagonis vicinis medebuntur, "
"fere IV vel VIII PS pro tractu, aut damnum Veneni unitatis illiusimpediunt. "
#. [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"
"Unitates sanantes: Unitates cum lineamento <ref>dst=ability_cures "
"text=Sanat</ref> Venenum curant in omnibus unitatibus vicinis sociis (loco "
"medetionis, si etiam hanc facultatem habet)."
#. [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"
"Sanatio requiescendi combinat cum aliis formis sanationis, sed pagi, "
"regeneratio, sanatio et medetio non combinant. Optione meliori utatur. Demum "
"omnis unitas qui supervivit missionem plene sanabitur."
#. [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 "Conclusio"
#. [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 ""
"Hic explicit explicatio rationum fundamentalum Occidiseptentrionis. Forsitan "
"de Artibus Imperatoriis legere velis, aut cum <ref>dst=traits "
"text=Lineamentis</ref> et <ref>dst=abilities text=Facultatibus</ref> te "
"adsuefacere, sed iam scis omnem necessarium ut stipendium 'Heres Throni' "
"ludas. Iocum habeto, et bonam fortunam!"
#. [topic]: id=about
#: data/core/help.cfg:384
msgid "ingame_help_item^Contributors"
msgstr "Collatores"
#. [topic]: id=license
#: data/core/help.cfg:390
msgid "License"
msgstr "Licentia"
#. [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 ""
"Plurimae unitatae duo lineamenta habent. Inmortui tamen tantum lineamentum "
"'Inmortuus' habent, et Vosia nullum lineamentum recipiunt. Lineamenta "
"immutationes sunt quae leviter propria unitatis mutant. Fere assignantur "
"fortuite unitati cum conscribatur."
#. [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"
"Lineamenta quae omni unitati non Inmortuo praebentur sunt "
"<ref>dst=traits_intelligent text=Argutus</ref>, <ref>dst=traits_quick "
"text=Celer</ref>, <ref>dst=traits_resilient text=Mollis</ref>, et "
"<ref>dst=traits_strong text=Fortis</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"
"Lineamenta alia quae unitatibus assignari possunt sunt <ref>dst=traits_loyal "
"text=Fidelis</ref>, <ref>dst=traits_undead text=Inmortuus</ref>, et "
"<ref>dst=traits_dextrous text=Sollers</ref>."
#. [topic]: id=..terrains_section
#: data/core/help.cfg:413
msgid ""
"\n"
"\n"
"Terrains come in two types: <italic>text='basic'</italic> and "
"<italic>text='mixed'</italic>."
msgstr ""
#. [topic]: id=..terrains_section
#: data/core/help.cfg:413
msgid ""
"Game maps feature a variety of terrains that affect both unit movement and a "
"units defensive capability in combat."
msgstr ""
#. [topic]: id=..terrains_section
#: data/core/help.cfg:415
#, fuzzy
msgid ""
"\n"
"\n"
"<header>text='Basic Terrain Types'</header>"
msgstr ""
"\n"
"\n"
"<header>text='Probabilitas icti'</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='Probabilitas icti'</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='Probabilitas icti'</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='Probabilitas icti'</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 "Appendicibus Uti"
#. [topic]: id=using_addons
#: data/core/help.cfg:477
msgid ""
"\n"
"\n"
"<header>text='Campaigns and Scenarios'</header>"
msgstr ""
"\n"
"\n"
"<header>text='Militiae Scaenariaque'</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
msgid ""
"\n"
"\n"
"<header>text='Multiplayer Campaigns, Scenarios, and Map Packs'</header>"
msgstr ""
"\n"
"\n"
"<header>text='Militiae Pluribus Lusoribus Scaenariaque Chartaeque'</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
msgid ""
"\n"
"\n"
"<header>text='Multiplayer Eras and Factions'</header>"
msgstr ""
"\n"
"\n"
"<header>text='Aetates Pluribus Lusoribus et Factiones'</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 Eras and Factions'</header>"
msgid ""
"\n"
"\n"
"<header>text='Multiplayer Modifications'</header>"
msgstr ""
"\n"
"\n"
"<header>text='Aetates Pluribus Lusoribus et Factiones'</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='Probabilitas icti'</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 "Appendices Imponere"
#. [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 "Appendices Delere"
#. [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 "Imperia Vulgaria"
#. [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 ""
"\n"
"Nuntios colloquii tollere.\n"
"\n"
#. [topic]: id=general_commands
#: data/core/help.cfg:545
#, fuzzy
msgid ""
"\n"
"Switch debug mode on (does not work in multiplayer). See "
"<ref>dst='debug_commands' text='debug mode commands'</ref>.\n"
"Debug mode is turned off by quitting the game or :nodebug.\n"
"\n"
msgstr ""
"\n"
"Initiare rationem tuendi (non possibile in lusione cum pluribus lusoribus). "
"Ratio finita est cum lusum finitum est."
#. [topic]: id=general_commands
#: data/core/help.cfg:549
#, fuzzy
msgid ""
"\n"
"Set or toggle player on side between human and AI player. The player/client "
"who controls that side needs to issue this command. If no second parameter "
"is supplied, toggle bewteen human and AI. If it is on, set an AI "
"controller. If it is off set a human controller. Defaults to the currently "
"active side if no parameter is supplied.\n"
"\n"
msgstr ""
"\n"
"Mutare lusorem in parte inter lusorem humanum et IA. Lusor/cliens qui partem "
"illam imperat hoc imperium dare debet. Si pars non datur, 'i' adsumitur."
#. [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
#, fuzzy
msgid ""
"\n"
"Bring up theme selection menu.\n"
"\n"
msgstr ""
"\n"
"Monstrare elenchum electionis adumbrationum."
#. [topic]: id=general_commands
#: data/core/help.cfg:567
msgid ""
"\n"
"Quit the scenario (without prompting).\n"
"\n"
msgstr ""
"\n"
"Scaenarium exire (sua sponte).\n"
#. [topic]: id=general_commands
#: data/core/help.cfg:570
msgid ""
"\n"
"Save the game (without prompting).\n"
"\n"
msgstr ""
"\n"
"Ludum servare (sua sponte).\n"
#. [topic]: id=general_commands
#: data/core/help.cfg:573
msgid ""
"\n"
"Save the game and quit the scenario (without prompting)."
msgstr ""
"\n"
"Ludum servare et scaenarium exire (sua sponte)."
#. [topic]: id=mp_commands
#: data/core/help.cfg:582
#, fuzzy
#| msgid "Multiplayer commands"
msgid "Multiplayer Commands"
msgstr "Imperia pluribus lusoribus"
#. [topic]: id=mp_commands
#: data/core/help.cfg:585
#, fuzzy
msgid ""
"\n"
"Ban a user in a multiplayer game by the IP address used by that username and "
"kick him. Can be used on users not in the game but on the server. (Of course "
"they wont be kicked then.)\n"
"\n"
msgstr ""
"\n"
"Removere et interdicere lusorem in lusione cum pluribus lusoribus, atque "
"inscriptio PI qua utitur illud nomen utentis."
#. [topic]: id=mp_commands
#: data/core/help.cfg:588
#, fuzzy
msgid ""
"\n"
"Change the controller for side (write here the number of the side) to "
"username (write here the nickname of the player or observer). You can check "
"what side belongs to which player in the <bold>text='Scenario Settings'</"
"bold> dialog (Press the <bold>text='More'</bold> button in the "
"<bold>text='Status Table'</bold> (alt+s by default) to get there.). The host "
"can change control of any side.\n"
"\n"
msgstr ""
"\n"
"Mutare moderatorem partis (scribe hic numerum partis) ad nomen utentis "
"(scribe hic cognomen lusoris ver spectatoris)."
#. [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
#, fuzzy
msgid ""
"\n"
"Kick a user in multiplayer. They will be able to rejoin the game. If you "
"just want to change control of their side(s) use the :control command "
"instead.\n"
"\n"
msgstr ""
"\n"
"Removere lusorem in ludo cum pluribus lusoribus. Possunt rursum se ad lusum "
"adiungere. Praesertim est via benigna removendi aliquem qui difficultates "
"cum connexione vel aliis habet."
#. [topic]: id=mp_commands
#: data/core/help.cfg:600
#, fuzzy
msgid ""
"\n"
"Send a private message to a user. When in a game, it is not possible to send "
"private messages to players who are currently controlling a side in the same "
"game.\n"
"\n"
msgstr ""
"Nuntium privatum mittit. Non potes mittere nuntios lusoribus qui partes in "
"lusione imperant. Syntaxis: /whisper [cognomini] [nuntium]"
#. [topic]: id=mp_commands
#: data/core/help.cfg:603
#, fuzzy
msgid ""
"\n"
"Mute a specific observer. If no username is supplied the muted usernames are "
"displayed.\n"
"\n"
msgstr ""
"\n"
"Facere mutum spectatorem quendam. Si nomen utentis non datur, monstrantur "
"nomina utentum mutorum."
#. [topic]: id=mp_commands
#: data/core/help.cfg:606
#, fuzzy
msgid ""
"\n"
"Toggle muting/silencing of all observers on/off.\n"
"\n"
msgstr ""
"\n"
"Facere mutos spectatores vel permittere sermonem."
#. [topic]: id=mp_commands
#: data/core/help.cfg:609
#, fuzzy
msgid ""
"\n"
"Unban a user in a multiplayer game by the IP address used by that username. "
"Can be used on users not in the game but on the server.\n"
"\n"
msgstr ""
"\n"
"Removere et interdicere lusorem in lusione cum pluribus lusoribus, atque "
"inscriptio PI qua utitur illud nomen utentis."
