
NOTE: the rule for the "true orc" case does not work. The string in question will just have to be fuzzied. [ci skip]
6245 lines
209 KiB
Text
6245 lines
209 KiB
Text
# Norwegian translations for Battle for Wesnoth package.
|
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# Copyright (C) 2004 Wesnoth development team
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# This file is distributed under the same license as the Battle for Wesnoth
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# Automatically generated, 2004.
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#
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msgid ""
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msgstr ""
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"Project-Id-Version: Wesnoth 1.1.1\n"
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"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
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"POT-Creation-Date: 2018-03-27 04:26+0300\n"
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"PO-Revision-Date: 2009-04-05 10:50+0100\n"
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"Last-Translator: Gaute Storli Nielsen <gauteamus(at)gmail(dot)com>\n"
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"Language-Team: None\n"
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"Language: \n"
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"MIME-Version: 1.0\n"
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"Content-Type: text/plain; charset=UTF-8\n"
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"Content-Transfer-Encoding: 8bit\n"
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"X-Generator: KBabel 1.9.1\n"
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#. [time]: id=underground
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#: data/campaigns/Heir_To_The_Throne/utils/httt_utils.cfg:495
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#: data/core/macros/schedules.cfg:109
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msgid "Underground"
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msgstr "Underjordisk"
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#. [berserk]: id=berserk
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#: data/campaigns/Under_the_Burning_Suns/scenarios/03_Stirring_in_the_Night.cfg:659
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#: data/campaigns/Under_the_Burning_Suns/scenarios_old/03_Stirring_in_the_Night.cfg:657
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#: data/core/macros/abilities.cfg:274
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msgid "berserk"
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msgstr "berserkergang"
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#. [berserk]: id=berserk
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#: data/campaigns/Under_the_Burning_Suns/scenarios/03_Stirring_in_the_Night.cfg:661
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#: data/campaigns/Under_the_Burning_Suns/scenarios_old/03_Stirring_in_the_Night.cfg:659
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#: data/core/macros/abilities.cfg:275
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#, fuzzy
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#| msgid ""
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#| "Berserk:\n"
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#| "Whether used offensively or defensively, this attack presses the "
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#| "engagement until one of the combatants is slain, or 30 rounds of attacks "
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#| "have occurred."
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msgid ""
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"Whether used offensively or defensively, this attack presses the engagement "
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"until one of the combatants is slain, or 30 rounds of attacks have occurred."
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msgstr ""
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"Berserkergang:\n"
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"Denne effekten presser et sammenstøt til døden, både på offensiven og "
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"defensiven. Kampen går til en av sidene er drept, eller til 30 runder med "
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"angrep har skjedd. "
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#. [chance_to_hit]: id=magical
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#: data/campaigns/Under_the_Burning_Suns/scenarios/03_Stirring_in_the_Night.cfg:670
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#: data/campaigns/Under_the_Burning_Suns/scenarios_old/03_Stirring_in_the_Night.cfg:668
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#: data/core/macros/abilities.cfg:359
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msgid "magical"
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msgstr "magisk"
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#. [chance_to_hit]: id=magical
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#: data/campaigns/Under_the_Burning_Suns/scenarios/03_Stirring_in_the_Night.cfg:672
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#: data/campaigns/Under_the_Burning_Suns/scenarios_old/03_Stirring_in_the_Night.cfg:670
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#: data/core/macros/abilities.cfg:360
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#, fuzzy
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msgid ""
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"This attack always has a 70% chance to hit regardless of the defensive "
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"ability of the unit being attacked."
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msgstr ""
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"Magisk:\n"
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"Dette angrepet har alltid 70% sjanse for å treffe."
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#. [firststrike]: id=firststrike
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#: data/campaigns/Under_the_Burning_Suns/scenarios_old/03_Stirring_in_the_Night.cfg:679
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#: data/core/macros/abilities.cfg:404
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#, fuzzy
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#| msgid "firststrike"
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msgid "first strike"
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msgstr "førsteslag"
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#. [firststrike]: id=firststrike
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#: data/campaigns/Under_the_Burning_Suns/scenarios_old/03_Stirring_in_the_Night.cfg:681
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#: data/core/macros/abilities.cfg:405
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#, fuzzy
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#| msgid ""
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#| "First Strike:\n"
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#| "This unit always strikes first with this attack, even if they are "
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#| "defending."
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msgid ""
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"This unit always strikes first with this attack, even if they are defending."
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msgstr ""
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"Førsteslag:\n"
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"Denne enheten slår alltid først, selv om den forsvarer seg."
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#. [heals]: id=healing
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#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:16
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#: data/core/macros/abilities.cfg:10
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msgid "heals +4"
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msgstr "helbreder 4"
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#. [heals]: id=healing
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#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:17
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#: data/core/macros/abilities.cfg:11
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msgid "female^heals +4"
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msgstr "helbreder +4"
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#. [heals]: id=healing
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#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:18
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#, fuzzy
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#| msgid ""
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#| "Heals +4:\n"
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#| "Allows the unit to heal adjacent allied units at the beginning of our "
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#| "turn.\n"
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#| "\n"
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#| "A unit cared for by this healer may heal up to 4 HP per turn, or stop "
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#| "poison from taking effect for that turn.\n"
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#| "A poisoned unit cannot be cured of its poison by a healer, and must seek "
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#| "the care of a village or a unit that can cure."
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msgid ""
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"Allows the unit to heal adjacent allied units at the beginning of our turn.\n"
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"\n"
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"A unit cared for by this healer may heal up to 4 HP per turn, or stop poison "
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"from taking effect for that turn.\n"
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"A poisoned unit cannot be cured of its poison by a healer, and must seek the "
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"care of a village or a unit that can cure."
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msgstr ""
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"Helbreder 4:\n"
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"Setter enheten i stand til å helbrede allierte naboenheter i begynnelsen av "
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"sin runde.\n"
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"\n"
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"En enhet som blir hjulpet av en helbreder kan hver runde heles opp til 4 HP, "
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"eller få stoppet virkningen av gift.\n"
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"En forgiftet enhet kan ikke bli kurert for giften av en helbreder, og må "
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"søke hjelp i en landsby eller hos en enhet som kan kurere."
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#. [heals]: id=healing
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#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:39
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#: data/core/macros/abilities.cfg:28
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msgid "heals +8"
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msgstr "helbreder 8"
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#. [heals]: id=healing
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#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:40
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#: data/core/macros/abilities.cfg:29
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msgid "female^heals +8"
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msgstr "helbreder +8"
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#. [heals]: id=healing
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#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:41
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#, fuzzy
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#| msgid ""
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#| "Heals +8:\n"
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#| "This unit combines herbal remedies with magic to heal units more quickly "
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#| "than is normally possible on the battlefield.\n"
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#| "\n"
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#| "A unit cared for by this healer may heal up to 8 HP per turn, or stop "
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#| "poison from taking effect for that turn.\n"
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#| "A poisoned unit cannot be cured of its poison by a healer, and must seek "
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#| "the care of a village or a unit that can cure."
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msgid ""
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"This unit combines herbal remedies with magic to heal units more quickly "
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"than is normally possible on the battlefield.\n"
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"\n"
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"A unit cared for by this healer may heal up to 8 HP per turn, or stop poison "
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"from taking effect for that turn.\n"
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"A poisoned unit cannot be cured of its poison by a healer, and must seek the "
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"care of a village or a unit that can cure."
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msgstr ""
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"Helbreder:\n"
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"Denne enheten kombinerer urtemedisin med magi for å helbrede enheter "
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"hurtigere enn vanligvis mulig på slagmarken.\n"
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"\n"
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"En enhet som blir hjulpet av denne kan hver runde heles opp til 8 HP, eller "
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"få stoppet virkningen av gift.\n"
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"En forgiftet enhet kan ikke bli kurert for giften av en helbreder, og må "
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"søke hjelp i en landsby eller hos en enhet som kan kurere."
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#. [section]: id=editor
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#: data/core/editor/help.cfg:5
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msgid "Map and Scenario Editor"
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msgstr ""
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#. [topic]: id=editor_brush
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#: data/core/editor/help.cfg:13
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msgid "Editor Brush"
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msgstr ""
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#. [topic]: id=editor_brush
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#. [topic]: id=editor_clipboard
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#. [topic]: id=editor_tool_label
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#. [topic]: id=editor_tool_item
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#. [topic]: id=editor_tool_village
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#. [topic]: id=editor_tool_unit
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#. [topic]: id=editor_time_schedule
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#. [topic]: id=editor_starting_positions_in_general
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#: data/core/editor/help.cfg:14 data/core/editor/help.cfg:22
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#: data/core/editor/help.cfg:78 data/core/editor/help.cfg:86
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#: data/core/editor/help.cfg:104 data/core/editor/help.cfg:112
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#: data/core/editor/help.cfg:251 data/core/editor/help.cfg:289
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msgid "TODO"
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msgstr ""
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#. [topic]: id=editor_clipboard
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#: data/core/editor/help.cfg:21
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msgid "Terrain Clipboard"
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msgstr ""
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#. [topic]: id=editor_tool_paint
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#: data/core/editor/help.cfg:29
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msgid "Paint Tool"
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msgstr ""
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#. [topic]: id=editor_tool_paint
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#: data/core/editor/help.cfg:30
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msgid ""
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"Paint terrain tiles on the map.\n"
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"\n"
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"The paint tool utilizes the brushes and the terrain palette."
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msgstr ""
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#. [topic]: id=editor_tool_fill
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#: data/core/editor/help.cfg:39
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msgid "Fill Tool"
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msgstr ""
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#. [topic]: id=editor_tool_fill
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#: data/core/editor/help.cfg:40
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msgid ""
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"Fill continuous regions of terrain with a different one!\n"
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"\n"
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"The fill tool utilizes the terrain palette."
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msgstr ""
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#. [topic]: id=editor_tool_select
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#: data/core/editor/help.cfg:49
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msgid "Select Tool"
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msgstr ""
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#. [topic]: id=editor_tool_select
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#: data/core/editor/help.cfg:50
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msgid ""
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"Selects a set of hex fields. The best tool ever!\n"
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"\n"
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"This tool utilizes the brushes."
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msgstr ""
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#. [topic]: id=editor_tool_paste
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#: data/core/editor/help.cfg:59
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msgid "Paste Tool"
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msgstr ""
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#. [topic]: id=editor_tool_paste
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#: data/core/editor/help.cfg:60
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msgid "Paste the terrain in the clipboard"
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msgstr ""
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#. [topic]: id=editor_tool_starting
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#: data/core/editor/help.cfg:67
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msgid "Starting Tool"
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msgstr ""
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#. [topic]: id=editor_tool_starting
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#: data/core/editor/help.cfg:68
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msgid ""
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"Defines the side leader starting position\n"
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"\n"
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"This tool sets the side leaders' default starting locations, and named "
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"special locations."
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msgstr ""
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#. [topic]: id=editor_tool_label
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#: data/core/editor/help.cfg:77
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msgid "Label Tool"
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msgstr ""
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#. [topic]: id=editor_tool_item
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#: data/core/editor/help.cfg:85
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msgid "Item Tool"
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msgstr ""
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#. [topic]: id=editor_tool_soundsource
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#: data/core/editor/help.cfg:93
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msgid "Soundsource Tool"
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msgstr ""
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||
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#. [topic]: id=editor_tool_soundsource
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#: data/core/editor/help.cfg:94
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msgid ""
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"Places Soundsources on your maps!\n"
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"\n"
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"This tool has not been implemented yet."
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msgstr ""
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#. [topic]: id=editor_tool_village
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#: data/core/editor/help.cfg:103
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msgid "Village Ownership Tool"
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msgstr ""
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#. [topic]: id=editor_tool_unit
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#: data/core/editor/help.cfg:111
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msgid "Unit Tool"
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msgstr ""
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#. [topic]: id=editor_named_area
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#: data/core/editor/help.cfg:119
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msgid "Named Areas"
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msgstr ""
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#. [topic]: id=editor_named_area
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#: data/core/editor/help.cfg:120
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msgid ""
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"Named Areas are sets of gamefields which can be addressed during scenario "
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"scripting by a given name.\n"
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"\n"
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"It can be used to abstract between the implementation of an effect and the "
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"map specific setting.\n"
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"This is a very powerful mechanism since it allows generic scenario codings "
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"working with different maps providing the needed named locations."
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msgstr ""
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#. [topic]: id=editor_playlist
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#: data/core/editor/help.cfg:130
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msgid "Playlist Manager"
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msgstr ""
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#. [topic]: id=editor_playlist
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#: data/core/editor/help.cfg:131
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msgid ""
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"Saves a list of music tracks defining a random playlist to the scenario.\n"
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"\n"
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"Have a look at the addon server for easy to use additional music tracks."
