wesnoth/po/wesnoth-help/bg.po
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# translation of bg.po to Bulgarian
# ----wesnoth.cpp1.po (Battle for Wesnoth VERSION) ----Bulgarian translations for Battle for Wesnoth package.
# Copyright (C) 2004 Wesnoth development team
# This file is distributed under the same license as the Battle for Wesnoth package.
#
#
# Automatically generated, 2004.
# Bono Nonchev <bono.nonchev@gmail.com>, 2006.
# Denica <dmincheva2002@gmail.com>, 2007.
# Nikolay Vladimirov <nikolay@vladimiroff.com>, 2007.
msgid ""
msgstr ""
"Project-Id-Version: bg\n"
"Report-Msgid-Bugs-To: https://bugs.wesnoth.org/\n"
"POT-Creation-Date: 2018-03-27 04:26+0300\n"
"PO-Revision-Date: 2007-08-21 17:39+0300\n"
"Last-Translator: Denica <dmincheva2002@gmail.com>\n"
"Language-Team: Bulgarian <bg@li.org>\n"
"Language: bg\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-Poedit-Language: Bulgarian\n"
"X-Poedit-Country: BULGARIA\n"
"X-Poedit-Bookmarks: 811,-1,-1,-1,-1,-1,-1,-1,-1,-1\n"
"X-Generator: KBabel 1.11.4\n"
#. [time]: id=underground
#: data/campaigns/Heir_To_The_Throne/utils/httt_utils.cfg:495
#: data/core/macros/schedules.cfg:109
msgid "Underground"
msgstr "Подземие"
#. [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 "бурна ярост"
#. [berserk]: id=berserk
#: data/campaigns/Under_the_Burning_Suns/scenarios/03_Stirring_in_the_Night.cfg:661
#: data/campaigns/Under_the_Burning_Suns/scenarios_old/03_Stirring_in_the_Night.cfg:659
#: data/core/macros/abilities.cfg:275
#, fuzzy
#| msgid ""
#| "Berserk:\n"
#| "Whether used offensively or defensively, this attack presses the "
#| "engagement until one of the combatants is slain, or 30 rounds of attacks "
#| "have occurred."
msgid ""
"Whether used offensively or defensively, this attack presses the engagement "
"until one of the combatants is slain, or 30 rounds of attacks have occurred."
msgstr ""
"Бурна ярост:\n"
"Независимо дали този тип атака се използва в нападение или защита, тя "
"продължава докато един от бойците бъде убит или докато изтекат 30 хода от "
"началото на схватката."
#. [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 "магическа"
#. [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 ""
"Магическа:\n"
"Тази атака винаги има 70% шанс да уцели."
#. [firststrike]: id=firststrike
#: data/campaigns/Under_the_Burning_Suns/scenarios_old/03_Stirring_in_the_Night.cfg:679
#: data/core/macros/abilities.cfg:404
#, fuzzy
#| msgid "firststrike"
msgid "first strike"
msgstr "бързак"
#. [firststrike]: id=firststrike
#: data/campaigns/Under_the_Burning_Suns/scenarios_old/03_Stirring_in_the_Night.cfg:681
#: data/core/macros/abilities.cfg:405
#, fuzzy
#| msgid ""
#| "First Strike:\n"
#| "This unit always strikes first with this attack, even if they are "
#| "defending."
msgid ""
"This unit always strikes first with this attack, even if they are defending."
msgstr ""
"Бързак:\n"
"Тази единица винаги удря първа, дори и да е в защита."
#. [heals]: id=healing
#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:16
#: data/core/macros/abilities.cfg:10
msgid "heals +4"
msgstr "лекуване +4"
#. [heals]: id=healing
#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:17
#: data/core/macros/abilities.cfg:11
#, fuzzy
msgid "female^heals +4"
msgstr "здрава"
#. [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 ""
"Лекуване +4:\n"
"Позволява на единицата да лекува съседни единици в началото на всеки ход.\n"
"\n"
"Единица, лекувана от този лечител, може да се излекува с до 4 точки здраве "
"на ход, или да бъде предпазена от действието на отрова през този ход.\n"
"Лечителят не може да излекува отровена единица. За нея трябва да се погрижи "
"някое селище или изцелител."
#. [heals]: id=healing
#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:39
#: data/core/macros/abilities.cfg:28
msgid "heals +8"
msgstr "Лекуване +8"
#. [heals]: id=healing
#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:40
#: data/core/macros/abilities.cfg:29
#, fuzzy
msgid "female^heals +8"
msgstr "здрава"
#. [heals]: id=healing
#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:41
#, fuzzy
#| msgid ""
#| "Heals +8:\n"
#| "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."
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 ""
"Лекуване +8:\n"
" Тази единица обединява билковите лекарства и магията, за да лекува единици "
"по-бързо, отколкото е възможно на бойното поле.\n"
"\n"
"Единица, лекувана от този лечител, може да се излекува с до 8 точки здраве "
"на ход, или да бъде предпазена от действието на отрова през този ход.\n"
"Лечителят не може да излекува отровена единица. За нея трябва да се погрижи "
"някое селище или изцелител."
#. [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 sets the side leaders' default starting locations, and named "
"special locations."
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 <i>Map Editor</i>"
msgstr ""
#. [topic]: id=..editor
#: data/core/editor/help.cfg:144
#, fuzzy
msgid ""
" option at the title screen.\n"
"\n"
"<big>What you get</big>"
msgstr ""
"\n"
"\n"
"<header>text='Вероятност за попадение'</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"
"<big>Pure Map Mode</big>"
msgstr ""
"\n"
"\n"
"<header>text='Вероятност за попадение'</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"
"<b>Native</b>"
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"
"<b>Embedded</b>"
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"
"<big>Scenario Mode</big>"
msgstr ""
"\n"
"\n"
"<header>text='Вероятност за попадение'</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 "Променливи на терена"
#. [topic]: id=editor_terrain
#: data/core/editor/help.cfg:235
msgid ""
"The terrain editor's functionality is covered by the "
"<ref>dst='editor_tool_paint' text='Paint'</ref> and "
"<ref>dst='editor_tool_fill' text='Fill Tool'</ref>."
msgstr ""
#. [topic]: id=editor_masks
#: data/core/editor/help.cfg:242
msgid "Editor Mask Usage"
msgstr ""
#. [topic]: id=editor_masks
#: data/core/editor/help.cfg:243
msgid ""
"Masks can be applied to a base map for reusal in several scenarios playing "
"at the same locations."
msgstr ""
#. [topic]: id=editor_time_schedule
#: data/core/editor/help.cfg:250
msgid "Time Schedule Editor"
msgstr ""
#. [topic]: id=editor_palette
#: data/core/editor/help.cfg:258
msgid "Editor Palette"
msgstr ""
#. [topic]: id=editor_palette
#: data/core/editor/help.cfg:259
msgid ""
"The editor palette contains the applicable items you may use with the "
"currently selected tool. For example, the Paint tool will display a full "
"list of all available terrains, and the unit tool will provide a list of "
"available units."
msgstr ""
#. [topic]: id=map_format
#: data/core/editor/help.cfg:266
msgid "Wesnoth Map Format"
msgstr ""
#. [topic]: id=map_format
#: data/core/editor/help.cfg:267
msgid ""
"Wesnoth stores its maps in human readable plain text files.\n"
"\n"
"A map file consists of rows with comma separated terrain code strings. The "
"files can be edited with a general purpose text editor like notepad.\n"
"\n"
"The only additional information provided by the map syntax are the starting "
"positions of the scenario's sides.\n"
"\n"
"Additional information, such as teams, custom events, and complex side "
"setups still need to be manually coded in WML."
msgstr ""
#. [topic]: id=scenario_format
#: data/core/editor/help.cfg:280
msgid "Scenario Format"
msgstr ""
#. [topic]: id=editor_starting_positions_in_general
#: data/core/editor/help.cfg:288
msgid "Starting Positions Howto"
msgstr ""
#. [section]: id=encyclopedia
#. [topic]: id=..encyclopedia
#: data/core/encyclopedia/_main.cfg:5 data/core/encyclopedia/_main.cfg:12
msgid "Encyclopedia"
msgstr ""
#. [topic]: id=..encyclopedia
#: data/core/encyclopedia/_main.cfg:14
msgid "<ref>dst='..geography' text='Geography'</ref>"
msgstr ""
#. [section]: id=geography
#. [topic]: id=..geography
#: data/core/encyclopedia/geography.cfg:12
#: data/core/encyclopedia/geography.cfg:19
msgid "Geography"
msgstr ""
#. [topic]: id=arkan_thoria
#: data/core/encyclopedia/geography.cfg:26
msgid "Arkan-thoria"
msgstr ""
#. [topic]: id=arkan_thoria
#: data/core/encyclopedia/geography.cfg:27
msgid ""
"A river rising in the <ref>dst='heart_mountains' text='Heart Mountains'</"
"ref> and running east to the Listra."
msgstr ""
#. [topic]: id=great_ocean
#: data/core/encyclopedia/geography.cfg:32
msgid "Great Ocean"
msgstr ""
#. [topic]: id=great_ocean
#: data/core/encyclopedia/geography.cfg:33
msgid ""
"Lies to the west of the <ref>dst='great_continent' text='continent'</ref> "
"and all rivers eventually flow to it. Far to the west in the Great Ocean is "
"a huge archipelago called <ref>dst='morogor' text='Morogor'</ref>."
msgstr ""
#. [topic]: id=morogor
#: data/core/encyclopedia/geography.cfg:38
msgid "Morogor"
msgstr ""
#. [topic]: id=morogor
#: data/core/encyclopedia/geography.cfg:39
msgid ""
"Archipelago, located somewhere in the <ref>dst='great_ocean' text='Great "
"Ocean'</ref> east of the <ref>dst='green_isle' text='Green Isle'</ref> and "
"west of the <ref>dst=great_continent text='Great Continent'</ref>.\n"
"It is mostly inhabited by <ref>dst='..race_drake' text='drakes'</ref>.\n"
"The central island of the archipelago is also called Morogor."
msgstr ""
#. [topic]: id=green_isle
#: data/core/encyclopedia/geography.cfg:46
#, fuzzy
msgid "Green Isle"
msgstr "Зелен"
#. [topic]: id=green_isle
#: data/core/encyclopedia/geography.cfg:47
msgid ""
"A bigger island lying in the <ref>dst='great_ocean' text='Great Ocean'</ref>."
msgstr ""
#. [topic]: id=old_continent
#: data/core/encyclopedia/geography.cfg:52
msgid "Old Continent"
msgstr ""
#. [topic]: id=old_continent
#: data/core/encyclopedia/geography.cfg:53
msgid ""
"Lies to the west of <ref>dst='morogor' text='Morogor'</ref> across the "
"<ref>dst='great_ocean' text='Great Ocean'</ref>."
msgstr ""
#. [topic]: id=great_continent
#: data/core/encyclopedia/geography.cfg:58
msgid "Great Continent"
msgstr ""
#. [topic]: id=great_continent
#: data/core/encyclopedia/geography.cfg:59
msgid ""
"The continent on which the <ref>dst='kingdom_wesnoth' text='Kingdom of "
"Wesnoth'</ref> lies. Its west coast is surrounded by the "
"<ref>dst='great_ocean' text='Great Ocean'</ref>."
msgstr ""
#. [topic]: id=irdya
#: data/core/encyclopedia/geography.cfg:64
msgid "Irdya"
msgstr ""
#. [topic]: id=irdya
#: data/core/encyclopedia/geography.cfg:65
msgid ""
"The name of the world in which the kingdom of <ref>dst='kingdom_wesnoth' "
"text='Wesnoth'</ref> is situated is Irdya. This term is, however, only "
"rarely used in the era depicted by the main map. People normally just say "
"“the world” or, poetically, “the wide green world”."
msgstr ""
#. [topic]: id=kingdom_wesnoth
#: data/core/encyclopedia/geography.cfg:70
#, fuzzy
msgid "Kingdom of Wesnoth"
msgstr "-- Книга за Уеснот"
#. [topic]: id=kingdom_wesnoth
#: data/core/encyclopedia/geography.cfg:71
msgid ""
"The Kingdom of Wesnoth is located in the north-central portion of the "
"<ref>dst='great_continent' text='Great Continent'</ref>. Most of the "
"mainline campaigns revolve around it. It is bounded on the map by the Great "
"River to the north, the shore of the Great Ocean to the west, the Aethenwood "
"to the <ref>dst='southwest_elven_lands' text='southwest'</ref>, and the "
"Bitter Swamp to the southeast (lower right corner of the main map).\n"
"\n"
"Over the River Aethen, south of Fort Tahn, is a Wesnothian frontier region. "
"It is bounded to the south (off-map) by dense woods of which the Aethenwood "
"may be considered a northernmost extension.\n"
"\n"
"<header>text='Notable cities:'</header>\n"
" • Weldyn: The capital of Wesnoth.\n"
" • Aldril: City lying on the Bay of Pearls.\n"
" • Blackwater Port: City lying south of the Bay of Pearls.\n"
" • Carcyn: Located between the Grey Woods and the Great River.\n"
" • DanTonk: Wesnoths largest city, located in the center of the "
"country, just west and north of Weldyn.\n"
" • Soradoc: The northernmost border outpost of Wesnoth, controls the "
"confluence of the Weldyn River and the Great River.\n"
" • Fort Tahn: The southernmost border outpost, controls the north/south "
"road crossing the River Aethen.\n"
" • Tath: Important fort city north of DanTonk, exerts control over the "
"wilderness country around the east of the Brown Hills and north to the Ford "
"of Abez.\n"
"\n"
"<header>text='Notable land features:'</header>\n"
" • Gryphon Mountain: Home of the fabled Gryphons.\n"
" • Ford of Abez: Shallow part of the Great River, it is usually "
"controlled by Wesnothian forces.\n"
" • Weldyn River: It branches from the Great River and goes south.\n"
" • Great Central Plain: Area bounded by Weldyn, DanTonk, and Fort Tahn, "
"this plain is Wesnoths bread basket and home to most of its population.\n"
" • Dulatus Hills: These rolling hills bordering the Great Central Plain "
"provide much of Wesnoths livestock and agriculture.\n"
" • Brown Hills: Wasteland surrounding Gryphon Mountain that is not well-"
"populated and occasionally very dangerous.\n"
" • Horse Plains: Region of rolling plains just south of the Great River, "
"bounded by Glyns Forest to the west and the River Weldyn to the east; the "
"southern reach merges into the Central Plain. Home of the powerful Clans; "
"the best horses in Wesnoth are bred here.\n"
" • Estmark Hills: Largish range rising south of the Great River and east "
"of the Weldyn River. The northernmost portion, nearest the River Weldyn, has "
"at various times been settled by Wesnothians, but the Kingdoms control is "
"tenuous at best and banditry is common.\n"
" • Glyns Forest: Sometimes known as the Royal Forest, named for one of "
"Haldric IIs sons.\n"
" • Gray Woods: Large forest in the heart of the wilds of Wesnoth, located "
"between Carcyn and Aldril and generally considered to be haunted."
msgstr ""
#. [topic]: id=elensefar
#: data/core/encyclopedia/geography.cfg:100
msgid "Elensefar"
msgstr ""
#. [topic]: id=elensefar
#: data/core/encyclopedia/geography.cfg:101
msgid ""
"Elensefar is at times a province of <ref>dst='kingdom_wesnoth' "
"text='Wesnoth'</ref>, at times an independent country, and at times in a "
"treaty federation with Wesnoth. Its borders are the Great River to the "
"north, a loosely defined line with Wesnoth to the east, the Bay of Pearls to "
"the south, and the <ref>dst='great_ocean' text='ocean'</ref> to the west. "
"More information is found in the historical narrative of Wesnoth.\n"
"\n"
"<header>text='Notable cities:'</header>\n"
" • Elensefar: The capital, located on an island in the "
"<ref>dst='great_river' text='Great River'</ref> delta.\n"
" • Carcyn: City on the WesnothElensefar border, disputed with Wesnoth.\n"
"\n"
"<header>text='Notable land features:'</header>\n"
" • <ref>dst='great_river' text='Great River'</ref>: It is very wide at "
"this point, and only ships can cross it."
msgstr ""
#. [topic]: id=northlands
#: data/core/encyclopedia/geography.cfg:113
msgid "Northlands"
msgstr ""
#. [topic]: id=northlands
#: data/core/encyclopedia/geography.cfg:114
msgid ""
"There is no government of the Northlands. Various groups of orcs, dwarves, "
"barbarian men and even elves populate the region. The northern and eastern "
"borders are not defined, the southern border is the <ref>dst='great_river' "
"text='Great River'</ref>, and the western border is the "
"<ref>dst='great_ocean' text='Great Ocean'</ref>.\n"
"\n"
"<header>text='Notable cities:'</header>\n"
" • Glamdrol: An Orcish tribal capital.\n"
" • Wesmere: The location of the Kalian — the Elvish Council.\n"
" • Dwarven Doors: A mixed human/dwarven town in the region of Knalga in "
"the southern Heart Mountains. A major trade center.\n"
" • Dallben and Delwyn: Human villages originally built by settlers who "
"crossed the Great River during Wesnoths Golden Age expansion. Now "
"abandoned. The forested area northeast of Elensefar, where these villages "
"were located, was named the Annuvin province by men but was known by the "
"elves as Wesmere.\n"
"\n"
"<header>text='Notable land features:'</header>\n"
" • Heart Mountains: A virtually impassable barrier between the river "
"country and the Northern Plains.\n"
" • Heartfangs: the particularly forbidding stretch of high peaks "
"southwest of Lake Vrug and north of the Forest of Wesmere. The most "
"inhospitable and dangerous portion of the Heart Mountains; only hermits, "
"madmen, and mages live there.\n"
" • Swamp of Dread: a very large bog located between the Heart Mountains "
"and the Great River. A notoriously dangerous place.\n"
" • Lake Vrug: A large mountain lake whose river carves the only pathway "
"through the Northern Mountains.\n"
" • Arkan-thoria: The river that comes out of Lake Vrug. This is the "
"elvish name; among humans it is called Longlier.\n"
" • River Listra: The south-running tributary of the Great River into "
"which the Arkan-thoria empties.\n"
" • Lintanir Forest: The southernmost portion of the Great Northern "
"Forest, a gigantic wood whose eastern and northern boundaries are known only "
"the elves. Their capitol, Elensiria, has only seldom been visited by "
"humans.\n"
" • Great River: The origin of this river is somewhere in the east of the "
"northern lands."
msgstr ""
#. [topic]: id=southwest_elven_lands
#: data/core/encyclopedia/geography.cfg:135
msgid "Southwest Elven Lands"
msgstr ""
#. [topic]: id=southwest_elven_lands
#: data/core/encyclopedia/geography.cfg:136
msgid ""
"The Wood Elves are separate from those of the north, and have only "
"intermittent relations with them and most other countries. Its borders are "
"the <ref>dst='great_ocean' text='Ocean'</ref> to the west, the Black River "
"to the south and southeast, the lands of Wesnoth to the north and the "
"Kerlath province to the east.\n"
"\n"
"<header>text='Notable cities:'</header>\n"
" • None known.\n"
"\n"
"<header>text='Notable land features:'</header>\n"
" • Aethenwood: The largest southern forest, it extends far to the south "
"and is home to <ref>dst='..race_elf' text='elves'</ref>. Although the elves "
"make no such distinction, the southern part of the forest has been named "
"Southwood by denizens of Kerlath.\n"
" • Black Forest: An ancient forest of which very little is known, "
"abandoned by the elves long ago."