#. [topic]: id=mp_commands
#: data/core/help.cfg:612
#, fuzzy
msgid ""
"\n"
"Unmute a specific observer. If no username is supplied the list of muted "
"observers is cleared."
msgstr ""
"\n"
"Facere mutum spectatorem quendam. Si nomen utentis non datur, monstrantur "
"nomina utentum mutorum."
#. [topic]: id=debug_commands
#: data/core/help.cfg:620
#, fuzzy
#| msgid "Debug mode commands"
msgid "Debug Mode Commands"
msgstr "Imperia cimicandi"
#. [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 ""
"\n"
"Nebulam/absconsum manui praesenti variare.\n"
"\n"
#. [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 ""
"Medetur IV:\n"
"Permittit ut unitas unitatibus amicis vicinis in initio tractus medeatur.\n"
"\n"
"Unitas curata ab hoc medetore sanari potest usque ad IV PS in tractu aut "
"vetariut venenum in hoc tractu efficace sit.\n"
"Unitas venenata non a veneno a medetore sanari potest, et curam pagi aut "
"unitatis quae sanat petere debet."
#. [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 ""
"Medetur VIII:\n"
"Haec unitas remedia hebalia cum magica coniungunt ut unitates celerius "
"sanent quam plerumque possibile est in acie.\n"
"\n"
"Unitas curata ab hoc medetore sanari potest usque ad VIII PS in tractu aut "
"vetariut venenum in hoc tractu efficace sit.\n"
"Unitas venenata non a veneno a medetore sanari potest, et curam pagi aut "
"unitatis quae sanat petere debet."
#. [heals]: id=curing
#: data/core/macros/abilities.cfg:47
msgid "cures"
msgstr "antidotum"
#. [heals]: id=curing
#: data/core/macros/abilities.cfg:48
msgid "female^cures"
msgstr "antidotum"
#. [heals]: id=curing
#: data/core/macros/abilities.cfg:49
#, fuzzy
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 ""
"Sanat:\n"
"Sanator unitas a veneno sanare potest, quamquam haec unitas nullam "
"sanationem adiunctam accipiet in tractu in quo a veneno sanata erit."
#. [regenerate]: id=regenerates
#: data/core/macros/abilities.cfg:70
msgid "regenerates"
msgstr "convalescit"
#. [regenerate]: id=regenerates
#: data/core/macros/abilities.cfg:71
msgid "female^regenerates"
msgstr "convalescit"
#. [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 ""
"Regenerat:\n"
"Haec unitas se sanat usque ad VIII PS in tractu. Si venenata est, venenum "
"tollet loco sanationis."
#. [resistance]: id=steadfast
#: data/core/macros/abilities.cfg:91
msgid "steadfast"
msgstr "constans"
#. [resistance]: id=steadfast
#: data/core/macros/abilities.cfg:92
msgid "female^steadfast"
msgstr "constans"
#. [resistance]: id=steadfast
#: data/core/macros/abilities.cfg:93
#, fuzzy
msgid ""
"This units resistances are doubled, up to a maximum of 50%, when defending. "
"Vulnerabilities are not affected."
msgstr ""
"Constans:\n"
"Repugnantia huius unitatis duplicatur (maximum L pro cento) in defensu. Non "
"commoventur nuditates."
#. [leadership]: id=leadership
#: data/core/macros/abilities.cfg:106
msgid "leadership"
msgstr "ducatus"
#. [leadership]: id=leadership
#: data/core/macros/abilities.cfg:107
msgid "female^leadership"
msgstr "ducatus"
#. [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 ""
"Ductus:\n"
"Haec unitas unitates amicas vicinas ducere potest, efficiens ut melius "
"pugnent.\n"
"\n"
"Unitates amicae vicinae ex gradibus inferioribus damnum plus in proelio "
"facient. Cum unitas vicina, ex gradu inferiori, et ex eadem parte unitati "
"cum Ductu proelium committit, oppugnationes eius quartam partem damni "
"additionalem faciunt, multiplicatam a differentia graduum eorum."
#. [skirmisher]: id=skirmisher
#: data/core/macros/abilities.cfg:125
msgid "skirmisher"
msgstr "concursatorius"
#. [skirmisher]: id=skirmisher
#: data/core/macros/abilities.cfg:126
msgid "female^skirmisher"
msgstr "concursatoria"
#. [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 ""
"Excursor:\n"
"Haec unitas perita est se ultra hostes celeriter movens et omnia Zona "
"Imperii hostium ignorat."
#. [illuminates]: id=illumination
#: data/core/macros/abilities.cfg:140
msgid "illuminates"
msgstr "illustrat"
#. [illuminates]: id=illumination
#: data/core/macros/abilities.cfg:141
msgid "female^illuminates"
msgstr "illustrat"
#. [illuminates]: id=illumination
#: data/core/macros/abilities.cfg:142
#, fuzzy
msgid ""
"This unit illuminates the surrounding area, making lawful units fight "
"better, and chaotic units fight worse.\n"
"\n"
"Any units adjacent to this unit will fight as if it were dusk when it is "
"night, and as if it were day when it is dusk."
msgstr ""
"Illustrat:\n"
"Haec unitas viciniis illustrat, efficiens ut filii lucis melius pugnent et "
"filii tenebrarum peius.\n"
"\n"
"Quisque unitas vicina huic unitati pugnabit noctu sicut vespere et vespere "
"sicut die."
#. [teleport]: id=teleport
#: data/core/macros/abilities.cfg:154
msgid "teleport"
msgstr "praeterit"
#. [teleport]: id=teleport
#: data/core/macros/abilities.cfg:155
msgid "female^teleport"
msgstr "praeterit"
#. [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 ""
"Ianuae Magicae:\n"
"Haec unitas ianuas magicas inter duos pagos amicos aperire potest, utens uno "
"puncto motus."
#. [hides]: id=ambush
#: data/core/macros/abilities.cfg:185
msgid "ambush"
msgstr "insidiae"
#. [hides]: id=ambush
#: data/core/macros/abilities.cfg:186
msgid "female^ambush"
msgstr "insidiae"
#. [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 ""
"Insidiae:\n"
"Unitas haec se in silvis occultare potest et ab hostibus suis invisa manet.\n"
"\n"
"Unitates hostium unitatem hanc non videre aut oppugnare postest, si in "
"silvis est, nisi in loco ordine statim post oppugnationem suam aut si "
"unitates hostium apud unitatum hanc adsunt."
#. [hides]: id=nightstalk
#: data/core/macros/abilities.cfg:204 data/core/macros/abilities.cfg:205
msgid "nightstalk"
msgstr "noctivagus"
#. [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 ""
"Insidiari in Nocte:\n"
"Unitas haec se noctu invisibis fit.\n"
"\n"
"Unitates hostium unitatem hanc noctu non videre aut oppugnare postest, nisi "
"in tractu statim post oppugnationem suam aut si unitates hostium apud "
"unitatum hanc adsunt."
#. [hides]: id=concealment
#: data/core/macros/abilities.cfg:223
msgid "concealment"
msgstr "occultatio"
#. [hides]: id=concealment
#: data/core/macros/abilities.cfg:224
msgid "female^concealment"
msgstr "occultatio"
#. [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 ""
"Demergere:\n"
"Haec unitas se in gurgite occultare potest et invisa ab hostibus suis "
"manere.\n"
"\n"
"Unitates hostium unitatem hanc non videre aut oppugnare postest, si in "
"gurgite est, nisi in tractu statim post oppugnationem eius aut si unitates "
"hostium apud unitatum hanc adsunt."
#. [hides]: id=submerge
#: data/core/macros/abilities.cfg:242
msgid "submerge"
msgstr "demergit"
#. [hides]: id=submerge
#: data/core/macros/abilities.cfg:243
msgid "female^submerge"
msgstr "demergit"
#. [hides]: id=submerge
#: data/core/macros/abilities.cfg:244
#, fuzzy
msgid ""
"This unit can hide in deep water, and remain undetected by its enemies.\n"
"\n"
"Enemy units cannot see this unit while it is in deep water, except if they "
"have units next to it. Any enemy unit that first discovers this unit "
"immediately loses all its remaining movement."
msgstr ""
"Demergere:\n"
"Haec unitas se in gurgite occultare potest et invisa ab hostibus suis "
"manere.\n"
"\n"
"Unitates hostium unitatem hanc non videre aut oppugnare postest, si in "
"gurgite est, nisi in tractu statim post oppugnationem eius aut si unitates "
"hostium apud unitatum hanc adsunt."
#. [dummy]: id=feeding
#: data/core/macros/abilities.cfg:261
msgid "feeding"
msgstr "ingurgitat"
#. [dummy]: id=feeding
#: data/core/macros/abilities.cfg:262
msgid "female^feeding"
msgstr "ingurgitat"
#. [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 "traicit"
#. [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 ""
"In tergum percutere:\n"
"Haec oppugnatio damnum duplice facit, si unitas inimica scopi in latere "
"adverso scopi adest et haec unitas non debilitata est (e.g. petrificata)."
#. [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 "pestilens"
#. [plague]: id=plague({TYPE}), type={TYPE}
#: data/core/macros/abilities.cfg:305
#, fuzzy
msgid ""
"When a unit is killed by a Plague attack, that unit is replaced with a unit "
"on the same side as the unit with the Plague attack. This doesnt work on "
"Undead or units in villages."
msgstr ""
"Pestilentia:\n"
"Cum unitas ab oppugnatione Pestilentiae interficitur, illa unitas ab unitate "
"consimili et ex eadem parte unitatis cum oppugnatione Pestilentiae "
"substituitur."