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msgstr ""
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||
|
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#. [topic]: id=..editor
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#: data/core/editor/help.cfg:140
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msgid "Map/Scenario Editor"
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||
msgstr ""
|
||
|
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#. [topic]: id=..editor
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#: data/core/editor/help.cfg:142
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msgid ""
|
||
"Wesnoth's Map and Scenario Editor allows users to create and edit the maps "
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"on which every Wesnoth scenario takes place. It also provides a limited set "
|
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"of features for setting up a basic scenario.\n"
|
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"\n"
|
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"The editor can be launched from the <i>Map Editor</i>"
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msgstr ""
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||
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#. [topic]: id=..editor
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#: data/core/editor/help.cfg:144
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#, fuzzy
|
||
msgid ""
|
||
" option at the title screen.\n"
|
||
"\n"
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"<big>What you get</big>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Sjanse for å treffe'</header>"
|
||
|
||
#. [topic]: id=..editor
|
||
#: data/core/editor/help.cfg:146
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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='Sjanse for å treffe'</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='Sjanse for å treffe'</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 "Terrengmodifikatorer"
|
||
|
||
#. [topic]: id=editor_terrain
|
||
#: data/core/editor/help.cfg:235
|
||
msgid ""
|
||
"The terrain editor's functionality is covered by the "
|
||
"<ref>dst='editor_tool_paint' text='Paint'</ref> and "
|
||
"<ref>dst='editor_tool_fill' text='Fill Tool'</ref>."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_masks
|
||
#: data/core/editor/help.cfg:242
|
||
msgid "Editor Mask Usage"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_masks
|
||
#: data/core/editor/help.cfg:243
|
||
msgid ""
|
||
"Masks can be applied to a base map for reusal in several scenarios playing "
|
||
"at the same locations."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_time_schedule
|
||
#: data/core/editor/help.cfg:250
|
||
msgid "Time Schedule Editor"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_palette
|
||
#: data/core/editor/help.cfg:258
|
||
msgid "Editor Palette"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_palette
|
||
#: data/core/editor/help.cfg:259
|
||
msgid ""
|
||
"The editor palette contains the applicable items you may use with the "
|
||
"currently selected tool. For example, the Paint tool will display a full "
|
||
"list of all available terrains, and the unit tool will provide a list of "
|
||
"available units."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=map_format
|
||
#: data/core/editor/help.cfg:266
|
||
msgid "Wesnoth Map Format"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=map_format
|
||
#: data/core/editor/help.cfg:267
|
||
msgid ""
|
||
"Wesnoth stores its maps in human readable plain text files.\n"
|
||
"\n"
|
||
"A map file consists of rows with comma separated terrain code strings. The "
|
||
"files can be edited with a general purpose text editor like notepad.\n"
|
||
"\n"
|
||
"The only additional information provided by the map syntax are the starting "
|
||
"positions of the scenario's sides.\n"
|
||
"\n"
|
||
"Additional information, such as teams, custom events, and complex side "
|
||
"setups still need to be manually coded in WML."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=scenario_format
|
||
#: data/core/editor/help.cfg:280
|
||
msgid "Scenario Format"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=editor_starting_positions_in_general
|
||
#: data/core/editor/help.cfg:288
|
||
msgid "Starting Positions Howto"
|
||
msgstr ""
|
||
|
||
#. [section]: id=encyclopedia
|
||
#. [topic]: id=..encyclopedia
|
||
#: data/core/encyclopedia/_main.cfg:5 data/core/encyclopedia/_main.cfg:12
|
||
msgid "Encyclopedia"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=..encyclopedia
|
||
#: data/core/encyclopedia/_main.cfg:14
|
||
msgid "<ref>dst='..geography' text='Geography'</ref>"
|
||
msgstr ""
|
||
|
||
#. [section]: id=geography
|
||
#. [topic]: id=..geography
|
||
#: data/core/encyclopedia/geography.cfg:12
|
||
#: data/core/encyclopedia/geography.cfg:19
|
||
msgid "Geography"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=arkan_thoria
|
||
#: data/core/encyclopedia/geography.cfg:26
|
||
msgid "Arkan-thoria"
|
||
msgstr ""
|
||
|
||
#. [topic]: id=arkan_thoria
|
||
#: data/core/encyclopedia/geography.cfg:27
|
||
msgid ""
|
||
"A river rising in the <ref>dst='heart_mountains' text='Heart Mountains'</"
|
||
"ref> and running east to the Listra."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=great_ocean
|
||
#: data/core/encyclopedia/geography.cfg:32
|
||
#, fuzzy
|
||
msgid "Great Ocean"
|
||
msgstr "Kjempetre"
|
||
|
||
#. [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 "Grønn"
|
||
|
||
#. [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 "-- Wesnoths Krønike"
|
||
|
||
#. [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"
|
||
" • Dan’Tonk: Wesnoth’s 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 Dan’Tonk, 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, Dan’Tonk, and Fort Tahn, "
|
||
"this plain is Wesnoth’s bread basket and home to most of its population.\n"
|
||
" • Dulatus Hills: These rolling hills bordering the Great Central Plain "
|
||
"provide much of Wesnoth’s 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 Glyn’s 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 Kingdom’s control is "
|
||
"tenuous at best and banditry is common.\n"
|
||
" • Glyn’s Forest: Sometimes known as the Royal Forest, named for one of "
|
||
"Haldric II’s 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 Wesnoth–Elensefar 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 Ka’lian — 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 Wesnoth’s 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 "Fjell"
|
||
|
||
#. [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 "Tid på døgnet"
|
||
|
||
#. [section]: id=introduction
|
||
#. [topic]: id=..introduction
|
||
#: data/core/help.cfg:17 data/core/help.cfg:96
|
||
msgid "Introduction"
|
||
msgstr "Introduksjon"
|
||
|
||
#. [section]: id=gameplay
|
||
#. [topic]: id=..gameplay
|
||
#: data/core/help.cfg:23 data/core/help.cfg:168
|
||
msgid "Gameplay"
|
||
msgstr "Spillbarhet"
|
||
|
||
#. [section]: id=traits_section
|
||
#. [topic]: id=..traits_section
|
||
#: data/core/help.cfg:29 data/core/help.cfg:391
|
||
msgid "Traits"
|
||
msgstr "Karaktertrekk"
|
||
|
||
#. [section]: id=units
|
||
#. [topic]: id=..units
|
||
#: data/core/help.cfg:37 data/core/help.cfg:119
|
||
msgid "Units"
|
||
msgstr "Enheter"
|
||
|
||
#. [section]: id=abilities_section
|
||
#. [topic]: id=..abilities_section
|
||
#: data/core/help.cfg:46 data/core/help.cfg:139
|
||
msgid "Abilities"
|
||
msgstr "Egenskaper"
|
||
|
||
#. [section]: id=weapon_specials
|
||
#. [topic]: id=..weapon_specials
|
||
#: data/core/help.cfg:54 data/core/help.cfg:148
|
||
msgid "Weapon Specials"
|
||
msgstr "Spesielle våpen"
|
||
|
||
#. [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 "Terreng"
|
||
|
||
#. [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 "Kommandoer"
|
||
|
||
#. [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"
|
||
"Kampen om Wesnoth er et rundebasert strategispill med et fantasytema. "
|
||
"Spillet avviker noe fra moderne strategispill. Mens mange spill strekker seg "
|
||
"etter kompleksitet både i regler og spillopplevelse, strekker Kampen om "
|
||
"Wesnoth seg etter enkelhet i regler og spillopplevelse. Dette gjør ikke "
|
||
"spillet enkelt, derimot vil det fra disse enkle reglene reise seg en verden "
|
||
"av forskellige strategimuligheter. Noe som gjør spillet lett å lære, men "
|
||
"utfordrende å mestre."
|
||
|
||
#. [topic]: id=about_game
|
||
#: data/core/help.cfg:107
|
||
msgid "About the Game"
|
||
msgstr "Om spillet"
|
||
|
||
#. [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 race’s subsection; you can then view its "
|
||
"page any time you wish. A unit’s 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 ""
|
||
"Enkelte enheter har egenskaper som enten direkte påvirker andre enheter "
|
||
"eller har en innvirkning på hvordan enheten samspiller med andre enheter. "
|
||
"Disse egenskapene vil bli listet under dette emnet etter hvert som du støter "
|
||
"på dem."
|
||
|
||
#. [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 "Ukjentenhet"
|
||
|
||
#. [topic]: id=.unknown_unit
|
||
#: data/core/help.cfg:159
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"This unit is unknown for the moment. You must discover it in the game to be "
|
||
"allowed to see its description."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=..gameplay
|
||
#: data/core/help.cfg:169
|
||
msgid ""
|
||
"Wesnoth is comprised of a series of battles, called <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 "Grunnleggende spillteknikk"
|
||
|
||
#. [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 ""
|
||
"Når du spiller kan du holde muspekeren over informasjonen i feltet til "
|
||
"høyre, da vil det komme frem en kort beskrivelse for elementet der "
|
||
"muspekeren er. Dette er særlig nyttig når du støter på nye egenskaper for "
|
||
"første gang."
|
||
|
||
#. [topic]: id=victory_and_defeat
|
||
#: data/core/help.cfg:188
|
||
msgid "Victory and Defeat"
|
||
msgstr "Seier og nederlag"
|
||
|
||
#. [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 "Rekruttering og tilbakekalling"
|
||
|
||
#. [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"
|
||
"Hvis du høyreklikket på en borgrute og valgte 'Rekruttér', så vil den nye "
|
||
"enheten komme frem på denne ruten. Ellers vil den komme frem på en ledig "
|
||
"rute nær vakttårnet. Du kan bare rekruttere så mange enheter som det er "
|
||
"plass til i borgen, og du kan ikke rekruttere mer enn du har gull til."
|
||
|
||
#. [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 ""
|
||
"Når du spiller et scenario - spesielt i starten - kommer du til å måtte "
|
||
"rekruttere nye tropper til arméen din. For å kunne gjøre dette må lederen "
|
||
"din (Konrad i felttoget Tronarvingen) stå i vakttårnet i en "
|
||
"<ref>dst=terrain_castle text=borg</ref>. Du rekrutterer enten ved å velge "
|
||
"'Rekruttér' fra menyen eller høyreklikke på en rute og velge "
|
||
"<italic>text=Rekruttér</italic>. Dette får frem rekrutteringmenyen der "
|
||
"tilgjenglige enheter vises sammen med hva det koster å rekruttere dem. Trykk "
|
||
"på en enhet for å vise dens egenskaper til venstre i dialogruten. For å "
|
||
"rekruttere enheten som er valgt trykker du på 'Rekruttér'."
|
||
|
||
#. [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"
|
||
"Rekrutterte enheter kommer med to tilfeldige <ref>dst=traits "
|
||
"text=karaktertrekk</ref> som endrer deres egenskaper."
|
||
|
||
#. [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"
|
||
"I senere scenarier vil du også kunne velge å tilbakekalle veteraner fra "
|
||
"tidlegere scenarier. Dette foregår på samme måte som rekruttering, bortsett "
|
||
"fra at det koster 20 gull å tilbakekalle en enhet uansett hva det kostet å "
|
||
"rekruttere den. Om du velger å tilbakekalle får du opp en liste over de "
|
||
"tilgjengelige veteraner som du kan velge mellom."
|
||
|
||
#. [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"
|
||
"Husk at enheter ikke bare koster gull å rekruttere eller tilbakekalle, men "
|
||
"de krever også lønn. Les <ref>dst=income_and_upkeep text='Inntekt og "
|
||
"utgifter'</ref> for mer informasjon."
|
||
|
||
#. [topic]: id=income_and_upkeep
|
||
#: data/core/help.cfg:214
|
||
msgid "Income and Upkeep"
|
||
msgstr "Inntekt og lønn"
|
||
|
||
#. [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"
|
||
"Inntekt er lett. Du har en grunninntekt på 2 gullstykker per runde. For hver "
|
||
"landsby du kontrollerer, tjener du en ekstra gull per runde. Altså, hvis du "
|
||
"kontrollerer 10 landsbyer vil du tjene 12 gull per runde. Lønnsutgifter blir "
|
||
"trukket fra denne inntekten, som beskrevet under."
|
||
|
||
#. [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 ""
|
||
"I Wesnoth er det ikke nok å ganske enkelt rekruttere tropper og så kjempe. "
|
||
"Du må se til gullbeholdningen din også, spesielt under et Felttog, hvor du "
|
||
"kan bringe ubrukt gull videre fra ett scenario til et annet. To hensyn; "
|
||
"Inntekt og lønn."
|
||
|
||
#. [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"
|
||
"Lønn er også ganske enkelt. Hver enhet krever lønn lik enhetens grad. "
|
||
"Lønning opptil antall landsbyer er gratis. Overskytende trekkes fra "
|
||
"inntekten. For eksempel, hvis du har 12 enheter med grad 1, og 10 landsbyer, "
|
||
"vil du måtte betale to gull i lønn hver runde, som trekkes fra din inntekt. "
|
||
|
||
#. [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"
|
||
"Lønnskostnadene trekkes hver runde fra inntekten din. I tilfellet med ti "
|
||
"landsbyer og totalt tolv enhetesgrader vil resultatet være en inntekt på 10 "
|
||
"gull."
|
||
|
||
#. [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"
|
||
"Det er et viktig unntak fra reglene om lønn: enheter med karaktertrekket "
|
||
"lojal krever aldri betaling. Enheter du begynner scenariet med (slik som "
|
||
"Konrad eller Delfador), eller enheter som blir med deg i løpet av et "
|
||
"scenario (som rytteren i det andre scenariet i Tronarvingen) vil vanligvis "
|
||
"være lojale."
|
||
|
||
#. [topic]: id=hitpoints
|
||
#: data/core/help.cfg:230
|
||
msgid "Hitpoints and Experience"
|
||
msgstr "Helsepoeng og erfaring"
|
||
|
||
#. [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 ""
|
||
"Hver enhet har et visst antall helsepoeng (HP). Hvis en enhets helsepoeng "
|
||
"faller under 1, dør den. Hver enhet har også et visst antall erfaringspoeng "
|
||
"(XP). En fersk rekrutt starter uten noen erfaring, og vinner erfaring ved å "
|
||
"kjempe mot fiender."
|
||
|
||
#. [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 ""
|
||
"Helsepoeng og erfaringspoeng vises i statuspanelet ved hjelp av to nummer "
|
||
"for hver størrelse (gjeldende verdi og den maksimale verdi enheten kan "
|
||
"inneha)."
|
||
|
||
#. [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 ""
|
||
"Helsepoengene vises også ved en helsesøyle ved siden av hver enhet, med "
|
||
"lengde og farve (grønn, gul, rød) avhengig av gjeldende helsepoeng. En enhet "
|
||
"med minst ett erfaringspoeng har en blå erfaringssøyle, som blir hvit når "
|
||
"enheten er i ferd med å <ref>dst=experience_and_advancement text=avansere</"
|
||
"ref>."
|
||
|
||
#. [topic]: id=advancement
|
||
#: data/core/help.cfg:244
|
||
#, fuzzy
|
||
#| msgid "Advances to: "
|
||
msgid "Advancement"
|
||
msgstr "Forfremmes til: "
|
||
|
||
#. [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"
|
||
"Enheter trenger en viss mengde erfaring for å avansere (karaktertrekket "
|
||
"Intelligent reduserer denne med 20%). Idet en enhet når grensen avanserer de "
|
||
"umiddelbart til neste nivå, og helbredes i prosessen opp til maksimalt "
|
||
"antall HP. I noen tilfelle vil spilleren få et valg med hensyn på "
|
||
"avansement. "
|
||
|
||
#. [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 they’re 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 ""
|
||
"Hvis begge enheter overlever en kamp, vinner de et antall erfaringspoeng "
|
||
"(XP) likt med nivået til enheten de kjemper med. Hvis en enhet på derimot "
|
||
"dreper en annen i kamp vinner den mye mer erfaring - 4 for en nivå 0 enhet, "
|
||
"8 for nivå 1, 16 for nivå 2, 24 for nivå 3, og så videre."
|
||
|
||
#. [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"
|
||
"De fleste enheter har tre nivåer, men ikke alle. Enkelte (slik som "
|
||
"<ref>dst=unit_Mage text='magikere'</ref>) kan ha fire. Når en enhet har nådd "
|
||
"sitt høyeste nivå, kan den få spesielle bonuser hvis den samler nok "
|
||
"erfaring. Dette gjelder først og fremst viktige enheter i felttog. For de "
|
||
"fleste enheter vil ytterlige forfremelser etter å ha nådd maksimal grad kun "
|
||
"gi dem tre ekstra helsepoeng. Første bonus blir normalt nådd med 100 "
|
||
"erfaringspoeng (eller 80 XP for intelligente enheter). Grensen blir "
|
||
"progressivt hardere å nå for hver bonus enheten mottar, og det er derfor "
|
||
"ofte nyttigere å forsøke å avansere enheter på lavere nivå.\n"
|
||
"\n"
|
||
"Merk at bare et lite fåtall enheter, slik som likgnageren, vil motta noen "
|
||
"full helbredelse når de oppnår bonusgrader. De fleste får bare de tre ekstra "
|
||
"helsepoengene."
|
||
|
||
#. [topic]: id=movement
|
||
#: data/core/help.cfg:256
|
||
msgid "Movement"
|
||
msgstr "Forflytning"
|
||
|
||
#. [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"
|
||
"Hver enhet har et visst antall forflytningspoeng som blir brukt for hver "
|
||
"gang enheten flytter til en ny rute. Hvor mange poeng som blir brukt er "
|
||
"avhengig av hvilket <ref>dst=terrain text=terreng</ref> ruten har. Det "
|
||
"koster for eksempel nesten alltid ett forflytningspoeng å gå inn på en rute "
|
||
"med gresslette. Akkurat hvor mange poeng det koster å flytte inn i en rute "
|
||
"avhenger av enhetstypen - i skogen vil alvene bruke ett forflytningspoeng, "
|
||
"de fleste mennesker og orker bruker to, mens hestefolk bruker 3. Du kan "
|
||
"finne ut hvor mange poeng en enhet trenger for å flytte inn på et terreng "
|
||
"ved å høyreklikke på den, velge 'Enhetsbeskrivelse', og så se på "
|
||
"<italic>text='Terrengmodifikasjoner'</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 don’t use up all of a unit’s 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 don’t already own will also use up "
|
||
"a unit’s movement, but will still allow it to attack."
|
||
msgstr ""
|
||
"Flytting av enheter i 'Kampen om Wesnoth' er enkelt: Klikk på enheten du vil "
|
||
"flytte, klikk så på ruten du vil flytte til. Når enheten er valgt vil alle "
|
||
"ruter enheten kan flytte til være uthevet, og alle ruter som den ikke kan "
|
||
"flytte til være grå. Flytter du musepekeren over uthevede ruter viser "
|
||
"forsvarsgraden enheten vil ha i den valgte ruten. Flytter du muspekeren over "
|
||
"grå ruter vil du se hvor mange runder det tar å nå ruten. Klikker du på "
|
||
"ruten vil enheten flytte seg dit langs den raskeste stien denne og de "
|
||
"etterfølgende rundene. Hvis du ikke bruker opp en enhets forflytning når du "
|
||
"først flytter den, kan du flytte den igjen senere. Dette er viktig når man "
|
||
"ønsker å la to enheter bytte plass. Det å angripe en annen enhet bruker opp "
|
||
"angriperens forflytning. Det samme gjør det å ende en enhets tur i en "
|
||
"landsby du ikke eide fra før. Enheten vil likevel være i stand til eventuelt "
|
||
"å angripe."