msgstr ""
#. [topic]: id=heart_mountains
#: data/core/encyclopedia/geography.cfg:148
#, fuzzy
msgid "Heart Mountains"
msgstr "Планини"
#. [topic]: id=heart_mountains
#: data/core/encyclopedia/geography.cfg:149
msgid ""
"A virtually impassable barrier between the <ref>dst='arkan_thoria' "
"text='river'</ref> country and the <ref>dst='far_north' text='Northern "
"Plains'</ref>."
msgstr ""
#. [topic]: id=far_north
#: data/core/encyclopedia/geography.cfg:154
msgid "Far North"
msgstr ""
#. [topic]: id=far_north
#: data/core/encyclopedia/geography.cfg:155
msgid ""
"Cold, harsh, and inaccessible, the Far North is the ancestral home of the "
"Orcish Clannate. It lies north of the <ref>dst='heart_mountains' text='Heart "
"Mountains'</ref>, which the Orcs call the Haggid-Dargor and claim (without "
"merit) as their own. To the east lie the Unaligned Tribes of the Wild "
"Steppe, who fell out of the control of the Clannate, instead roaming with "
"wild human barbarians and clashing with the High Elves of the North Plains "
"(known as North Elves in human lands). The High Elves themselves reside "
"further east, where it is rumored they rule a vast kingdom.\n"
"\n"
"<header>text='Notable cities:'</header>\n"
" • Barag Gor, a city home to the Orcish Council\n"
" • Bitok\n"
" • Borstep\n"
" • Farzi\n"
" • Lmarig\n"
" • Melmog\n"
" • Prestim\n"
" • Tirigaz\n"
" • Dorest, the northernmost human city\n"
"\n"
"<header>text='Notable land features:'</header>\n"
" • Black Marshes\n"
" • Mountains of Dorth\n"
" • Mountains of Haag\n"
" • Greenwood\n"
" • Silent Forest\n"
" • Forest of Thelien\n"
" • River Oumph\n"
" • River Bork\n"
" • Frosty Wastes\n"
" • Barren Plains"
msgstr ""
#. [section]: id=schedule
#: data/core/help.cfg:10
#, fuzzy
#| msgid "Time of Day"
msgid "Time of Day Schedule"
msgstr "Време от денонощието "
#. [section]: id=introduction
#. [topic]: id=..introduction
#: data/core/help.cfg:17 data/core/help.cfg:96
msgid "Introduction"
msgstr "Въведение"
#. [section]: id=gameplay
#. [topic]: id=..gameplay
#: data/core/help.cfg:23 data/core/help.cfg:168
msgid "Gameplay"
msgstr "Начин на игра"
#. [section]: id=traits_section
#. [topic]: id=..traits_section
#: data/core/help.cfg:29 data/core/help.cfg:391
msgid "Traits"
msgstr "Качества"
#. [section]: id=units
#. [topic]: id=..units
#: data/core/help.cfg:37 data/core/help.cfg:119
msgid "Units"
msgstr "Единици"
#. [section]: id=abilities_section
#. [topic]: id=..abilities_section
#: data/core/help.cfg:46 data/core/help.cfg:139
msgid "Abilities"
msgstr "Умения"
#. [section]: id=weapon_specials
#. [topic]: id=..weapon_specials
#: data/core/help.cfg:54 data/core/help.cfg:148
msgid "Weapon Specials"
msgstr "Особености на оръжията"
#. [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:406
msgid "Terrains"
msgstr "Терени"
#. [section]: id=addons
#. [topic]: id=..addons
#: data/core/help.cfg:79 data/core/help.cfg:459
msgid "Add-ons"
msgstr ""
#. [section]: id=commands
#. [topic]: id=..commands
#: data/core/help.cfg:85 data/core/help.cfg:526
msgid "Commands"
msgstr "Команди"
#. [topic]: id=..introduction
#: data/core/help.cfg:97
#, fuzzy
msgid ""
"\n"
"\n"
"<i>Battle for Wesnoth</i> is a turn-based fantasy strategy game somewhat "
"unusual among modern strategy games. While other games strive for "
"complexity, <i>Battle for Wesnoth</i> 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"
"Битката за Уеснот е походова, фентъзи стратегическа игра, което е донякъде "
"необичайно в сравнение със съвременните стратегически игри. Докато други "
"игри се стремят да постигнат по-голяма сложност, Битката за Уеснот има за "
"цел да опрости, както правилата, така и начина на игра. Това обаче не значи, "
"че самата игра е проста - опростените правила дават възможност за "
"разнообразни стратегии, което улеснява запознаването с играта, докато "
"овладяването и си остава предизвикателство."
#. [topic]: id=about_game
#: data/core/help.cfg:107
msgid "About the Game"
msgstr "За играта"
#. [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 <i>scenario</i>, which can be strung "
"together to make <i>campaigns</i>. 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 <i>Battle for Wesnoth</i> 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 ""
"Някои единици имат умения, които влияят директно върху други единици или "
"върху тяхното взаимодействие с трети единици. При среща с такава единица,"
"нейните умения ще се изброяват тук."
#. [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 "Непозната единица"
#. [topic]: id=.unknown_unit
#: data/core/help.cfg:159
#, fuzzy
msgid ""
"\n"
"\n"
"This unit is unknown for the moment. You must discover it in the game to be "
"allowed to see its description."
msgstr ""
"\n"
"\n"
"За сега тази единица е непозната. Трябва да я срещнете в играта, за можете "
"да видите описанието й."
#. [topic]: id=..gameplay
#: data/core/help.cfg:169
msgid ""
"Wesnoth is comprised of a series of battles, called <i>scenarios</i>, 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 "
"<i>campaigns</i>. In a campaign, you often need to play more carefully, "
"preserving your best troops for use again in later scenarios.\n"
"\n"
"The interactive <b>Tutorial</b> 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 <i>Heir to "
"the Throne</i> or <i>The South Guard</i>. A full list of installed campaigns "
"can be found via the <b>Campaign</b> 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 "Fundamentals of Gameplay"
msgid ""
"\n"
"\n"
"<big>Fundamentals of Gameplay</big>\n"
"\n"
msgstr "Основни положения на играта"
#. [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 ""
"Докато играете, не забравяйте, че като прокарате курсора на мишката над "
"повечето обекти в играта, например статус панела, това ще изведе кратко "
"описание на съответния обект. Това е особено полезно, когато се случи да се "
"натъкнете на нови <ref>dst=abilities text=умения</ref> за първи път."
#. [topic]: id=victory_and_defeat
#: data/core/help.cfg:188
msgid "Victory and Defeat"
msgstr ""
#. [topic]: id=victory_and_defeat
#: data/core/help.cfg:189
msgid ""
"\n"
"\n"
"When you win a scenario, the map grays over and the <b>End Turn</b> button "
"changes to <b>End Scenario</b>. 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 <b>Objectives</b> 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 "Набиране и Привикване на войски"
#. [topic]: id=recruit_and_recall
#: data/core/help.cfg:199
#, fuzzy
#| msgid ""
#| "\n"
#| "\n"
#| "If you right-clicked on a castle hex and selected recruit, the new unit "
#| "will appear in that square. Otherwise, it will appear in a free square "
#| "near the keep. You may only recruit as many units as you have free hexes "
#| "in your castle, and you cannot spend more gold than you actually have on "
#| "recruiting."
msgid ""
"\n"
"\n"
"If you right-clicked on a castle hex and selected recruit, the new unit will "
"appear in that hex. Otherwise, it will appear in a free hex near the keep. "
"You may only recruit as many units as you have free hexes in your castle, "
"and you cannot spend more gold than you actually have on recruiting."
msgstr ""
"\n"
"\n"
"Ако сте щракнали с десен бутон на поле в замък и сте избрали опция набор, "
"новата единица ще се появи в това поле. Иначе ще се появи в свободно поле, "
"намиращо се близо до крепостта. Можете да наберете само толкова нови "
"единици, колкото свободни полета имате в замъка си и за целта не можете да "
"изхарчите повече злато, отколкото реално притежавате."
#. [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 <i>Heir to the Throne</i> campaign) on the keep "
"hex of a <ref>dst='terrain_castle' text='castle'</ref>. Then you may recruit "
"by either choosing <b>Recruit</b> from the menu or right-clicking on a hex "
"and selecting <b>Recruit</b>. 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 ""
"Всяка страна започва с по един водач, намиращ се в крепостта й. В началото "
"на всяка битка, а понякога и по време на битка, ще се налага да набирате "
"<ref>dst=units text=единици</ref> в армията си. За да набирате войски, "
"водачът на армията ви (например, Конрад в кампанията Наследникът на Трона) "
"трябва де е в поле Крепост на даден <ref>dst=terrain_castle text=Замък</"
"ref>. Можете да набирате,като изберете опция Набор от менюто или като "
"щракнете с десен бутон на поле и изберете <italic>text=Набор</italic>. Това "
"ще изведе наборното меню, което показва единиците, които можете да наберете "
"във войската си, и цената им в злато. Щракнете върху дадена единица, за да "
"видите статистика за нея и после върху бутона за набор, за да я наемете."
#. [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"
"Набраните единици имат две случайно подбрани <ref>dst=traits text=Качества</"
"ref> които определят тяхната статистика."
#. [topic]: id=recruit_and_recall
#: data/core/help.cfg:203
msgid ""
"\n"
"\n"
"In later scenarios, you may also Recall survivors from earlier battles. "
"Recalling costs a standard 20 gold and presents you with a list of all "
"surviving units from previous scenarios."
msgstr ""
"\n"
"\n"
"В по-късните сценарии можете също да привикате оцелелите от предишни битки. "
"Привикването струва 20 стандартни точки злато и ви показва списък на всички "
"оцелели единици от предишни мисии."
#. [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"
"Злато е необходимо не само за Набор и Привикване на единиците Нужни са пари "
"и за тяхната издръжка. Виж <ref>dst=income_and_upkeep text='Приход и "
"издръжка'</ref> за допълнителна информация."
#. [topic]: id=income_and_upkeep
#: data/core/help.cfg:214
msgid "Income and Upkeep"
msgstr "Приход и издръжка"
#. [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"
"Приходът е нещо доста просто. Имате основен приход от 2 точки злато на ход. "
"За всяко селище, което контролирате, получавате допълнителна точка злато на "
"ход. Например, ако имате десет селища, приходът ви ще е 12 точки злато на "
"ход. По-долу е описана Издръжката, която се приспада от Прихода ви."
#. [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; "
"<i>income</i> and <i>upkeep</i>."
msgstr ""
"В Уеснот не е достатъчно само да наберете единици и да се биете. Трябва също "
"да се грижите за златото си, особено в кампании, където можете да пренасяте "
"допълнително злато от един сценарий в следващия. Има две страни на този "
"въпрос: Приход и Издръжка."
#. [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"
"Издръжката също не е особено сложна. За всяка единица е нужна Издръжка, "
"равна на нивото на единицата. Можете да издържате определено количество "
"единици, чиито нива събрани заедно имат <italic>text=стойност</italic> равна "
"на броя на селищата ви без да е нужно да плащате Издръжка за тези единици. "
"За всички останали единици, чиито нива излизат от тази стойност, дължите "
"издръжка равна на толкова точки злато на ход, колкото са нивата на "
"единиците. Например, ако имате 12 единици с ниво 1 и притежавате 10 селища, "
"ще трябва да плащате 2 точки злато издръжка на всеки ход."
#. [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"
"Разходите по издръжката се приспадат от Прихода ви, затова, ако имате "
"единици, чиито нива общо са 12 и притежавате 10 селища, вашият краен Приход "
"на ход ще е 10 точки злато."
#. [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 <i>Heir to the Throne</i>) will usually have the "
"<i>loyal</i> trait. The unit you are playing (such as Konrad) will almost "
"always be a leader."
msgstr ""
"\n"
"Има едно важно изключение от Издръжката: единици, които имат качество "
"Лоялност никога не изискват издръжка. Обикновено единиците, с които "
"започвате даден сценарий (например Конрад или Делфадор) или единици, които "
"се присъединяват към вас по време на сценария (например Конниците във втория "
"сценарий на Наследник на Трона) имат качество Лоялност."
#. [topic]: id=hitpoints
#: data/core/help.cfg:230
msgid "Hitpoints and Experience"
msgstr "Здраве и Опит"
#. [topic]: id=hitpoints
#: data/core/help.cfg:231
#, fuzzy
msgid ""
"Each unit has a certain number of <i>hitpoints</i> (HP). If the hitpoints of "
"a unit drop below 1, the unit dies. Each unit also has a certain number of "
"<i>experience points</i> (XP). A freshly recruited unit starts with no "
"experience points, and gains experience by fighting enemies."
msgstr ""
"Всяка единица има известен брой точки Здраве(ТЗ). Ако те паднат под 1, "
"единицата умира. Освен това всяка единица има и известно количество точки "
"Опит (ТО). Новонабраните единици започват без точки Опит, и ги получават при "
"участие в битки."
#. [topic]: id=hitpoints
#: data/core/help.cfg:235
msgid ""
"The hitpoints and experience points are both indicated in the status pane "
"using two numbers (the current value and the maximum value the unit can "
"have)."
msgstr ""
"Точките Здраве и Опит се изобразяват в статус панела с помощта на две числа "
"(текущата и максимална стойност, която единицата може да постигне)."
#. [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 ""
"Освен това точките Здраве са посочени на лентата енергия на всяка единица, "
"чийто цвят е зелен, жълт или червен. Единица с поне 1 точка Опит има синя "
"лента Опит, която става бяла когато единицата е готова за "
"<ref>dst=experience_and_advancement text=повишение</ref>."
#. [topic]: id=advancement
#: data/core/help.cfg:244
#, fuzzy
#| msgid "Advances to: "
msgid "Advancement"
msgstr "Повишения към: "
#. [topic]: id=advancement
#: data/core/help.cfg:245
msgid ""
"\n"
"\n"
"Units have a certain amount of experience required to advance (this is 20% "
"less for units with the Intelligent trait). Once they achieve this amount, "
"they immediately advance to the next level, healing fully in the process. In "
"some cases, you will be given a choice of advancement options."
msgstr ""
"\n"
"\n"
"За да бъдат повишени, единиците трябва да съберат определен брой точки опит "
"(този брой е с 20% по-малък за единици, които имат качество Интелигентност). "
"След като съберат нужния брой точки, единиците незабавно биват повишени в "
"следващо ниво и оздравяват напълно в следствие от повишението. В някои "
"случаи ще имат възможност да избирате между няколко варианта за повишение."
#. [topic]: id=advancement
#: data/core/help.cfg:245
msgid ""
"If both units survive a combat, they gain a number of experience points "
"equal to the level of the unit theyre fighting. If a unit kills another in "
"combat, however, it gains much more experience — 4 for a level 0 unit, 8 for "
"level 1, 16 for level 2, 24 for level 3, and so forth."
msgstr ""
"Ако и двете единици оцелеят от дадено сражение, те печелят точки опит равни "
"на нивото на противника, с когото са се били. Ако обаче дадена единица убие "
"противника си, тя печели много повече точки опит - 4 точки за единица с ниво "
"0, 8 точки за единица с ниво 1, 16 точки за ниво 2, 24 за ниво 3 и т.н."
#. [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 <i>After Maximum Level "
"Advancement</i> (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"
"Повечето единици мога да постигнат три нива на повишение, но не всички. "
"Някои единици (като например <ref>dst=unit_Mage text=Магове</ref>) могат да "
"постигнат и четвърто ниво. След като дадена единица е постигнала "
"максималното си възможно ниво, може да й се предостави Повишение Над "
"Максималното Ниво (ПНМН). Нивото на такава единица няма да се промени "
"повече, но всеки пък, когато тя постигне поставената цел за натрупване на "
"опит, ПНМН ще я изменя. Типичен ПНМН ефект е да повиши максималните точки "
"Здраве на единицата с 3. Първото ПНМН обикновено се постига при натрупани "
"100 точки опит (или 80 точки за интелигентните единици). Всяко следващо ПНМН "
"обаче е все по-трудно постижимо, затова може да се окаже по-полезно да се "
"занимавате с повишаването на единиците си от по-ниски нива. \n"
"\n"
"Имайте предвид, че само малък брой единици, например Некрофагите се лекуват "
"в резултат от ПНМН. Останалите единици просто получават бонус, който допълва "
"точките им здраве до максимума."
#. [topic]: id=movement
#: data/core/help.cfg:256
msgid "Movement"
msgstr "Движение"
#. [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 <b>Unit Description</b>, and then looking at <b>Terrain "
"Modifiers</b>."
msgstr ""
"\n"
"\n"
"Всяка единица има определен брои точки движение. Когато единица се придвижи "
"върху ново поле, тя изразходва различно количество точки движение, в "
"зависимост от Терена на полето. Например, равнините почти винаги струват 1 "
"точка, за да се придвижите върху тях. Точно колко точки се изразходват за "
"влизане в дадено поле зависи и от типа на единицата, която придвижвате - в "
"гората, елфите изразходват 1 точка, повечето хора и орки по 2, а конниците "
"по 3. Можете да разберете колко точки движение са нужни на дадена единица за "
"преместване на конкретен терен, като щракнете на нея с десен бутон, изберете "
"Описание на Единицата и погледнете <italic>text=\"Особености от Терена\"</"
"italic>."
#. [topic]: id=movement
#: data/core/help.cfg:257
#, fuzzy
msgid ""
"Movement in <i>Battle for Wesnoth</i> 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 ""
"Движението в Битката за Уеснот е просто: Изберете единицата която искате да "
"преместите с едно щракване и след това щракнете на полето, върху което "
"искате тя да се премести. Когато изберете единица, всички полета върху която "
"тя може да се премести ще се осветят, а останалите ще са затъмнени. Ако "
"преместите курсора върху осветено поле, ще видите защитното ниво, което "
"единицата би имала ако се премести на това поле. Ако преметите курсора върху "
"затъмнено поле ще видите броя на ходовете, които са нужни на единицата за да "
"го достигне. Ако щракнете върху затъмнено поле, единицата ще се придвижва "
"към него, по най-прекия възможен път, през текущия и следващите ходове. Ако "
"не сте изразходвали цялото движение на дадена единица при първоначалното "
"преместване, можете да я преместите отново. Това е полезно, когато желаете "
"да размените местата на две единици. Ако използвате дадена единица в атака, "
"това ще изразходва цялото и движение. Ако в края на хода дадена единица се "
"намира в селище, което не притежавате, това също ще изчерпи движението й, но "
"тя все още ще може да атакува."