#. [plague]: id=plague, type=Walking Corpse
#: data/core/macros/abilities.cfg:316
#, fuzzy
msgid ""
"When a unit is killed by a Plague attack, that unit is replaced with a "
"Walking Corpse on the same side as the unit with the Plague attack. This "
"doesnt work on Undead or units in villages."
msgstr ""
"Pestilentia:\n"
"Cum unitas ab oppugnatione Pestilentiae interficitur, illa unitas ab unitate "
"consimili et ex eadem parte unitatis cum oppugnatione Pestilentiae "
"substituitur."
#. [slow]: id=slow
#: data/core/macros/abilities.cfg:326
msgid "slows"
msgstr "tardat"
#. [slow]: id=slow
#: data/core/macros/abilities.cfg:327
#, fuzzy
msgid ""
"This attack slows the target until it ends a turn. Slow halves the damage "
"caused by attacks and the movement cost for a slowed unit is doubled. A unit "
"that is slowed will feature a snail icon in its sidebar information when it "
"is selected."
msgstr ""
"Lentifacere:\n"
"Haec oppugnatio lentifacit scopum usque ad terminum tractu eius. Hoc minuit "
"damnum oppugnationum dimidia parte et unitates lentifactae se movent cum "
"celeritate dimidia (si adest fractio numero superiori utitur)."
#. [petrifies]: id=petrifies
#: data/core/macros/abilities.cfg:336
msgid "petrifies"
msgstr "defigit"
#. [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 ""
"Petrificare:\n"
"Haec oppugnatio petrificavit scopum. Unitates quae in saxum mutantur neque "
"movere neque oppugnare possunt."
#. [chance_to_hit]: id=marksman
#: data/core/macros/abilities.cfg:346
msgid "marksman"
msgstr "perspicax"
#. [chance_to_hit]: id=marksman
#: data/core/macros/abilities.cfg:347
#, fuzzy
msgid ""
"When used offensively, this attack always has at least a 60% chance to hit."
msgstr ""
"Peritus arcus:\n"
"Si uteris huic oppugnationi in offensione, habet semper probabilitatem "
"saltem LX pro centum feriendi."
#. [swarm]: id=swarm
#: data/core/macros/abilities.cfg:371
msgid "swarm"
msgstr "fervet"
#. [swarm]: id=swarm
#: data/core/macros/abilities.cfg:372
#, fuzzy
msgid ""
"The number of strikes of this attack decreases when the unit is wounded. The "
"number of strikes is proportional to the percentage of its of maximum HP the "
"unit has. For example a unit with 3/4 of its maximum HP will get 3/4 of the "
"number of strikes."
msgstr ""
"Examen:\n"
"Numerus oppugnationum modi huius oppugnationis minuit cum vulneratur unitas. "
"Numerus oppugnationum pro rata parte est fractionis SP ex maximis. Exempli "
"gratia, unitas quae tres partes SP possidit tres partes oppugnationes "
"accipiet."
#. [damage]: id=charge
#: data/core/macros/abilities.cfg:381
msgid "charge"
msgstr "incurrit"
#. [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 ""
"Incurrere:\n"
"Haec oppugnatio damnum duplice facit scopo. Atque efficit ut haec unitas "
"damnum duplice ex oppugnatione scopi in vicem accipiat."
#. [drains]: id=drains
#: data/core/macros/abilities.cfg:394
msgid "drains"
msgstr "exhaurit"
#. [drains]: id=drains
#: data/core/macros/abilities.cfg:395
#, fuzzy
msgid ""
"This unit drains health from living units, healing itself for half the "
"amount of damage it deals (rounded down)."
msgstr ""
"Exhaurire:\n"
"Haec unitas salutem ex unitatibus vivis exhaurit, se sanans dimidiam partem "
"damni inflecti (ignorans fractiones)."
#. [poison]: id=poison
#: data/core/macros/abilities.cfg:414
msgid "poison"
msgstr "venenat"
#. [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 ""
"Venenum:\n"
"Haec oppugnatio scopum veneno necat. Unitates venenatae VIII PS quoque "
"tractu amittunt donec sanantur aut ad I PS rediguntur."
#. [advancement]: id=amla_default
#: data/core/macros/amla.cfg:10
msgid "Max HP bonus +3, Max XP +20%"
msgstr "Max bonum PS +III, Max PU +XX%"
#. [time]: id=midday
#. [time]: id=midday_hour
#: data/core/macros/schedules.cfg:35 data/core/macros/schedules.cfg:329
msgid "Midday"
msgstr "Meridies"
# NB: these translations are utterly different from how the Romans counted the hours
#. [time]: id=midnight
#. [time]: id=midnight_hour
#: data/core/macros/schedules.cfg:77 data/core/macros/schedules.cfg:191
msgid "Midnight"
msgstr "Media Nox"
#. [time]: id=indoors
#: data/core/macros/schedules.cfg:101
msgid "Indoors"
msgstr "Intro"
#. [time]: id=deep_underground
#: data/core/macros/schedules.cfg:121
msgid "Deep Underground"
msgstr "Subterraneus Infernus"
#. [time]: id=second_watch_hour1
#: data/core/macros/schedules.cfg:203
msgid "Second Watch — First Hour"
msgstr "Secunda Vigilia — Prima Hora"
#. [time]: id=second_watch_hour2
#: data/core/macros/schedules.cfg:215
msgid "Second Watch — Second Hour"
msgstr "Secunda Vigilia — Secunda Hora"
#. [time]: id=second_watch_hour3
#: data/core/macros/schedules.cfg:227
msgid "Second Watch — Third Hour"
msgstr "Secunda Vigilia — Tertia Hora"
#. [time]: id=second_watch_hour4
#: data/core/macros/schedules.cfg:239
msgid "Second Watch — Fourth Hour"
msgstr "Secunda Vigilia — Tertia Hora"
#. [time]: id=second_watch_hour5
#: data/core/macros/schedules.cfg:251
msgid "Second Watch — Fifth Hour"
msgstr "Secunda Vigilia — Quinta Hora"
#. [time]: id=second_watch_hour6
#: data/core/macros/schedules.cfg:263
msgid "Second Watch — Sixth Hour"
msgstr "Secunda Vigilia — Sexta Hora"
#. [time]: id=morning_hour1
#: data/core/macros/schedules.cfg:287
msgid "Morning — First Hour"
msgstr "Ante Meridiem — Prima Hora"
#. [time]: id=morning_hour2
#: data/core/macros/schedules.cfg:299
msgid "Morning — Second Hour"
msgstr "Ante Meridiem — Secunda Hora"
#. [time]: id=morning_hour3
#: data/core/macros/schedules.cfg:311
msgid "Morning — Third Hour"
msgstr "Ante Meridiem — Tertia Hora"
#. [time]: id=morning_hour4
#: data/core/macros/schedules.cfg:320
msgid "Morning — Fourth Hour"
msgstr "Ante Meridiem — Quarta Hora"
#. [time]: id=afternoon_hour1
#: data/core/macros/schedules.cfg:338
msgid "Afternoon — First Hour"
msgstr "Post Meridiem — Prima Hora"
#. [time]: id=afternoon_hour2
#: data/core/macros/schedules.cfg:347
msgid "Afternoon — Second Hour"
msgstr "Post Meridiem — Secunda Hora"
#. [time]: id=afternoon_hour3
#: data/core/macros/schedules.cfg:356
msgid "Afternoon — Third Hour"
msgstr "Post Meridiem —Tertia Hora"
#. [time]: id=afternoon_hour4
#: data/core/macros/schedules.cfg:365
msgid "Afternoon — Fourth Hour"
msgstr "Post Meridiem — Quarta Hora"
#. [time]: id=afternoon_hour5
#: data/core/macros/schedules.cfg:374
msgid "Afternoon — Fifth Hour"
msgstr "Post Meridiem — Quinta Hora"
#. [time]: id=afternoon_hour6
#: data/core/macros/schedules.cfg:385
msgid "Afternoon — Sixth Hour"
msgstr "Post Meridiem — Sexta Hora"
#. [time]: id=first_watch_hour1
#: data/core/macros/schedules.cfg:408
msgid "First Watch — First Hour"
msgstr "Prima Vigilia — Prima Hora"
#. [time]: id=first_watch_hour2
#: data/core/macros/schedules.cfg:420
msgid "First Watch — Second Hour"
msgstr "Prima Vigilia — Secunda Hora"
#. [time]: id=first_watch_hour3
#: data/core/macros/schedules.cfg:432
msgid "First Watch — Third Hour"
msgstr "Prima Vigilia — Tertia Hora"
#. [time]: id=first_watch_hour4
#: data/core/macros/schedules.cfg:444
msgid "First Watch — Fourth Hour"
msgstr "Prima Vigilia — Quarta Hora"
#. [time]: id=dawn1
#: data/core/macros/schedules.cfg:498
#, fuzzy
#| msgid "First Watch"
msgid "First Dawn"
msgstr "Vigilia Prima"
#. [time]: id=dawn2
#: data/core/macros/schedules.cfg:509
#, fuzzy
#| msgid "Second Watch"
msgid "Second Dawn"
msgstr "Vigilia Secunda"
#. [time]: id=morning1
#: data/core/macros/schedules.cfg:520
#, fuzzy
#| msgid "Morning"
msgid "First Morning"
msgstr "Ante Meridiem"
#. [time]: id=morning2
#: data/core/macros/schedules.cfg:532
#, fuzzy
#| msgid "Morning"
msgid "Second Morning"
msgstr "Ante Meridiem"
#. [time]: id=midday1
#: data/core/macros/schedules.cfg:544
#, fuzzy
#| msgid "Midday"
msgid "First Midday"
msgstr "Meridies"
#. [time]: id=midday2
#: data/core/macros/schedules.cfg:556
#, fuzzy
#| msgid "Second Watch"
msgid "Second Midday"
msgstr "Vigilia Secunda"
#. [time]: id=afternoon1
#: data/core/macros/schedules.cfg:568
#, fuzzy
#| msgid "Afternoon"
msgid "First Afternoon"
msgstr "Post Meridiem"
#. [time]: id=afternoon2
#: data/core/macros/schedules.cfg:580
#, fuzzy
#| msgid "Afternoon"
msgid "Second Afternoon"
msgstr "Post Meridiem"
#. [time]: id=dusk1
#: data/core/macros/schedules.cfg:592
#, fuzzy
#| msgid "first strike"
msgid "First Dusk"
msgstr "primus ictus"
#. [time]: id=dusk2
#: data/core/macros/schedules.cfg:603
#, fuzzy
#| msgid "Second Watch"
msgid "Second Dusk"
msgstr "Vigilia Secunda"
#. [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"
"Nota bene: "
#: data/core/macros/special-notes.cfg:8
#, fuzzy
msgid ""
" Spirits have very unusual resistances to damage, and move quite slowly over "
"open water."