|
||
|
||
#. [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"
|
||
"En annen ting som er viktig å huske på under forflytning er "
|
||
"<ref>dst=zones_of_control text='kontrollsoner'</ref>. Hver enhet lager en "
|
||
"kontrollsone rundt seg i rutene som ligger inntil ruten enheten står i, og "
|
||
"alle fiendtlige enheter som flytter inn i en slik rute vil miste alle sine "
|
||
"forflytningspoeng. Å lære hvordan man bruker kontrollsoner til din fordel er "
|
||
"en viktig del av Wesnoth, siden bare <ref>dst=ability_skirmisher "
|
||
"text='speidere'</ref> kan ignorere kontrollsoner."
|
||
|
||
#. [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"
|
||
"For å se hvor langt fiendens enheter kan nå på sin neste tur, trykk Ctrl-v "
|
||
"eller Cmd-v. Ctrl-b eller Cmd-b viser hvor langt fienden kunne ha flyttet "
|
||
"hvis dine enheter ikke hadde stått i veien for dem."
|
||
|
||
#. [topic]: id=shroud_and_fog
|
||
#: data/core/help.cfg:270
|
||
msgid "Shroud and Fog of War"
|
||
msgstr "Skodde og stridsdis"
|
||
|
||
#. [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 turn’s move (ignoring zones of "
|
||
"control and enemy units).\n"
|
||
"\n"
|
||
"Normally you can undo a unit’s 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 ""
|
||
"I noen scenarier vil deler av kartet være skjult for deg. To mekanismer kan "
|
||
"bli brukt hver for seg eller sammen. Skodden skjuler både terrenget og "
|
||
"eventuelle enheter på et gitt sted. Med en gang du utspeider området med en "
|
||
"enhet letter skodden og du kan alltid se det aktuelle feltet. Stridsdisen "
|
||
"derimot viser terrenget, men skjuler eventuelle fiendtlige enheter og hvem "
|
||
"som eier landsbyer. Stridsdisen letter midlertidig når du har enheter i "
|
||
"nærheten, men faller tilbake når du forlater området. Skodde og Stridsdis "
|
||
"fjernes av dine enheter. Hver enhet klarerer det området den kan flytte til "
|
||
"neste runde (ser bort fra kontrollsoner og fiender)."
|
||
|
||
#. [topic]: id=combat
|
||
#: data/core/help.cfg:280
|
||
msgid "Combat"
|
||
msgstr "Kamp"
|
||
|
||
#. [topic]: id=combat
|
||
#: data/core/help.cfg:281
|
||
#, fuzzy
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<big>Order and Number of Strikes</big>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Rekkefølge og antall angrep'</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 ""
|
||
"Kamphandlinger i Kampen om Wesnoth finner alltid sted mellom enheter i "
|
||
"nabofelter. Klikk på din enhet, og klikk på enheten du ønsker å angripe: "
|
||
"enheten din vil flytte seg mot fienden, og når de er ved siden av hverandre, "
|
||
"tar kamphandlingene til. Angriper og forsvarer slår etter tur inntil begge "
|
||
"har brukt alle sine tillatte angrep med den gitte angrepstypen. Angriperen "
|
||
"velger ett av sine våpen å angripe med, og forsvareren slår tilbake med ett "
|
||
"av sine angrep av den samme typen. Det er to typer angrep: Nærkamp, som "
|
||
"vanligvis involverer våpen som sverd, økser, eller klør; og Avstand, som "
|
||
"vanligvis involverer våpen som buer, kastespyd og magiske kulelyn."
|
||
|
||
#. [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"
|
||
"Angriper får angripe først, deretter forsvareren. Dette fortsetter til begge "
|
||
"enhetene har brukt opp alle angrepene sine. Antall angrep en enhet har "
|
||
"varierer. En Alvisk Kriger for eksempel, med et 5-4 sverd kan slå 4 ganger, "
|
||
"hvor hvert slag kan gi 5 skade. Mens en Orkisk Soldat med 9-2 får 2 slag "
|
||
"(men med 9 i skade). Hvert slag er enten et treff (og gir oppgitt skade) "
|
||
"eller et bom (og gir ingen skade i det hele)."
|
||
|
||
#. [topic]: id=combat
|
||
#: data/core/help.cfg:285
|
||
#, fuzzy
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<big>Chance to Hit</big>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text='Sjanse for å treffe'</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 elf’s chance of hitting the attacker in return depends on "
|
||
"what terrain the attacker is in."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Hver enhet har en sjanse for å bli truffet, basert på hva slags "
|
||
"<ref>dst=terrain text=terreng</ref> den befinner seg i. Dette vises i "
|
||
"statuspanelet på høyre side av skjermbildet, og kan også finnes ved å "
|
||
"høyreklikke på en enhet, og så velge <italic>text='Enhetsbeskrivelse'</"
|
||
"italic> og så se på <italic>text='Terreng Modifikatorer'</italic> for den "
|
||
"aktuelle enheten. Mange alver har for eksempel en forsvarsgrad på 70% i "
|
||
"skog, det betyr at en enhet som angriper dem bare har 30% sjanse for treffe "
|
||
"dem for hvert slag. På samme måte er alvens sjanse for å treffe angriperen i "
|
||
"returslaget avhengig av hvilket terreng angriperen står i."
|
||
|
||
#. [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"
|
||
"Det er to unntak fra denne regelen: <ref>dst=magical_attacks text='magiske "
|
||
"angrep'</ref> og <ref>dst=ability_marksman text=skarpskytende angrep</ref>. "
|
||
"Magiske angrep har alltid 70% sjanse for å treffe, og skarpskyttere har "
|
||
"minst 60% sjanse til å treffe når de brukes offensivt."
|
||
|
||
#. [topic]: id=combat
|
||
#: data/core/help.cfg:291
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text=Damage</header>"
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"<header>text=Skade</header>"
|
||
|
||
#. [topic]: id=combat
|
||
#: data/core/help.cfg:293
|
||
#, fuzzy
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Each strike which hits causes a base amount of damage depending on the "
|
||
"attack type. For instance, an elvish fighter with a 5×4 attack does 5 base "
|
||
"damage. This is usually modified by two things: "
|
||
"<ref>dst='damage_types_and_resistance' text='resistance'</ref> and "
|
||
"<ref>dst='time_of_day' text='time of day'</ref>. To see how base damage is "
|
||
"modified by the circumstances, select <b>Damage Calculations</b> in the "
|
||
"attack selection menu."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Hvert slag som treffer fører til en grunnskade som er avhengig av "
|
||
"angrepstypen. Et treff av en Alvisk Kriger med et 5-4 sverdangrep fører til "
|
||
"en grunnskade på 5 helsepoeng (HP). Denne grunnskaden kan modifiseres, "
|
||
"oftest på to måter: <ref>dst=damage_types_and_resistance text='Motstand'</"
|
||
"ref> og <ref>dst=time_of_day text='Tid på Døgnet'</ref>. For å se hvordan "
|
||
"grunnskaden blir modifisert, velg <italic>text='Skadeberegninger'</italic> i "
|
||
"menyen for valg av angrep."
|
||
|
||
#. [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"
|
||
"Noen enheter har spesielle evner som påvirker skaden som blir utdelt i kamp. "
|
||
"En hyppig forekommende evne er <ref>dst=ability_charge text='stormangrep'</"
|
||
"ref>, som dobler skaden som blir påført av både angriper og forsvarer når "
|
||
"enheten med stormangrep angriper."
|
||
|
||
#. [topic]: id=damage_types_and_resistance
|
||
#: data/core/help.cfg:303
|
||
msgid "Damage Types and Resistance"
|
||
msgstr "Skadetyper og motstand"
|
||
|
||
#. [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"
|
||
"Motstand har en lettvint virkning: Hvis en enhet har 40% motstand mot en "
|
||
"type skade, mottar den 40% mindre skade enn normalt når den blir truffet av "
|
||
"et angrep med den skadetypen. Det er også mulig for en enhet å være sårbar "
|
||
"mot noen skadetyper. Hvis en enhet har −100% motstand mot en type skade "
|
||
"mottar den dobbel normal skade hvis angrepet av den skadetypen."
|
||
|
||
#. [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 ""
|
||
"I Wesnoth er det tre typer skade som vanligvis sees i sammenheng med fysiske "
|
||
"angrep. Hugg-, stikk- og slagskade. I tillegg er det tre typer skade som "
|
||
"vanligvis sees i sammenheng med magiske angrep. Ild-, kulde- og hellig "
|
||
"skade. Forskjellige enheter kan ha ulike motstandskrefter som endrer skaden "
|
||
"de mottar fra ulike skadetyper."
|
||
|
||
#. [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"
|
||
"Som et eksempel har Skjeletter sterk motstand mot Hugg- og Stikkskade, men "
|
||
"er sårbare overfor Slag- og Ildskade og ekstremt sårbare mot Hellige angrep."
|
||
|
||
#. [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"
|
||
"Hvis et slag treffer vil det alltid gjøre minst 1 poeng skade. Dette trer i "
|
||
"kraft selv hvis forsvareren har 100% motstand mot den aktuelle skadetypen. "
|
||
|
||
#. [topic]: id=orbs
|
||
#: data/core/help.cfg:316
|
||
msgid "Orbs"
|
||
msgstr "Glober"
|
||
|
||
#. [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 ""
|
||
"På toppen av helsesøylen ved siden av hver enhet er det en globe. For "
|
||
"enheter under din kontroll er denne globen: "
|
||
|
||
#. [topic]: id=orbs
|
||
#: data/core/help.cfg:319
|
||
#, fuzzy
|
||
msgid " green if it hasn’t moved this turn,"
|
||
msgstr "grønn, hvis enheten ikke har flyttet denne runden,"
|
||
|
||
#. [topic]: id=orbs
|
||
#: data/core/help.cfg:320
|
||
#, fuzzy
|
||
msgid " yellow if it has moved, but could still move further or attack, or"
|
||
msgstr ""
|
||
"gul, hvis den har gjort flytt, men fortsatt kan flytte videre eller angripe,"
|
||
|
||
#. [topic]: id=orbs
|
||
#: data/core/help.cfg:321
|
||
msgid ""
|
||
" red if it can no longer move or attack, or the user ended the unit’s turn."
|
||
msgstr ""
|
||
|
||
#. [topic]: id=orbs
|
||
#: data/core/help.cfg:322
|
||
#, fuzzy
|
||
msgid " blue if the unit is an ally you do not control."
|
||
msgstr "Globen er blå hvis enheten tilhører en alliert du ikke kontrollerer."
|
||
|
||
#. [topic]: id=orbs
|
||
#: data/core/help.cfg:323
|
||
#, fuzzy
|
||
msgid " Enemy units have no orb on top of their energy bar."
|
||
msgstr "Fiendtlige enheter har ingen globe over helsesøylen."
|
||
|
||
#. [topic]: id=time_of_day
|
||
#: data/core/help.cfg:330
|
||
msgid "Time of Day"
|
||
msgstr "Tid på døgnet"
|
||
|
||
#. [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 ""
|
||
"Tiden på døgnet påvirker skaden en enhet gjør etter dette skjemaet:\n"
|
||
" Hederlige enheter gjør +25% skade om dagen, og −25% skade om natten.\n"
|
||
" Lyssky enheter gjør +25% skade om natten, og −25% skade om dagen.\n"
|
||
" Nøytrale enheter påvirkes ikke av tiden på døgnet."
|
||
|
||
#. [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"
|
||
"Den gjeldende tid på døgnet kan lett finnes under minikartet på høyre side "
|
||
"av skjermen. I den vanlige dag/natt kretsen regnes For- og Ettermiddag som "
|
||
"dag, mens Kveld og Natt regnes som natt.\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 "Morgengry"
|
||
|
||
#. [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 "Formiddag"
|
||
|
||
#. [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 "Ettermiddag"
|
||
|
||
#. [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 "Skumring"
|
||
|
||
#. [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 "Kveld"
|
||
|
||
#. [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 "Natt"
|
||
|
||
#. [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 ""
|
||
"Husk at noen scenarier finner sted under jorden, hvor det råder en evig "
|
||
"mørke!"
|
||
|
||
#. [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 "Helbredelse"
|
||
|
||
#. [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"
|
||
"Hvile: En enhet som hverken beveger seg, angriper, eller blir angrepet vil "
|
||
"helbredes for 2 HP ved begynnelsen av sin neste tur."
|
||
|
||
#. [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"
|
||
"Landsbyer: En enhet som starter sin tur i en landsby vil helbredes for 8 HP."
|
||
|
||
#. [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"
|
||
"Regenerering: Visse enheter (slik som troll) vil automatisk regenerere 8 HP "
|
||
"ved starten av hver runde"
|
||
|
||
#. [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"
|
||
"Helbredende enheter: Enheter med egenskapen <ref>dst=ability_heals "
|
||
"text=Helbreder</ref> vil helbrede hver alliert enhet i nabofeltene dens, "
|
||
"vanligvis 4 eller 8 HP hver runde. Enheten hindrer gift i forgiftede enheter "
|
||
"å gjøre skade inneværende runde, men fjerner ikke effekten. "
|
||
|
||
#. [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"
|
||
"Kurere: Enheter med egenskapen <ref>dst=ability_cures text=kurerer</ref> vil "
|
||
"kurere alle alierte enheter i nabofeltene for gift."
|
||
|
||
#. [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"
|
||
"Hvile kan kombineres med de andre formene for helbredelse, men landsbyer, "
|
||
"regenerasjon, helbreding, og kurering kan ikke kombineres med hverandre: kun "
|
||
"den beste vil gjelde. Sist men ikke minst helbredes alle overlevende enheter "
|
||
"mellom to scenarier."
|
||
|
||
#. [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 unit’s turn, but on the healer’s 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 "Sammendrag"
|
||
|
||
#. [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 ""
|
||
"Her avsluttes de fundamentale reglene i Wesnoth. For mer informasjon, les om "
|
||
"grunnleggende strategi eller bli familiær med <ref>dst=traits "
|
||
"text=karaktertrekk</ref> og <ref>dst=abilities text=egenskaper</ref>. Du vet "
|
||
"allerede alt du behøver for å starte et av de øverste felttogene. Ha det "
|
||
"moro, og lykke til!"
|
||
|
||
#. [topic]: id=license
|
||
#: data/core/help.cfg:384
|
||
msgid "License"
|
||
msgstr "Lisens"
|
||
|
||
#. [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 ""
|
||
"De fleste enheter har to karaktertrekk. Vandøde får tilordnet ett trekk; "
|
||
"vandøde, og Trehyrder mottar ingen trekk. Karaktertrekk er modifikasjoner "
|
||
"som i mild grad endrer en enhets egenskaper. De tilordnes vanligvis "
|
||
"tilfeldig når en enhet rekrutteres."
|
||
|
||
#. [topic]: id=..traits_section
|
||
#: data/core/help.cfg:393
|
||
msgid ""
|
||
"Traits are modifications that change a unit’s 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 non‐undead 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"
|
||
"Karaktertrekkene som er tilgjengelige for alle vanlige enheter er: "
|
||
"<ref>dst=traits_intelligent text=intelligent</ref>, <ref>dst=traits_quick "
|
||
"text=rask</ref>, <ref>dst=traits_resilient text=seig</ref>, og "
|
||
"<ref>dst=traits_strong text=sterk</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"
|
||
"Andre karaktertrekk som kan tilordnes spesielle enheter er: "
|
||
"<ref>dst=traits_loyal text=lojal</ref>, <ref>dst=traits_undead text=vandød</"
|
||
"ref>, og <ref>dst=traits_dextrous text=hendig</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 "
|
||
"unit’s 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='Sjanse for å treffe'</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 unit’s 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='Sjanse for å treffe'</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='Sjanse for å treffe'</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='Sjanse for å treffe'</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=Skade</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='Sjanse for å treffe'</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='Rekkefølge og antall angrep'</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='Rekkefølge og antall angrep'</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='Sjanse for å treffe'</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-on’s 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 "Generelle kommandoer"
|
||
|
||
#. [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"
|
||
"Visk ut meldinger."
|
||
|
||
#. [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"
|
||
"Aktiver feilsøkingsmodus (Virker ikke i spill med flere spillere). "
|
||
"Feilsøkingsmodus slåes av når du avslutter spillet."
|
||
|
||
#. [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"
|
||
"Veksle spilleren mellom å være menneske eller datastyrt. Klienten som "
|
||
"kontrollerer spilleren må utføre denne kommendoen. Hvis du ikke angir hvem "
|
||
"som skal kontrollere gies kontrollen til spiller '1'."
|
||
|
||
#. [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 ""
|
||
"\n"
|
||
"Åpne menyen for temvalg."