#. [topic]: id=movement
#: data/core/help.cfg:259
#, fuzzy
msgid ""
"\n"
"\n"
"Another thing to keep in mind while moving is <i>zones of control</i>. 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"
"Друго нещо, с което трябва да се съобразявате, когато се придвижвате, са "
"<ref>dst=zones_of_control text=\"Зоните на Контрол\"</ref>. Всяка единица "
"създава определена зона на контрол в/у полетата непосредствено до нея. "
"Вражеска единица, която навлезе в тези полета, веднага прекратява движението "
"си. Умението да се възползвате от зоните на контрол е особено важно в "
"Уеснот, тъй като само <ref>dst=ability_skirmisher text=\"Бързоходците\"</"
"ref> не се влияят от зоните на контрол."
#. [topic]: id=movement
#: data/core/help.cfg:261
msgid ""
"\n"
"\n"
"To see where the enemy can move to during their next turn, press Ctrl-v or "
"Cmd-v. Ctrl-b or Cmd-b shows where the enemy could move, if your units were "
"not on the map to block their progress."
msgstr ""
"\n"
"\n"
"За да видите къде може да се придвижи врагът в рамките на следващия си ход, "
"натиснете Ctrl-v или Cmd-v. Ctrl-b или Cmd-b показват докъде би могъл да се "
"придвижи противникът, ако по картата нямаше ваши единици."
#. [topic]: id=shroud_and_fog
#: data/core/help.cfg:270
msgid "Shroud and Fog of War"
msgstr "Скрити и замъглени територии"
#. [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 <i>shroud</i> hides "
"both the terrain and any units at a location. However, once it is cleared, "
"you can always see that location. The <i>fog of war</i> 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 <b>Delay Shroud Updates</b> in the actions menu. This will "
"prevent units from clearing shroud or fog until the next randomized event or "
"a manual update via <b>Update Shroud Now</b> (or the end of your turn) and "
"thereby preserve your ability to undo movement."
msgstr ""
"В някои сценарии части от картата ще са скрити от вас. Има два механизма, "
"които могат да действат отделно или едновременно. Скритите територии крият и "
"терена, и единиците, разположени по него. Но след като такава територия бъде "
"изследвана веднъж, тя остава окончателно видима за вас. Замъглените "
"територии крият само единиците, и принадлежността на селищата (освен ако те "
"са ваши или на съюзниците ви). Замъглените територии стават видими временно, "
"когато имате единица в близост до тях, но отново се замъгляват, когато "
"единицата се отдалечи. И двата вида територии стават видими, когато в тях "
"навлязат единици. Всяка единица разкрива област, съседна на полетата, които "
"може да стигне в рамките един ход (ако се игнорират Зоните на Контрол и "
"вражеските единици).\n"
"\n"
"Обикновено можете да отмените придвижването на някоя единица, стига да не е "
"настъпило събитие, предизвикващо случаен резултат, например Битка или Набор "
"на нови единици. Изследване на Скрити или Замъглени територии също не "
"позволява да се отменя движение, направено от единицата.За да запазите "
"способността си да отменяте движения, бихте могли да активизирате \"Забавяне "
"на проучването\" от менюто Действия. Това ще попречи на единиците да "
"изследват и разчистват Скрити и Замъглени територии преди да е настъпило "
"следващото действие със случаен резултат. Можете да изберете и опцията ръчно "
"да прочиствате скритите територии чрез \"актуализиране на прикритие сега"
"\" (или в края на вашия ход), което също ще запази възможността ви да "
"отменяте придвижването на единиците."
#. [topic]: id=combat
#: data/core/help.cfg:280
msgid "Combat"
msgstr "Двубой"
#. [topic]: id=combat
#: data/core/help.cfg:281
#, fuzzy
msgid ""
"\n"
"\n"
"<big>Order and Number of Strikes</big>"
msgstr ""
"\n"
"\n"
"<header>text='Ред и брой на ударите'</header>"
#. [topic]: id=combat
#: data/core/help.cfg:281
#, fuzzy
msgid ""
"Combat in <i>Battle for Wesnoth</i> 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: "
"<i>melee</i>, which usually involves weapons such as swords, axes or fangs; "
"and <i>ranged</i>, which usually involves weapons such as bows, spears and "
"fireballs."
msgstr ""
"Двубоите в Уеснот винаги се състоят между единици, намиращи се на съседни "
"полета. Щракнете върху вашата единица, и след това щракнете върху "
"вражеската, която желаете да атакувате: вашата единица ще се придвижи към "
"врага, и когато го достигне боят ще започне. Атакуващият и отбраняващият се "
"си разменят удари, докато всяка страна изразходи полагаемите си удари. "
"Атакуващият избира оръжието, с което да нападне, а защитаващият отвръща със "
"същият тип оръжие. Има два вида атаки - близък бой, който обикновено включва "
"оръжия като мечове, брадви и нокти, и бой от разстояние, който включва "
"оръжия като лъкове, копия и огнени кълба."
#. [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"
"Нападащият нанася първия удар, след което отбраняващият се отвръща. Всеки "
"удар може да е или сполучлив, при което той нанася определено поражение, или "
"да е пропуск, при което не нанася никакво поражение. Размяната на удари "
"продължава докато двете страни изчерпат полагащите им се удари. Броят удари, "
"полагащи се на всяка страна варира. Например боец Елф с нападателност 5-4 "
"може да нанесе 4 удара, като всеки успешен удар ще нанесе 5 точки поражение, "
"а един Орк с нападателност 9-2 може да отправи само два удара, но всяко "
"попадение ще нанесе 9 точки поражение."
#. [topic]: id=combat
#: data/core/help.cfg:285
#, fuzzy
msgid ""
"\n"
"\n"
"<big>Chance to Hit</big>"
msgstr ""
"\n"
"\n"
"<header>text='Вероятност за попадение'</header>"
#. [topic]: id=combat
#: data/core/help.cfg:287
#, fuzzy
msgid ""
"\n"
"\n"
"Every unit has a chance of being hit, based on the <i>terrain</i> it is in. "
"This is shown in the status pane, and may also be found by right-clicking a "
"unit, selecting <b>Unit Description</b>, and then looking at <b>Terrain "
"Modifiers</b>. 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"
"В зависимост от терена, на който се намира, за всяка единица съществува "
"различна вероятност да понесе попадение. Това е отбелязано в статус панела, "
"а може също да се установи, като се щракне на дадена единица с десен бутон, "
"избере се Описание на единицата и се погледне <italic>text=\"Особености на "
"терена\"</italic>. Например, много елфи имат ниво на защита 70% в гора, "
"затова единица, която ги напада има само 30% вероятност да им нанесе успешен "
"удар. Съответно, вероятността елфът да нанесе успешен ответен удар на "
"нападателя, зависи от терена на който е нападащата единица."
#. [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"
"Има две изключения от това правило: <ref>dst=weaponspecial_magical "
"text='Магически атаки'</ref> и <ref>dst=weaponspecial_marksman text='Стрелци "
"майстори'</ref>. Магическите атаки винаги имат 70% вероятност за успех, "
"независимо от терена, а когато се използват в атака, Стрелците майстори "
"винаги имат поне 60% шанс за попадение, независимо от терена."
#. [topic]: id=combat
#: data/core/help.cfg:291
msgid ""
"\n"
"\n"
"<header>text=Damage</header>"
msgstr ""
"\n"
"\n"
"<header>text=Поражение</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 <b>Damage Calculations</b> in the "
"attack selection menu."
msgstr ""
"\n"
"\n"
"Всеки точен удар нанася някакво поражение в зависимост от вида на атаката. "
"Например боец елф с нападателност 5-4 нанася 5 точки поражение. Това "
"обикновено зависи от два фактора:<ref>dst=damage_types_and_resistance "
"text=Устойчивост</ref> и <ref>dst=time_of_day text='Време на денонощието'</"
"ref>. За да видите как нанесеното поражение се изменя от обстоятелствата, "
"изберете <italic>text='Преценка на пораженията'</italic> в менюто за избор "
"на атака."
#. [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"
"Някои единици имат специални <ref>dst=abilities text=умения</ref> които "
"влияят на пораженията в битката. Най-често срещаното от тях е "
"<ref>dst=weaponspecial_charge text=Щурмът</ref>, който удвоява пораженията, "
"както за нападателя, така и за отбраняващата се страна, когато бъде приложен "
"от нападател."
#. [topic]: id=damage_types_and_resistance
#: data/core/help.cfg:303
msgid "Damage Types and Resistance"
msgstr "Видове поражения и Устойчивост"
#. [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"
"Устойчивостта може да се обясни много просто: ако дадена единица има 40% "
"съпротивителни способности срещу определено поражение, тя ще го понесе с 40% "
"по-леко ако е засегната от такова поражение. Възможно е също дадена единица "
"да е особено уязвима от конкретно поражение. Ако например единицата има "
"-100% съпротивление спрямо даден тип поражение, тя ще понесе попадение с "
"такова поражение със 100% по-тежко."
#. [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: <i>blade, pierce, and impact damage</i>. Additionally, there are "
"three further types of damage usually associated with magical attacks: "
"<i>fire, cold, and arcane attacks</i>. Different units may have resistances "
"which alter the damage which they take from certain damage types."
msgstr ""
"В Уеснот има три вида поражения, обичайно свързвани с физическите атаки - "
"прорезни, прободни и поражения от удар. Други три типа поражение се свързват "
"с магическите атаки с Огън, Студ и Мистични атаки. Отделните единици могат "
"да имат съпротивителни способности, които влияят на тежестта на всяко от "
"тези поражения."
#. [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"
"Например Скелетите имат високи съпротивителни способности срещу прорезни и "
"прободни поражения, но са уязвими за поражения от Удар и Огън и особено "
"уязвими за Мистични атаки."
#. [topic]: id=damage_types_and_resistance
#: data/core/help.cfg:308
msgid ""
"\n"
"\n"
"If a strike is determined to hit, it will always do at least 1 point of "
"damage. This applies even if the defender has 100% resistance to the damage "
"type."
msgstr ""
"\n"
"\n"
"Ако един удар нанесе точно попадение, той винаги причинява поне 1 точка "
"поражение. Това важи дори в случай, че защитаваща се страна има 100% "
"устойчивост срещу конкретния тип поражение."
#. [topic]: id=orbs
#: data/core/help.cfg:316
msgid "Orbs"
msgstr "Сфери"
#. [topic]: id=orbs
#: data/core/help.cfg:317
msgid ""
"On top of the energy bar shown next to each unit of yours is an orb. For "
"units you control, this orb is:"
msgstr ""
"Върху лентата енергия на всяка ваша единица има сфера. За единиците, които "
"вие контролирате, тази сфера е:"
#. [topic]: id=orbs
#: data/core/help.cfg:319
#, fuzzy
msgid " green if it hasnt moved this turn,"
msgstr "зелена, ако единицата не се е движила в рамките на текущия ход,"
#. [topic]: id=orbs
#: data/core/help.cfg:320
#, fuzzy
msgid " yellow if it has moved, but could still move further or attack, or"
msgstr ""
"жълта, ако единицата се е движила, но все още може да се движи или да "
"атакува, или"
#. [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 "Сферата е синя, ако единицата е съюзник, когото не контролирате."
#. [topic]: id=orbs
#: data/core/help.cfg:323
#, fuzzy
msgid " Enemy units have no orb on top of their energy bar."
msgstr "Вражеските единици нямат сфери върху енергийните си ленти."
#. [topic]: id=time_of_day
#: data/core/help.cfg:330
msgid "Time of Day"
msgstr "Време от денонощието "
#. [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"
"• <b>Lawful</b> units get +25% damage in daytime, and 25% damage at night.\n"
"• <b>Chaotic</b> units get +25% damage at night, and 25% in daytime.\n"
"• <b>Neutral</b> units are unaffected by the time of day.\n"
"• <b>Liminal</b> units get 25% damage during both night and daytime."
msgstr ""
"В зависимост кое време на денонощието е, поражението за различните единици "
"се променя , както следва:\n"
"Праведните единици нанасят +25% поражение през деня и 25% през нощта\n"
"Хаотичните единици нанасят +25% поражение през нощта и 25% през деня\n"
"За неутралните единици няма значение кое време от денонощието е."
#. [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"
"Актуалното време от денонощието може да се види под миникартата в статус "
"панела. За обичайния денонощен цикъл, Сутрин и Следобед се приемат за части "
"от деня, Първата и Втората стража спадат към нощта:\n"
#. [time]: id=dawn
#. [time]: id=dawn_hour
#. [topic]: id=time_of_day
#: 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 "Зора"
#. [time]: id=morning
#. [topic]: id=time_of_day
#: data/core/help.cfg:341 data/core/macros/schedules.cfg:26
#: data/test/maps/pathfind_1.cfg:75
msgid "Morning"
msgstr "Сутрин"
#. [time]: id=afternoon
#. [topic]: id=time_of_day
#: data/core/help.cfg:342 data/core/macros/schedules.cfg:44
#: data/test/maps/pathfind_1.cfg:86
msgid "Afternoon"
msgstr "Следобед"
#. [time]: id=dusk
#. [time]: id=dusk_hour
#. [topic]: id=time_of_day
#: 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 "Здрач"
#. [time]: id=first_watch
#. [topic]: id=time_of_day
#: data/core/help.cfg:344 data/core/macros/schedules.cfg:65
#: data/test/maps/pathfind_1.cfg:108
msgid "First Watch"
msgstr "Първа стража"
#. [time]: id=second_watch
#. [topic]: id=time_of_day
#: data/core/help.cfg:345 data/core/macros/schedules.cfg:89
#: data/test/maps/pathfind_1.cfg:119
msgid "Second Watch"
msgstr "Втора стража"
#. [topic]: id=time_of_day
#: data/core/help.cfg:347
#, fuzzy
#| msgid ""
#| "Keep in mind that some scenarios take place underground, where it is "
#| "perpetually night!"
msgid ""
"Keep in mind that some scenarios take place underground, where it is "
"perpetually night!\n"
msgstr ""
"Не забравяйте, че някои сценарии се случват под земята, където цари вечна "
"нощ!"
#. [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 "Лекуване"
#. [topic]: id=healing
#: data/core/help.cfg:359
#, fuzzy
msgid ""
"\n"
"\n"
"• <b>Resting</b>: A unit which neither moves, attacks, nor is attacked will "
"heal 2 HP in its next turn."
msgstr ""
"\n"
"\n"
"Почивка: Единица, която не се придвижва, не напада и не е нападната ще се "
"излекува с 2 точки здраве в следващия си ход."
#. [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"
"• <b>Villages</b>: 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"
"Села: Единица, която в началото на хода се намира в селище, ще се излекува с "
"8 точки здраве."
#. [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=Възстановяване</ref>: Някои единици "
"(например тролове) автоматично се лекуват с 8 точки здраве на всеки ход."
#. [topic]: id=healing
#: data/core/help.cfg:363
#, fuzzy
msgid ""
"\n"
"• <b>Healing units</b>: 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"
"Единици лечители: Единици, притежаващи умението <ref>dst=ability_heals "
"text=Лекуване</ref> лекуват всяка съседна съюзническа единица, обикновено с "
"4 или 8 точки здраве на ход или предотвратяват отравянето на такава единица, "
"ако тя бъде нападната с Отрова."
#. [topic]: id=healing
#: data/core/help.cfg:364
#, fuzzy
msgid ""
"\n"
"• <b>Curing units</b>: 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"
"Единици изцелители: Единици, притежаващи умението <ref>dst=ability_cures "
"text=Изцеляване</ref> лекуват съседни съюзнически единици, които са отровени "
"(за предпочитане е пред Лекуването в случай, че единицата притежава и двете "
"умения)."
#. [topic]: id=healing
#: data/core/help.cfg:365
msgid ""
"\n"
"• <b>Advancement</b>: 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
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"
"Почивката може да се комбинира с други форми на оздравяване, но престоят в "
"селища, възстановяването, лекуването и изцелението не могат да се комбинират "
"помежду си: прилага се най-добрият от тези варианти. Освен това, единиците "
"напълно оздравяват между отделните сценарии."
#. [topic]: id=healing
#: data/core/help.cfg:368
msgid ""
"\n"
"\n"
"<b>Advanced</b>"
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 "Заключение"
#. [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 <i>Heir to "
"the Throne</i> campaign. Have fun, and good luck!"
msgstr ""
"Това изчерпва основната информация за Уеснот. Можете също да прочетете "
"Основна Стратегия или да се запознаете с <ref>dst=traits text=Качества</ref> "
"и <ref>dst=abilitiestext=Умения</ref> , но вече знаете всичко, което ви е "
"нужно, за да играете кампанията Наследник на Трона. Забавлявайте се и успех!"
#. [topic]: id=license
#: data/core/help.cfg:384
msgid "License"
msgstr "Лиценз"
#. [topic]: id=..traits_section
#: data/core/help.cfg:393
#, fuzzy
msgid ""
"\n"
"\n"
"Most units have two traits. However, goblins have only one trait, undead "
"units are always assigned the single trait <i>undead</i> and in some cases "
"<i>fearless</i>, and woses do not receive any traits. "
msgstr ""
"Повечето единици имат две качества. На Немъртвите единици обаче се приписва "
"единственото качество \"Немъртви\", а Узите не получават никакви качества. "
"Качествата променят леко характеристиките на единиците. Обикновено "
"качествата се приписват на новонабраните единици на случаен принцип."
#. [topic]: id=..traits_section
#: data/core/help.cfg:393
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 <i>race</i>."
msgstr ""
#. [topic]: id=..traits_section
#: data/core/help.cfg:395
#, 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"
"Качествата, които са достъпни за всички не-Немъртви единици са "
"<ref>dst=traits_intelligent text=Интелигентен</ref>, <ref>dst=traits_quick "
"text=Бърз</ref>, <ref>dst=traits_resilient text=Издръжлив</ref> и "
"<ref>dst=traits_strong text=Силен</ref>."
#. [topic]: id=..traits_section
#: data/core/help.cfg:397
#, 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"
"Други възможни качества, които могат да получат единиците са "
"<ref>dst=traits_dextrous text=Сръчен</ref>, <ref>dst=traits_loyal "
"text=Лоялен</ref> и <ref>dst=traits_undead text=Немъртъв</ref>."