msgstr ""
" Spiritus repugnantia insolita a damno habent et admodum lente se movent "
"super aquas."
#: data/core/macros/special-notes.cfg:11
#, fuzzy
msgid ""
" This units arcane attack deals tremendous damage to magical creatures, and "
"even some to mundane creatures."
msgstr ""
" Oppugnatio sancta huius unitatis damnum vastum infligit in inmortuis, etiam "
"nonnulli vivis."
#: data/core/macros/special-notes.cfg:14
msgid " This unit is capable of basic healing."
msgstr " Hic actor sanationem mediocrem potest."
#: data/core/macros/special-notes.cfg:17
msgid " This unit is capable of rapid healing."
msgstr " Hic actor sanationem celerem potest."
#: data/core/macros/special-notes.cfg:20
msgid ""
" This unit is capable of healing those around it, and curing them of poison."
msgstr " Hic actor vicinos sanare potest et venenum purgare."
#: data/core/macros/special-notes.cfg:23
msgid ""
" This unit is capable of neutralizing the effects of poison in units around "
"it."
msgstr " Hic actor venenum vicinorum supprimere."
#: data/core/macros/special-notes.cfg:26
#, fuzzy
msgid ""
" This unit regenerates, which allows it to heal as though always stationed "
"in a village."
msgstr " Haec unitas regenerat et semper se curat ut in villa."
#: data/core/macros/special-notes.cfg:29
#, fuzzy
msgid ""
" The steadiness of this unit reduces damage from some attacks, but only "
"while defending."
msgstr ""
" Constantia huius unitatis damnum a nonnullis oppugnationibus minut, sed "
"tantum in defensu."
#: data/core/macros/special-notes.cfg:32
#, fuzzy
msgid ""
" The leadership of this unit enables adjacent units of the same side to deal "
"more damage in combat, though this only applies to units of lower level."
msgstr ""
" Ob ductu huius unitatis oppugnationes unitatum vicinorum maiorem damnum "
"infligere possunt, sed tantum si sunt ex gradu inferiore."
#: data/core/macros/special-notes.cfg:35
#, fuzzy
msgid ""
" This units skill at skirmishing allows it to ignore enemies zones of "
"control and thus move unhindered around them."
msgstr ""
" Peritiae ut excursor huius unitatis se permitit ignorare zona imperii "
"hostium et ergo inimpedita circum eos se movere."
#: data/core/macros/special-notes.cfg:38
#, fuzzy
msgid " Illumination increases the lighting level in adjacent areas."
msgstr " Illustratio augeat lucem in hexagonis vicinis."
#: 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 ""
"Ianuae Magicae:\n"
"Haec unitas ianuas magicas inter duos pagos amicos aperire potest, utens uno "
"puncto motus."
#: data/core/macros/special-notes.cfg:44
#, fuzzy
msgid ""
" In woodlands, this units ambush skill renders it invisible to enemies "
"unless it is immediately adjacent or has revealed itself by attacking."
msgstr ""
" In silvis, peritiae huius unitatis insidiarum eam facit inivisibilem a "
"hostiis, nisi vicina est inimico aut in hoc tractu oppugnavit."
#: data/core/macros/special-notes.cfg:47
#, fuzzy
msgid " This unit is able to hide at night, leaving no trace of its presence."
msgstr ""
" Haec unitas noctu se occultare potest, relinquans vestigium nullum "
"praesentiae."
#: 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
#, fuzzy
msgid ""
" This unit can move unseen in deep water, requiring no air from the surface."
msgstr ""
" Haec unitas in gurgite invisibiliter se movere potest, quia non eget aera a "
"superficie."
#: 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
#, fuzzy
msgid ""
" Whenever its berserk attack is used, this unit continues to push the attack "
"until either it or its enemy lies dead."
msgstr ""
" Cum oppugnatione saeva utitur, haec unitas pugnat usque ad mortem sui vel "
"hostis."
#: 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 ""
" Si quis ex sociis inimicum distrahit, haec unitas in tergum percutere "
"potest damnum duplice infligens, quia post inimicum repere potest."
#: data/core/macros/special-notes.cfg:65
#, fuzzy
msgid ""
" Foes who lose their life to the plague will rise again in unlife, unless "
"they are standing on a village."
msgstr " Inimicos qui a pestilenitia mortui erunt inmortui surgent."
#: data/core/macros/special-notes.cfg:68
#, fuzzy
msgid ""
" This unit is able to slow its enemies, halving their movement speed and "
"attack damage until they end a turn."
msgstr ""
" Haec oppugnatio inimicos lentificare potest. Hoc minuit motum dimidia parte "
"atque damnum oppugnationum."
#: data/core/macros/special-notes.cfg:71
#, fuzzy
msgid ""
" The ability to turn the living to stone makes this unit extremely dangerous."
msgstr ""
" Quia vivos in saxa convertere potest, haec unitas valde periculosa est."
#: data/core/macros/special-notes.cfg:74
#, fuzzy
msgid ""
" This units marksmanship gives it a high chance of hitting targeted "
"enemies, but only on the attack."
msgstr ""
" Peritiae arcus huius unitatis probabilitatem bonam ei dat scopos ferendi, "
"sed tantum in oppugnatione, non in defensu."
#: data/core/macros/special-notes.cfg:77
#, fuzzy
msgid ""
" This unit has magical attacks, which always have a high chance of hitting "
"an opponent."
msgstr ""
" Oppugnationes a procul huius unitatis magicae sunt et semper probabilitatem "
"bonam habent ferendi adversarios."
#: data/core/macros/special-notes.cfg:80
#, fuzzy
msgid ""
" The swarming attacks of this unit become less deadly whenever its members "
"are wounded."
msgstr ""
"Oppugnationes examinis huius unitatis minus funestae fiunt si socii examinis "
"feriuntur."
#: data/core/macros/special-notes.cfg:83
#, fuzzy
msgid ""
" Using a charging attack doubles both damage dealt and received; this does "
"not affect defensive retaliation."
msgstr ""
" Oppugnatio incurrens infligit damnum duplice et fit ut damnum receptum "
"duplice fiet. Hoc non accedit in ulscicione defensu."
#: data/core/macros/special-notes.cfg:86
#, fuzzy
msgid ""
" During battle, this unit can drain life from victims to renew its own "
"health."
msgstr ""
"In proelio haec unitas vitam ex victimis exhaurire potest ut salutem "
"propriam renovet."
#: data/core/macros/special-notes.cfg:89
#, fuzzy
msgid ""
" The length of this units weapon allows it to strike first in melee, even "
"in defense."
msgstr ""
"Longitudo teli huius unitatis permittit ut primus pulset in concursu, etiam "
"in defensu."
#: data/core/macros/special-notes.cfg:92
#, fuzzy
msgid ""
" The victims of this units poison will continually take damage until they "
"can be cured in town or by a unit which cures."
msgstr ""
"Victimae veneni huius unitatis damnum perpetuo damnum patientur usque in "
"pago aut a sanatore curantur."
#: 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 "fidelis"
#. [trait]: id=loyal
#: data/core/macros/traits.cfg:9
msgid "female^loyal"
msgstr "fidelis"
#. [trait]: id=loyal
#: data/core/macros/traits.cfg:10
msgid "Zero upkeep"
msgstr "Nullum impendium"
#. [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"
"In stipendiis unitates quaedam ad milites lusoris libere se coniungere "
"constiuunt. Haec unitates habent lineamentum 'Fidelis'. Etsi pretium "
"solvendum esse potest ut revoces eos, numquam solvent impensas. Ergo "
"pretiosae sunt in stipendiis longis, ubi copiae auri parvae sunt. Unitates "
"conscriptae numquam hoc lineamentum numquam recipiunt, ergo insipiens est "
"tales unitates dimittere aut in mortem stultem mittere."
#. [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 ""
"Unitates Fideles non solvunt impensam. Plurimae unitates impensa aequale "
"gradu suo in fine omnis tractus solvere debent. Unitates Fideles hoc pretium "
"non subeunt."