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:561
|
||
#, fuzzy
|
||
msgid ""
|
||
"\n"
|
||
"Quit the scenario (without prompting).\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Avslutt scenariet (uten meldingsboks)."
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:564
|
||
#, fuzzy
|
||
msgid ""
|
||
"\n"
|
||
"Save the game (without prompting).\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Lagre spillet (uten meldingsboks)."
|
||
|
||
#. [topic]: id=general_commands
|
||
#: data/core/help.cfg:567
|
||
#, fuzzy
|
||
msgid ""
|
||
"\n"
|
||
"Save the game and quit the scenario (without prompting)."
|
||
msgstr ""
|
||
"\n"
|
||
"Lagre og avslutt scenariet (uten meldingsboks)."
|
||
|
||
#. [topic]: id=mp_commands
|
||
#: data/core/help.cfg:576
|
||
#, fuzzy
|
||
#| msgid "Multiplayer commands"
|
||
msgid "Multiplayer Commands"
|
||
msgstr "Gruppespillkommandoer"
|
||
|
||
#. [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 won’t be kicked then.)\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Spark ut eb spiller i flerspillermodus. De kan ikke bli med i spillet på "
|
||
"nytt."
|
||
|
||
#. [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"
|
||
"Endre hvem som kontrollerer den angitte spillerplassen (skriv inn "
|
||
"spillerplassens nummer) til spilleren med angitt kallenavn (skriv inn "
|
||
"kallenavnet til en spiller eller observatør)\n"
|
||
"Eksempel: \"control 2 YbeRn00b\""
|
||
|
||
#. [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"
|
||
"Spark ut en spiller i flerspillermodus. De kan bli med i spillet på nytt "
|
||
"hvis de ønsker."
|
||
|
||
#. [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 ""
|
||
"Sender en privat beskjed. Du kan ikke sende private beskjeder til spillere "
|
||
"som kontrollerer lag i aktive spill.\n"
|
||
"'/whisper [brukernavn] [melding]'"
|
||
|
||
#. [topic]: id=mp_commands
|
||
#: data/core/help.cfg:597
|
||
#, fuzzy
|
||
msgid ""
|
||
"\n"
|
||
"Mute a specific observer. If no username is supplied the muted usernames are "
|
||
"displayed.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Demp en valgt observatør. Hvis du ikke angir hvem du vil dempe vises en "
|
||
"liste over alle brukere som er dempet."
|
||
|
||
#. [topic]: id=mp_commands
|
||
#: data/core/help.cfg:600
|
||
#, fuzzy
|
||
msgid ""
|
||
"\n"
|
||
"Toggle muting/silencing of all observers on/off.\n"
|
||
"\n"
|
||
msgstr ""
|
||
"\n"
|
||
"Slå demping av observatører av/på."
|
||
|
||
#. [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"
|
||
"Spark ut eb spiller i flerspillermodus. De kan ikke bli med i spillet på "
|
||
"nytt."
|
||
|
||
#. [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"
|
||
"Demp en valgt observatør. Hvis du ikke angir hvem du vil dempe vises en "
|
||
"liste over alle brukere som er dempet."
|
||
|
||
#. [topic]: id=debug_commands
|
||
#: data/core/help.cfg:614
|
||
#, fuzzy
|
||
msgid "Debug Mode Commands"
|
||
msgstr "Generelle kommandoer"
|
||
|
||
#. [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 side’s 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 ""
|
||
#| "Heals +4:\n"
|
||
#| "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."
|
||
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 ""
|
||
"Helbreder 4:\n"
|
||
"Setter enheten i stand til å helbrede allierte naboenheter i begynnelsen av "
|
||
"sin runde.\n"
|
||
"\n"
|
||
"En enhet som blir hjulpet av en helbreder kan hver runde heles opp til 4 HP, "
|
||
"eller få stoppet virkningen av gift.\n"
|
||
"En forgiftet enhet kan ikke bli kurert for giften av en helbreder, og må "
|
||
"søke hjelp i en landsby eller hos en enhet som kan kurere."
|
||
|
||
#. [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 ""
|
||
"Helbreder:\n"
|
||
"Denne enheten kombinerer urtemedisin med magi for å helbrede enheter "
|
||
"hurtigere enn vanligvis mulig på slagmarken.\n"
|
||
"\n"
|
||
"En enhet som blir hjulpet av denne kan hver runde heles opp til 8 HP, eller "
|
||
"få stoppet virkningen av gift.\n"
|
||
"En forgiftet enhet kan ikke bli kurert for giften av en helbreder, og må "
|
||
"søke hjelp i en landsby eller hos en enhet som kan kurere."
|
||
|
||
#. [heals]: id=curing
|
||
#: data/core/macros/abilities.cfg:47
|
||
msgid "cures"
|
||
msgstr "kurerer"
|
||
|
||
#. [heals]: id=curing
|
||
#: data/core/macros/abilities.cfg:48
|
||
msgid "female^cures"
|
||
msgstr "kurerer"
|
||
|
||
#. [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 ""
|
||
"Kurerer:\n"
|
||
"Enheten kan kurere andre for gift, men enheter kan ikke helbredes og kureres "
|
||
"samme runde."
|
||
|
||
#. [regenerate]: id=regenerates
|
||
#: data/core/macros/abilities.cfg:70
|
||
msgid "regenerates"
|
||
msgstr "regenererer"
|
||
|
||
#. [regenerate]: id=regenerates
|
||
#: data/core/macros/abilities.cfg:71
|
||
msgid "female^regenerates"
|
||
msgstr "regenererer"
|
||
|
||
#. [regenerate]: id=regenerates
|
||
#: data/core/macros/abilities.cfg:72
|
||
#, fuzzy
|
||
msgid ""
|
||
"The unit will heal itself 8 HP per turn. If it is poisoned, it will remove "
|
||
"the poison instead of healing."
|
||
msgstr ""
|
||
"Regenererer:\n"
|
||
"Enheten vil helbrede seg selv 8 HP per runde. Hvis den er forgiftet, vil "
|
||
"giften fjernes i stedet."
|
||
|
||
#. [resistance]: id=steadfast
|
||
#: data/core/macros/abilities.cfg:91
|
||
msgid "steadfast"
|
||
msgstr "standhaftig"
|
||
|
||
#. [resistance]: id=steadfast
|
||
#: data/core/macros/abilities.cfg:92
|
||
msgid "female^steadfast"
|
||
msgstr "standhaftig"
|
||
|
||
#. [resistance]: id=steadfast
|
||
#: data/core/macros/abilities.cfg:93
|
||
#, fuzzy
|
||
#| msgid ""
|
||
#| "Steadfast:\n"
|
||
#| "This unit’s resistances are doubled, up to a maximum of 50%, when "
|
||
#| "defending. Vulnerabilities are not affected."
|
||
msgid ""
|
||
"This unit’s resistances are doubled, up to a maximum of 50%, when defending. "
|
||
"Vulnerabilities are not affected."
|
||
msgstr ""
|
||
"Standhaftig:\n"
|
||
"Denne enhetens motstand mot skade dobles under forsvar, opp til et maksimum "
|
||
"på 50% motstandskraft. Negative verdier for motstand påvirkes ikke."
|
||
|
||
#. [leadership]: id=leadership
|
||
#: data/core/macros/abilities.cfg:106
|
||
msgid "leadership"
|
||
msgstr "leder"
|
||
|
||
#. [leadership]: id=leadership
|
||
#: data/core/macros/abilities.cfg:107
|
||
msgid "female^leadership"
|
||
msgstr "leder"
|
||
|
||
#. [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 ""
|
||
"Leder:\n"
|
||
"Denne enheten kan lede vennligsinnede naboenheter, slik at de kjemper "
|
||
"bedre.\n"
|
||
"\n"
|
||
"Vennligsinnede naboenheter av lavere rang vil gjøre mer skade i kamp.Når en "
|
||
"lavere rangert enhet står ved siden av en vennligsinnet enhet med Lederskap "
|
||
"gjør angrepene til den 'menige' enheten 25% mer skade per rangforskjell."
|
||
|
||
#. [skirmisher]: id=skirmisher
|
||
#: data/core/macros/abilities.cfg:125
|
||
msgid "skirmisher"
|
||
msgstr "linjebryter"
|
||
|
||
#. [skirmisher]: id=skirmisher
|
||
#: data/core/macros/abilities.cfg:126
|
||
msgid "female^skirmisher"
|
||
msgstr "linjebryter"
|
||
|
||
#. [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 ""
|
||
"Linjebryter:\n"
|
||
"Denne enheten er trent i å snike seg raskt forbi fiender, og ignorerer "
|
||
"derfor alle fiendtlige kontrollsoner (ZoC). (Unntak: hvis den stopper i en "
|
||
"fiendtlig kontrollsone, vil den gjenværende forflytning bli satt til 0.) "
|
||
|
||
#. [illuminates]: id=illumination
|
||
#: data/core/macros/abilities.cfg:140
|
||
msgid "illuminates"
|
||
msgstr "belyser"
|
||
|
||
#. [illuminates]: id=illumination
|
||
#: data/core/macros/abilities.cfg:141
|
||
msgid "female^illuminates"
|
||
msgstr "belyser"
|
||
|
||
#. [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 ""
|
||
"Belyser:\n"
|
||
"Denne enheten lyser opp det omkringliggende området, og gjør at hederlige "
|
||
"enheter kjemper bedre og lyssky tilsvarende dårligere.\n"
|
||
"\n"
|
||
"Enhver naboenhet til denne enheten vil kjempe som om det var skumring når "
|
||
"det er natt, og som om det var dag når det er skumring eller daggry."
|
||
|
||
#. [teleport]: id=teleport
|
||
#: data/core/macros/abilities.cfg:154
|
||
msgid "teleport"
|
||
msgstr "teleporterer"
|
||
|
||
#. [teleport]: id=teleport
|
||
#: data/core/macros/abilities.cfg:155
|
||
msgid "female^teleport"
|
||
msgstr "teleporterer"
|
||
|
||
#. [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 ""
|
||
"Teleporterer:\n"
|
||
"Denne enheten kan bruke 1 flytt på å teleportere seg selv mellom to hvilke "
|
||
"som helst vennligsinnede landsbyer. "
|
||
|
||
#. [hides]: id=ambush
|
||
#: data/core/macros/abilities.cfg:185
|
||
msgid "ambush"
|
||
msgstr "skogsniker"
|
||
|
||
#. [hides]: id=ambush
|
||
#: data/core/macros/abilities.cfg:186
|
||
msgid "female^ambush"
|
||
msgstr "bakhold"
|
||
|
||
#. [hides]: id=ambush
|
||
#: data/core/macros/abilities.cfg:187
|
||
#, fuzzy
|
||
msgid ""
|
||
"This unit can hide in forest, and remain undetected by its enemies.\n"
|
||
"\n"
|
||
"Enemy units cannot see this unit while it is in forest, except if they have "
|
||
"units next to it. Any enemy unit that first discovers this unit immediately "
|
||
"loses all its remaining movement."
|
||
msgstr ""
|
||
"Skogsniker:\n"
|
||
"Denne enheten kan gjemme seg i skog, og forbli uoppdaget av sine fiender.\n"
|
||
"\n"
|
||
"Fiendtlige enheter kan ikke se eller angripe denne enheten når den er i "
|
||
"skog, med unntak av når den har utført et angrep forrige runde, eller hvis "
|
||
"de står rett ved siden av den."
|
||
|
||
#. [hides]: id=nightstalk
|
||
#: data/core/macros/abilities.cfg:204 data/core/macros/abilities.cfg:205
|
||
msgid "nightstalk"
|
||
msgstr "nattskygger"
|
||
|
||
#. [hides]: id=nightstalk
|
||
#: data/core/macros/abilities.cfg:206
|
||
#, fuzzy
|
||
msgid ""
|
||
"The unit becomes invisible during night.\n"
|
||
"\n"
|
||
"Enemy units cannot see this unit at night, except if they have units next to "
|
||
"it. Any enemy unit that first discovers this unit immediately loses all its "
|
||
"remaining movement."
|
||
msgstr ""
|
||
"Nattskygger:\n"
|
||
"Enheten blir usynlig gjennom natten.\n"
|
||
"\n"
|
||
"Fiendtlige enheter kan ikke se eller angripe denne enheten om natten, "
|
||
"unntatt direkte etter at den har angrepet, eller hvis det er andre "
|
||
"fiendtlige enheter i denne enhetens nabofelt. "
|
||
|
||
#. [hides]: id=concealment
|
||
#: data/core/macros/abilities.cfg:223
|
||
msgid "concealment"
|
||
msgstr "skjulested"
|
||
|
||
#. [hides]: id=concealment
|
||
#: data/core/macros/abilities.cfg:224
|
||
msgid "female^concealment"
|
||
msgstr "skjulested"
|
||
|
||
#. [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 ""
|
||
"Dykke:\n"
|
||
"\n"
|
||
"Fiendtlige enheter kan ikke se eller angripe denne enheten når den befinner "
|
||
"seg på dypt vann, unntatt for en runde rett etter at enheten selv har "
|
||
"angrepet, eller hvis den har fiendtlige enheter i noe nabofelt. "
|
||
|
||
#. [hides]: id=submerge
|
||
#: data/core/macros/abilities.cfg:242
|
||
msgid "submerge"
|
||
msgstr "dykke"
|
||
|
||
#. [hides]: id=submerge
|
||
#: data/core/macros/abilities.cfg:243
|
||
msgid "female^submerge"
|
||
msgstr "neddykke"
|
||
|
||
#. [hides]: id=submerge
|
||
#: data/core/macros/abilities.cfg:244
|
||
#, fuzzy
|
||
msgid ""
|
||
"This unit can hide in deep water, and remain undetected by its enemies.\n"
|
||
"\n"
|
||
"Enemy units cannot see this unit while it is in deep water, except if they "
|
||
"have units next to it. Any enemy unit that first discovers this unit "
|
||
"immediately loses all its remaining movement."
|
||
msgstr ""
|
||
"Dykke:\n"
|
||
"\n"
|
||
"Fiendtlige enheter kan ikke se eller angripe denne enheten når den befinner "
|
||
"seg på dypt vann, unntatt for en runde rett etter at enheten selv har "
|
||
"angrepet, eller hvis den har fiendtlige enheter i noe nabofelt. "
|
||
|
||
#. [dummy]: id=feeding
|
||
#: data/core/macros/abilities.cfg:261
|
||
msgid "feeding"
|
||
msgstr "åtseleter"
|
||
|
||
#. [dummy]: id=feeding
|
||
#: data/core/macros/abilities.cfg:262
|
||
msgid "female^feeding"
|
||
msgstr "åtseleter"
|
||
|
||
#. [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 "bakholdsangrep"
|
||
|
||
#. [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 ""
|
||
"Bakholdsangrep:\n"
|
||
"Dette angrepet gjør dobbel skade hvis en vennlig enhet står på andre siden "
|
||
"av målet. (Den andre enheten kan ikke være uskadeliggjort, f.eks forstenet)."
|
||
|
||
#. [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 "pest"
|
||
|
||
#. [plague]: id=plague({TYPE}), type={TYPE}
|
||
#: data/core/macros/abilities.cfg:305
|
||
#, fuzzy
|
||
msgid ""
|
||
"When a unit is killed by a Plague attack, that unit is replaced with a unit "
|
||
"on the same side as the unit with the Plague attack. This doesn’t work on "
|
||
"Undead or units in villages."