#. [topic]: id=..terrains_section
#: data/core/help.cfg:407
msgid ""
"\n"
"\n"
"Terrains come in two types: <i>basic</i> and <i>mixed</i>."
msgstr ""
#. [topic]: id=..terrains_section
#: data/core/help.cfg:407
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:409
#, fuzzy
msgid ""
"\n"
"\n"
"<big>Basic Terrain Types</big>"
msgstr ""
"\n"
"\n"
"<header>text='Вероятност за попадение'</header>"
#. [topic]: id=..terrains_section
#: data/core/help.cfg:411
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:415
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:417
#, fuzzy
msgid ""
"\n"
"\n"
"<big>Mixed Terrain Types</big>"
msgstr ""
"\n"
"\n"
"<header>text='Вероятност за попадение'</header>"
#. [topic]: id=..terrains_section
#: data/core/help.cfg:419
msgid ""
"\n"
"\n"
"Mixed terrain types share the properties of multiple basic terrain types — "
"units generally receive the <i>best defense</i> and <i>worst movement</i> of "
"the underlying basic types when they move onto a mixed type. For example, "
"this is the case with <i>forested hills</i>, <i>sand hills</i>, and <i>cave "
"hills</i>.\n"
"\n"
msgstr ""
#. [topic]: id=..terrains_section
#: data/core/help.cfg:423
msgid ""
"\n"
"\n"
"One notable exception is bridge terrains, such as <i>bridges over shallow "
"water</i>, <i>fords</i>, and <i>bridges over chasms</i>. 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:427
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:431
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:435
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:437
msgid ""
"\n"
"\n"
"You can see what type of behavior the mixed terrain gives by mousing over "
"its hex and viewing the <i>terrain description</i> by either pressing the "
"hotkey, or right clicking and selecting from the context menu."
msgstr ""
#. [topic]: id=..terrains_section
#: data/core/help.cfg:439
#, fuzzy
msgid ""
"\n"
"\n"
"<big>Defense Caps</big>"
msgstr ""
"\n"
"\n"
"<header>text='Вероятност за попадение'</header>"
#. [topic]: id=..terrains_section
#: data/core/help.cfg:441
msgid ""
"\n"
"\n"
"Some units have <i>defense caps</i> 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:443
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:445
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:447
#, fuzzy
msgid ""
"\n"
"\n"
"<big>Basic Terrain Types</big>\n"
"\n"
msgstr ""
"\n"
"\n"
"<header>text='Вероятност за попадение'</header>"
#. [topic]: id=..addons
#: data/core/help.cfg:460
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:470
msgid "Using Add-ons"
msgstr ""
#. [topic]: id=using_addons
#: data/core/help.cfg:471
#, fuzzy
#| msgid ""
#| "\n"
#| "\n"
#| "<header>text=Damage</header>"
msgid ""
"\n"
"\n"
"<big>Campaigns and Scenarios</big>"
msgstr ""
"\n"
"\n"
"<header>text=Поражение</header>"
#. [topic]: id=using_addons
#: data/core/help.cfg:471
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:473
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 <i>Campaigns</i> menu at the "
"title screen."
msgstr ""
#. [topic]: id=using_addons
#: data/core/help.cfg:475
#, fuzzy
msgid ""
"\n"
"\n"
"<big>Multiplayer Campaigns, Scenarios, and Map Packs</big>"
msgstr ""
"\n"
"\n"
"<header>text='Вероятност за попадение'</header>"
#. [topic]: id=using_addons
#: data/core/help.cfg:477
msgid ""
"\n"
"\n"
"<i>Multiplayer</i> 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:479
#, fuzzy
msgid ""
"\n"
"\n"
"<big>Multiplayer Eras and Factions</big>"
msgstr ""
"\n"
"\n"
"<header>text='Ред и брой на ударите'</header>"
#. [topic]: id=using_addons
#: data/core/help.cfg:481
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 <i>Multiplayer</i> 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:485
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:487
#, fuzzy
msgid ""
"\n"
"\n"
"<big>Multiplayer Modifications</big>"
msgstr ""
"\n"
"\n"
"<header>text='Ред и брой на ударите'</header>"
#. [topic]: id=using_addons
#: data/core/help.cfg:489
msgid ""
"\n"
"\n"
"Modifications are optional scenario- and era-independent scripts for "
"<i>Multiplayer</i> 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:491
#, fuzzy
msgid ""
"\n"
"\n"
"<big>Creator Resources</big>"
msgstr ""
"\n"
"\n"
"<header>text='Вероятност за попадение'</header>"
#. [topic]: id=using_addons
#: data/core/help.cfg:493
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:502
msgid "Installing Add-ons"
msgstr ""
#. [topic]: id=installing_addons
#: data/core/help.cfg:503
msgid ""
"User-made add-ons can be obtained and updated through the <i>Add-ons</i> "
"option in the main menu. After connecting to the add-ons server (by default "
"<i>add-ons.wesnoth.org</i>), 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 <i>upgradable</i> or <i>outdated</i> on the server, their "
"installed and published versions will be shown in the <i>Version</i> "
"column.\n"
"\n"
"To search for add-ons by keywords, type any relevant terms in any order in "
"the <b>Filter</b> 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 <b>Options</b> "
"button in the top-right corner.\n"
"\n"
"To install an add-on, select it from the list and click <b>OK</b>, or simply "
"double-click on the add-ons title. The <b>Description</b> 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:516
msgid "Removing Add-ons"
msgstr ""
#. [topic]: id=removing_addons
#: data/core/help.cfg:517
msgid ""
"To remove add-ons, choose <b>Remove Add-ons</b> 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 (<i>.pbl</i> 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:532
#, fuzzy
#| msgid "General commands"
msgid "General Commands"
msgstr "Общи команди"
#. [topic]: id=general_commands
#. [topic]: id=mp_commands
#. [topic]: id=debug_commands
#: data/core/help.cfg:534 data/core/help.cfg:577 data/core/help.cfg:615
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:536
#, fuzzy
msgid ""
"\n"
"Clear chat messages.\n"
"\n"
msgstr ""
"\n"
"Изчиства съобщенията в чата."
#. [topic]: id=general_commands
#: data/core/help.cfg:539
#, 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"
"Пусни debug режим (не работи в мрежова игра). Режим debug се изключва при "
"излизането от играта.\n"
"\n"
#. [topic]: id=general_commands
#: data/core/help.cfg:543
#, 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 between 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"
"Преминаване на играча на страна на компютъра или на човек. Играча или "
"клиента, който контролира тази страна трябва да даде тази команда. Ако не "
"бъде зададена страна, 1 се подразбира.\n"
"\n"
#. [topic]: id=general_commands
#: data/core/help.cfg:546
msgid ""
"\n"
"Display the controller status of a side.\n"
"\n"
msgstr ""
#. [topic]: id=general_commands
#: data/core/help.cfg:549
msgid ""
"\n"
"Toggle the display of the current frames per second.\n"
"\n"
msgstr ""
#. [topic]: id=general_commands
#: data/core/help.cfg:552
msgid ""
"\n"
"Switch a log domain to a different log level.\n"
"\n"
msgstr ""
#. [topic]: id=general_commands
#: data/core/help.cfg:555
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:558
#, fuzzy
msgid ""
"\n"
"Bring up theme selection menu.\n"
"\n"
msgstr "Меню за избор на тема."
#. [topic]: id=general_commands
#: data/core/help.cfg:561
msgid ""
"\n"
"Quit the scenario (without prompting).\n"
"\n"
msgstr ""
"\n"
"Излез от сценария (без запитване).\n"
"\n"
#. [topic]: id=general_commands
#: data/core/help.cfg:564
msgid ""
"\n"
"Save the game (without prompting).\n"
"\n"
msgstr ""
"\n"
"Запази играта (без запитване).\n"
"\n"
#. [topic]: id=general_commands
#: data/core/help.cfg:567
#, fuzzy
msgid ""
"\n"
"Save the game and quit the scenario (without prompting)."
msgstr ""
"\n"
"Запази играта и излез от сценария (без запитване).\n"
"\n"
#. [topic]: id=mp_commands
#: data/core/help.cfg:576
#, fuzzy
#| msgid "Multiplayer commands"
msgid "Multiplayer Commands"
msgstr "Команди в мрежова игра"
#. [topic]: id=mp_commands
#: data/core/help.cfg:579
#, 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"
"Изхвърля и забранява потребителя в мрежова игра, както и IP адреса, "
"използван от този потребител.\n"
"\n"
#. [topic]: id=mp_commands
#: data/core/help.cfg:582
#, 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 <b>Scenario Settings</b> dialog "
"(Press the <b>More</b> button in the <b>Status Table</b> (alt+s by default) "
"to get there.). The host can change control of any side.\n"
"\n"
msgstr ""
"\n"
"Дава контрол на страната (напишете номерът на страната) на потребителя "
"(напишете тук име на потребител или наблюдател).\n"
"\n"
#. [topic]: id=mp_commands
#: data/core/help.cfg:585
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:588
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:591
#, 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"
"Изхвърляне на потребител в мрежова игра. Те ще могат да се присъединят към "
"играта отново. Като цяло приятелски начин да премахнеш някой с лоша връзка "
"или друг проблеми.\n"
"\n"
#. [topic]: id=mp_commands
#: data/core/help.cfg:594
#, 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 ""
"Праща лично съобщение. Не може да пращате съобщения до играчи, които "
"контролират някоя страна в игра. Употреба: /whisper [псевдоним] [съобщение]"
#. [topic]: id=mp_commands
#: data/core/help.cfg:597
msgid ""
"\n"
"Mute a specific observer. If no username is supplied the muted usernames are "
"displayed.\n"
"\n"
msgstr ""
"\n"
"Заглушаване на определен наблюдател. Ако не се предостави потребителско име, "
"се извеждат заглушените потребителски имена.\n"
"\n"
#. [topic]: id=mp_commands
#: data/core/help.cfg:600
#, fuzzy
msgid ""
"\n"
"Toggle muting/silencing of all observers on/off.\n"
"\n"
msgstr ""
"\n"
"Заглушаване на всички наблюдатели (включено/изключено)\n"
"\n"
#. [topic]: id=mp_commands
#: data/core/help.cfg:603
#, 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"
"Изхвърля и забранява потребителя в мрежова игра, както и IP адреса, "
"използван от този потребител.\n"
"\n"
#. [topic]: id=mp_commands
#: data/core/help.cfg:606
#, fuzzy
msgid ""
"\n"
"Unmute a specific observer. If no username is supplied the list of muted "
"observers is cleared."
msgstr ""
"\n"
"Заглушаване на определен наблюдател. Ако не се предостави потребителско име, "
"се извеждат заглушените потребителски имена.\n"
"\n"
#. [topic]: id=debug_commands
#: data/core/help.cfg:614
#, fuzzy
msgid "Debug Mode Commands"
msgstr "Общи команди"
#. [topic]: id=debug_commands
#: data/core/help.cfg:617
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:620
msgid ""
"\n"
"Create a unit of the specified type on the selected hex.\n"
"\n"
msgstr ""
#. [topic]: id=debug_commands
#: data/core/help.cfg:623
msgid ""
"\n"
"Toggle fog/shroud for the current side.\n"
"\n"
msgstr ""
#. [topic]: id=debug_commands
#: data/core/help.cfg:626
msgid ""
"\n"
"Adds the specified amount to the current sides gold.\n"
"\n"
msgstr ""
#. [topic]: id=debug_commands
#: data/core/help.cfg:629
msgid ""
"\n"
"Immediately advances to the next scenario in a campaign.\n"
"\n"
msgstr ""
#. [topic]: id=debug_commands
#: data/core/help.cfg:632
msgid ""
"\n"
"Manually set a gamestate variable to value.\n"
"\n"
msgstr ""
#. [topic]: id=debug_commands
#: data/core/help.cfg:635
msgid ""
"\n"
"Show a gamestate variable.\n"
"\n"
msgstr ""
#. [topic]: id=debug_commands
#: data/core/help.cfg:638
msgid ""
"\n"
"Manually fire the specified event.\n"
"\n"
msgstr ""
#. [topic]: id=debug_commands
#: data/core/help.cfg:641
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:644
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 ""
"Лекуване +4:\n"
"Позволява на единицата да лекува съседни единици в началото на всеки ход.\n"
"\n"
"Единица, лекувана от този лечител, може да се излекува с до 4 точки здраве "
"на ход, или да бъде предпазена от действието на отрова през този ход.\n"
"Лечителят не може да излекува отровена единица. За нея трябва да се погрижи "
"някое селище или изцелител."
#. [heals]: id=healing
#: data/core/macros/abilities.cfg:30
#, fuzzy
#| msgid ""
#| "Heals +8:\n"
#| "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."
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 ""
"Лекуване +8:\n"
" Тази единица обединява билковите лекарства и магията, за да лекува единици "
"по-бързо, отколкото е възможно на бойното поле.\n"
"\n"
"Единица, лекувана от този лечител, може да се излекува с до 8 точки здраве "
"на ход, или да бъде предпазена от действието на отрова през този ход.\n"
"Лечителят не може да излекува отровена единица. За нея трябва да се погрижи "
"някое селище или изцелител."
#. [heals]: id=curing
#: data/core/macros/abilities.cfg:47
msgid "cures"
msgstr "изцеление"
#. [heals]: id=curing
#: data/core/macros/abilities.cfg:48
#, fuzzy
msgid "female^cures"
msgstr "безстрашна"
#. [heals]: id=curing
#: data/core/macros/abilities.cfg:49
#, fuzzy
#| msgid ""
#| "Cures:\n"
#| "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."
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 ""
"Изцеление:\n"
"Изцелителят може да лекува отрова, въпреки че засегнатата единицата няма да "
"получи допълнително лечение в хода, в който е излекувана от отровата."
#. [regenerate]: id=regenerates
#: data/core/macros/abilities.cfg:70
msgid "regenerates"
msgstr "възстановяване"
#. [regenerate]: id=regenerates
#: data/core/macros/abilities.cfg:71
#, fuzzy
msgid "female^regenerates"
msgstr "възстановяване"
#. [regenerate]: id=regenerates
#: data/core/macros/abilities.cfg:72
#, fuzzy
#| msgid ""
#| "Regenerates:\n"
#| "The unit will heal itself 8 HP per turn. If it is poisoned, it will "
#| "remove the poison instead of healing."
msgid ""
"The unit will heal itself 8 HP per turn. If it is poisoned, it will remove "
"the poison instead of healing."
msgstr ""
"Възстановяване:\n"
"Единицата ще се излекува сама с 8 точки здраве на ход. Ако е отровена, ще "
"отстрани отровата, вместо да се лекува."
#. [resistance]: id=steadfast
#: data/core/macros/abilities.cfg:91
msgid "steadfast"
msgstr "непоклатимост"
#. [resistance]: id=steadfast
#: data/core/macros/abilities.cfg:92
#, fuzzy
msgid "female^steadfast"
msgstr "непоклатимост"
#. [resistance]: id=steadfast
#: data/core/macros/abilities.cfg:93
#, fuzzy
#| msgid ""
#| "Steadfast:\n"
#| "This units resistances are doubled, up to a maximum of 50%, when "
#| "defending. Vulnerabilities are not affected."
msgid ""
"This units resistances are doubled, up to a maximum of 50%, when defending. "
"Vulnerabilities are not affected."
msgstr ""
"Непоклатимост:\n"
"Съпротивителните свойства на единицата се удвояват, до максимум 50%, когато "
"единицата се защитава. Уязвимите й страни не се влияят."
#. [leadership]: id=leadership
#: data/core/macros/abilities.cfg:106
msgid "leadership"
msgstr "водачество"
#. [leadership]: id=leadership
#: data/core/macros/abilities.cfg:107
#, fuzzy
msgid "female^leadership"
msgstr "водачество"
#. [leadership]: id=leadership
#: data/core/macros/abilities.cfg:108
#, fuzzy
msgid ""
"This unit can lead your 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 ""
"Водачество:\n"
"Тази единица може да предвожда съседни съюзнически единици, като подобрява "
"бойните им умения.\n"
"\n"
"Съседна съюзническа единица от по-ниско ниво ще нанесе повече поражения в "
"битката. Когато единица, съседна на единица с Водачество влезе в битка, "
"атаката й става по-разрушителна с 25% за всяко едно ниво разлика между тях."
#. [skirmisher]: id=skirmisher
#: data/core/macros/abilities.cfg:125
msgid "skirmisher"
msgstr "бързоходство"
#. [skirmisher]: id=skirmisher
#: data/core/macros/abilities.cfg:126
#, fuzzy
msgid "female^skirmisher"
msgstr "бързоходство"
#. [skirmisher]: id=skirmisher
#: data/core/macros/abilities.cfg:127
#, fuzzy
#| msgid ""
#| "Skirmisher:\n"
#| "This unit is skilled in moving past enemies quickly, and ignores all "
#| "enemy Zones of Control."
msgid ""
"This unit is skilled in moving past enemies quickly, and ignores all enemy "
"Zones of Control."
msgstr ""
"Бързоходство:\n"
"Тази единица може да се придвижва бързо край враговете, игнорирайки техните "
"Зони на Контрол."
#. [illuminates]: id=illumination
#: data/core/macros/abilities.cfg:140
msgid "illuminates"
msgstr "озаряване"
#. [illuminates]: id=illumination
#: data/core/macros/abilities.cfg:141
#, fuzzy
msgid "female^illuminates"
msgstr "озаряване"
#. [illuminates]: id=illumination
#: data/core/macros/abilities.cfg:142
#, fuzzy
#| msgid ""
#| "Illuminates:\n"
#| "This unit illuminates the surrounding area, making lawful units fight "
#| "better, and chaotic units fight worse.\n"
#| "\n"
#| "Any units adjacent to this unit will fight as if it were dusk when it is "
#| "night, and as if it were day when it is dusk."
msgid ""
"This unit illuminates the surrounding area, making lawful units fight "
"better, and chaotic units fight worse.\n"
"\n"
"Any units adjacent to this unit will fight as if it were dusk when it is "
"night, and as if it were day when it is dusk."
msgstr ""
"Озаряване:\n"
"Тази единица озарява околността, поради което праведните единици се бият по-"
"добре, а хаотичните - по-лошо.\n"
"\n"
"Всяка единица съседна на озаряващата ще се бие все едно е здрач когато е "
"нощ, и все едно е ден когато всъщност е здрач."
#. [teleport]: id=teleport
#: data/core/macros/abilities.cfg:154
msgid "teleport"
msgstr "прехвърляне"
#. [teleport]: id=teleport
#: data/core/macros/abilities.cfg:155
#, fuzzy
msgid "female^teleport"
msgstr "интелигентна"
#. [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 ""
"Прехвърляне:\n"
"Тази единица може да се прехвърля между всеки две приятелски селища, с "
"помощтта на само едно свое движение."
#. [hides]: id=ambush
#: data/core/macros/abilities.cfg:185
msgid "ambush"
msgstr "засада"
#. [hides]: id=ambush
#: data/core/macros/abilities.cfg:186
#, fuzzy
msgid "female^ambush"
msgstr "лоялна"
#. [hides]: id=ambush
#: data/core/macros/abilities.cfg:187
#, fuzzy
#| msgid ""
#| "Ambush:\n"
#| "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."
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 ""
"Засада:\n"
"Тази единица може да се крие в гора, и да остане незабележима за враговете "
"си.\n"
"\n"
"Противникът не вижда тази единица, когато е в гората, освен ако противникови "
"единици не попаднат близо до нея. Вражеската единица, на която се случи "
"първа да се натъкне на единица в засада, веднага изгубва способността си да "
"се придвижва."
#. [hides]: id=nightstalk
#: data/core/macros/abilities.cfg:204 data/core/macros/abilities.cfg:205
msgid "nightstalk"
msgstr "нощна засада"
#. [hides]: id=nightstalk
#: data/core/macros/abilities.cfg:206
#, fuzzy
#| msgid ""
#| "Nightstalk:\n"
#| "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."