#. [trait]: id=undead
#: data/core/macros/traits.cfg:25
msgid "undead"
msgstr "immortuus"
#. [trait]: id=undead
#: data/core/macros/traits.cfg:26
msgid "female^undead"
msgstr "immortua"
#. [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 "Ab hauriendo et veneno et peste incolumis"
#. [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"
"Unitates inmortuae habent fere lineamentum unicum 'Inmortuum'. Quoniam "
"unitates inmortuae corpora mortuorum sunt, excitatae ut iterum pugnent, "
"venenum effectum nullum in eis habet. Hoc eas facit utiles in proelio contra "
"hostes qui veneno in oppugnatione utuntur."
#. [trait]: id=undead
#: data/core/macros/traits.cfg:28
#, fuzzy
msgid ""
"<italic>text='Undead'</italic> units are immune to poison, drain, and plague."
msgstr "Unitates Inmortuae immunes sunt contra venenum."
#. [trait]: id=mechanical
#: data/core/macros/traits.cfg:51
msgid "mechanical"
msgstr "machina"
#. [trait]: id=mechanical
#: data/core/macros/traits.cfg:52
msgid "female^mechanical"
msgstr "machina"
#. [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 "Unitates Inmortuae immunes sunt contra venenum."
#. [trait]: id=elemental
#: data/core/macros/traits.cfg:77
msgid "elemental"
msgstr "elementum"
#. [trait]: id=elemental
#: data/core/macros/traits.cfg:78
msgid "female^elemental"
msgstr "elementum"
#. [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 "Unitates Inmortuae immunes sunt contra venenum."
#. [trait]: id=strong
#: data/core/macros/traits.cfg:102
msgid "strong"
msgstr "validus"
#. [trait]: id=strong
#: data/core/macros/traits.cfg:103
msgid "female^strong"
msgstr "valida"
#. [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"
"Quamquam utile est omni unitati concursus, Fortis lineamentum validissimum "
"est unitatibus quae numerum elevatum oppugnationum, sicut Pugnatori "
"Dryadali. Unitates fortes valde utiles sunt cum aliquantulum damni necesse "
"est ut efficiatur ex ictu nocenti ictus occidens."
#. [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 ""
"Unitates fortes I punctum plus damni efficiunt cuique oppugnationi felici in "
"concursu, et I PS adiunctum habent."
#. [trait]: id=dextrous
#: data/core/macros/traits.cfg:123
msgid "dextrous"
msgstr "sollers"
#. [trait]: id=dextrous
#: data/core/macros/traits.cfg:124
msgid "female^dextrous"
msgstr "sollers"
#. [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"
"Sollers est lineamentum quod Dryadales soli possidunt. Populus Dryadalis "
"propter leporem insolitum et facilitatem magnam cum arcu cognoscitur. "
"Nonnullis tamen ingenia naturalia dantur quae fratrum excedunt. Hi dryadales "
"punctum adiunctum omni saggita efficiunt."
#. [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 ""
"Unitates sollertes I punctum damni adiunctum faciunt omni ictu felici a "
"procul."
#. [trait]: id=quick
#: data/core/macros/traits.cfg:140
msgid "quick"
msgstr "celer"
#. [trait]: id=quick
#: data/core/macros/traits.cfg:141
msgid "female^quick"
msgstr "celer"
#. [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"
"Celer est lineamentum maxime conspicuum, maxime in unitatibus lentioribus ut "
"Troglodytis et Peditius Armatis. Unitates cum lineamento Celer saepe "
"mobilitatem amplificatam in agro aspro, qui tibi interest considerare cum "
"milites tuos disponas. Unitates Celeres etiam minus duras sunt quam unitates "
"quae hoc lineamento carent, ergo minus bonae sunt positiones repugnatas "
"tenendo."
#. [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 ""
"Unitates celeres habent I punctum adiunctum motus, sed minus X pro cento PS "
"quam solita."
#. [trait]: id=intelligent
#: data/core/macros/traits.cfg:160
msgid "intelligent"
msgstr "doctus"
#. [trait]: id=intelligent
#: data/core/macros/traits.cfg:161
msgid "female^intelligent"
msgstr "docta"
#. [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"
"Unitates argutae valde utiles sunt in initio stipendii qui promoveri ad "
"gradus superiores celerius possunt. Posthac in stipendiis 'Argutus' minus "
"utilis est quia Promotio Post Maximum Gradum (PPMG) mutatio minus "
"significans est quam gradu promotio. Si multas unitates ex 'gradu maximo' "
"habes, fortasse velis unitates revocare qui meliora lineamenta possident."
#. [trait]: id=intelligent
#: data/core/macros/traits.cfg:162
#, fuzzy
msgid "Intelligent units require 20% less experience than usual to advance."
msgstr ""
"Unitates argutae egent XX pro cento minus experientiae quam solita est ut "
"promoveantur."
#. [trait]: id=resilient
#: data/core/macros/traits.cfg:176
msgid "resilient"
msgstr "robustus"
#. [trait]: id=resilient
#: data/core/macros/traits.cfg:177
msgid "female^resilient"
msgstr "robusta"
#. [trait]: id=resilient
#: data/core/macros/traits.cfg:178
#, fuzzy
msgid ""
"\n"
"\n"
"Resilient units can be useful at all stages of a campaign, and this is a "
"useful trait for all units. Resilient is often most helpful as a trait when "
"it occurs in a unit that has some combination of low hitpoints, good "
"defense, or high resistances. Resilient units are especially useful for "
"holding strategic positions against opponents."
msgstr ""
"\n"
"\n"
"Unitates molles in omnibus campis stipendii utiles esse possunt, et hoc "
"lineamentum utile est omni unitati. Mollis saepe maxime iuvat cum in unitati "
"possidens combinationem quendam paucorum punctorum salutis, defensum fortem "
"aut repugnantias altas. Unitates molles praesertim utiles sunt tenendo loca "
"idonea contra hostes."
#. [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 "Unitates molles decem pro cento et tres PS plures quam solita habent."
#. [trait]: id=healthy
#: data/core/macros/traits.cfg:197
msgid "healthy"
msgstr "sanus"
#. [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 "Semper quiescens sanatur"
#. [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 "intrepidus"
#. [trait]: id=fearless
#: data/core/macros/traits.cfg:223 data/core/macros/traits.cfg:240
msgid "female^fearless"
msgstr "intrepida"
#. [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 "Aeque in hora adversa diei/noctis pugnat. "
#. [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
msgid "feral"
msgstr "ferus"
#. [trait]: id=feral
#: data/core/macros/traits.cfg:256
msgid "female^feral"
msgstr "fera"
#. [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 "infirmus"
#. [trait]: id=weak
#: data/core/macros/traits.cfg:275
msgid "female^weak"
msgstr "infirma"
#. [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 "Unitates Inmortuae immunes sunt contra venenum."
#. [trait]: id=slow
#: data/core/macros/traits.cfg:293
msgid "slow"
msgstr "lentus"
#. [trait]: id=slow
#: data/core/macros/traits.cfg:294
msgid "female^slow"
msgstr "lenta"
#. [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 ""
"Unitates celeres habent I punctum adiunctum motus, sed minus X pro cento PS "
"quam solita."