|
||
msgstr ""
|
||
"Pest:\n"
|
||
"Når en enhet blir drept av et Pestangrep, blir den byttet ut med en enhet "
|
||
"identisk og på samme side som enheten med Pestangrepet. (Dette gjelder ikke "
|
||
"for vandøde eller enheter i landsbyer.)"
|
||
|
||
#. [plague]: id=plague, type=Walking Corpse
|
||
#: data/core/macros/abilities.cfg:316
|
||
#, fuzzy
|
||
msgid ""
|
||
"When a unit is killed by a Plague attack, that unit is replaced with a "
|
||
"Walking Corpse on the same side as the unit with the Plague attack. This "
|
||
"doesn’t work on Undead or units in villages."
|
||
msgstr ""
|
||
"Pest:\n"
|
||
"Når en enhet blir drept av et Pestangrep, blir den byttet ut med en enhet "
|
||
"identisk og på samme side som enheten med Pestangrepet. (Dette gjelder ikke "
|
||
"for vandøde eller enheter i landsbyer.)"
|
||
|
||
#. [slow]: id=slow
|
||
#: data/core/macros/abilities.cfg:326
|
||
msgid "slows"
|
||
msgstr "forsinkende"
|
||
|
||
#. [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 ""
|
||
"Forsinkende:\n"
|
||
"Dette angrepet sinker målet. Forsinkede enheter gjør halv skade og beveger "
|
||
"seg med halv normal fart (rundet opp)."
|
||
|
||
#. [petrifies]: id=petrifies
|
||
#: data/core/macros/abilities.cfg:336
|
||
#, fuzzy
|
||
msgid "petrifies"
|
||
msgstr "Slag"
|
||
|
||
#. [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 ""
|
||
"Forsteinender:\n"
|
||
"Dette angrepet gjør offeret til sten. Enheter som har blitt forstenet kan "
|
||
"ikke bevege seg eller angripe."
|
||
|
||
#. [chance_to_hit]: id=marksman
|
||
#: data/core/macros/abilities.cfg:346
|
||
msgid "marksman"
|
||
msgstr "skarpskytende"
|
||
|
||
#. [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 ""
|
||
"Skarpskytende:\n"
|
||
"Dette angrepet har alltid minst 60% sjanse for å treffe i angrep."
|
||
|
||
#. [swarm]: id=swarm
|
||
#: data/core/macros/abilities.cfg:371
|
||
msgid "swarm"
|
||
msgstr "sverm"
|
||
|
||
#. [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 ""
|
||
"Sverm:\n"
|
||
"Dette angrepet får nedsatt antall angrep når enheten er skadet. Antallet "
|
||
"slag er proporsjonalt med hvor mange HP enheten har igjen. For eksempel vil "
|
||
"en enhet med 3/4 av sine maksimale HP slå 3/4 så mange slag som når den var "
|
||
"helt frisk."
|
||
|
||
#. [damage]: id=charge
|
||
#: data/core/macros/abilities.cfg:381
|
||
msgid "charge"
|
||
msgstr "stormangrep"
|
||
|
||
#. [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 target’s counterattack."
|
||
msgstr ""
|
||
"Stormangrep:\n"
|
||
"Dette angrepet forårsaker dobbel skade på målet. Det gjør også at enheten "
|
||
"tar dobbel skade fra målenhetens motangrep."
|
||
|
||
#. [drains]: id=drains
|
||
#: data/core/macros/abilities.cfg:394
|
||
msgid "drains"
|
||
msgstr "blodsugende"
|
||
|
||
#. [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 ""
|
||
"Blodsugende:\n"
|
||
"Dette angrepet suger liv fra levende enheter og helbreder enheten for "
|
||
"halvparten av den påførte skaden (rundet ned)."
|
||
|
||
#. [poison]: id=poison
|
||
#: data/core/macros/abilities.cfg:414
|
||
msgid "poison"
|
||
msgstr "giftig"
|
||
|
||
#. [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 ""
|
||
"Giftig:\n"
|
||
"Dette angrepet forgifter målet. Forgiftede enheter mister 8 HP på "
|
||
"begynnelsen av sin runde helt til de blir kurert eller blir redusert til 1 "
|
||
"HP. "
|
||
|
||
#. [advancement]: id=amla_default
|
||
#: data/core/macros/amla.cfg:10
|
||
#, fuzzy
|
||
msgid "Max HP bonus +3, Max XP +20%"
|
||
msgstr "Maks HP bonus +"
|
||
|
||
#. [time]: id=midday
|
||
#. [time]: id=midday_hour
|
||
#: data/core/macros/schedules.cfg:35 data/core/macros/schedules.cfg:329
|
||
msgid "Midday"
|
||
msgstr ""
|
||
|
||
#. [time]: id=midnight
|
||
#. [time]: id=midnight_hour
|
||
#: data/core/macros/schedules.cfg:77 data/core/macros/schedules.cfg:191
|
||
msgid "Midnight"
|
||
msgstr ""
|
||
|
||
#. [time]: id=indoors
|
||
#: data/core/macros/schedules.cfg:101
|
||
msgid "Indoors"
|
||
msgstr ""
|
||
|
||
#. [time]: id=deep_underground
|
||
#: data/core/macros/schedules.cfg:121
|
||
msgid "Deep Underground"
|
||
msgstr "Dypt underjordisk"
|
||
|
||
#. [time]: id=second_watch_hour1
|
||
#: data/core/macros/schedules.cfg:203
|
||
#, fuzzy
|
||
#| msgid "Second Watch"
|
||
msgid "Second Watch — First Hour"
|
||
msgstr "Natt"
|
||
|
||
#. [time]: id=second_watch_hour2
|
||
#: data/core/macros/schedules.cfg:215
|
||
#, fuzzy
|
||
#| msgid "Second Watch"
|
||
msgid "Second Watch — Second Hour"
|
||
msgstr "Natt"
|
||
|
||
#. [time]: id=second_watch_hour3
|
||
#: data/core/macros/schedules.cfg:227
|
||
#, fuzzy
|
||
#| msgid "Second Watch"
|
||
msgid "Second Watch — Third Hour"
|
||
msgstr "Natt"
|
||
|
||
#. [time]: id=second_watch_hour4
|
||
#: data/core/macros/schedules.cfg:239
|
||
#, fuzzy
|
||
#| msgid "Second Watch"
|
||
msgid "Second Watch — Fourth Hour"
|
||
msgstr "Natt"
|
||
|
||
#. [time]: id=second_watch_hour5
|
||
#: data/core/macros/schedules.cfg:251
|
||
#, fuzzy
|
||
#| msgid "Second Watch"
|
||
msgid "Second Watch — Fifth Hour"
|
||
msgstr "Natt"
|
||
|
||
#. [time]: id=second_watch_hour6
|
||
#: data/core/macros/schedules.cfg:263
|
||
#, fuzzy
|
||
#| msgid "Second Watch"
|
||
msgid "Second Watch — Sixth Hour"
|
||
msgstr "Natt"
|
||
|
||
#. [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 "Kveld"
|
||
|
||
#. [time]: id=dawn2
|
||
#: data/core/macros/schedules.cfg:509
|
||
#, fuzzy
|
||
#| msgid "Second Watch"
|
||
msgid "Second Dawn"
|
||
msgstr "Natt"
|
||
|
||
#. [time]: id=morning1
|
||
#: data/core/macros/schedules.cfg:520
|
||
#, fuzzy
|
||
#| msgid "Morning"
|
||
msgid "First Morning"
|
||
msgstr "Formiddag"
|
||
|
||
#. [time]: id=morning2
|
||
#: data/core/macros/schedules.cfg:532
|
||
#, fuzzy
|
||
#| msgid "Morning"
|
||
msgid "Second Morning"
|
||
msgstr "Formiddag"
|
||
|
||
#. [time]: id=midday1
|
||
#: data/core/macros/schedules.cfg:544
|
||
#, fuzzy
|
||
#| msgid "First Watch"
|
||
msgid "First Midday"
|
||
msgstr "Kveld"
|
||
|
||
#. [time]: id=midday2
|
||
#: data/core/macros/schedules.cfg:556
|
||
#, fuzzy
|
||
#| msgid "Second Watch"
|
||
msgid "Second Midday"
|
||
msgstr "Natt"
|
||
|
||
#. [time]: id=afternoon1
|
||
#: data/core/macros/schedules.cfg:568
|
||
#, fuzzy
|
||
#| msgid "Afternoon"
|
||
msgid "First Afternoon"
|
||
msgstr "Ettermiddag"
|
||
|
||
#. [time]: id=afternoon2
|
||
#: data/core/macros/schedules.cfg:580
|
||
#, fuzzy
|
||
#| msgid "Afternoon"
|
||
msgid "Second Afternoon"
|
||
msgstr "Ettermiddag"
|
||
|
||
#. [time]: id=dusk1
|
||
#: data/core/macros/schedules.cfg:592
|
||
#, fuzzy
|
||
#| msgid "firststrike"
|
||
msgid "First Dusk"
|
||
msgstr "førsteslag"
|
||
|
||
#. [time]: id=dusk2
|
||
#: data/core/macros/schedules.cfg:603
|
||
#, fuzzy
|
||
#| msgid "Second Watch"
|
||
msgid "Second Dusk"
|
||
msgstr "Natt"
|
||
|
||
#. [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 "Spesial"
|
||
|
||
#: data/core/macros/special-notes.cfg:8
|
||
msgid ""
|
||
" Spirits have very unusual resistances to damage, and move quite slowly over "
|
||
"open water."
|
||
msgstr ""
|
||
" Åndevesen har unaturlig høy ressistanse mot skade, men beveger seg sakte "
|
||
"over åpent vann."
|
||
|
||
#: data/core/macros/special-notes.cfg:11
|
||
#, fuzzy
|
||
msgid ""
|
||
" This unit’s arcane attack deals tremendous damage to magical creatures, and "
|
||
"even some to mundane creatures."
|
||
msgstr ""
|
||
" Denne enheten har hellig angrep, og kan gjøre formidabel skade mot vandøde "
|
||
"fiender."
|
||
|
||
#: data/core/macros/special-notes.cfg:14
|
||
#, fuzzy
|
||
msgid " This unit is capable of basic healing."
|
||
msgstr ""
|
||
" Denne enheten kan helbrede enheter rundt seg, eller kurere forgiftning."
|
||
|
||
#: data/core/macros/special-notes.cfg:17
|
||
#, fuzzy
|
||
msgid " This unit is capable of rapid healing."
|
||
msgstr ""
|
||
" Denne enheten kan helbrede enheter rundt seg, eller kurere forgiftning."
|
||
|
||
#: data/core/macros/special-notes.cfg:20
|
||
msgid ""
|
||
" This unit is capable of healing those around it, and curing them of poison."
|
||
msgstr ""
|
||
" Denne enheten kan helbrede enheter rundt seg, eller kurere forgiftning."
|
||
|
||
#: data/core/macros/special-notes.cfg:23
|
||
#, fuzzy
|
||
msgid ""
|
||
" This unit is capable of neutralizing the effects of poison in units around "
|
||
"it."
|
||
msgstr ""
|
||
" Denne enheten kan helbrede enheter rundt seg eller hindre gift å gjøre "
|
||
"skade."
|
||
|
||
#: data/core/macros/special-notes.cfg:26
|
||
msgid ""
|
||
" This unit regenerates, which allows it to heal as though always stationed "
|
||
"in a village."
|
||
msgstr ""
|
||
" Denne enheten regenererer. Den helbredes alltid som om den sto i landsby."
|
||
|
||
#: data/core/macros/special-notes.cfg:29
|
||
msgid ""
|
||
" The steadiness of this unit reduces damage from some attacks, but only "
|
||
"while defending."
|
||
msgstr " Enhetens standhaftighet lar den doble ressistanser i forsvar."
|
||
|
||
#: 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 " Denne enheten kan lede enheter av lavere grad i kamp."
|
||
|
||
#: data/core/macros/special-notes.cfg:35
|
||
msgid ""
|
||
" This unit’s skill at skirmishing allows it to ignore enemies’ zones of "
|
||
"control and thus move unhindered around them."
|
||
msgstr ""
|
||
" Denne enheten kan bryte gjennom fiendens linjer og ignorerer sonekontroll."
|
||
|
||
#: data/core/macros/special-notes.cfg:38
|
||
msgid " Illumination increases the lighting level in adjacent areas."
|
||
msgstr ""
|
||
" Enheten belyser området rundt seg, hederlige enheter vil kjempe bedre i "
|
||
"mørke huler og nattestid."
|
||
|
||
#: 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 ""
|
||
"Teleporterer:\n"
|
||
"Denne enheten kan bruke 1 flytt på å teleportere seg selv mellom to hvilke "
|
||
"som helst vennligsinnede landsbyer. "
|
||
|
||
#: data/core/macros/special-notes.cfg:44
|
||
msgid ""
|
||
" In woodlands, this unit’s ambush skill renders it invisible to enemies "
|
||
"unless it is immediately adjacent or has revealed itself by attacking."
|
||
msgstr ""
|
||
" I skoglendt terreng kan denne enheten legge seg i skjul og angripe "
|
||
"passerende fiender fra bakhold."
|
||
|
||
#: data/core/macros/special-notes.cfg:47
|
||
msgid " This unit is able to hide at night, leaving no trace of its presence."
|
||
msgstr " Denne enheten går i ett med nattens mørke."
|
||
|
||
#: 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 " Denne enheten kan holde seg i skjul, neddykket på dypt vann."
|
||
|
||
#: 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 ""
|
||
" Når et berserkerangrep brukes, fortsetter enheten kampen til en av de "
|
||
"stridende faller."
|
||
|
||
#: 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 ""
|
||
" Hvis en alliert enhet oppholder fienden, kan denne enheten snike seg innpå "
|
||
"og påføre fienden dobbel skade bakfra."
|
||
|
||
#: 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 ""
|
||
" Levende fiender som faller mot en forpestet fiende vil gjenoppstå som en "
|
||
"vandød."
|
||
|
||
#: 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 ""
|
||
" Denne enheten kan forsinke fiender. Forsinkede enheter har halvert "
|
||
"forflytning og gjør halv skade en hel runde."
|
||
|
||
#: data/core/macros/special-notes.cfg:71
|
||
msgid ""
|
||
" The ability to turn the living to stone makes this unit extremely dangerous."
|
||
msgstr ""
|
||
" Evnen til å forsteine levende fiender gjør denne enheten ekstremt farlig."
|
||
|
||
#: data/core/macros/special-notes.cfg:74
|
||
msgid ""
|
||
" This unit’s marksmanship gives it a high chance of hitting targeted "
|
||
"enemies, but only on the attack."
|
||
msgstr ""
|
||
" Enhetens skarpskytterferdigheter garanterer høy treffsjanse, men bare i "
|
||
"angrep."
|
||
|
||
#: 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 " Enhetsens avstandsangrep er magisk, og har alltid en god treffsjanse."
|
||
|
||
#: data/core/macros/special-notes.cfg:80
|
||
msgid ""
|
||
" The swarming attacks of this unit become less deadly whenever its members "
|
||
"are wounded."
|
||
msgstr " Enhetens svermende angrep svekkes etterhvert som enheten tar skade."
|
||
|
||
#: 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 ""
|
||
" Stormangrep dobler skaden når du angriper, både for angripende og "
|
||
"forsvarende enhet. Skaden dobles derimot ikke når enheten med stormangrep "
|
||
"forsvarer seg."
|
||
|
||
#: data/core/macros/special-notes.cfg:86
|
||
msgid ""
|
||
" During battle, this unit can drain life from victims to renew its own "
|
||
"health."
|
||
msgstr ""
|
||
" Enheten kan suge til seg livskraft fra levende fiender for å gjenvinne egen "
|
||
"helse."
|
||
|
||
#: data/core/macros/special-notes.cfg:89
|
||
msgid ""
|
||
" The length of this unit’s weapon allows it to strike first in melee, even "
|
||
"in defense."
|
||
msgstr " Enhetens lange våpen lar den slå først, også i forsvar."
|
||
|
||
#: data/core/macros/special-notes.cfg:92
|
||
msgid ""
|
||
" The victims of this unit’s poison will continually take damage until they "
|
||
"can be cured in town or by a unit which cures."