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 ""
"Нощна засада:\n"
"Единицата става невидима през нощта.\n"
"\n"
"Противникът не вижда тази единица, когато е в гората, освен ако противникови "
"единици не попаднат близо до нея. Вражеската единица, на която се случи "
"първа да се натъкне на единица в засада, веднага изгубва способността си да "
"се придвижва."
#. [hides]: id=concealment
#: data/core/macros/abilities.cfg:223
#, fuzzy
msgid "concealment"
msgstr "Движение"
#. [hides]: id=concealment
#: data/core/macros/abilities.cfg:224
#, fuzzy
msgid "female^concealment"
msgstr "Движение"
#. [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 ""
"Потапяне:\n"
"Единицата може да се крие в дълбока вода, и да остава незабелязана за "
"враговете.\n"
"\n"
"Противникът не вижда тази единица, когато е потопена във водата, освен ако "
"противникови единици не попаднат близо до нея. Вражеската единица, на която "
"се случи първа да се натъкне на потопена единица, веднага изгубва "
"способността си да се придвижва."
#. [hides]: id=submerge
#: data/core/macros/abilities.cfg:242
msgid "submerge"
msgstr "потапяне"
#. [hides]: id=submerge
#: data/core/macros/abilities.cfg:243
#, fuzzy
msgid "female^submerge"
msgstr "силна"
#. [hides]: id=submerge
#: data/core/macros/abilities.cfg:244
#, fuzzy
#| msgid ""
#| "Submerge:\n"
#| "This unit can hide in deep water, and remain undetected by its enemies.\n"
#| "\n"
#| "Enemy units cannot see this unit while it is in deep water, except if "
#| "they have units next to it. Any enemy unit that first discovers this unit "
#| "immediately loses all its remaining movement."
msgid ""
"This unit can hide in deep water, and remain undetected by its enemies.\n"
"\n"
"Enemy units cannot see this unit while it is in deep water, except if they "
"have units next to it. Any enemy unit that first discovers this unit "
"immediately loses all its remaining movement."
msgstr ""
"Потапяне:\n"
"Единицата може да се крие в дълбока вода, и да остава незабелязана за "
"враговете.\n"
"\n"
"Противникът не вижда тази единица, когато е потопена във водата, освен ако "
"противникови единици не попаднат близо до нея. Вражеската единица, на която "
"се случи първа да се натъкне на потопена единица, веднага изгубва "
"способността си да се придвижва."
#. [dummy]: id=feeding
#: data/core/macros/abilities.cfg:261
msgid "feeding"
msgstr ""
#. [dummy]: id=feeding
#: data/core/macros/abilities.cfg:262
#, fuzzy
msgid "female^feeding"
msgstr "безстрашна"
#. [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 "удар в гръб"
#. [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 ""
"Удар в гръб:\n"
"Тази атака нанася двойни поражения ако от другата страна на единицата-цел "
"има противник, който не е обездвижен (например вкаменен)."
#. [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 "чума"
#. [plague]: id=plague({TYPE}), type={TYPE}
#: data/core/macros/abilities.cfg:305
#, fuzzy
#| msgid ""
#| "Plague:\n"
#| "When a unit is killed by a Plague attack, that unit is replaced with a "
#| "Walking Corpse on the same side as the unit with the Plague attack. This "
#| "doesnt work on Undead or units in villages."
msgid ""
"When a unit is killed by a Plague attack, that unit is replaced with a unit "
"on the same side as the unit with the Plague attack. This doesnt work on "
"Undead or units in villages."
msgstr ""
"Чума:\n"
"Когато единица е убита от Чумна атака, тя се заменя с Ходещ труп, включващ "
"се на страната на противника, използвал нападението с Чума. (Това не важи "
"при Немъртви и единици в селища.)"
#. [plague]: id=plague, type=Walking Corpse
#: data/core/macros/abilities.cfg:316
#, fuzzy
#| msgid ""
#| "Plague:\n"
#| "When a unit is killed by a Plague attack, that unit is replaced with a "
#| "Walking Corpse on the same side as the unit with the Plague attack. This "
#| "doesnt work on Undead or units in villages."
msgid ""
"When a unit is killed by a Plague attack, that unit is replaced with a "
"Walking Corpse on the same side as the unit with the Plague attack. This "
"doesnt work on Undead or units in villages."
msgstr ""
"Чума:\n"
"Когато единица е убита от Чумна атака, тя се заменя с Ходещ труп, включващ "
"се на страната на противника, използвал нападението с Чума. (Това не важи "
"при Немъртви и единици в селища.)"
#. [slow]: id=slow
#: data/core/macros/abilities.cfg:326
msgid "slows"
msgstr "забавяне"
#. [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 ""
"Забавяне:\n"
"Тази атака забавя целта до края на хода. Забавянето намалява наполовина "
"пораженията, причинени от атаките на целта, и цената за движение на забавена "
"единица се удвоява."
#. [petrifies]: id=petrifies
#: data/core/macros/abilities.cfg:336
#, fuzzy
msgid "petrifies"
msgstr "Успешни попадения"
#. [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 ""
"Вкаменяване:\n"
"Тази атака вкаменява целта. Единици, които са вкаменени не могат да се "
"движат или да атакуват."
#. [chance_to_hit]: id=marksman
#: data/core/macros/abilities.cfg:346
msgid "marksman"
msgstr "майстор стрелец"
#. [chance_to_hit]: id=marksman
#: data/core/macros/abilities.cfg:347
#, fuzzy
#| msgid ""
#| "Marksman:\n"
#| "When used offensively, this attack always has at least a 60% chance to "
#| "hit."
msgid ""
"When used offensively, this attack always has at least a 60% chance to hit."
msgstr ""
"Майстор стрелец:\n"
"Когато се използва в нападение тази атака винаги има поне 60% шанс да уцели."
#. [swarm]: id=swarm
#: data/core/macros/abilities.cfg:371
msgid "swarm"
msgstr "масирана атака"
#. [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 ""
"Масирана атака:\n"
"Броят удари на тази атака намалява, ако единицата е ранена. Ударите са "
"пропорционални на точките здраве, с които единицата разполага. Например "
"единица с 3/4 от максимума точки здраве ще нанася само 3/4 от ударите, които "
се полагат."
#. [damage]: id=charge
#: data/core/macros/abilities.cfg:381
msgid "charge"
msgstr "щурм"
#. [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 ""
"Щурм:\n"
"Тази атака нанася двойно поражение на целта, но също така е причина "
"единицата да понася двойни поражения от контраатаката на целта."
#. [drains]: id=drains
#: data/core/macros/abilities.cfg:394
msgid "drains"
msgstr "Източване"
#. [drains]: id=drains
#: data/core/macros/abilities.cfg:395
#, fuzzy
#| msgid ""
#| "Drain:\n"
#| "This unit drains health from living units, healing itself for half the "
#| "amount of damage it deals (rounded down)."
msgid ""
"This unit drains health from living units, healing itself for half the "
"amount of damage it deals (rounded down)."
msgstr ""
"Източване:\n"
"Тази единица източва здраве от живите единици, като се лекува с половината "
"от нанесеното поражение (закръглено надолу)."
#. [poison]: id=poison
#: data/core/macros/abilities.cfg:414
msgid "poison"
msgstr "отрова"
#. [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 ""
"Отрова:\n"
"Тази атака трови живите единици. Отровените единици губят по 8 точки здраве "
"на всеки ход, докато се излекуват, или им остане 1 точка здраве. "
#. [advancement]: id=amla_default
#: data/core/macros/amla.cfg:10
#, fuzzy
msgid "Max HP bonus +3, Max XP +20%"
msgstr " Максимален бонус здраве +"
#. [time]: id=midday
#. [time]: id=midday_hour
#: data/core/macros/schedules.cfg:35 data/core/macros/schedules.cfg:329
msgid "Midday"
msgstr ""
#. [time]: id=midnight
#. [time]: id=midnight_hour
#: data/core/macros/schedules.cfg:77 data/core/macros/schedules.cfg:191
msgid "Midnight"
msgstr ""
#. [time]: id=indoors
#: data/core/macros/schedules.cfg:101
msgid "Indoors"
msgstr ""
#. [time]: id=deep_underground
#: data/core/macros/schedules.cfg:121
msgid "Deep Underground"
msgstr "Дълбоко подземие"
#. [time]: id=second_watch_hour1
#: data/core/macros/schedules.cfg:203
#, fuzzy
#| msgid "Second Watch"
msgid "Second Watch — First Hour"
msgstr "Втора стража"
#. [time]: id=second_watch_hour2
#: data/core/macros/schedules.cfg:215
#, fuzzy
#| msgid "Second Watch"
msgid "Second Watch — Second Hour"
msgstr "Втора стража"
#. [time]: id=second_watch_hour3
#: data/core/macros/schedules.cfg:227
#, fuzzy
#| msgid "Second Watch"
msgid "Second Watch — Third Hour"
msgstr "Втора стража"
#. [time]: id=second_watch_hour4
#: data/core/macros/schedules.cfg:239
#, fuzzy
#| msgid "Second Watch"
msgid "Second Watch — Fourth Hour"
msgstr "Втора стража"
#. [time]: id=second_watch_hour5
#: data/core/macros/schedules.cfg:251
#, fuzzy
#| msgid "Second Watch"
msgid "Second Watch — Fifth Hour"
msgstr "Втора стража"
#. [time]: id=second_watch_hour6
#: data/core/macros/schedules.cfg:263
#, fuzzy
#| msgid "Second Watch"
msgid "Second Watch — Sixth Hour"
msgstr "Втора стража"
#. [time]: id=morning_hour1
#: data/core/macros/schedules.cfg:287
msgid "Morning — First Hour"
msgstr ""
#. [time]: id=morning_hour2
#: data/core/macros/schedules.cfg:299
msgid "Morning — Second Hour"
msgstr ""
#. [time]: id=morning_hour3
#: data/core/macros/schedules.cfg:311
msgid "Morning — Third Hour"
msgstr ""
#. [time]: id=morning_hour4
#: data/core/macros/schedules.cfg:320
msgid "Morning — Fourth Hour"
msgstr ""
#. [time]: id=afternoon_hour1
#: data/core/macros/schedules.cfg:338
msgid "Afternoon — First Hour"
msgstr ""
#. [time]: id=afternoon_hour2
#: data/core/macros/schedules.cfg:347
msgid "Afternoon — Second Hour"
msgstr ""
#. [time]: id=afternoon_hour3
#: data/core/macros/schedules.cfg:356
msgid "Afternoon — Third Hour"
msgstr ""
#. [time]: id=afternoon_hour4
#: data/core/macros/schedules.cfg:365
msgid "Afternoon — Fourth Hour"
msgstr ""
#. [time]: id=afternoon_hour5
#: data/core/macros/schedules.cfg:374
msgid "Afternoon — Fifth Hour"
msgstr ""
#. [time]: id=afternoon_hour6
#: data/core/macros/schedules.cfg:385
msgid "Afternoon — Sixth Hour"
msgstr ""
#. [time]: id=first_watch_hour1
#: data/core/macros/schedules.cfg:408
msgid "First Watch — First Hour"
msgstr ""
#. [time]: id=first_watch_hour2
#: data/core/macros/schedules.cfg:420
msgid "First Watch — Second Hour"
msgstr ""
#. [time]: id=first_watch_hour3
#: data/core/macros/schedules.cfg:432
msgid "First Watch — Third Hour"
msgstr ""
#. [time]: id=first_watch_hour4
#: data/core/macros/schedules.cfg:444
msgid "First Watch — Fourth Hour"
msgstr ""
#. [time]: id=dawn1
#: data/core/macros/schedules.cfg:498
#, fuzzy
#| msgid "First Watch"
msgid "First Dawn"
msgstr "Първа стража"
#. [time]: id=dawn2
#: data/core/macros/schedules.cfg:509
#, fuzzy
#| msgid "Second Watch"
msgid "Second Dawn"
msgstr "Втора стража"
#. [time]: id=morning1
#: data/core/macros/schedules.cfg:520
#, fuzzy
#| msgid "Morning"
msgid "First Morning"
msgstr "Сутрин"
#. [time]: id=morning2
#: data/core/macros/schedules.cfg:532
#, fuzzy
#| msgid "Morning"
msgid "Second Morning"
msgstr "Сутрин"
#. [time]: id=midday1
#: data/core/macros/schedules.cfg:544
#, fuzzy
#| msgid "First Watch"
msgid "First Midday"
msgstr "Първа стража"
#. [time]: id=midday2
#: data/core/macros/schedules.cfg:556
#, fuzzy
#| msgid "Second Watch"
msgid "Second Midday"
msgstr "Втора стража"
#. [time]: id=afternoon1
#: data/core/macros/schedules.cfg:568
#, fuzzy
#| msgid "Afternoon"
msgid "First Afternoon"
msgstr "Следобед"
#. [time]: id=afternoon2
#: data/core/macros/schedules.cfg:580
#, fuzzy
#| msgid "Afternoon"
msgid "Second Afternoon"
msgstr "Следобед"
#. [time]: id=dusk1
#: data/core/macros/schedules.cfg:592
#, fuzzy
#| msgid "firststrike"
msgid "First Dusk"
msgstr "бързак"
#. [time]: id=dusk2
#: data/core/macros/schedules.cfg:603
#, fuzzy
#| msgid "Second Watch"
msgid "Second Dusk"
msgstr "Втора стража"
#. [time]: id=short_dark
#: data/core/macros/schedules.cfg:614
msgid "The Short Dark"
msgstr ""
#. [time]: id=long_dark1
#: data/core/macros/schedules.cfg:626
msgid "The Long Dark (1)"
msgstr ""
#. [time]: id=long_dark2
#: data/core/macros/schedules.cfg:638
msgid "The Long Dark (2)"
msgstr ""
#. [time]: id=long_dark3
#: data/core/macros/schedules.cfg:652
msgid "The Long Dark (3)"
msgstr ""
#. [time]: id=long_dark4
#: data/core/macros/schedules.cfg:664
msgid "The Long Dark (4)"
msgstr ""
#: data/core/macros/special-notes.cfg:3
#, fuzzy
msgid ""
"\n"
"\n"
"Special Notes:"
msgstr "Специални"
#: data/core/macros/special-notes.cfg:8
msgid ""
" Spirits have very unusual resistances to damage, and move quite slowly over "
"open water."
msgstr ""
"Духовете са необичайно устойчиви на поражения и се движат доста бавно над "
"открити водни пространства."
#: data/core/macros/special-notes.cfg:11
msgid ""
" This units arcane attack deals tremendous damage to magical creatures, and "
"even some to mundane creatures."
msgstr ""
"Мистичната атака на тази единица нанася огромни поражения на магическите, а "
"и на някои нормални същества."
#: data/core/macros/special-notes.cfg:14
#, fuzzy
msgid " This unit is capable of basic healing."
msgstr ""
"Тази единица може да лекува съседните си единици, и да изцелява отравяне."
#: data/core/macros/special-notes.cfg:17
#, fuzzy
msgid " This unit is capable of rapid healing."
msgstr ""
"Тази единица може да лекува съседните си единици, и да изцелява отравяне."
#: data/core/macros/special-notes.cfg:20
msgid ""
" This unit is capable of healing those around it, and curing them of poison."
msgstr ""
"Тази единица може да лекува съседните си единици, и да изцелява отравяне."
#: data/core/macros/special-notes.cfg:23
#, fuzzy
msgid ""
" This unit is capable of neutralizing the effects of poison in units around "
"it."
msgstr ""
"Тази единица има основни лечителски умения, но при отравяне може само да "
"забави действието на отрова, не и да я премахне."
#: data/core/macros/special-notes.cfg:26
msgid ""
" This unit regenerates, which allows it to heal as though always stationed "
"in a village."
msgstr ""
"Тази единица се самовъзстановява, което и позволява да се лекува все едно "
"винаги се намира в селище."
#: data/core/macros/special-notes.cfg:29
msgid ""
" The steadiness of this unit reduces damage from some attacks, but only "
"while defending."
msgstr ""
"Непоклатимостта на тази единица намалява понесените поражения от някои "
"атаки, но само когато се защитава."
#: 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 ""
"Водаческите умения на тази единица позволяват на съседните единици да се "
"бият по-добре, но това важи само за единиците от по-ниско ниво."
#: data/core/macros/special-notes.cfg:35
msgid ""
" This units skill at skirmishing allows it to ignore enemies zones of "
"control and thus move unhindered around them."
msgstr ""
"Бързоходството на единицата и позволява да пренебрегва Зоните на Контрол на "
"враговете си и така да се придвижва необезпокоявана около и през тях."
#: data/core/macros/special-notes.cfg:38
msgid " Illumination increases the lighting level in adjacent areas."
msgstr "Озаряването засилва светлината на областите в непосредствена близост."
#: 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 ""
"Прехвърляне:\n"
"Тази единица може да се прехвърля между всеки две приятелски селища, с "
"помощтта на само едно свое движение."
#: data/core/macros/special-notes.cfg:44
msgid ""
" In woodlands, this units ambush skill renders it invisible to enemies "
"unless it is immediately adjacent or has revealed itself by attacking."
msgstr ""
"В горите умението на тази единица да се притаява я прави невидима за "
"враговете, освен ако не застанат точно до нея или тя не ги атакува."
#: data/core/macros/special-notes.cfg:47
msgid " This unit is able to hide at night, leaving no trace of its presence."
msgstr "През нощта тази единица е в състояние да се скрие безследно."
#: data/core/macros/special-notes.cfg:50
msgid ""
" This unit can hide in villages (with the exception of water villages), and "
"remain undetected by its enemies, except by those standing next to it."
msgstr ""
#: data/core/macros/special-notes.cfg:53
msgid ""
" This unit can move unseen in deep water, requiring no air from the surface."
msgstr ""
"Тази единица може да се движи незабележимо в дълбоки води, без да й е нужен "
"въздух от повърхността."
#: data/core/macros/special-notes.cfg:56
msgid ""
" This unit gains 1 hitpoint added to its maximum whenever it kills a living "
"unit."
msgstr ""
#: data/core/macros/special-notes.cfg:59
msgid ""
" Whenever its berserk attack is used, this unit continues to push the attack "
"until either it or its enemy lies dead."
msgstr ""
"Когато атакува с бурна ярост, тази единица продължава атаката докато или тя, "
"или врагът падне мъртъв."
#: 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 ""
"Ако съюзник отвлече вниманието на врага, тази единица може да го нападне в "
"гръб, като се промъкне зад него и му нанесе двойно поражение."
#: 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 "Неприятелите, поразени от чума, ще се надигнат като немъртви."
#: data/core/macros/special-notes.cfg:68
msgid ""
" This unit is able to slow its enemies, halving their movement speed and "
"attack damage until they end a turn."
msgstr ""
"Тази единици забавя враговете, намалява на половина скоростта им на "
"придвижване и пораженията от атаките им до края на хода."
#: data/core/macros/special-notes.cfg:71
msgid ""
" The ability to turn the living to stone makes this unit extremely dangerous."
msgstr ""
"Способността да вкаменява живите прави тази единица изключително опасна."