#. [trait]: id=dim
#: data/core/macros/traits.cfg:313
msgid "dim"
msgstr "hebes"
#. [trait]: id=dim
#: data/core/macros/traits.cfg:314
msgid "female^dim"
msgstr "hebes"
#. [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
msgid "aged"
msgstr "senilis"
#. [trait]: id=aged
#: data/core/macros/traits.cfg:330
msgid "female^aged"
msgstr "senilis"
#. [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 "Vespertilio"
#. [race]: id=bats
#: data/core/units.cfg:44
msgid "race+female^Bat"
msgstr "Vespertilio"
#. [race]: id=bats
#: data/core/units.cfg:45
msgid "race^Bats"
msgstr "Vespertiliones"
#. [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 "Draculus"
#. [race]: id=drake
#: data/core/units.cfg:56
msgid "race+female^Drake"
msgstr "Dracula"
#. [race]: id=drake
#: data/core/units.cfg:57
msgid "race^Drakes"
msgstr "Draculi"
#. [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 "Pumilio"
#. [race]: id=dwarf
#: data/core/units.cfg:92
msgid "race+female^Dwarf"
msgstr "Pumilio"
#. [race]: id=dwarf
#: data/core/units.cfg:93
msgid "race^Dwarves"
msgstr "Pumiliones"
#. [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 "Dryadalis"
#. [race]: id=elf
#: data/core/units.cfg:112
msgid "race+female^Elf"
msgstr "Dryadalis"
#. [race]: id=elf
#: data/core/units.cfg:113
msgid "race^Elves"
msgstr "Dryadales"
#. [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 "Mulier"
#. [race]: id=falcon, description=
#: data/core/units.cfg:134
#, fuzzy
#| msgid "race^Humans"
msgid "race^Falcons"
msgstr "Homines"
#. [race]: id=goblin
#: data/core/units.cfg:145
msgid "race^Goblin"
msgstr "Orculis"
#. [race]: id=goblin
#: data/core/units.cfg:146
msgid "race+female^Goblin"
msgstr "Orculis"
#. [race]: id=goblin
#: data/core/units.cfg:147
msgid "race^Goblins"
msgstr "Orcules"
#. [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 "Gryps"
#. [race]: id=gryphon
#: data/core/units.cfg:164
msgid "race+female^Gryphon"
msgstr "Gryps"
#. [race]: id=gryphon
#: data/core/units.cfg:165
msgid "race^Gryphons"
msgstr "Grypes"
#. [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 "Mulier"
#. [race]: id=human
#: data/core/units.cfg:186
msgid "race^Humans"
msgstr "Homines"
#. [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 "Mulier"
#. [race]: id=khalifate
#: data/core/units.cfg:205
#, fuzzy
#| msgid "race+plural^Mechanical"
msgid "race+plural^Khalifate"
msgstr "Machinae"
#. [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 "Lacerta"
#. [race]: id=lizard, description=
#: data/core/units.cfg:218
msgid "race+female^Saurian"
msgstr "Lacerta"
#. [race]: id=lizard, description=
#: data/core/units.cfg:219
msgid "race^Saurians"
msgstr "Lacertae"
#. [race]: id=mechanical
#: data/core/units.cfg:229
msgid "race^Mechanical"
msgstr "Machina"
#. [race]: id=mechanical
#: data/core/units.cfg:230
msgid "race+plural^Mechanical"
msgstr "Machinae"
#. [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 "Nereid"
#. [race]: id=merman
#: data/core/units.cfg:241
msgid "race^Mermaid"
msgstr "Nereia"
#. [race]: id=merman
#: data/core/units.cfg:242
msgid "race^Mermen"
msgstr "Nereides"
#. [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 "Belua"
#. [race]: id=monster
#: data/core/units.cfg:253
msgid "race+female^Monster"
msgstr "Belua"
#. [race]: id=monster
#: data/core/units.cfg:254
msgid "race^Monsters"
msgstr "Beluae"
#. [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 "Hydradis"
#. [race]: id=naga
#: data/core/units.cfg:263
msgid "race^Nagini"
msgstr "Hydrada"
#. [race]: id=naga
#: data/core/units.cfg:264
msgid "race^Nagas"
msgstr "Hydrades"
#. [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 "Semihomo"
#. [race]: id=ogre
#: data/core/units.cfg:274
msgid "race+female^Ogre"
msgstr "Semimulier"
#. [race]: id=ogre
#: data/core/units.cfg:275
msgid "race^Ogres"
msgstr "Semihomines"
#. [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 "Orx"
#. [race]: id=orc
#: data/core/units.cfg:285
msgid "race+female^Orc"
msgstr "Orx"
#. [race]: id=orc
#: data/core/units.cfg:286
msgid "race^Orcs"
msgstr "Orces"
#. [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 "Troglodyta"
#. [race]: id=troll
#: data/core/units.cfg:304
msgid "race+female^Troll"
msgstr "Troglodyta"
#. [race]: id=troll
#: data/core/units.cfg:305
msgid "race^Trolls"
msgstr "Troglodytae"
#. [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 "Immortuum"
#. [race]: id=undead
#: data/core/units.cfg:327
msgid "race+female^Undead"
msgstr "Immortua"
#. [race]: id=undead
#: data/core/units.cfg:328
msgid "race+plural^Undead"
msgstr "Immortua"
#. [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 "Lupus"
#. [race]: id=wolf, description=
#: data/core/units.cfg:343
msgid "race+female^Wolf"
msgstr "Lupa"
#. [race]: id=wolf, description=
#: data/core/units.cfg:344
msgid "race^Wolves"
msgstr "Lupi"
#. [race]: id=wose
#: data/core/units.cfg:354
msgid "race^Wose"
msgstr "Vidanum"
#. [race]: id=wose
#: data/core/units.cfg:355
msgid "race^Woses"
msgstr "Vidana"
#. [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 "+I fin PS"
#: src/help/help.cpp:182
msgid "Close"
msgstr "Claudere"
#: src/help/help.cpp:185
msgid "The Battle for Wesnoth Help"
msgstr "Auxilium Proelio pro Vesnote"
#: src/help/help.cpp:240
#, fuzzy
msgid "Parse error when parsing help text: "
msgstr "Mendum traductionis in tradendo textum adiutorii: "
#~ msgid "female^nightstalk"
#~ msgstr "noctivaga"
#, fuzzy
#~ msgid ""
#~ "When a unit is killed by a Plague attack, that unit is replaced with a "
#~ "unit identical to and on the same side as the unit with the Plague "
#~ "attack. This doesnt work on Undead or units in villages."
#~ msgstr ""
#~ "Pestilentia:\n"
#~ "Cum unitas ab oppugnatione Pestilentiae interficitur, illa unitas ab "
#~ "unitate consimili et ex eadem parte unitatis cum oppugnatione "
#~ "Pestilentiae substituitur."
#~ msgid "Intelligent"
#~ msgstr "Doctus"
#~ msgid "Quick"
#~ msgstr "Celer"
#~ msgid "Resilient"
#~ msgstr "Robustus"
#~ msgid "Strong"
#~ msgstr "Validus"
#~ msgid "Fearless"
#~ msgstr "Intrepidus"
#~ msgid "Feral"
#~ msgstr "Ferus"
#~ msgid "Loyal"
#~ msgstr "Fidelis"
#~ msgid "trait^Undead"
#~ msgstr "Immortuus"
#~ msgid "trait^Mechanical"
#~ msgstr "Machina"
#~ msgid "trait^Elemental"
#~ msgstr "Elementum"
#~ msgid "Dextrous"
#~ msgstr "Sollers"
#~ msgid "Healthy"
#~ msgstr "Sanus"
#~ msgid "Dim"
#~ msgstr "Hebes"
#~ msgid "Slow"
#~ msgstr "Lentus"
#~ msgid "Weak"
#~ msgstr "Infirmus"
#~ msgid "trait^Aged"
#~ msgstr "Senilis"
#, fuzzy
#~ msgid ""
#~ "In combat, your units will inevitably take damage. When a unit "
#~ "<ref>dst='advancement' text='advances'</ref>, it will heal fully. This "
#~ "can happen as you finish fighting an enemy, whether it is your turn or "
#~ "not. Wesnoth offers several other ways for your units to heal, all of "
#~ "which take place at the beginning of your turn, before you take action."
#~ msgstr ""
#~ "In certamine unitates tuae necessariae damnatae erunt. Cum unitas "
#~ "<ref>dst=experience_and_advancement text=promovitur</ref>, plene "
#~ "medebitur. Hoc accedere potest in fine certaminis contra hostium, sive "
#~ "tractus tuus est sive non. Vesnotes nonnullas alias vias restaurationis "
#~ "salutis unitatum praebet, omnes in initio tractus tui occurrunt, "
#~ "priusquam egeris."
#~ msgid "Factions"
#~ msgstr "Factiones"
#~ msgid "Overview"
#~ msgstr "Summa"
#~ msgid "Fundamentals of Gameplay"
#~ msgstr "Elementa Artis Ludi"
#, 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"
#~ "Ad iniciandum optimum est cliccare super bullam <italic>text=Schola</"
#~ "italic> in elencho principali. Hoc te fert ad scholam interactivam, ubi "
#~ "res basicas Occidiseptentrionis disceris. Posthac commendatus es ludere "
#~ "primum stipendium Heres Throni - clicca <italic>text=Stipendium</italic> "
#~ "deinde <italic>text='Heres Throni'</italic>. Quoniam Proelium pro Vesnote "
#~ "valde arduum esse potest, fortasse in modo <italic>text=Facilis</italic> "
#~ "incipere velis."
#, 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 ""
#~ "Haec pagina omnia summatim describit quae sapere necesse est ut Proelium "
#~ "pro Vesnote lusas. Includit quomodo lusas et scientias machinales post "
#~ "lusum. Dum ludis, informatio nova adduntur in paginas has, cum novos "
#~ "aspectos lusus invenias. Ut exceptiones et condiciones speciales videas, "
#~ "sis sequere ligamina inclusa."
#, 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"
#~ "Stipendia ex multitudine missionum constant, alter alterum sequens, "
#~ "historiam narrantes. In stipendio neccesse est saepe cautius ludere, "
#~ "servans milites optimos ad utendum in missionibus posterioribus stipendii."
#, 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 ""
#~ "Ludus accidit in serie proeliorum, quae missiones dicuntur. Omnis missio "
#~ "milites tuos contra milites unius pluriumve adversariorum mittit. Potest "
#~ "contra computatrum ludere, aut cum amicis qui tempora in sella prae "
#~ "computatro mutant (lusus sellae calidae). Si computatrum tuum ad rete "
#~ "locale coniungitur, etiam potes contra alias personas in reti ludere. Se "
#~ "connectionem ad Interrete habes, contra alias personas in Interreti "
#~ "ludere potes."