|
||
msgstr ""
|
||
" En forgiftet fiende vil få 8 skade hver runde til den kureres. Giften vil "
|
||
"ikke redusere enheten under et helsepoeng."
|
||
|
||
#: 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 "lojal"
|
||
|
||
#. [trait]: id=loyal
|
||
#: data/core/macros/traits.cfg:9
|
||
msgid "female^loyal"
|
||
msgstr "lojal"
|
||
|
||
#. [trait]: id=loyal
|
||
#: data/core/macros/traits.cfg:10
|
||
msgid "Zero upkeep"
|
||
msgstr "Krever ingen lønn"
|
||
|
||
#. [trait]: id=loyal
|
||
#: data/core/macros/traits.cfg:11
|
||
#, fuzzy
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"During campaigns, certain units may opt to join the player’s 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"
|
||
"Under felttog, kan visse enheter velge å slutte seg til spillerens styrker "
|
||
"av egen fri vilje. Disse enhetene merkes ved karaktertrekket lojal. Skjønt "
|
||
"de krever betaling for å bli tilbakekalt, krever de aldri lønn. Dette kan "
|
||
"gjøre dem uvurderlige under et langt felttog, når det er vanskelig å få "
|
||
"gullet til å strekke til. Dette trekket gis aldri til rekrutterte enheter, "
|
||
"så det kan være uklokt å sende fra seg slike enheter eller sende de til en "
|
||
"sikker død."
|
||
|
||
#. [trait]: id=loyal
|
||
#: data/core/macros/traits.cfg:11
|
||
#, fuzzy
|
||
msgid ""
|
||
"<italic>text='Loyal'</italic> units don’t 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 ""
|
||
"Lojale enheter krever ikke lønn. De fleste enheter krever betaling lik "
|
||
"graden sin hver runde, men dette gjelder ikke lojale enheter."
|
||
|
||
#. [trait]: id=undead
|
||
#: data/core/macros/traits.cfg:25
|
||
msgid "undead"
|
||
msgstr "vandød"
|
||
|
||
#. [trait]: id=undead
|
||
#: data/core/macros/traits.cfg:26
|
||
msgid "female^undead"
|
||
msgstr "vandød"
|
||
|
||
#. [trait]: id=undead
|
||
#. [trait]: id=mechanical
|
||
#. [trait]: id=elemental
|
||
#: data/core/macros/traits.cfg:27 data/core/macros/traits.cfg:53
|
||
#: data/core/macros/traits.cfg:79
|
||
#, fuzzy
|
||
msgid "Immune to drain, poison, and plague"
|
||
msgstr "Immun mot gift, pest og blodsuging"
|
||
|
||
#. [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"
|
||
"Vandøde enheter har alle 'vandød' som sitt eneste karaktertrekk. Ettersom de "
|
||
"allerede er gjenreist som vandøde vil ikke pest kunne reise dem igjen, det "
|
||
"kreves nye lik til dette. Vandøde kan heller ikke forgiftes. Blodsugere kan "
|
||
"ikke tappe livskraft fra vandøde fiender ettersom de ikke har friskt blod i "
|
||
"kroppen."
|
||
|
||
#. [trait]: id=undead
|
||
#: data/core/macros/traits.cfg:28
|
||
#, fuzzy
|
||
msgid ""
|
||
"<italic>text='Undead'</italic> units are immune to poison, drain, and plague."
|
||
msgstr "Vandøde enheter er immune mot gift, blodsuging og pest."
|
||
|
||
#. [trait]: id=mechanical
|
||
#: data/core/macros/traits.cfg:51
|
||
msgid "mechanical"
|
||
msgstr "mekanisk"
|
||
|
||
#. [trait]: id=mechanical
|
||
#: data/core/macros/traits.cfg:52
|
||
msgid "female^mechanical"
|
||
msgstr "mekanisk"
|
||
|
||
#. [trait]: id=mechanical
|
||
#: data/core/macros/traits.cfg:54
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Mechanical units generally have mechanical as their only trait. Since "
|
||
"mechanical units don’t really have life, drain, poison, and plague have no "
|
||
"effect upon them."
|
||
msgstr ""
|
||
|
||
#. [trait]: id=mechanical
|
||
#: data/core/macros/traits.cfg:54
|
||
#, fuzzy
|
||
msgid ""
|
||
"<italic>text='Mechanical'</italic> units are immune to poison, drain, and "
|
||
"plague."
|
||
msgstr "Vandøde enheter er immune mot gift, blodsuging og pest."
|
||
|
||
#. [trait]: id=elemental
|
||
#: data/core/macros/traits.cfg:77
|
||
#, fuzzy
|
||
msgid "elemental"
|
||
msgstr "skjulested"
|
||
|
||
#. [trait]: id=elemental
|
||
#: data/core/macros/traits.cfg:78
|
||
#, fuzzy
|
||
msgid "female^elemental"
|
||
msgstr "lojal"
|
||
|
||
#. [trait]: id=elemental
|
||
#: data/core/macros/traits.cfg:80
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"Elemental units generally have elemental as their only trait. Since "
|
||
"elemental units are energy-based beings, drain, poison, and plague have no "
|
||
"effect upon them."
|
||
msgstr ""
|
||
|
||
#. [trait]: id=elemental
|
||
#: data/core/macros/traits.cfg:80
|
||
#, fuzzy
|
||
msgid ""
|
||
"<italic>text='Elemental'</italic> units are immune to poison, drain, and "
|
||
"plague."
|
||
msgstr "Vandøde enheter er immune mot gift, blodsuging og pest."
|
||
|
||
#. [trait]: id=strong
|
||
#: data/core/macros/traits.cfg:102
|
||
msgid "strong"
|
||
msgstr "sterk"
|
||
|
||
#. [trait]: id=strong
|
||
#: data/core/macros/traits.cfg:103
|
||
msgid "female^strong"
|
||
msgstr "sterk"
|
||
|
||
#. [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"
|
||
"Karaktertrekket sterk nyttig for alle enheter med nærkampvåpen,men mest "
|
||
"effektivt er det for enheter med et høyt antall slag, som alvekrigere. "
|
||
"Sterke enheter kan være svært nyttige når en liten mengde ekstra skade er "
|
||
"alt som skal til for å avgjøre en kamp."
|
||
|
||
#. [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 "Sterke enheter gjør 1 mer skade i nærkamp, og har 1 HP mer enn vanlig."
|
||
|
||
#. [trait]: id=dextrous
|
||
#: data/core/macros/traits.cfg:123
|
||
msgid "dextrous"
|
||
msgstr "hendig"
|
||
|
||
#. [trait]: id=dextrous
|
||
#: data/core/macros/traits.cfg:124
|
||
msgid "female^dextrous"
|
||
msgstr "hendig"
|
||
|
||
#. [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"
|
||
"Hendig er et karaktertrekk som bare alver besitter. Det alvefolket er kjent "
|
||
"for sin ynde og store ferdighet med buen. Noen er likevel begavet med et "
|
||
"naturlig talent som overskrider deres brødres. Disse alvene gir et ekstra "
|
||
"skadepoeng med hver pil."
|
||
|
||
#. [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 "Hendige enheter gjør 1 mer skade med avstandsvåpen."
|
||
|
||
#. [trait]: id=quick
|
||
#: data/core/macros/traits.cfg:140
|
||
msgid "quick"
|
||
msgstr "rask"
|
||
|
||
#. [trait]: id=quick
|
||
#: data/core/macros/traits.cfg:141
|
||
msgid "female^quick"
|
||
msgstr "rask"
|
||
|
||
#. [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 aren’t quite as tough as units "
|
||
"without this trait and are subsequently less good at holding contested "
|
||
"positions."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Rask er det mest merkbare karaktertrekket. Spesiellt på trege enheter som "
|
||
"troll og panserinfanteri. Enheter som er kjappe kan ofte ha mye større "
|
||
"mobilitet i røft terreng, så ta det med i betraktningen når du sender ut "
|
||
"styrkene dine. Husk også at raske enheter er ikke så seige som andre og er "
|
||
"derfor ikke så gode til å holde utsatte posisjoner."
|
||
|
||
#. [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 ""
|
||
"Raske enheter har 1 ekstra forflyttningspoeng, men 10% mindre HP enn vanlig"
|
||
|
||
#. [trait]: id=intelligent
|
||
#: data/core/macros/traits.cfg:160
|
||
msgid "intelligent"
|
||
msgstr "intelligent"
|
||
|
||
#. [trait]: id=intelligent
|
||
#: data/core/macros/traits.cfg:161
|
||
msgid "female^intelligent"
|
||
msgstr "intelligent"
|
||
|
||
#. [trait]: id=intelligent
|
||
#: data/core/macros/traits.cfg:162
|
||
#, fuzzy
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<italic>text='Intelligent'</italic> units are very useful at the beginning "
|
||
"of a campaign as they can advance to higher levels more quickly. Later in "
|
||
"campaigns Intelligent is not quite as useful because the <italic>text='After "
|
||
"Maximum Level Advancement'</italic> (AMLA) is not as significant a change as "
|
||
"advancing a level. If you have many ‘maximum level’ units you may wish to "
|
||
"recall units with more desirable traits."
|
||
msgstr ""
|
||
"\n"
|
||
"\n"
|
||
"Intelligente enheter er svært nyttige i starten av et felttog, siden de "
|
||
"raskt kan forfremmes til enheter av høyere grad. Senere i felttoget er de "
|
||
"ikke så nyttige, og hvis du har mange enheter med høye grader kan det være "
|
||
"lurere å tilbakekalle enheter med mer attraktive 'langsiktige' karaktertrekk."
|
||
|
||
#. [trait]: id=intelligent
|
||
#: data/core/macros/traits.cfg:162
|
||
msgid "Intelligent units require 20% less experience than usual to advance."
|
||
msgstr "Intelligente enheter trenger 20% mindre erfaring for å forfremmes."
|
||
|
||
#. [trait]: id=resilient
|
||
#: data/core/macros/traits.cfg:176
|
||
msgid "resilient"
|
||
msgstr "seig"
|
||
|
||
#. [trait]: id=resilient
|
||
#: data/core/macros/traits.cfg:177
|
||
msgid "female^resilient"
|
||
msgstr "seig"
|
||
|
||
#. [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"
|
||
"Seige enheter kan være nyttige i alle stadium i et felttog og er et nyttig "
|
||
"karaktertrekk for alle enheter. Du vil legge mer merke til det på enkelte "
|
||
"enheter enn andre. Seige enheter er spesiellt nyttige til å holde utsatte "
|
||
"strategiske posisjoner mot motstanderen."
|
||
|
||
#. [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 "Seige enheter har 10%+3 HP mer enn vanlig"
|
||
|
||
#. [trait]: id=healthy
|
||
#: data/core/macros/traits.cfg:197
|
||
msgid "healthy"
|
||
msgstr "sunn"
|
||
|
||
#. [trait]: id=healthy
|
||
#: data/core/macros/traits.cfg:198
|
||
msgid "female^healthy"
|
||
msgstr "sunn"
|
||
|
||
#. [trait]: id=healthy
|
||
#: data/core/macros/traits.cfg:199
|
||
msgid "Always rest heals"
|
||
msgstr ""
|
||
|
||
#. [trait]: id=healthy
|
||
#: data/core/macros/traits.cfg:200
|
||
msgid ""
|
||
"\n"
|
||
"\n"
|
||
"<italic>text='Healthy'</italic> units have 1 additional hitpoint, and gain 1 "
|
||
"more per level. They will also heal 2 hitpoints each turn, regardless of "
|
||
"whether they engaged in combat the turn before."
|
||
msgstr ""
|
||
|
||
#. [trait]: id=healthy
|
||
#: data/core/macros/traits.cfg:200
|
||
msgid ""
|
||
"Renowned for their vitality, some dwarves are sturdier than others and can "
|
||
"rest even when traveling."
|
||
msgstr ""
|
||
|
||
#. [trait]: id=fearless
|
||
#: data/core/macros/traits.cfg:222 data/core/macros/traits.cfg:239
|
||
msgid "fearless"
|
||
msgstr "fryktløs"
|
||
|
||
#. [trait]: id=fearless
|
||
#: data/core/macros/traits.cfg:223 data/core/macros/traits.cfg:240
|
||
msgid "female^fearless"
|
||
msgstr "fryktløs"
|
||
|
||
#. [trait]: id=fearless
|
||
#: data/core/macros/traits.cfg:224 data/core/macros/traits.cfg:241
|
||
msgid "Fights normally during unfavorable times of day/night"
|
||
msgstr ""
|
||
|
||
#. [trait]: id=fearless
|
||
#: data/core/macros/traits.cfg:225 data/core/macros/traits.cfg:242
|
||
msgid "Aversion to light and dark holds no sway over these brave individuals."
|
||
msgstr ""
|
||
|
||
#. [trait]: id=feral
|
||
#: data/core/macros/traits.cfg:255
|
||
#, fuzzy
|
||
msgid "feral"
|
||
msgstr "Grottevegg"
|
||
|
||
#. [trait]: id=feral
|
||
#: data/core/macros/traits.cfg:256
|
||
#, fuzzy
|
||
msgid "female^feral"
|
||
msgstr "Overfallskvinne"
|
||
|
||
#. [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 "svak"
|
||
|
||
#. [trait]: id=weak
|
||
#: data/core/macros/traits.cfg:275
|
||
msgid "female^weak"
|
||
msgstr "svak"
|
||
|
||
#. [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 "Vandøde enheter er immune mot gift, blodsuging og pest."