#: data/core/macros/special-notes.cfg:74
msgid ""
" This units marksmanship gives it a high chance of hitting targeted "
"enemies, but only on the attack."
msgstr ""
"Тази единица е майстор стрелец и вероятността да улучи врага е голяма, но "
"само в атака."
#: 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 ""
"Атаките от разстояние на тази единица са магически и винаги имат висока "
"вероятност да поразят врага."
#: data/core/macros/special-notes.cfg:80
msgid ""
" The swarming attacks of this unit become less deadly whenever its members "
"are wounded."
msgstr ""
"Масираната атака от такава единица е по-малко смъртоносна, когато единицата "
"е ранена."
#: data/core/macros/special-notes.cfg:83
msgid ""
" Using a charging attack doubles both damage dealt and received; this does "
"not affect defensive retaliation."
msgstr ""
"При щурм се удвояват както нанесените, така и претърпени поражения, но това "
"не важи при защита."
#: data/core/macros/special-notes.cfg:86
msgid ""
" During battle, this unit can drain life from victims to renew its own "
"health."
msgstr ""
"По време на битка, тази единица може да източи жизнени сили от враговете си, "
"за да възстанови собственото си здраве."
#: data/core/macros/special-notes.cfg:89
msgid ""
" The length of this units weapon allows it to strike first in melee, even "
"in defense."
msgstr ""
"Заради дължината на своето оръжие, тази единица винаги нанася първия удар "
"дори, когато се защитава в близък бой."
#: data/core/macros/special-notes.cfg:92
msgid ""
" The victims of this units poison will continually take damage until they "
"can be cured in town or by a unit which cures."
msgstr ""
"Жертвите, отровени от тази единица ще търпят поражения, докато не се "
"излекуват в град или от единица изцелител."
#: 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 "лоялен"
#. [trait]: id=loyal
#: data/core/macros/traits.cfg:9
msgid "female^loyal"
msgstr "лоялна"
#. [trait]: id=loyal
#: data/core/macros/traits.cfg:10
msgid "Zero upkeep"
msgstr "Нулева издръжка"
#. [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"
"По време на кампания някои единици могат да изберат да се присъединят към "
"вашите сили по собствено желание. Такива единици получават качество Лоялен. "
"Въпреки че за привикването на такива единици може да се дължи плащане, за "
"тях никога не се правят разходи за издръжка. Ето защо са изключително ценни "
"при продължителни кампании, когато златото е по-оскъдно. Това качество "
"никога не се приписва на новонабрани единици, затова не е разумно да се "
"освобождават Лоялни единици или глупаво да се жертва животът им."
#. [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 ""
"Лоялните единици не се нуждаят от издръжка. За повечето единици се дължи "
"издръжка в края на всеки ход равна на нивото им. Това не важи за лоялните "
"единици."
#. [trait]: id=undead
#: data/core/macros/traits.cfg:25
msgid "undead"
msgstr "немъртъв"
#. [trait]: id=undead
#: data/core/macros/traits.cfg:26
msgid "female^undead"
msgstr "немъртва"
#. [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 "Имунитет срещу отрова, източване и чума"
#. [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"
"Немъртвите единици обикновено имат само това единствено качество \"Немъртъв"
"\". Тъй като Немъртвите единици са всъщност трупове, въздигнати, за да се "
"включат в боя, те не се влияят от отрова. Това ги прави неоценими в "
"случаите, когато противникът напада с отрова."
#. [trait]: id=undead
#: data/core/macros/traits.cfg:28
#, fuzzy
msgid ""
"<italic>text='Undead'</italic> units are immune to poison, drain, and plague."
msgstr ""
"Немъртвите единици имат имунитет срещу отровата, не могат да бъдат поразени "
"от чума, нито може да се изцежда здравето им."
#. [trait]: id=mechanical
#: data/core/macros/traits.cfg:51
msgid "mechanical"
msgstr "механичен"
#. [trait]: id=mechanical
#: data/core/macros/traits.cfg:52
msgid "female^mechanical"
msgstr "механична"
#. [trait]: id=mechanical
#: data/core/macros/traits.cfg:54
#, fuzzy
msgid ""
"\n"
"\n"
"Mechanical units generally have mechanical as their only trait. Since "
"mechanical units dont really have life, drain, poison, and plague have no "
"effect upon them."
msgstr ""
"\n"
"\n"
"Като цяло единственото качество на механичните единици е \"Механичен\". Тъй "
"като те всъщност не са живи, отрова, чума и източване на здраве не им влияят."
#. [trait]: id=mechanical
#: data/core/macros/traits.cfg:54
#, fuzzy
msgid ""
"<italic>text='Mechanical'</italic> units are immune to poison, drain, and "
"plague."
msgstr ""
"Механичните единици имат имунитет срещу отровата, не могат да бъдат поразени "
"от чума, нито може да се изцежда здравето им."
#. [trait]: id=elemental
#: data/core/macros/traits.cfg:77
#, fuzzy
msgid "elemental"
msgstr "Движение"
#. [trait]: id=elemental
#: data/core/macros/traits.cfg:78
#, fuzzy
msgid "female^elemental"
msgstr "лоялна"
#. [trait]: id=elemental
#: data/core/macros/traits.cfg:80
#, fuzzy
msgid ""
"\n"
"\n"
"Elemental units generally have elemental as their only trait. Since "
"elemental units are energy-based beings, drain, poison, and plague have no "
"effect upon them."
msgstr ""
"\n"
"\n"
"Като цяло единственото качество на механичните единици е \"Механичен\". Тъй "
"като те всъщност не са живи, отрова, чума и източване на здраве не им влияят."
#. [trait]: id=elemental
#: data/core/macros/traits.cfg:80
#, fuzzy
msgid ""
"<italic>text='Elemental'</italic> units are immune to poison, drain, and "
"plague."
msgstr ""
"Механичните единици имат имунитет срещу отровата, не могат да бъдат поразени "
"от чума, нито може да се изцежда здравето им."
#. [trait]: id=strong
#: data/core/macros/traits.cfg:102
msgid "strong"
msgstr "силен"
#. [trait]: id=strong
#: data/core/macros/traits.cfg:103
msgid "female^strong"
msgstr "силна"
#. [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"
"Въпреки, че качеството Силен е полезно за всяка единица в близък бой, то има "
"най-голям ефект при единици с най-голям размах на действие, като например "
"бойците Елфи. Силните единици са особено полезни, когато е необходимо "
"поражението да се подсили съвсем малко, за да се превърне поразяващият удар "
"в смъртоносен."
#. [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 ""
"Силните единици нанасят една точка повече поражение за всяко сполучливо "
"попадение в близък бой и имате 1 допълнителна точка здраве."
#. [trait]: id=dextrous
#: data/core/macros/traits.cfg:123
msgid "dextrous"
msgstr "сръчен"
#. [trait]: id=dextrous
#: data/core/macros/traits.cfg:124
msgid "female^dextrous"
msgstr "сръчна"
#. [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"
"Сръчен е качество, което притежават само Елфите. Те са известни с "
"необичайната си грация и голямото майсторство при боравене с лък. Сред тях "
"се срещат някои, чиято естествена дарба, ги отличава дори сред събратята им. "
"Такива елфи нанасят допълнителна точка поражение за всяка своя стрела."
#. [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 ""
"В бой от разстояние Сръчните единици нанасят 1 допълнителна точка поражение "
"за всяко точно попадение."
#. [trait]: id=quick
#: data/core/macros/traits.cfg:140
msgid "quick"
msgstr "бърз"
#. [trait]: id=quick
#: data/core/macros/traits.cfg:141
msgid "female^quick"
msgstr "бърза"
#. [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"
"Бързината е най-забележимото качество, особено за бавно подвижни единици "
"като тролове и тежко въоръжена пехота. Бързите единици често са много по-"
"подвижни на по-трудните терени, което може да е от особено значение, когато "
"разгръщате силите си. Още повече, че Бързите единици не са издръжливи, "
"колкото единиците без това качество и съответно не са толкова полезни при "
"задържането на оспорвана позиция."
#. [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 ""
"Бързите единици имат 1 допълнителна точка движение, но 5% по-малко точки "
"здраве от обичайното."
#. [trait]: id=intelligent
#: data/core/macros/traits.cfg:160
msgid "intelligent"
msgstr "интелигентен"
#. [trait]: id=intelligent
#: data/core/macros/traits.cfg:161
msgid "female^intelligent"
msgstr "интелигентна"
#. [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"
"Интелигентните единици са особено полезни в началото на кампаниите, защото "
"могат да повишават нивата си по-бързо. По-късно в кампанията Интелигентните "
"не са толкова полезни, понеже Повишението Над Максималното Ниво (ПНМН), не е "
"толкова важно, колкото повишаването на ниво. Ако разполагате с много "
"единици, достигнали максималното си ниво, имате възможност да привикате "
"единици с по-ценни качества."
#. [trait]: id=intelligent
#: data/core/macros/traits.cfg:162
msgid "Intelligent units require 20% less experience than usual to advance."
msgstr ""
"На Интелигентните единици е необходим 20% по малко опит от обичайното, за да "
"повишат нивото си."
#. [trait]: id=resilient
#: data/core/macros/traits.cfg:176
msgid "resilient"
msgstr "издръжлив"
#. [trait]: id=resilient
#: data/core/macros/traits.cfg:177
msgid "female^resilient"
msgstr "издръжлива"
#. [trait]: id=resilient
#: data/core/macros/traits.cfg:178
msgid ""
"\n"
"\n"
"Resilient units can be useful at all stages of a campaign, and this is a "
"useful trait for all units. Resilient is often most helpful as a trait when "
"it occurs in a unit that has some combination of low hitpoints, good "
"defense, or high resistances. Resilient units are especially useful for "
"holding strategic positions against opponents."
msgstr ""
"\n"
"\n"
"Издръжливите единици са полезни във всички етапи на кампанията, а това "
"качество е полезно за всички единици. Издръжливостта има най-голям ефект, "
"когато се припише на единица комбинираща нисък брой точки здраве, добра "
"защита и висока съпротивителна способност. Издръжливите единици са особено "
"полезни за задържане на стратегически позиции срещу противниците."
#. [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 ""
"Издръжливите единици имат 4 точки здраве + 1 точка здраве на ниво повече от "
"обичайното."
#. [trait]: id=healthy
#: data/core/macros/traits.cfg:197
msgid "healthy"
msgstr "здрав"
#. [trait]: id=healthy
#: data/core/macros/traits.cfg:198
msgid "female^healthy"
msgstr "здрава"
#. [trait]: id=healthy
#: data/core/macros/traits.cfg:199
msgid "Always rest heals"
msgstr ""
#. [trait]: id=healthy
#: data/core/macros/traits.cfg:200
msgid ""
"\n"
"\n"
"<italic>text='Healthy'</italic> units have 1 additional hitpoint, and gain 1 "
"more per level. They will also heal 2 hitpoints each turn, regardless of "
"whether they engaged in combat the turn before."
msgstr ""
#. [trait]: id=healthy
#: data/core/macros/traits.cfg:200
#, fuzzy
#| msgid ""
#| "Renowned for their vitality, some dwarves are sturdier than others and "
#| "can rest even when travelling."
msgid ""
"Renowned for their vitality, some dwarves are sturdier than others and can "
"rest even when traveling."
msgstr ""
"Като цяло джуджетата са известни със своята жизненост, но сред тях има "
"такива, които са по-яки от останалите и са в състояние да си почиват дори "
"докато пътуват."
#. [trait]: id=fearless
#: data/core/macros/traits.cfg:222 data/core/macros/traits.cfg:239
msgid "fearless"
msgstr "безстрашен"
#. [trait]: id=fearless
#: data/core/macros/traits.cfg:223 data/core/macros/traits.cfg:240
msgid "female^fearless"
msgstr "безстрашна"
#. [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 "Бие се нормално през неблагоприятните периоди от деня/нощта"
#. [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 ""
"Тези смелчаци не изпитват ненавист, нито към светлината, нито към мрака и те "
"не им влияят."
#. [trait]: id=feral
#: data/core/macros/traits.cfg:255
#, fuzzy
msgid "feral"
msgstr "Пещерна стена"
#. [trait]: id=feral
#: data/core/macros/traits.cfg:256
#, fuzzy
msgid "female^feral"
msgstr "немъртва"
#. [trait]: id=feral
#: data/core/macros/traits.cfg:257
msgid "Receives only 50% defense in land-based villages"
msgstr ""
#. [trait]: id=feral
#: data/core/macros/traits.cfg:258
msgid ""
"Dwellings of sentient beings are not easily used for cover by feral "
"creatures of low intelligence. As a result, <italic>text='feral'</italic> "
"units receive a maximum of 50% defense in any land-based village regardless "
"of base terrain."
msgstr ""
#. [trait]: id=weak
#: data/core/macros/traits.cfg:274
msgid "weak"
msgstr ""
#. [trait]: id=weak
#: data/core/macros/traits.cfg:275
#, fuzzy
msgid "female^weak"
msgstr "немъртва"
#. [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 ""
"Немъртвите единици имат имунитет срещу отровата, не могат да бъдат поразени "
"от чума, нито може да се изцежда здравето им."
#. [trait]: id=slow
#: data/core/macros/traits.cfg:293
#, fuzzy
msgid "slow"
msgstr "забавяне"
#. [trait]: id=slow
#: data/core/macros/traits.cfg:294
#, fuzzy
msgid "female^slow"
msgstr "лоялна"
#. [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 ""
"Бързите единици имат 1 допълнителна точка движение, но 5% по-малко точки "
"здраве от обичайното."
#. [trait]: id=dim
#: data/core/macros/traits.cfg:313
#, fuzzy
msgid "dim"
msgstr "Среден"
#. [trait]: id=dim
#: data/core/macros/traits.cfg:314
#, fuzzy
msgid "female^dim"
msgstr "безстрашна"
#. [trait]: id=dim
#: data/core/macros/traits.cfg:315
msgid ""
"\n"
"\n"
"Dim is a trait all too common in goblins and other lesser species. There are "
"reasons these species are lesser, and this is one of them."
msgstr ""
#. [trait]: id=dim
#: data/core/macros/traits.cfg:315
msgid ""
"Units with trait <italic>text='dim'</italic> suffer a 20% increase in "
"experience required to advance."
msgstr ""
#. [trait]: id=aged
#: data/core/macros/traits.cfg:329
#, fuzzy
msgid "aged"
msgstr "далечен бой"
#. [trait]: id=aged
#: data/core/macros/traits.cfg:330
#, fuzzy
msgid "female^aged"
msgstr "безстрашна"
#. [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 ""
#: data/core/units.cfg:11
msgid ""
"Despite orcs reliance on raw strength, few of their children are destined "
"to grow to possess any. Goblins are, despite their appearance, born as "
"siblings to the orcs and members of the same race. While other races usually "
"bear children singly or in pairs, orcs will have large litters of children "
"all at once, causing their populations to explode. Within any litter, there "
"will be only one or two who grow to the strength of a \"true orc\", a few "
"who are born slightly smaller and weaker, and the rest, often a full half of "
"any litter, are much weaker and destined to be goblins. Almost as newborns "
"the class system of orcish society is visible, with the weak put in their "
"place by their stronger siblings. The stronger ones will routinely grab most "
"of the food and thus grow stronger still, while their weaker siblings do not."
msgstr ""
#. [race]: id=bats
#: data/core/units.cfg:46
msgid "race^Bat"
msgstr ""
#. [race]: id=bats
#: data/core/units.cfg:47
#, fuzzy
msgid "race+female^Bat"
msgstr "здрава"
#. [race]: id=bats
#: data/core/units.cfg:48
msgid "race^Bats"
msgstr ""
#. [race]: id=bats
#: data/core/units.cfg:49
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:58
msgid "race^Drake"
msgstr ""
#. [race]: id=drake
#: data/core/units.cfg:59
#, fuzzy
msgid "race+female^Drake"
msgstr "немъртва"
#. [race]: id=drake
#: data/core/units.cfg:60
msgid "race^Drakes"
msgstr ""
#. [race]: id=drake
#: data/core/units.cfg:61
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 hatch 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:94
msgid "race^Dwarf"
msgstr ""
#. [race]: id=dwarf
#: data/core/units.cfg:95
#, fuzzy
msgid "race+female^Dwarf"
msgstr "немъртва"
#. [race]: id=dwarf
#: data/core/units.cfg:96
msgid "race^Dwarves"
msgstr "Джуджета"
#. [race]: id=dwarf
#: data/core/units.cfg:97
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:114
msgid "race^Elf"
msgstr ""
#. [race]: id=elf
#: data/core/units.cfg:115
#, fuzzy
msgid "race+female^Elf"
msgstr "лоялна"
#. [race]: id=elf
#: data/core/units.cfg:116
msgid "race^Elves"
msgstr ""
#. [race]: id=elf
#: data/core/units.cfg:118
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:135
#, fuzzy
msgid "race^Falcon"
msgstr "Разни"
#. [race]: id=falcon, description=
#: data/core/units.cfg:136
#, fuzzy
msgid "race+female^Falcon"
msgstr "немъртва"
#. [race]: id=falcon, description=
#: data/core/units.cfg:137
#, fuzzy
#| msgid "race^Goblins"
msgid "race^Falcons"
msgstr "Гоблини"
#. [race]: id=goblin
#: data/core/units.cfg:148
msgid "race^Goblin"
msgstr ""
#. [race]: id=goblin
#: data/core/units.cfg:149
#, fuzzy
msgid "race+female^Goblin"
msgstr "лоялна"
#. [race]: id=goblin
#: data/core/units.cfg:150
msgid "race^Goblins"
msgstr "Гоблини"
#. [race]: id=goblin
#: data/core/units.cfg:151
msgid ""
"\n"
"\n"
"Goblins are puny and quite frail, rarely growing past the size and stature "
"of a human child.\n"
"\n"
"Goblins are born into a lifetime of near-slavery to their larger kin, and "
"used as sword-fodder in battle. They thrive in spite of their tragic fate; "
"in part because they are so very numerous, and also because their brother "
"orcs are well aware how dependent they are on the goblins. They perform the "
"bulk of manual labor needed by the orcs, with the sole exception of jobs "
"that require the brute strength of true orcs. Those the orcs revel in as "
"proof of their prowess."