#~ msgid "Experience and Advancement"
#~ msgstr "Usus et Producere"
#~ msgid "Help"
#~ msgstr "Auxilium"
#~ msgid "<header>text='Units having this special attack'</header>"
#~ msgstr "<header>text='Actores huius ictus praecipui'</header>"
#~ msgid "<header>text='Units having this ability'</header>"
#~ msgstr "<header>text='Actores huius facultatis'</header>"
#~ msgid "Leaders:"
#~ msgstr "Duces:"
#~ msgid "Recruits:"
#~ msgstr "Tirones:"
#~ msgid "Era:"
#~ msgstr "Aetas:"
#~ msgid "Factions:"
#~ msgstr "Factiones:"
#~ msgid "Factions are only used in multiplayer"
#~ msgstr "Modo potest ut factiones cum pluribus lusoribus utantur"
#, fuzzy
#~| msgid "Terrain"
#~ msgid "Base Terrain: "
#~ msgstr "Terra"
#~ msgid "level"
#~ msgstr "ordo"
#~ msgid "Advances from: "
#~ msgstr "Producitur a: "
#~ msgid "Base unit: "
#~ msgstr "Actor communis: "
#, fuzzy
#~| msgid "Base unit: "
#~ msgid "Base units: "
#~ msgstr "Actor communis: "
#~ msgid "Variations: "
#~ msgstr "Variationes: "
#~ msgid "race^Miscellaneous"
#~ msgstr "Alia"
#~ msgid "Race: "
#~ msgstr "Stirps: "
#~ msgid "Abilities: "
#~ msgstr "Facultates: "
#~ msgid "Ability Upgrades: "
#~ msgstr "Praemia Producendi: "
#~ msgid "HP: "
#~ msgstr "PS: "
#~ msgid "Moves: "
#~ msgstr "Motus: "
#~ msgid "Vision: "
#~ msgstr "Visio: "
#~ msgid "Cost: "
#~ msgstr "Pretium: "
#~ msgid "Alignment: "
#~ msgstr "Pars: "
#~ msgid "Required XP: "
#~ msgstr "PU Necessaria: "
#~ msgid "unit help^Attacks"
#~ msgstr "Impetus"
#~ msgid "unit help^Name"
#~ msgstr "Nomen"
#~ msgid "Type"
#~ msgstr "Species"
#~ msgid "Strikes"
#~ msgstr "Ictus"
#~ msgid "Range"
#~ msgstr "Iactus"
#~ msgid "Special"
#~ msgstr "Praecipuum"
#~ msgid "Resistances"
#~ msgstr "Firmitas"
#~ msgid "Attack Type"
#~ msgstr "Modus Pugnandi"
#~ msgid "Resistance"
#~ msgstr "Firmitas"
#~ msgid "Terrain"
#~ msgstr "Terra"
#~ msgid "Defense"
#~ msgstr "Defensio"
#~ msgid "Movement Cost"
#~ msgstr "Pretium Motus"
#~ msgid "Vision Cost"
#~ msgstr "Sumptus Visionis"
#~ msgid " < Back"
#~ msgstr " < Retro"
#~ msgid "Forward >"
#~ msgstr "Prorsus >"
#, fuzzy
#~ msgid "Reference to unknown topic: "
#~ msgstr "Referentia ad locum ignotum: "
#~ msgid "Caste"
#~ msgstr "Ordo"
#~ msgid "Aerie"
#~ msgstr "Nidus"
#~ msgid "Breeding Pen"
#~ msgstr "Cohors Feturae"
#~ msgid "Breeding Cycle"
#~ msgstr "Circumitus Feturae"
#~ msgid "World Ocean"
#~ msgstr "Oceanus Orbis"
#~ msgid "New Continent"
#~ msgstr "Continens Novus"
#~ msgid "Abyss"
#~ msgstr "Abyssus"
#~ msgid "Spiral Path"
#~ msgstr "Via Intorta"
#~ msgid "Straight Path"
#~ msgstr "Via Recta"
#~ msgid "Dominant"
#~ msgstr "Dominans"
#~ msgid "Vulcaniad"
#~ msgstr "Vulcanidus"
#~ msgid "Recorder"
#~ msgstr "Actuarius"
#~ msgid "Laying"
#~ msgstr "Fetus"
#, fuzzy
#~ msgid "Hatchling"
#~ msgstr "Restauratio Salutis"
#, fuzzy
#~ msgid "Fledgling"
#~ msgstr "Restauratio Salutis"
#~ msgid "Breeder"
#~ msgstr "Conpar"
#~ msgid "Egg, Drake"
#~ msgstr "Ovum, Draculus"
#~ msgid "Flight"
#~ msgstr "Volatus"
#~ msgid "Aspirant"
#~ msgstr "Assectator"
#~ msgid "Ascendant"
#~ msgstr "Affectator"
#~ msgid ""
#~ "The drake name for a true <ref>dst='unit_Fire Dragon' text='dragon'</ref>."
#~ msgstr ""
#~ "Nomen draculeum pro vero <ref>dst='unit_Fire Dragon' text='dracone'</ref>."
#, fuzzy
#~ msgid "Intendant"
#~ msgstr "Intellegens"
#~ msgid "Swarm"
#~ msgstr "Fervet"
#~ msgid "Swarming"
#~ msgstr "Fervere"
#~ msgid "Runners"
#~ msgstr "Cursores"
#~ msgid "Mount Morogor"
#~ msgstr "Mons Morogor"
#~ msgid "Long Count"
#~ msgstr "Numeratio Longa"
#~ msgid "Long Pig"
#~ msgstr "Longus Porcus"
#~ msgid "Ceramics"
#~ msgstr "Fictilia"
#~ msgid "Drakish, script"
#~ msgstr "Litteratura Draculea, litteratura"
#~ msgid "Drakish, language"
#~ msgstr "Draculea, lingua"
#~ msgid "The language spoken by the drakes."
#~ msgstr "Lingua a draculis loquitur."
#~ msgid "Flat"
#~ msgstr "Plana"
#, 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 ""
#~ "Campus vicarius est omnium planitierum apertorum, cultorum, pascendorum, "
#~ "aut saevorum. Terra aperta, trans Campum facile movetur, sed defensus "
#~ "dificilis est. De more unitates optimae in campo perficientes sunt "
#~ "equites aut unitates pernicissimae quae spatio aperto feliciter uti "
#~ "possunt.\n"
#~ "\n"
#~ "Plurimae unitates defensum XXX vel XL pro cento in Campis."
#~ msgid "Road"
#~ msgstr "Via"
#, 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 ""
#~ "Viae semitae humi complanate a viatoribus multis qui eis usi sunt. In "
#~ "normis ludi, Viae sunt <ref>dst=terrain_grassland text=Campis</ref> "
#~ "consimiles."
#~ msgid "Forest"
#~ msgstr "Silva"
#, 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 ""
#~ "Silvae vicariae sunt omnium terrarum silvestrarum cum virgulatis quae "
#~ "iter vitant. Quasi omnes lentificatae sunt a silvis, sed dant defensum "
#~ "melius plurimis unitatibus quam terra aperta. Equites tamen difficultatem "
#~ "permagnam habent movendo in silvis; omne beneficium furti negatur. "
#~ "Dryadales exceptionem huius normae generalis silvarum formant. Non solum "
#~ "possidunt motum plenum in silvis, sed etiam habent beneficium magnum in "
#~ "defensu. Nani quoque exceptionem formant; etsi per silvas sine perditia "
#~ "celeritatis arant, infamiliaritas huius agri negat beneficium defensus.\n"
#~ "\n"
#~ "Plurimae unitates quidem defensum L pro cento in silvis habent, sed "
#~ "equites tantum XL. Ac Dryadales defensum LX vel LXX gaudent, et cum "
#~ "equitibus. Nani fere recibunt tantum defensum XXX pro cento in silvis."
#~ msgid "Hills"
#~ msgstr "Colles"
#, 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 ""
#~ "Colles vicarii sunt omni agro satis aspro, cum ascensibus et descensibus "
#~ "sufficientibus in terra ut latebras praebent. Colles sunt agrum difficile "
#~ "plurimis militibus navigare. Nani, Troglodytae et Orci consuetudinem "
#~ "sufficientem habent in collibus ut per eos eunt sine lentificatione. "
#~ "Equites satis difficultatis habent navigando in iis ut negetur beneficium "
#~ "defensus a latebris.\n"
#~ "\n"
#~ "Unitates plurimae habent defensum L pro cento in collibus, equites "
#~ "limitantur a XL. Nani gaudent habere defensum LX in collibus."
#~ msgid "Mountains"
#~ msgstr "Montes"
#, 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 ""
#~ "Montes satis ardui sunt ut unitates saepe impedimenta scandere debent ut "
#~ "moveantur. Haec natura praebet bonum magnum defensus plurimis "
#~ "militatibus, sed etiam obstat itinere per eos. Plurimi equites non "
#~ "possunt intrare in montes; equites dryadales et lupites cobalorum sunt "
#~ "exceptiones. Nani et Troglodytae ambo indigenae sunt in montibus, et "
#~ "facillime moventur in eis.\n"
#~ "\n"
#~ "Unitates plurimae defensum circa LX pro cento in montibus, Nani LXX."
#~ msgid "Swamp"
#~ msgstr "Paludes"
#, 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 ""
#~ "Paludines vicariae sunt omnium terrarum humidarum. Paludines lentificant "
#~ "quasi omnes et facultatem defensus inhibeunt. Exceptiones sunt stirpes "
#~ "peritae navigando aquam; hae motum plenum et beneficium defensus "
#~ "accipiunt. Qui indigenae sunt in terris humidis quoque latebras facilius "
#~ "inveniunt in hoc agro.\n"
#~ "\n"
#~ "Plurimae unitates habent tantum XXX pro cento defensum in paludinis. "
#~ "Nereii, Nagae et Lacertae fere gaudent LX."
#~ msgid "Shallow Water"
#~ msgstr "Aqua"
#, 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 ""
#~ "Aqua satis profunda est ut attingat circa medium corpus hominis. Hoc "
#~ "satis est ut quasi omnes lentificentur et nudi sint oppugnationibus. "
#~ "Nani, quorum capita quasi ab aqua operiuntur, tempus valde difficile "
#~ "habent. Exceptiones sunt stirpes cuius corpus idoneus est natando. Hae "
#~ "recibunt beneficium permagnum defensus et motum plenum.\n"
#~ "\n"
#~ "Unitates plurimae habent tantum defensum XX vel XXX pro cento in aqua, "
#~ "Nagae et Nerei LX."