|
||
|
||
#. [trait]: id=slow
|
||
#: data/core/macros/traits.cfg:293
|
||
msgid "slow"
|
||
msgstr "treg"
|
||
|
||
#. [trait]: id=slow
|
||
#: data/core/macros/traits.cfg:294
|
||
msgid "female^slow"
|
||
msgstr "treg"
|
||
|
||
#. [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 ""
|
||
"Raske enheter har 1 ekstra forflyttningspoeng, men 10% mindre HP enn vanlig"
|
||
|
||
#. [trait]: id=dim
|
||
#: data/core/macros/traits.cfg:313
|
||
msgid "dim"
|
||
msgstr "tungnem"
|
||
|
||
#. [trait]: id=dim
|
||
#: data/core/macros/traits.cfg:314
|
||
msgid "female^dim"
|
||
msgstr "tungnem"
|
||
|
||
#. [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 "avstand"
|
||
|
||
#. [trait]: id=aged
|
||
#: data/core/macros/traits.cfg:330
|
||
#, fuzzy
|
||
msgid "female^aged"
|
||
msgstr "tungnem"
|
||
|
||
#. [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 "Flaggermus"
|
||
|
||
#. [race]: id=bats
|
||
#: data/core/units.cfg:47
|
||
msgid "race+female^Bat"
|
||
msgstr "Flaggermus"
|
||
|
||
#. [race]: id=bats
|
||
#: data/core/units.cfg:48
|
||
msgid "race^Bats"
|
||
msgstr "Flaggermus"
|
||
|
||
#. [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 "Drake"
|
||
|
||
#. [race]: id=drake
|
||
#: data/core/units.cfg:59
|
||
msgid "race+female^Drake"
|
||
msgstr "Drake"
|
||
|
||
#. [race]: id=drake
|
||
#: data/core/units.cfg:60
|
||
msgid "race^Drakes"
|
||
msgstr "Draker"
|
||
|
||
#. [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 drake’s 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 "Dverg"
|
||
|
||
#. [race]: id=dwarf
|
||
#: data/core/units.cfg:95
|
||
msgid "race+female^Dwarf"
|
||
msgstr "Dverg"
|
||
|
||
#. [race]: id=dwarf
|
||
#: data/core/units.cfg:96
|
||
msgid "race^Dwarves"
|
||
msgstr "Dverger"
|
||
|
||
#. [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 "Alv"
|
||
|
||
#. [race]: id=elf
|
||
#: data/core/units.cfg:115
|
||
msgid "race+female^Elf"
|
||
msgstr "Alv"
|
||
|
||
#. [race]: id=elf
|
||
#: data/core/units.cfg:116
|
||
msgid "race^Elves"
|
||
msgstr "Alver"
|
||
|
||
#. [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^Human"
|
||
msgid "race^Falcon"
|
||
msgstr "Menneske"
|
||
|
||
#. [race]: id=falcon, description=
|
||
#: data/core/units.cfg:136
|
||
#, fuzzy
|
||
#| msgid "race+female^Human"
|
||
msgid "race+female^Falcon"
|
||
msgstr "Menneske"
|
||
|
||
#. [race]: id=falcon, description=
|
||
#: data/core/units.cfg:137
|
||
#, fuzzy
|
||
#| msgid "race^Humans"
|
||
msgid "race^Falcons"
|
||
msgstr "Mennesker"
|
||
|
||
#. [race]: id=goblin
|
||
#: data/core/units.cfg:148
|
||
msgid "race^Goblin"
|
||
msgstr "Tusse"
|
||
|
||
#. [race]: id=goblin
|
||
#: data/core/units.cfg:149
|
||
msgid "race+female^Goblin"
|
||
msgstr "Tusse"
|
||
|
||
#. [race]: id=goblin
|
||
#: data/core/units.cfg:150
|
||
msgid "race^Goblins"
|
||
msgstr "Tusser"
|
||
|
||
#. [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 "Griff"
|
||
|
||
#. [race]: id=gryphon
|
||
#: data/core/units.cfg:169
|
||
msgid "race+female^Gryphon"
|
||
msgstr "Griff"
|
||
|
||
#. [race]: id=gryphon
|
||
#: data/core/units.cfg:170
|
||
msgid "race^Gryphons"
|
||
msgstr "Griffer"
|
||
|
||
#. [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 "Menneske"
|
||
|
||
#. [race]: id=human
|
||
#: data/core/units.cfg:190
|
||
msgid "race+female^Human"
|
||
msgstr "Menneske"
|
||
|
||
#. [race]: id=human
|
||
#: data/core/units.cfg:191
|
||
msgid "race^Humans"
|
||
msgstr "Mennesker"
|
||
|
||
#. [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^Human"
|
||
msgid "race^Dunefolk Human"
|
||
msgstr "Menneske"
|
||
|
||
#. [race]: id=dunefolk
|
||
#: data/core/units.cfg:208
|
||
#, fuzzy
|
||
#| msgid "race+female^Human"
|
||
msgid "race+female^Dunefolk Human"
|
||
msgstr "Menneske"
|
||
|
||
#. [race]: id=dunefolk
|
||
#: data/core/units.cfg:209
|
||
#, fuzzy
|
||
#| msgid "race+plural^Undead"
|
||
msgid "race+plural^Dunefolk"
|
||
msgstr "Vandøde"
|
||
|
||
#. [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 Dunefolk’s 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 Dunefolk’s 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 Dunefolk’s "
|
||
"distant past in the exotic far corners of Irdya."
|
||
msgstr ""
|
||
|
||
#. [race]: id=lizard, description=
|
||
#: data/core/units.cfg:231
|
||
msgid "race^Saurian"
|
||
msgstr "Varan"
|
||
|
||
#. [race]: id=lizard, description=
|
||
#: data/core/units.cfg:232
|
||
msgid "race+female^Saurian"
|
||
msgstr "Varan"
|
||
|
||
#. [race]: id=lizard, description=
|
||
#: data/core/units.cfg:233
|
||
msgid "race^Saurians"
|
||
msgstr "Varaner"
|
||
|
||
#. [race]: id=mechanical
|
||
#: data/core/units.cfg:243
|
||
msgid "race^Mechanical"
|
||
msgstr "Mekanisk"
|
||
|
||
#. [race]: id=mechanical
|
||
#: data/core/units.cfg:244
|
||
msgid "race+plural^Mechanical"
|
||
msgstr "Mekanisk"
|
||
|
||
#. [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
|
||
msgid "race^Merman"
|
||
msgstr "Havmann"
|
||
|
||
#. [race]: id=merman
|
||
#: data/core/units.cfg:255
|
||
msgid "race^Mermaid"
|
||
msgstr "Havfrue"
|
||
|
||
#. [race]: id=merman
|
||
#: data/core/units.cfg:256
|
||
msgid "race^Mermen"
|
||
msgstr "Havfolk"
|
||
|
||
#. [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 "Monster"
|
||
|
||
#. [race]: id=monster
|
||
#: data/core/units.cfg:267
|
||
#, fuzzy
|
||
#| msgid "race^Monster"
|
||
msgid "race+female^Monster"
|
||
msgstr "Monster"
|
||
|
||
#. [race]: id=monster
|
||
#: data/core/units.cfg:268
|
||
msgid "race^Monsters"
|
||
msgstr "Monstre"
|
||
|
||
#. [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 "Naga"
|
||
|
||
#. [race]: id=naga
|
||
#: data/core/units.cfg:277
|
||
#, fuzzy
|
||
#| msgid "race^Nagani"
|
||
msgid "race^Nagini"
|
||
msgstr "Nagine"
|
||
|
||
#. [race]: id=naga
|
||
#: data/core/units.cfg:278
|
||
msgid "race^Nagas"
|
||
msgstr "Naga"
|
||
|
||
#. [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 "Rise"
|
||
|
||
#. [race]: id=ogre
|
||
#: data/core/units.cfg:288
|
||
msgid "race+female^Ogre"
|
||
msgstr "Rise"
|
||
|
||
#. [race]: id=ogre
|
||
#: data/core/units.cfg:289
|
||
msgid "race^Ogres"
|
||
msgstr "Riser"
|
||
|
||
#. [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 don’t 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 "Ork"
|
||
|
||
#. [race]: id=orc
|
||
#: data/core/units.cfg:299
|
||
msgid "race+female^Orc"
|
||
msgstr "Ork"
|
||
|
||
#. [race]: id=orc
|
||
#: data/core/units.cfg:300
|
||
msgid "race^Orcs"
|
||
msgstr "Orker"
|
||
|
||
#. [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 "
|
||
"it’s 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 one’s 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 "Troll"
|
||
|
||
#. [race]: id=troll
|
||
#: data/core/units.cfg:322
|
||
msgid "race+female^Troll"
|
||
msgstr "Troll"
|
||
|
||
#. [race]: id=troll
|
||
#: data/core/units.cfg:323
|
||
msgid "race^Trolls"
|
||
msgstr "Troll"
|
||
|
||
#. [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 "Vandøde"
|
||
|
||
#. [race]: id=undead
|
||
#: data/core/units.cfg:345
|
||
msgid "race+female^Undead"
|
||
msgstr "Vandød"
|
||
|
||
#. [race]: id=undead
|
||
#: data/core/units.cfg:346
|
||
msgid "race+plural^Undead"
|
||
msgstr "Vandøde"
|
||
|
||
#. [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 "Ulv"
|
||
|
||
#. [race]: id=wolf, description=
|
||
#: data/core/units.cfg:361
|
||
#, fuzzy
|
||
#| msgid "race+female^Elf"
|
||
msgid "race+female^Wolf"
|
||
msgstr "Alv"
|
||
|
||
#. [race]: id=wolf, description=
|
||
#: data/core/units.cfg:362
|
||
msgid "race^Wolves"
|
||
msgstr "Ulver"
|
||
|
||
#. [race]: id=wose
|
||
#: data/core/units.cfg:372
|
||
msgid "race^Wose"
|
||
msgstr "Trehyrde"
|
||
|
||
#. [race]: id=wose
|
||
#: data/core/units.cfg:373
|
||
msgid "race^Woses"
|
||
msgstr "Trehyrder"
|
||
|
||
#. [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 "+1 maks HP"
|
||
|
||
#, fuzzy
|
||
#~ msgid ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<header>text='Fundamentals of Gameplay'</header>\n"
|
||
#~ "\n"
|
||
#~ msgstr ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<header>text='Sjanse for å treffe'</header>"
|
||
|
||
#~ msgid "Close"
|
||
#~ msgstr "Lukk"
|
||
|
||
#~ msgid "The Battle for Wesnoth Help"
|
||
#~ msgstr "Hjelp med Kampen om Wesnoth"
|
||
|
||
#~ msgid "Parse error when parsing help text: "
|
||
#~ msgstr "Feil med hjelpeteksten: "
|
||
|
||
#~ msgid "ingame_help_item^Contributors"
|
||
#~ msgstr "Bidragsytere"
|
||
|
||
#, fuzzy
|
||
#~| msgid "race^Human"
|
||
#~ msgid "race^Khalifate Human"
|
||
#~ msgstr "Menneske"
|
||
|
||
#, fuzzy
|
||
#~| msgid "race+female^Human"
|
||
#~ msgid "race+female^Khalifate Human"
|
||
#~ msgstr "Menneske"
|
||
|
||
#, fuzzy
|
||
#~| msgid "race+plural^Mechanical"
|
||
#~ msgid "race+plural^Khalifate"
|
||
#~ msgstr "Mekanisk"
|
||
|
||
#~ msgid "female^nightstalk"
|
||
#~ msgstr "nattskygger"
|
||
|
||
#, 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 doesn’t work on Undead or units in villages."
|
||
#~ msgstr ""
|
||
#~ "Pest:\n"
|
||
#~ "Når en enhet blir drept av et Pestangrep, blir den byttet ut med en enhet "
|
||
#~ "identisk og på samme side som enheten med Pestangrepet. (Dette gjelder "
|
||
#~ "ikke for vandøde eller enheter i landsbyer.)"
|
||
|
||
#~ msgid "Intelligent"
|
||
#~ msgstr "Intelligent"
|
||
|
||
#~ msgid "Quick"
|
||
#~ msgstr "Rask"
|
||
|
||
#~ msgid "Resilient"
|
||
#~ msgstr "Seig"
|
||
|
||
#~ msgid "Strong"
|
||
#~ msgstr "Sterk"
|
||
|
||
#~ msgid "Fearless"
|
||
#~ msgstr "Fryktløs"
|
||
|
||
#, fuzzy
|
||
#~ msgid "Feral"
|
||
#~ msgstr "Grottevegg"
|
||
|
||
#~ msgid "Loyal"
|
||
#~ msgstr "Lojal"
|
||
|
||
#~ msgid "trait^Undead"
|
||
#~ msgstr "Vandød"
|
||
|
||
#~ msgid "trait^Mechanical"
|
||
#~ msgstr "Mekanisk"
|
||
|
||
#, fuzzy
|
||
#~ msgid "trait^Elemental"
|
||
#~ msgstr "skjulested"
|
||
|
||
#~ msgid "Dextrous"
|
||
#~ msgstr "Hendig"
|
||
|
||
#~ msgid "Healthy"
|
||
#~ msgstr "Sunn"
|
||
|
||
#~ msgid "Dim"
|
||
#~ msgstr "Tungnem"
|
||
|
||
#~ msgid "Slow"
|
||
#~ msgstr "Treg"
|
||
|
||
#~ msgid "Weak"
|
||
#~ msgstr "Svak"
|
||
|
||
#, fuzzy
|
||
#~| msgid "trait^Undead"
|
||
#~ msgid "trait^Aged"
|
||
#~ msgstr "Vandød"
|
||
|
||
#, 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 ""
|
||
#~ "I en kampsituasjon vil enhetene dine uten tvil bli skadet. Når en enhet "
|
||
#~ "<ref>dst=experience_and_advancement text=avanserer</ref>, helbredes den "
|
||
#~ "helt. Dette kan skje når du ender en kamp med en fiende, uansett om det "
|
||
#~ "er din tur eller ikke. I Wesnoth er det flere andre måter å helbrede en "
|
||
#~ "enhet, de har alle det til felles at helbredelsen skjer i begynnelsen av "
|
||
#~ "spillerens tur. "
|
||
|
||
#, fuzzy
|
||
#~ msgid "Factions"
|
||
#~ msgstr "Fraksjon"
|
||
|
||
#~ msgid "Overview"
|
||
#~ msgstr "Oversikt"
|
||
|
||
#, fuzzy
|
||
#~ msgid ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "To begin with, it’s 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"
|
||
#~ "Til å begynne med er det best å trykke på knappen <italic>text=opplæring</"
|
||
#~ "italic> i hovedmenyen. Her vil du lære det grunnleggende i Kampen om "
|
||
#~ "Wesnoth. Når du er ferdig med opplæringen er det anbefalt å spille ett av "
|
||
#~ "de øverste felttogene. Trykk <italic>text=felttog</italic> og velg "
|
||
#~ "deretter felttoget du vil starte. Ettersom Wesnoth kan være ganske "
|
||
#~ "utfordrende anbefales det å spille på vanskelighetsgraden "
|
||
#~ "<italic>text=lett</italic>."
|
||
|
||
#, fuzzy
|
||
#~ msgid ""
|
||
#~ "These pages outline all you need to know to play <italic>text='Battle for "
|
||
#~ "Wesnoth'</italic>. They cover how to play and the basic mechanics behind "
|
||
#~ "the game. As you play the game, new information is added to these pages "
|
||
#~ "as you come across new aspects of the game. For more detailed information "
|
||
#~ "on special situations and exceptions, please follow the links included."
|
||
#~ msgstr ""
|
||
#~ "Disse sidene beskriver det du trenger å vite for å spille Kampen om "
|
||
#~ "Wesnoth. Det dekker hvordan man spiller og de grunnleggende mekanismene "
|
||
#~ "bak spillet. Ettersom du spiller, vil mer informasjon bli lagt til disse "
|
||
#~ "sidene etterhvert som du kommer over nye aspekter ved spillet. For "
|
||
#~ "detaljert informasjon om spesielle situasjoner og unntak, følg lenkene "
|
||
#~ "underveis."
|
||
|
||
#, 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"
|
||
#~ "Et felttog (campaign) består av flere scenarier som følger etter "
|
||
#~ "hverandre, og til sammen forteller en historie. I et felttog må du ofte "
|
||
#~ "spille varsomt for å ta best mulig vare på troppestyrkene dine, da disse "
|
||
#~ "kan gjenkalles og brukes i scenarier senere i felttoget."
|
||
|
||
#, 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 ""
|
||
#~ "Spillet finner sted over en serie enkeltstående slag, kalt scenarier. "
|
||
#~ "Hvert scenario lar dine tropper bryne seg mot en eller flere motstanderes "
|
||
#~ "tropper. Du kan spille mot datamaskinen (AI), eller med venner som "
|
||
#~ "spiller etter tur ved skjermen. Hvis maskinen din er knyttet opp mot et "
|
||
#~ "nettverk, kan du også spille mot mennesker knyttet opp til nettverket. "
|
||
#~ "Hvis du har tilgang til Internett, kan du spille mot folk over hele den "
|
||
#~ "vide verden."