msgstr ""
#. [race]: id=gryphon
#: data/core/units.cfg:168
msgid "race^Gryphon"
msgstr ""
#. [race]: id=gryphon
#: data/core/units.cfg:169
#, fuzzy
msgid "race+female^Gryphon"
msgstr "силна"
#. [race]: id=gryphon
#: data/core/units.cfg:170
msgid "race^Gryphons"
msgstr ""
#. [race]: id=gryphon
#: data/core/units.cfg:171
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:189
msgid "race^Human"
msgstr ""
#. [race]: id=human
#: data/core/units.cfg:190
#, fuzzy
msgid "race+female^Human"
msgstr "немъртва"
#. [race]: id=human
#: data/core/units.cfg:191
msgid "race^Humans"
msgstr ""
#. [race]: id=human
#: data/core/units.cfg:192
msgid ""
"The race of men is an extremely diverse one. Although they originally came "
"from the Old Continent, men have spread all over the world and split into "
"many different cultures and races. Although they are not imbued with magic "
"like other creatures, humans can learn to wield it and are able to learn "
"more types than most others. They have no extra special abilities or "
"aptitudes except their versatility and drive. While often at odds with other "
"races, they can occasionally form alliances with the less aggressive races "
"such as elves and dwarves. The less scrupulous among them do not shrink back "
"from hiring orcish mercenaries, either. They have no natural enemies, "
"although the majority of men, like most people of all races, have an "
"instinctive dislike of the undead. Men are shorter than the elves, but "
"taller still than dwarves. Their skin color can vary, from almost white to "
"dark brown.\n"
"\n"
"<header>text='Subjects of the Crown'</header>\n"
"Many different groups of men exist, but the majority of them on the Great "
"Continent live under the rule of the Crown of Wesnoth. The humans first "
"appeared on the Great Continent from a land far across the ocean to the "
"West, the Green Isle, and soon established their capital at the inland city "
"of Weldyn. Over the following centuries they have built up a number cities "
"across the continent. The soldiers from the Crown of Wesnoth protect the "
"country, forming the most organized military force in the known world. Its "
"warriors come from the main provinces, where all men are conscripted at an "
"early age.\n"
"\n"
"<header>text='The Clansmen'</header>\n"
"The eastern provinces of Wesnoth, known as the Clan Homelands, have a "
"geography consisting of more open plains and rolling hills than the western, "
"more civilized provinces. They are home to the Horse Clans, who are allied "
"with the Crown of Wesnoth but operate independently and maintain their own "
"identity. Some consider them to be a tributary state, which sends food and "
"soldiers to Crown in exchange for protection. Others say they are on equal "
"footing with the western half of Wesnoth. In any case, the eastern provinces "
"do not have a conscript army the way Western Wesnoth does. Training for "
"fighting is part of the way of life of the Clans; the parents teach the "
"children to ride horses, fight and shoot a bow from an early age. In "
"general, the Clan warriors are less organized than the civilized fighters, "
"and the strengths and weaknesses of these groups complement each other."
msgstr ""
#. [race]: id=dunefolk
#: data/core/units.cfg:207
#, fuzzy
msgid "race^Dunefolk Human"
msgstr "немъртва"
#. [race]: id=dunefolk
#: data/core/units.cfg:208
#, fuzzy
msgid "race+female^Dunefolk Human"
msgstr "немъртва"
#. [race]: id=dunefolk
#: data/core/units.cfg:209
#, fuzzy
msgid "race+plural^Dunefolk"
msgstr "Немъртъв"
#. [race]: id=dunefolk
#: data/core/units.cfg:210
msgid ""
"An offshoot of a forgotten nomadic civilization, the Dunefolk lay claim to "
"the river valleys and oases of the Sandy Wastes. How they came to inhabit "
"this far corner of the Great Continent is unknown. Their legends tell of "
"many long and perilous travels through far-flung lands, but the true origin "
"of their people is a topic of endless and heated debate among even the most "
"erudite of their scholars.\n"
"\n"
"Whatever their origin, the Dunefolk have thrived. Bustling cities stand "
"proudly in the largest fertile regions. Skilled artisans, fine smiths, and "
"wealthy merchants form the backbone of the urban economy. Each of these "
"cities also enjoys a degree of independence less common in the more "
"centralized nations to the north, many even maintaining their own standing "
"armies. In times of need, however, each and all rally to a higher authority "
"designated to protect the superior interest of the nation.\n"
"\n"
"Those who have not settled in these urban centers still adhere to the "
"lifestyle of their ancestors, roaming the dunes and leading their herds from "
"one watering hole to another. They are most active during the early hours of "
"dawn and the onset of dusk, when the wastelands are neither too hot nor too "
"cold. Their skill at moving through the sands is excellent even by Dunefolk "
"standards. Although sometimes regarded with contempt by their city "
"counterparts, they provide an invaluable service as mobile, light troops in "
"war, or as escorts for trading caravans during times of peace.\n"
"\n"
"The Dunefolks inclination towards trade and exploration has allowed their "
"cities to amass immense fortunes, a fact regarded both with admiration and "
"envy by other races. Mutual interests have fostered cordial relations with "
"neighboring Naga tribes, but more secretive races such as Drakes and Elves "
"have always considered Dunefolk expeditions to be too intrusive, especially "
"when they venture close to territorial boundaries. It is not uncommon for "
"caravans to fall prey to troll ambushes in the mountains, something that has "
"given rise to countless tales of unimaginable treasure amassed in hidden "
"caves.\n"
"\n"
"As a result of living in hostile environments for centuries, the Dunefolk "
"have developed rational methods of enquiry through which they continue to "
"improve their understanding of the world. Their study of herbal medicine "
"keeps their warriors and workers fresh and healthy. Their knowledge of "
"alchemy allows them to tame fire and wield it as a deadly weapon in battle. "
"At the same time, this analytical mindset has distanced them from magical "
"arts; to the rational mind, magic is uncontrollable, unpredictable, and "
"hence unreliable. For this reason, the Dunefolk especially loathe the "
"perversions of necromancy and the dark arts, even more so than other races.\n"
"\n"
"The Dunefolks inquisitive and explorative nature does not preclude military "
"strength. Not only do they field nimble light troops, cataphracts, and "
"heavily armored infantry, but their keen knowledge of technology grants them "
"a decisive advantage over their opponents. When facing the Dunefolk in "
"battle, however, the most fearsome sight is certainly their deployment of "
"ferocious and bizarre beasts. From the majestic Roc to the imposing Wyvern, "
"their synergy with these creatures allows for great versatility in combat. "
"The origins of this tradition likely lie in the heritage of the Dunefolks "
"distant past in the exotic far corners of Irdya."
msgstr ""
#. [race]: id=lizard, description=
#: data/core/units.cfg:231
msgid "race^Saurian"
msgstr ""
#. [race]: id=lizard, description=
#: data/core/units.cfg:232
msgid "race+female^Saurian"
msgstr ""
#. [race]: id=lizard, description=
#: data/core/units.cfg:233
msgid "race^Saurians"
msgstr ""
#. [race]: id=mechanical
#: data/core/units.cfg:243
msgid "race^Mechanical"
msgstr "Механични"
#. [race]: id=mechanical
#: data/core/units.cfg:244
#, fuzzy
msgid "race+plural^Mechanical"
msgstr "Механични"
#. [race]: id=mechanical
#: data/core/units.cfg:245
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:254
#, fuzzy
msgid "race^Merman"
msgstr "Разни"
#. [race]: id=merman
#: data/core/units.cfg:255
msgid "race^Mermaid"
msgstr ""
#. [race]: id=merman
#: data/core/units.cfg:256
msgid "race^Mermen"
msgstr "Океаниди"
#. [race]: id=merman
#: data/core/units.cfg:258
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:266
msgid "race^Monster"
msgstr ""
#. [race]: id=monster
#: data/core/units.cfg:267
#, fuzzy
msgid "race+female^Monster"
msgstr "здрава"
#. [race]: id=monster
#: data/core/units.cfg:268
msgid "race^Monsters"
msgstr "Чудовища"
#. [race]: id=monster
#: data/core/units.cfg:269
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:276
msgid "race^Naga"
msgstr ""
#. [race]: id=naga
#: data/core/units.cfg:277
#, fuzzy
#| msgid "race^Nagas"
msgid "race^Nagini"
msgstr "Змиеподобни"
#. [race]: id=naga
#: data/core/units.cfg:278
msgid "race^Nagas"
msgstr "Змиеподобни"
#. [race]: id=naga
#: data/core/units.cfg:279
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:287
msgid "race^Ogre"
msgstr ""
#. [race]: id=ogre
#: data/core/units.cfg:288
#, fuzzy
msgid "race+female^Ogre"
msgstr "безстрашна"
#. [race]: id=ogre
#: data/core/units.cfg:289
msgid "race^Ogres"
msgstr "Огрета "
#. [race]: id=ogre
#: data/core/units.cfg:290
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:298
msgid "race^Orc"
msgstr ""
#. [race]: id=orc
#: data/core/units.cfg:299
msgid "race+female^Orc"
msgstr ""
#. [race]: id=orc
#: data/core/units.cfg:300
msgid "race^Orcs"
msgstr ""
#. [race]: id=orc
#: data/core/units.cfg:301
msgid ""
"In appearance, orcs resemble humans but with some bestial features. They are "
"taller, sturdier and stronger than humans. They are warlike, savage, and "
"cruel by nature. Their blood is darker and thicker than that of humans, and "
"they have little care for personal hygiene or their personal appearance. "
"Although Orcs are violent even among themselves, they are pack-oriented; an "
"orc never travels alone or lives in groups smaller than half a dozen.\n"
"\n"
"<header>text='Society'</header>\n"
"Almost every orc is a member of a tribe or a clan. Relations between "
"neighboring tribes are usually violent, except in cases of a mutual enemy "
"threatens their existence or prospects of great plunder override mutual "
"animosity. Occasionally, a single strong chieftain may emerge to lead "
"multiple tribes from time to time, usually through intimidation of "
"followers. An orc tribe in times of peace tends to focus almost solely on "
"strengthening itself in preparation for the next armed conflict. Orcs are "
"known to possess a crude system of writing — usually in blood — although "
"its most commonly used to trade insults or threats among tribal leaders.\n"
"\n"
"Orc societies are based on little else but strength; might makes right, and "
"a leader leads and survives only as long as no one manages to wrest the "
"title from him. A constant struggle for power simmers among potential tribal "
"chiefs. An orcish leader rarely lives more than a handful of years to enjoy "
"his absolute authority before being killed for his position — although "
"history knows some notable exceptions. Orcs hold no particular honor code "
"and while indisputable raw strength is usually the preferred method of "
"displaying power, assassination, poisoning and backstabbing are completely "
"viable means to further ones own goals.\n"
"\n"
"Orcs mostly live in rural areas, often in foothills or mountainous regions, "
"sometimes in caves. They grow no crops nor keep livestock, but are competent "
"hunters as a result of their physical stature and brutality. Due to their "
"large numbers they are capable of hunting an area virtually clean of "
"anything larger than rodents in relatively short period of time. Due to this "
"and their unstable leadership, orcish tribes tend to lead a semi-nomadic "
"lifestyle, never settling in one region for too long. The larger tribes may "
"establish themselves firmly in an area for years or even decades and build "
"large encampments almost resembling cities, but even these are easily "
"dismantled and abandoned if there is a need to relocate the horde.\n"
"\n"
"The oldest known orcs have been around 50 to 60 years of age, but very few "
"individuals ever live to see over two or three decades before meeting their "
"end either in war or by the hand of one of their kin. The oldest orcs are "
"often shamans, which are perhaps the only ones most of their kind sees as "
"being trustworthy and neutral. The origins of this custom are unknown, as "
"the shamans do not directly contribute much to orcish societies but only act "
"as advisors — not something orcs tend to otherwise tolerate. Shamans are in "
"many ways the opposite of most other orcs: they are often physically "
"withered and frail in comparison and lack skill in battle.\n"
"\n"
msgstr ""
#. [race]: id=orc
#: data/core/units.cfg:312
msgid ""
"\n"
"\n"
"Orcs who were not the strongest of their litter tend to specialize in other "
"skills, like archery or assassination."
msgstr ""
#. [race]: id=troll
#: data/core/units.cfg:321
msgid "race^Troll"
msgstr ""
#. [race]: id=troll
#: data/core/units.cfg:322
#, fuzzy
msgid "race+female^Troll"
msgstr "лоялна"
#. [race]: id=troll
#: data/core/units.cfg:323
msgid "race^Trolls"
msgstr "Тролове "
#. [race]: id=troll
#: data/core/units.cfg:324
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:344
msgid "race^Undead"
msgstr "Немъртви"
#. [race]: id=undead
#: data/core/units.cfg:345
#, fuzzy
msgid "race+female^Undead"
msgstr "немъртва"
#. [race]: id=undead
#: data/core/units.cfg:346
#, fuzzy
msgid "race+plural^Undead"
msgstr "Немъртъв"
#. [race]: id=undead
#: data/core/units.cfg:347
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:360
msgid "race^Wolf"
msgstr ""
#. [race]: id=wolf, description=
#: data/core/units.cfg:361
#, fuzzy
msgid "race+female^Wolf"
msgstr "лоялна"
#. [race]: id=wolf, description=
#: data/core/units.cfg:362
msgid "race^Wolves"
msgstr ""
#. [race]: id=wose
#: data/core/units.cfg:372
msgid "race^Wose"
msgstr ""
#. [race]: id=wose
#: data/core/units.cfg:373
msgid "race^Woses"
msgstr "Узи"
#. [race]: id=wose
#: data/core/units.cfg:374
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:31 data/lua/feeding.lua:44
msgid "+1 max HP"
msgstr ""
#, fuzzy
#~ msgid ""
#~ "\n"
#~ "\n"
#~ "<header>text='Fundamentals of Gameplay'</header>\n"
#~ "\n"
#~ msgstr ""
#~ "\n"
#~ "\n"
#~ "<header>text='Вероятност за попадение'</header>"
#~ msgid "Close"
#~ msgstr "Затвори"
#~ msgid "The Battle for Wesnoth Help"
#~ msgstr "Помощ на Битката за Уеснот"
#~ msgid "Parse error when parsing help text: "
#~ msgstr "Грешка при показването на помощният текст: "
#, fuzzy
#~ msgid "race+female^Khalifate Human"
#~ msgstr "немъртва"
#, fuzzy
#~ msgid "race+plural^Khalifate"
#~ msgstr "Механични"
#, fuzzy
#~ msgid "female^nightstalk"
#~ msgstr "нощна засада"
#, 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 ""
#~ "Чума:\n"
#~ "Когато единица е убита от Чумна атака, тя се заменя с идентична единица, "
#~ "включваща се на страната на противника, използвал нападението с Чума. "
#~ "(Това не важи при Немъртви и единици в селища.)"
#~ msgid "Intelligent"
#~ msgstr "Интелигентен"
#~ msgid "Quick"
#~ msgstr "Бърз"
#~ msgid "Resilient"
#~ msgstr "Издръжлив"
#~ msgid "Strong"
#~ msgstr "Силен"
#~ msgid "Fearless"
#~ msgstr "Безстрашен"
#, fuzzy
#~ msgid "Feral"
#~ msgstr "Пещерна стена"
#~ msgid "Loyal"
#~ msgstr "Лоялен"
#~ msgid "trait^Undead"
#~ msgstr "Немъртъв"
#~ msgid "trait^Mechanical"
#~ msgstr "Механични"
#, fuzzy
#~ msgid "trait^Elemental"
#~ msgstr "Движение"
#~ msgid "Dextrous"
#~ msgstr "Сръчен"
#~ msgid "Healthy"
#~ msgstr "Здрав"
#, fuzzy
#~ msgid "Dim"
#~ msgstr "Среден"
#, fuzzy
#~ msgid "Slow"
#~ msgstr "Забавен"
#, fuzzy
#~| msgid "trait^Undead"
#~ msgid "trait^Aged"
#~ msgstr "Немъртъв"
#, 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 ""
#~ "Неизбежно по време на битка, бойните ви единици ще поемат поражения. "
#~ "Когато единица получи<ref>dst=experience_and_advancement "
#~ "text='повишение'</ref>, в резултат тя се лекува напълно. Това се случва в "
#~ "края на битката, независимо дали вие сте на ход или не. Уеснот предлага "
#~ "още няколко начина да излекувате единиците си, като всички те се случват "
#~ "в началото на вашия ход, точно преди да започнете да действате."
#, fuzzy
#~ msgid "Factions"
#~ msgstr "Фракция"
#~ msgid "Overview"
#~ msgstr "Общ преглед"
#, 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"
#~ "Най-добре е да започнете с опция <italic>text='Обучение'</italic> от "
#~ "главното меню. Това ще ви преведе през диалогов тип обучение, за да се "
#~ "запознаете с основните правила на Уеснот. След като го преминете, "
#~ "препоръчително е първата кампания, която играете да бъде Наследникът на "
#~ "Трона - изберете <italic>text=Кампания</italic>, после "
#~ "<italic>text='Наследникът на трона'</italic>. Тъй като Битката за Уеснот "
#~ "може да бъде доста трудна, по-добре запо'нете на <italic>text=Лесно</"
#~ "italic> ниво."
#, 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 ""
#~ "Тази секция съдържа основното, което е нужно да знаете, за да играете "
#~ "Битката за Уеснот. Тя обхваща начина на игра и основните механизми на "
#~ "играта.В хода на играта, докато се натъквате на различни нейни аспекти, "
#~ "ще получавате допълнителна информация За повече информация относно "
#~ "изключения и специфични ситуации, моля вижте посочените препратки."
#, 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"
#~ "Кампанията се състои от няколко последователни сценария, които разказват "
#~ "някаква история. В кампанията често се налага да играете по-предпазливо и "
#~ "да запазвате най-добрите си единици, за да бъдат използвани по-късно в "
#~ "следващи сценарии на кампанията."
#, 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 ""
#~ "Играта представлява серия от битки, наречени сценарии. Всеки сценарий "
#~ "изправя армия ви срещу армиите на един или повече противника. Можете да "
#~ "играете срещу компютъра, или с приятели, които правят ходовете си "
#~ "последователно на един и същ компютър (игра тип \"горещ стол\"). Ако "
#~ "компютърът ви е включен в мрежа, можете да играете срещу други хора, "
#~ "чиито компютри са в същата мрежа. Ако компютърът ви има Интернет връзка, "
#~ "можете да играете с други хора онлайн."
#~ msgid "Experience and Advancement"
#~ msgstr "Опит и Повишение"
#, fuzzy
#~ msgid ""
#~ "\n"
#~ "\n"
#~ "<italic>text='Healthy'</italic> units have 1 HP plus 1 HP per level more "
#~ "than usual and rest heal the usual 2 HP after each turn they did not "
#~ "fight. They also suffer a quarter less damage from poison."
#~ msgstr ""
#~ "\n"
#~ "\n"
#~ "Здравите единици имат 2 точки здрави повече от обичайното и след всеки "
#~ "ход, в който не се бият, почивката ги лекува с 2 допълнителни точки "
#~ "здраве."