#~ msgid "Deep Water"
#~ msgstr "Salum"
#, 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 ""
#~ "Gurgites sunt aquae quae satis profundae sunt ut operiant caput hominis. "
#~ "Plurimae unitates gurgites non intrare possunt: regnum est volantes et "
#~ "natantes eximie fortes.\n"
#~ "\n"
#~ "Nerei et Nagae recipiunt defensum L pro cento in gurgitibus, cum motu "
#~ "pleno."
#~ msgid "Frozen"
#~ msgstr "Frigida"
#, 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 ""
#~ "Nix est terra planea et glacialis, aut perpetue (ut tesca arctica) aut ad "
#~ "tempus (ut campus a nive opertus). Plurimae unitates lentificatantur a "
#~ "nive et impediuntur in defensu.\n"
#~ "\n"
#~ "Plurimae unitates defensum XX ad XL pro cento habent in nive."
#~ msgid "Castle"
#~ msgstr "Castella"
#, 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 ""
#~ "Castella sunt ullum genus munimenti. Quasi omnes unitates benificium "
#~ "aliquantum ad defensum in castello recipiunt, et omnes motum plenum ibi "
#~ "habent. Unitates collocatae in castello monstrat capacitatem defensus. "
#~ "Sine unitatibus in omni hexagone muri hostes intrare potest, recipiens "
#~ "bonum defensivum ut defensores.\n"
#~ "\n"
#~ "Unitates plurimae defensum LX in castello habent."
#~ msgid "Sand"
#~ msgstr "Harena"
#, 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 ""
#~ "Mobilitas harenae efficit ut difficilius est plurimis unitatibus "
#~ "transire, et eae nudificat. Sed pedes ampli aut corpora serpentipedia "
#~ "stirpium lacertanarum efficiunt ut facilius harenam navigent.\n"
#~ "\n"
#~ "Unitates plurimi defensum XX ad XL pro cento in Harena recipiunt."
#~ msgid "Desert"
#~ msgstr "Deserta"
#, 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 ""
#~ "Compositio locorum desertorum differt a litoribus et fossis parvis "
#~ "harenae, sed in ludo omnes idem sunt. Vide <ref>dst=terrain_sand "
#~ "text=Harenam</ref>."
#~ msgid "Cave"
#~ msgstr "Caverna"
#, 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 ""
#~ "Agri Cavernae sunt loca sub terra per quae unitates ire possunt. Unitates "
#~ "plurimae omnino insolentes sunt in cavernis, et lente moventur ac "
#~ "impeditur in defensu. Nani et Troglodytae cavernas incolunt et facile hoc "
#~ "agrum navigant, praesertim Nani quia parvi sunt et impedimenta vitare "
#~ "possunt quae aliae stirpes impedunt.\n"
#~ "\n"
#~ "Unitates plurimae defensum XX ad XL in Cavernis habent, nani L."
#~ msgid "Rockbound Cave"
#~ msgstr "Caverna Saxosa"
#, 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 ""
#~ "Ager cavernae a saxosae formatur ab aqua et vento, qui elementa erosiva "
#~ "trahunt quae saxum sculpunt. Est ut caverna subterranea saxosa quae "
#~ "impedit plurimas unitates sed defensum auget. Nani et Troglodytae, "
#~ "incolentes cavernarum, facile navigant hunc agrum in comparatione "
#~ "ceteris. Nani ob magnitudinem parvam usum plenum motus habent in hoc "
#~ "agro.\n"
#~ "\n"
#~ "Plurimae unitates habent circa L pro cento defensus in cavernis saxosis, "
#~ "sed equitates tantum XL. Nani habent XL pro cento defensum in his "
#~ "cavernis."
#~ msgid "Illuminated Cave"
#~ msgstr "Caverna Lucida"
#, fuzzy
#~ msgid ""
#~ "Rare patches of the underground world are illuminated by light from the "
#~ "surface shining down into the gloomy darkness. This provides an attack "
#~ "bonus for lawful units and removes the attack bonus from chaotic units. "
#~ "In all other regards this terrain is functionally identical to normal "
#~ "<ref>dst='terrain_cave' text='cave terrains'</ref>."
#~ msgstr ""
#~ "Caverna illustrata est terra ubi lumen de superficie in tenebras lucet. "
#~ "Bonum dat filiis lucis in oppugnatione et tollat bonum filiis tenebrarum. "
#~ "Aliter agrum hoc aequum est cavernis normalibus.\n"
#~ "\n"
#~ "Plurimae unitates defensum XX ad XL in Cavernis habent, sed nani L."
#~ msgid "Mushroom Grove"
#~ msgstr "Nemus Fungorum"
#, fuzzy
#~ msgid ""
#~ "<italic>text='Mushroom groves'</italic> are vast underground forests of "
#~ "giant mushrooms, which thrive in the damp darkness. Most units have "
#~ "trouble negotiating the spongy floor of smaller fungi, but they have "
#~ "plenty of cover behind the larger stalks. Mounted units, however, become "
#~ "completely mired and lack proper freedom of movement in combat. Undead "
#~ "units have a natural affinity for decay and function quite well in "
#~ "mushroom forests.\n"
#~ "\n"
#~ "Most units receive 50% to 60% defense in mushroom groves, whereas cavalry "
#~ "receive only 20%."
#~ msgstr ""
#~ "Nemi fungorum sunt silvae subterraneae fungorum immanum quae vigent in "
#~ "obscuritate humida. Plurimae unitates difficultatem habent navigandi in "
#~ "solo molli fungorum parvorum, sed bene obtectantur a stipitibus magnis. "
#~ "Equites tamen egent libertate motus in proelio ut in luto. Unitates "
#~ "inmortuorum affinitatem habent putrescentibus et bene agunt in silvis "
#~ "fungorum.\n"
#~ "\n"
#~ "Plurimae unitates habent L vel LX pro cento defensus in nemis fungorum, "
#~ "sed equites tantum XX."
#~ msgid "Village"
#~ msgstr "Viculi"
#, 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 ""
#~ "Pagi sunt multitudines aedificiorum a hominibus aut aliis stirpibus "
#~ "aedificati. Quasi omnes unitates facile moventur in pagis, quoque "
#~ "equites; plurimi accipiunt beneficium defensus cum in pago sunt. Pagi "
#~ "permittunt ut unitates sanentur - VIII PS in tractu - aut a veneno "
#~ "curentur.\n"
#~ "\n"
#~ "Unitates plurimae defensum L aut LX pro cento habent in pagis, sed "
#~ "equites tantum XL."
#~ msgid "Submerged Village"
#~ msgstr "Viculi Demersi"
#, 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 ""
#~ "Pagi sunt multitudines aedificiorum a hominibus aut aliis stirpibus "
#~ "aedificati. Quasi omnes unitates facile moventur in pagis, quoque "
#~ "equites; plurimi accipiunt beneficium defensus cum in pago sunt. Pagi "
#~ "permittunt ut unitates sanentur - VIII PS in tractu - aut a veneno "
#~ "curentur.\n"
#~ "\n"
#~ "Unitates plurimae defensum L aut LX pro cento habent in pagis, sed "
#~ "equites tantum XL."
#~ msgid "Unwalkable"
#~ msgstr "Nonterra"
#, 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 ""
#~ "Fauces sunt angustiae in terra, quae profunditatem ignotam possidunt. "
#~ "Muri Faucium valde sunt declives et diebus egent transitare. In ludo "
#~ "tantum unitates volantes hoc agrum transire possunt."
#~ msgid "Lava"
#~ msgstr "Saxa Liquefacta"
#, 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 ""
#~ "Pericula inherentia in conando ambulare super saxa liquefacta satis "
#~ "aperta sunt. Hoc agrum transitur tantum a unitates qui super ea alte "
#~ "volare possunt. Saxa liquefacta lumen magnum dant et illustrat regionem "
#~ "suam. Hic dat bonum in oppugnatione filiis lucis et tollit bonum filiis "
#~ "tenebrarum."
#~ msgid "River Ford"
#~ msgstr "Vadum Fluminis"
#, fuzzy
#~ 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 ""
#~ "Si flumen vadosum fit, id transire facile est unitatibus terrenis. "
#~ "Creaturae quoque natantes motum plenum in his locis habent. In ludo, "
#~ "vadum fluminis consideratur aut campus aut aqua, eligens utrum benificia "
#~ "meliora defensus et motus pro unitate in eo."
#~ msgid "Coastal Reef"
#~ msgstr "Cotes"
#~ msgid "Bridge"
#~ msgstr "Pontes"
#, 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 ""
#~ "Iis qui unum aedificare possunt es facultas pontem facendi liberatio a "
#~ "natura inconstanti fluminum, quorum vada veniunt et eunt cum imbre et "
#~ "site, non considerans luxuriam pedum siccorum, quorum detrimentum nullo "
#~ "modo res iocunda est in mensibus frigidis anni.\n"
#~ "\n"
#~ "Pro iis que in terra aut in mari eunt, pons est pars melior utriusque "
#~ "mundi - in ludo, consideratur aut campus aut aqua, utercumque benificia "
#~ "meliora unitati in ponte praebet in defensu et motu. Nota bene: "
#~ "impossibile est ut unitas natans et unitas ambulans vel volans eodem "
#~ "tempore in hexagone pontis sunt."
#~ msgid "Impassable"
#~ msgstr "Impervia"