#~ msgid "Help"
#~ msgstr "Помощ"
#, fuzzy
#~ msgid "<header>text='Units having this special attack'</header>"
#~ msgstr ""
#~ "\n"
#~ "\n"
#~ "<header>text='Вероятност за попадение'</header>"
#, fuzzy
#~ msgid "<header>text='Units having this ability'</header>"
#~ msgstr ""
#~ "\n"
#~ "\n"
#~ "<header>text='Вероятност за попадение'</header>"
#, fuzzy
#~ msgid "Leaders:"
#~ msgstr "Водач: "
#, fuzzy
#~ msgid "Recruits:"
#~ msgstr "Наборници: "
#~ msgid "Era:"
#~ msgstr "Ера:"
#, fuzzy
#~ msgid "Factions:"
#~ msgstr "Фракция"
#, fuzzy
#~| msgid "Terrain"
#~ msgid "Base Terrain: "
#~ msgstr "Терен"
#~ msgid "level"
#~ msgstr "ниво"
#~ msgid "Advances from: "
#~ msgstr "Повишения от:"
#, fuzzy
#~ msgid "Variations: "
#~ msgstr "Фракция"
#, fuzzy
#~ msgid "race^Miscellaneous"
#~ msgstr "Разни"
#, fuzzy
#~ msgid "Race: "
#~ msgstr "Раса"
#~ msgid "Abilities: "
#~ msgstr "Умения: "
#, fuzzy
#~ msgid "Ability Upgrades: "
#~ msgstr "Умения: "
#~ msgid "HP: "
#~ msgstr "Здраве: "
#~ msgid "Moves: "
#~ msgstr "Ходове: "
#~ msgid "Cost: "
#~ msgstr "Цена: "
#~ msgid "Alignment: "
#~ msgstr "Уклон: "
#~ msgid "Required XP: "
#~ msgstr "Необходим опит: "
#~ msgid "unit help^Attacks"
#~ msgstr "Атаки"
#~ msgid "unit help^Name"
#~ msgstr "Име"
#~ msgid "Type"
#~ msgstr "Тип"
#~ msgid "Strikes"
#~ msgstr "Успешни попадения"
#~ msgid "Range"
#~ msgstr "Обхват"
#~ msgid "Special"
#~ msgstr "Специални"
#~ msgid "Resistances"
#~ msgstr "Съпротивителни сили"
#~ msgid "Attack Type"
#~ msgstr "Тип атака"
#~ msgid "Resistance"
#~ msgstr "Устойчивост"
#~ msgid "Terrain"
#~ msgstr "Терен"
#~ msgid "Defense"
#~ msgstr "Защита"
#~ msgid "Movement Cost"
#~ msgstr "Стойност на придвижването"
#~ msgid " < Back"
#~ msgstr " < Назад"
#~ msgid "Forward >"
#~ msgstr "Напред >"
#~ msgid "Reference to unknown topic: "
#~ msgstr "Препратка към непозната тема: "
#~ msgid "corrupted original file"
#~ msgstr "повреден оригинален файл"
#, fuzzy
#~ msgid "Caste"
#~ msgstr "Замък"
#, fuzzy
#~ msgid "Hatchling"
#~ msgstr "Лекуване"
#, fuzzy
#~ msgid "Fledgling"
#~ msgstr "Лекуване"
#, fuzzy
#~ msgid "Intendant"
#~ msgstr "Интелигентен"
#, fuzzy
#~ msgid "Swarm"
#~ msgstr "масирана атака"
#, fuzzy
#~ msgid "Swarming"
#~ msgstr "масирана атака"
#, 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 ""
#~ "Тревистите терени представляват големи равнини, които може да са "
#~ "обработваеми ниви, пасища или необработени площи. Тъй като тревистите "
#~ "терени са равни без препятствия, те се прекосяват лесно, но е трудно да "
#~ "се защитавате на такъв терен. Логично, единиците, които се представят най-"
#~ "добре на този терен са или кавалерия, или бързо подвижни единици, които "
#~ "се възползват от липсата на препятствия по терена\n"
#~ "\n"
#~ "Нивото на защита на повечето единици на тревист терен е 30 до 40%."
#~ msgid "Road"
#~ msgstr "Път"
#, 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 ""
#~ "Пътищата са утъпкани, непавирани пътеки, получени като резултат от "
#~ "преминаването на множество пътници по тях. За целите на играта, Пътищата "
#~ "са идентични на <ref>dst=terrain_grassland text='Тревист терен'</ref>."
#~ msgid "Forest"
#~ msgstr "Гора"
#, 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 ""
#~ "Гора това е всеки район, в който шубраците са достатъчно гъсти, за да "
#~ "затрудняват прехода. Макар че забавят почти всички единици, горите "
#~ "предлагат по-добра възможност за защита, отколкото откритите райони. "
#~ "Кавалерията обаче толкова се затруднява да си проправя път през тях, че "
#~ "всяко предимство спечелено заради укритието, бива неутрализирано. Елфите "
#~ "са изключение от общото правило за горите. Не само, че напълно запазват "
#~ "подвижността си в гората, но печелят и значителен бонус към нивото си на "
#~ "защита. Друго изключение са Джуджетата. Те също се придвижват през гората "
#~ "почти без да забавят скоростта си, но не печелят бонус към нивото на "
#~ "защита, защото теренът им е напълно непознат.\n"
#~ "\n"
#~ "Повечето единици имат ниво на защита в гората 50%. За кавалерията обаче "
#~ "то е ограничено до 40%, докато Елфите се радват на ниво 60% или 70%, "
#~ "валидно дори за ездачите сред тях. Като цяло джуджетата имат едва 30% "
#~ "ниво на защита на горист терен.\n"
#~ msgid "Hills"
#~ msgstr "Хълмове"
#, 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 ""
#~ "За Хълмове се приема всеки относително пресечен терен с достатъчно падини "
#~ "и възвишения да осигурят някакво прикритие. За повечето войски "
#~ "придвижването през хълмове е трудно. Джуджетата, Троловете и Орките "
#~ "познават този терен достатъчно добре, за да могат да се движат по него "
#~ "без да се забавят. Придвижването на кавалерията е доста затруднено и "
#~ "затова предимството от защитата, която прикритията осигуряват бива "
#~ "неутрализирано.\n"
#~ "\n"
#~ "Повечето единици имат около 50% ниво на защита на хълмист терен, но за "
#~ "кавалерията нивото е ограничено до 40%. Джуджетата се радват на 60% ниво "
#~ "на защита сред Хълмовете."
#~ msgid "Mountains"
#~ msgstr "Планини"
#, 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 ""
#~ "Планините са достатъчно стръмни, за да се налага на единиците често да се "
#~ "катерят, за да преодоляват препятствията по пътя си. Поради своя характер "
#~ "планините осигуряват значителен бонус към защитата на почти всички видове "
#~ "войски, но в същото време изключително затрудняват придвижването. В "
#~ "повечето случаи кавалерията просто не може да навлезе на планински терен. "
#~ "Все пак, елфската кавалерия е изключение от това правило. Изключение са и "
#~ "гоблините, яздещи вълци. Джуджетата и Троловете от своя страна "
#~ "произхождат от планините и нямат никакъв проблем с придвижването през "
#~ "тях.\n"
#~ "\n"
#~ "Повечето единици имат около 60% ниво на защита в планините, но Джуджетата "
#~ "се радват на 70% ниво на защита на планински терен."
#~ msgid "Swamp"
#~ msgstr "Блато"
#, 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 ""
#~ "Блатото представлява всеки тип мочурлив терен. Блатата забавят почти "
#~ "всички и пречат на способността им да се защитават. Изключение са раси, "
#~ "чиито тела са пригодени за придвижване във вода. Те получава бонус, както "
#~ "към бързината на придвижване, така и към защитното си ниво. Онези, които "
#~ "изкарват прехраната си на влажни терени, също са в състояние да си "
#~ "намерят прикритие на блатист терен.\n"
#~ "\n"
#~ "Повечето единици имат ниво на защита около 30% в блатата. Океанидите, "
#~ "Змиеподобните и Саурианите обикновено се радват на 60% ниво на защита."
#~ msgid "Shallow Water"
#~ msgstr "Плитки води"
#, 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 ""
#~ "Плитки води са всички водни басейни, където водата достига до около "
#~ "кръста на човешки ръст. Това е достатъчно да забави всеки тип единици и "
#~ "ги оставя крайно уязвими за нападения. Теренът е особено труден за "
#~ "Джуджетата, понеже те едва подават глава над водата. Изключение тук са "
#~ "раси, чиито тела са естествено пригодени за плуване, поради което те "
#~ "получават чувствителен бонус към нивото на защита и пълна скорост на "
#~ "придвижване.\n"
#~ "\n"
#~ "Повечето единици, попаднали в плитки води имат 20 до 30% ниво на защита, "
#~ "докато Океанидите и Змиеподобните се радват на 60%."
#~ msgid "Deep Water"
#~ msgstr "Дълбоки води"
#, 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 ""
#~ "Дълбоки води са всички водни басейни, където водата е достатъчно дълбока "
#~ "да покрие нормален човешки ръст. Повечето единици не могат да навлизат в "
#~ "Дълбоките води: тези територии са достъпни за единици, които могат да "
#~ "летят и в редки случаи за силни плувци.\n"
#~ "\n"
#~ "Океанидите и Змиеподобните получават 50% ниво на защита в дълбоките води "
#~ "и пълна скорост на придвижване."
#, 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 ""
#~ "Снежен терен е всяка равнинна област, която е замръзнала или постоянно "
#~ "(като тундра), или временно (например покрити със сняг тревисти терени). "
#~ "Снегът забавя повечето единици и им пречи да се защитават.\n"
#~ "\n"
#~ "Повечето единици имат ниво на защита на снежен терен 20 до 40%."
#~ msgid "Castle"
#~ msgstr "Замък"
#, 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 ""
#~ "Замък това е всяко постоянно укрепление. Почти всички единици "
#~ "чувствително повишават нивото си на защита при престой в замък и всички "
#~ "получават пълна скорост на придвижване. Единиците, разположени в Замък, "
#~ "представляват неговите защитни сили. Ако не сте разположили по една "
#~ "единица на всяко поле от стената на Замъка, врагът може да се промъкне "
#~ "необезпокояван и след като веднъж е навлязъл в Замъка, той получава "
#~ "същото ниво на защита като всички останали.\n"
#~ "\n"
#~ "Повечето единици имат около 60% ниво на защита на територията на Замък.\n"
#~ "\n"
#~ msgid "Sand"
#~ msgstr "Песъчлив терен"
#, 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 ""
#~ "Песъчливият терен е нестабилен, поради което е труден за прекосяване за "
#~ "повечето единици, а и ги прави крайно уязвими за нападение. В пълен "
#~ "контраст, широките ходила на гущероподобните раси им позволяват много по-"
#~ "лесно да се придвижват на песъчливи терени.\n"
#~ "\n"
#~ "Повечето единици имат ниво на защита на песъчлив терен 20 до 40%."
#~ msgid "Desert"
#~ msgstr "Пустиня"
#, 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 ""
#~ "Съставът на пустинния терен до някъде се различава от този на малките "
#~ "песъчливи участъци или плажовете, но за целите на играта, всички те са "
#~ "идентични. Виж <ref>dst=terrain_sand text='Песъчлив терен'</ref>."
#~ msgid "Cave"
#~ msgstr "Пещера"
#, 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 ""
#~ "Пещерата това е подземна кухина, достатъчно обемна, за да позволи "
#~ "придвижването на единиците. За повечето единици пещерите са напълно "
#~ "непознат терен, поради което преминаването през тях ги забавя и "
#~ "едновременно им пречи да се защитават. Джуджетата и Троловете, които "
#~ "живеят в пещери, се придвижват относително лесно през такъв терен, "
#~ "особено джуджетата, които поради малкия си ръст преминават през множество "
#~ "препятствия, непреодолими за други раси. В някои случаи пещерите са "
#~ "<ref>dst=terrain_illuminated_cave text=Осветени</ref>.\n"
#~ "\n"
#~ "Нивото на защита на повечето единици в пещера е 20 до 40%, но за "
#~ "Джуджетата, то е 50%."
#~ msgid "Rockbound Cave"
#~ msgstr "Скалиста пещера"
#, 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 ""
#~ "Скалистите пещери са се получили като резултат от действието на вятъра и "
#~ "водата, които са ерозирали и издълбали камъка. Те представляват нащърбени "
#~ "подземни кухини, които намаляват ефективността на повечето единици, но "
#~ "подпомагат защитата. Джуджетата и Троловете, които живеят в пещери, се "
#~ "придвижват относително лесно през такъв терен. Заради дребният си ръст "
#~ "джуджетата имат пълно предимство при придвижване през такъв терен. В "
#~ "някои случаи пещерите са <ref>dst=terrain_illuminated_cave text=Осветени</"
#~ "ref>.\n"
#~ "\n"
#~ "Повечето единици имат ниво на защита в скалистите пещери 50%. За "
#~ "кавалерията нивото е ограничено до 40%, а Джуджетата се радват на 60% "
#~ "ниво на защита в скалисти пещери."
#~ msgid "Illuminated Cave"
#~ msgstr "Осветена пещера"
#, 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 ""
#~ "В редки случаи участъци от подземния свят са осветени от лъчи, идващи от "
#~ "повърхността и сияещи сред мрачната тъма. Такъв участък осигурява бонус "
#~ "при нападения от страна на праведни единици и премахва бонуса за "
#~ "нападение на хаотичните единици. Във всяко друго отношение, тези участъци "
#~ "са идентични на нормалните пещерни терени."
#~ msgid "Mushroom Grove"
#~ msgstr "Гъбен масив"
#, 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 ""
#~ "Гъбените масиви са огромни подземни гори от гигантски гъби, които "
#~ "избуяват сред мрака и влагата. Повечето единици се затрудняват да "
#~ "прекосяват покритите с по-дребни гъби подове на пещерите, но пък големите "
#~ "стълбове им осигуряват чудесна защита. Ездачите от своя страна затъват "
#~ "напълно сред гъбите и нямата никаква свобода на движение в битка. "
#~ "Немъртвите единици са естествено предразположени към разложението и "
#~ "функционират доста добре сред гъбените масиви\n"
#~ "\n"
#~ "Повечето единици имат ниво на защита сред гъбените масиви 50 до 60%, "
#~ "докато за кавалерията това ниво е само 20%."
#~ msgid "Village"
#~ msgstr "Селище"
#, 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 ""
#~ "Селищата представляват група сгради, човешки или други. Почти всички "
#~ "единици, включително кавалерията, се придвижват съвсем лесно през "
#~ "селищата, а повечето единици получават и бонус към нивото си на защита "
#~ "докато се намират в някое селище. Селищата предлагат на единиците нужните "
#~ "средства, за да се погрижат за хигиената и раните си, поради което докато "
#~ "са разположени в селище всички единици оздравяват с 8 точки здраве на ход "
#~ "или при нужда, могат да се изцелят от отравяне.\n"
#~ "\n"
#~ "Повечето единици имат 50 до 60% ниво на защита на територията на "
#~ "селищата, но за кавалерията, то е ограничено до 40%.\n"
#~ "\n"
#~ msgid "Submerged Village"
#~ msgstr "Подводно селище"
#, 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 ""
#~ "Подводните селища са домове на Водните народи и Змиеподобните. "
#~ "Съществата, които живеят във вода се чувстват като у дома си на такъв "
#~ "терен, но за сухоземните създания е трудно да се придвижват и защитават в "
#~ "такива селища. Въпреки това и тези селища предлагат същите удобства и "
#~ "възможности на единиците да се погрижат за раните си. Всяка единици, "
#~ "намираща се в селище може да се излекува с 8 точки здраве на ход или де "
#~ "се изцели от отравяне.\n"
#~ "\n"
#~ "Водните народи и Змиеподобните имат 60% ниво на защита в подводните "
#~ "селища, а нивото на защита на сухоземните единици обикновено е ниско."
#, 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 ""
#~ "Бездната е дълбока пукнатина в земята, която води към неизвестни дълбини. "
#~ "Бездните са забележителни с отвесните си стени, които може да отнеме дни "
#~ "да се обходят. За целите на играта само единици, които могат да летят са "
#~ "в състояние да пресекат този терен."
#~ msgid "Lava"
#~ msgstr "Лава"
#, 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 ""
#~ "Не е трудно да се разбере какви опасности крие опитът да се ходи по лава. "
#~ "Този терен може да се пресече само от единици, които са в състояние да "
#~ "прелитат големи разстояния. Стопената магма често излъчва сияние, което "
#~ "осветява областта непосредствено над нея. Това осигурява бонус атака за "
#~ "праведните единици, и лишава хаотичните единици от техния бонус атака."
#~ msgid "River Ford"
#~ msgstr "Брод"
#~ 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 ""
#~ "Понякога на определени места реките са съвсем плитки и преминаването им "
#~ "по никакъв начин не затруднява сухопътните единици, а единиците "
#~ "естествено приспособени към плуване дори получават пълна подвижност на "
#~ "такова място в река. За целите на играта, речният брод се приема за "
#~ "идентичен на тревистия терен или на плитките води, като се предпочита "
#~ "онзи от двата терена, който осигурява по-големи бонуси придвижване и "
#~ "защита, за преминаващите единици."
#, fuzzy
#~ msgid "Coastal Reef"
#~ msgstr "Замък"
#~ msgid "Bridge"
#~ msgstr "Мост"
#, 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 ""
#~ "Онези, които умеят да построят мост, се спасяват от непостоянството на "
#~ "водните препятствия, чиито бродове ту се появяват, ту изчезват с "
#~ "повишаването и спадането на водното равнище. Да не говорим, че мостовете "
#~ "осигуряват на единиците лукса да запазят краката си сухи, а това не е "
#~ "шега работа по време на студените месеци от годината.\n"
#~ "\n"
#~ "Наличието на мост над воден басейн дава най-добър вариант за придвижване "
#~ "едновременно на сухоземните и водни единици. За целите на играта Мостът "
#~ "се приравнява или на тревист терен, или на типа води, които текат под "
#~ "него в зависимост кое от двете осигурява по-добър бонус движение и защита "
#~ "за единиците попаднали на поле Мост. Все пак имайте предвид, че на едно и "
#~ "също поле Мост не можете да разположите едновременно и сухоземна, и водна "
#~ "единица."
#, fuzzy
#~ msgid "Impassable"
#~ msgstr "Непроходими планини"
#~ msgid ""
#~ "Berserk:\n"
#~ "Whether used offensively or defensively, this attack presses the "
#~ "engagement until one of the combatants is slain, or 30 rounds of attacks "
#~ "have occurred."
#~ msgstr ""
#~ "Бурна ярост:\n"
#~ "Независимо дали този тип атака се използва в нападение или защита, тя "
#~ "продължава докато един от бойците бъде убит или докато изтекат 30 хода от "
#~ "началото на схватката."
#, fuzzy
#~ msgid ""
#~ "Magical:\n"
#~ "This attack always has a 70% chance to hit regardless of the defensive "
#~ "ability of the unit being attacked."
#~ msgstr ""
#~ "Магическа:\n"
#~ "Тази атака винаги има 70% шанс да уцели."
#~ msgid "firststrike"
#~ msgstr "бързак"
#~ msgid ""
#~ "First Strike:\n"
#~ "This unit always strikes first with this attack, even if they are "
#~ "defending."
#~ msgstr ""
#~ "Бързак:\n"
#~ "Тази единица винаги удря първа, дори и да е в защита."
#, fuzzy
#~ msgid "<header>text='Race specific topics'</header>"
#~ msgstr ""
#~ "\n"
#~ "\n"
#~ "<header>text='Вероятност за попадение'</header>"