|
||
|
||
#~ msgid "Experience and Advancement"
|
||
#~ msgstr "Erfaring og avansement"
|
||
|
||
#~ msgid "Help"
|
||
#~ msgstr "Hjelp"
|
||
|
||
#, fuzzy
|
||
#~ msgid "<header>text='Units having this special attack'</header>"
|
||
#~ msgstr ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<header>text='Sjanse for å treffe'</header>"
|
||
|
||
#, fuzzy
|
||
#~ msgid "<header>text='Units having this ability'</header>"
|
||
#~ msgstr ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<header>text='Sjanse for å treffe'</header>"
|
||
|
||
#, fuzzy
|
||
#~ msgid "Leaders:"
|
||
#~ msgstr "Leder: "
|
||
|
||
#, fuzzy
|
||
#~ msgid "Recruits:"
|
||
#~ msgstr "Rekrutter: "
|
||
|
||
#~ msgid "Era:"
|
||
#~ msgstr "Epoke:"
|
||
|
||
#, fuzzy
|
||
#~ msgid "Factions:"
|
||
#~ msgstr "Fraksjon"
|
||
|
||
#, fuzzy
|
||
#~| msgid "Terrain"
|
||
#~ msgid "Base Terrain: "
|
||
#~ msgstr "Terreng"
|
||
|
||
#~ msgid "level"
|
||
#~ msgstr "grad"
|
||
|
||
#, fuzzy
|
||
#~ msgid "Advances from: "
|
||
#~ msgstr "Forfremmes til: "
|
||
|
||
#, fuzzy
|
||
#~ msgid "Variations: "
|
||
#~ msgstr "Fraksjon"
|
||
|
||
#, fuzzy
|
||
#~ msgid "race^Miscellaneous"
|
||
#~ msgstr "Diverse"
|
||
|
||
#, fuzzy
|
||
#~ msgid "Race: "
|
||
#~ msgstr "stridskølle"
|
||
|
||
#~ msgid "Abilities: "
|
||
#~ msgstr "Egenskaper: "
|
||
|
||
#, fuzzy
|
||
#~ msgid "Ability Upgrades: "
|
||
#~ msgstr "Egenskaper: "
|
||
|
||
#~ msgid "HP: "
|
||
#~ msgstr "HP: "
|
||
|
||
#~ msgid "Moves: "
|
||
#~ msgstr "Flytt: "
|
||
|
||
#~ msgid "Cost: "
|
||
#~ msgstr "Kostnad:"
|
||
|
||
#~ msgid "Alignment: "
|
||
#~ msgstr "Sinnelag: "
|
||
|
||
#~ msgid "Required XP: "
|
||
#~ msgstr "Nødvendig XP: "
|
||
|
||
#, fuzzy
|
||
#~ msgid "unit help^Name"
|
||
#~ msgstr "Avslutt spillet"
|
||
|
||
#~ msgid "Type"
|
||
#~ msgstr "Type"
|
||
|
||
#~ msgid "Strikes"
|
||
#~ msgstr "Slag"
|
||
|
||
#~ msgid "Range"
|
||
#~ msgstr "Rekkevidde"
|
||
|
||
#~ msgid "Special"
|
||
#~ msgstr "Spesial"
|
||
|
||
#~ msgid "Resistances"
|
||
#~ msgstr "Motstander"
|
||
|
||
#~ msgid "Attack Type"
|
||
#~ msgstr "Angrepstype"
|
||
|
||
#~ msgid "Resistance"
|
||
#~ msgstr "Motstand"
|
||
|
||
#~ msgid "Terrain"
|
||
#~ msgstr "Terreng"
|
||
|
||
#~ msgid "Defense"
|
||
#~ msgstr "Forsvar"
|
||
|
||
#~ msgid "Movement Cost"
|
||
#~ msgstr "Forflytningskostnad"
|
||
|
||
#~ msgid " < Back"
|
||
#~ msgstr " < Tilbake"
|
||
|
||
#~ msgid "Forward >"
|
||
#~ msgstr "Fremover >"
|
||
|
||
#~ msgid "Reference to unknown topic: "
|
||
#~ msgstr "Referanse til ukjent begrep: "
|
||
|
||
#, fuzzy
|
||
#~ msgid "Caste"
|
||
#~ msgstr "Borg"
|
||
|
||
#, fuzzy
|
||
#~ msgid "Breeding Pen"
|
||
#~ msgstr "åtseleter"
|
||
|
||
#, fuzzy
|
||
#~ msgid "World Ocean"
|
||
#~ msgstr "Kjempetre"
|
||
|
||
#, fuzzy
|
||
#~ msgid "Hatchling"
|
||
#~ msgstr "Helbredelse"
|
||
|
||
#, fuzzy
|
||
#~ msgid "Fledgling"
|
||
#~ msgstr "Helbredelse"
|
||
|
||
#, fuzzy
|
||
#~ msgid "Intendant"
|
||
#~ msgstr "Intelligent"
|
||
|
||
#, fuzzy
|
||
#~ msgid "Swarm"
|
||
#~ msgstr "sverm"
|
||
|
||
#, fuzzy
|
||
#~ msgid "Swarming"
|
||
#~ msgstr "sverm"
|
||
|
||
#~ msgid "Flat"
|
||
#~ msgstr "Flatt"
|
||
|
||
#, 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 ""
|
||
#~ "Gressletter representerer åpent sletteland, det være seg dyrkede områder,"
|
||
#~ "brakkmark eller vilt prærieland. Gressletter er samtidig svært lett å "
|
||
#~ "bevege seg henover, og vanskelig å forsvare seg i. De enhetene som klarer "
|
||
#~ "seg best på sletteland er enten kavalleri, eller svært bevegelige enheter "
|
||
#~ "som kan trekke fordeler av det åpen lendet.\n"
|
||
#~ "\n"
|
||
#~ "De fleste enheter har forsvar fra 30% til 40% på gressletter."
|
||
|
||
#~ msgid "Road"
|
||
#~ msgstr "Vei"
|
||
|
||
#, 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 ""
|
||
#~ "Veier er hardtrampede stier, formet av mange reisende over lang tid. I "
|
||
#~ "spillet oppfører veier seg identisk med <ref>dst=terrain_grassland "
|
||
#~ "text=gressletter</ref>."
|
||
|
||
#~ msgid "Forest"
|
||
#~ msgstr "Skog"
|
||
|
||
#, 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 ""
|
||
#~ "Skoger representerer skogkledt land med betydelig underskog, nok til å "
|
||
#~ "legge hindre i veien for passasje. Skjønt de saktner nær alle, yter "
|
||
#~ "skoger bedre forsvar for de fleste enheter enn åpent land. Kavalleri er "
|
||
#~ "et unntak, på grunn av deres store problemer med å ta seg frem. Alver er "
|
||
#~ "også et unntak på skoggrunn. Ikke bare innehar de full fremkommelighet i "
|
||
#~ "skog, de får også en kraftig defensiv bonus. Dverger kan på den ene side "
|
||
#~ "pløye seg vei gjennom den kraftigste underskog, og taper ikke mye "
|
||
#~ "mobilitet, men ukjente som de er i skogen mottar de ingen defensiv "
|
||
#~ "bonus.\n"
|
||
#~ "\n"
|
||
#~ "De fleste enheter har 50% forsvar i skoger, men kavalleri begrenses til "
|
||
#~ "40%. Alver, på den annen side nyter godt av 60% til 70% forsvar, selv "
|
||
#~ "deres ridende enheter. Dverger mottar generelt kun 30% forsvar i skog."
|
||
|
||
#~ msgid "Hills"
|
||
#~ msgstr "Åser"
|
||
|
||
#, 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 ""
|
||
#~ "Åser representerer mildt ulendt terreng, med nok høyder og dalstrøk til å "
|
||
#~ "gi en del skjul. Åser er vanskelige for de fleste tropper å ta seg frem "
|
||
#~ "i. Dverger, Troll, og Orker er familiære nok i terreng som dette til å "
|
||
#~ "kunne ta seg frem uten å bli saktnet. Kavalleri har så store problemer "
|
||
#~ "bare med å finne brukbar vei at enhver defensiv fordel blir rikelig "
|
||
#~ "oppveiet.\n"
|
||
#~ "\n"
|
||
#~ "De fleste enheter har om lag 50% forsvar i åser, mens kavalleri er "
|
||
#~ "begrenset til 40%. Dverger nyter 60% forsvar i åser."
|
||
|
||
#~ msgid "Mountains"
|
||
#~ msgstr "Fjell"
|
||
|
||
#, 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 ""
|
||
#~ "Fjell er bratte nok til at de fleste enheter må ty til å klatre over "
|
||
#~ "hindringer for å ta seg frem. Således gir de en gunstig defensiv bonus "
|
||
#~ "for de fleste troppeslag, men de hindrer også ferdselen gjennom dem. De "
|
||
#~ "fleste former for kavalleri kan simpelthen ikke bevege seg i fjell. "
|
||
#~ "Alviske Ryttere, og Grånissenes Ulveryttere er unntak. Både Dverger og "
|
||
#~ "Troll er på hjemmebane i fjellterreng, og finner det lett å bevege seg "
|
||
#~ "rundt.\n"
|
||
#~ "\n"
|
||
#~ "De fleste enheter mottar om lag 60% forsvar i fjell, mens Dverger får 70%."
|
||
|
||
#~ msgid "Swamp"
|
||
#~ msgstr "Sump"
|
||
|
||
#, 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 ""
|
||
#~ "Sumper representerer forskjellige typer våtland. Sumper saktner nesten "
|
||
#~ "alle, og hindrer deres evner til å forsvare seg. Unntak er raser som har "
|
||
#~ "evner til effektivt å navigere i vann; disse beveger seg ved full "
|
||
#~ "hastighet og forsvarer seg godt. Folk som lever i våtmark er også dyktige "
|
||
#~ "i å bruke landskap som dette som skjulested.\n"
|
||
#~ "\n"
|
||
#~ "De fleste enheter må klare seg med 30% forsvar. Havfolk, Naga og Varaner "
|
||
#~ "nyter godt av 60% forsvar i sumpland."
|
||
|
||
#~ msgid "Shallow Water"
|
||
#~ msgstr "Grundt vann"
|
||
|
||
#, fuzzy
|
||
#~ msgid ""
|
||
#~ "<italic>text='Shallow water'</italic> represents any body of water deep "
|
||
#~ "enough to come up to roughly a man’s 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 ""
|
||
#~ "Grundt vann representerer vann dypt nok til å nå en mann omtrent til "
|
||
#~ "livet. Dette er nok til å saktne nesten alle og eksponere dem for angrep. "
|
||
#~ "Dverger, med sin korte vekst, har det spesielt tøft i grundt vann. "
|
||
#~ "Unntaket er enhver rase som kan svømme med naturlig letthet. Slike mottar "
|
||
#~ "en defensiv bonus og uinnskrenket bevegelse.\n"
|
||
#~ "\n"
|
||
#~ "De fleste enheter har 20% til 30% forsvar i grundt vann, mens Nagaer og "
|
||
#~ "Havfolk i sitt rette element har 60%."
|
||
|
||
#~ msgid "Deep Water"
|
||
#~ msgstr "Dypt vann"
|
||
|
||
#, fuzzy
|
||
#~ msgid ""
|
||
#~ "<italic>text='Deep water'</italic> represents any body of water deep "
|
||
#~ "enough to cover a man’s 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 ""
|
||
#~ "Dypt vann representerer vann dypt nok til å rekke over en manns hode. De "
|
||
#~ "fleste enheter kan ikke ferdes på dypt vann: det er flygerne, og ikke "
|
||
#~ "minst de sterke svømmernes rike.\n"
|
||
#~ "\n"
|
||
#~ "Havfolk og Nagaer har 50% forsvar i dypt vann, med full mobilitet. "
|
||
|
||
#~ msgid "Frozen"
|
||
#~ msgstr "Frosset"
|
||
|
||
#, 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 ""
|
||
#~ "Snø representerer flatt, frossent område, enten permanent (som tundra), "
|
||
#~ "eller midlertidig (som snødekkede gressletter). De fleste enheter beveger "
|
||
#~ "seg sakte på snø, og forsvarer seg dårlig.\n"
|
||
#~ "\n"
|
||
#~ "De fleste enheter har 20% til 40% forsvar i snø."
|
||
|
||
#~ msgid "Castle"
|
||
#~ msgstr "Borg"
|
||
|
||
#, 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 ""
|
||
#~ "Borger er forskjellige slags permanente forsvarsverk. Nær alle enheter "
|
||
#~ "mottar gode bonuser til forsvar ved å være stasjonert i en festning, og "
|
||
#~ "alle enheter beveger seg uhemmet i borgen. Plasserte enheter i hvert "
|
||
#~ "borgfelt representerer forsvarerens fordel. Uten en enhet på hvert felt, "
|
||
#~ "kan en fiende simpelthen snike seg inn og få fordel av den samme "
|
||
#~ "forsvarbonusen som de egentlige forsvarerne.\n"
|
||
#~ "De fleste enheter har rundt 60% forsvar i en Borg."
|
||
|
||
#~ msgid "Sand"
|
||
#~ msgstr "Sand"
|
||
|
||
#, fuzzy
|
||
#~ msgid ""
|
||
#~ "The instability of <italic>text='sand'</italic> makes it harder for most "
|
||
#~ "units to cross, and leaves them wide open to attack. In contrast, the "
|
||
#~ "wide feet or snakelike bodies of the reptilian races make sand much "
|
||
#~ "easier for them to navigate.\n"
|
||
#~ "\n"
|
||
#~ "Most units receive 20 to 40% defense in sand."
|
||
#~ msgstr ""
|
||
#~ "Omskifteligheten i sand gjør det vanskelig for de fleste enheter å krysse "
|
||
#~ "et slikt område, og gjør de sårbare for angrep. I skarp kontrast står de "
|
||
#~ "brede føttene og slangeliknende kroppene til de øgleaktige rasene som "
|
||
#~ "liker seg her.\n"
|
||
#~ "De fleste enheter har 20% til 40% forsvar i Sand."
|
||
|
||
#~ msgid "Desert"
|
||
#~ msgstr "Ørken"
|
||
|
||
#, 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 ""
|
||
#~ "Ørkenstrekninger har en annen sammensetning enn små sandstrender, men i "
|
||
#~ "spillet er de identiske. Se <ref>dst=terrain_sand text=sand</ref>. "
|
||
|
||
#~ msgid "Cave"
|
||
#~ msgstr "Grotte"
|
||
|
||
#, 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 ""
|
||
#~ "Grotteterreng representerer underjordiske huler med nok plass for en "
|
||
#~ "enhet til å passere. De fleste enheter er fremmede i terrenget, og "
|
||
#~ "kraftig forhindret i bevegelse og forsvar. Dverger og Troll føler seg som "
|
||
#~ "hjemme, og kan navigere grotter med letthet. Særlig dvergene nyter her "
|
||
#~ "godt av sin beskjedne størrelse.\n"
|
||
#~ "\n"
|
||
#~ "De fleste enheter har 20% til 40% forsvar i grotter, mens dverger har 50%."
|
||
|
||
#~ msgid "Rockbound Cave"
|
||
#~ msgstr "Erodert grotte"
|
||
|
||
#, 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 ""
|
||
#~ "Eroderte Grotter er terreng formet av slitasje fra vann og vind. Dråpen "
|
||
#~ "uthuler stenen, ikke ved sin styrke, men ved å falle ofte. Terrenget "
|
||
#~ "likner ulendte underjordiske huler som kraftig reduserer de fleste "
|
||
#~ "enheters effektivitet. Dverger og Troll, de viktigste beboerne av disse "
|
||
#~ "grottene kan med relativ letthet bevege og forsvare seg i dette miljøet.\n"
|
||
#~ "\n"
|
||
#~ "De fleste enheter har om lag 50% forsavr i Eroderte grotter. Kavalleri "
|
||
#~ "har typisk 40%, mens Dverger har hele 60%."
|
||
|
||
#~ msgid "Illuminated Cave"
|
||
#~ msgstr "Belyst grotte"
|
||
|
||
#, 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 ""
|
||
#~ "Belyste huleområder er der lys fra overflaten når ned i det mørke dypet. "
|
||
#~ "Hederlige reisende får nytt håp av å se lyset ovenfra, mens lyssky "
|
||
#~ "stridene helst unngår disse huleområdene.\n"
|
||
#~ "\n"
|
||
#~ "De fleste enheter har 20% til 40% forsvar i belyste huler, men dverger "
|
||
#~ "har 50%. Hederlige og lyssky enheter kjemper begge uten bonuser for tid "
|
||
#~ "på døgnet."
|
||
|
||
#~ msgid "Mushroom Grove"
|
||
#~ msgstr "Soppvokst grotte"
|
||
|
||
#, 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 ""
|
||
#~ "Soppvokst grotte er enorme underjordiske skoger av giganiske sopper, som "
|
||
#~ "trives i det fuktige mørket. De fleste enheter har problemer med å takle "
|
||
#~ "det sleipe underlaget, men de har rikelig med skjul bak de store "
|
||
#~ "stilkene. Ridende enheter blir fort hengende fast og mangler nødvendig "
|
||
#~ "bevegelsesfrihet i kamp. Vandøde enheter har en naturlig affinitet for "
|
||
#~ "forråtnelse og funksjonerer ganske bra i skogene av sopp.\n"
|
||
#~ "\n"
|
||
#~ "De fleste enheter har 50% til 60% forsvar i soppvokste huler, mens "
|
||
#~ "kavalleri må greie seg med 20%"
|
||
|
||
#~ msgid "Village"
|
||
#~ msgstr "Landsby"
|
||
|
||
#, 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 ""
|
||
#~ "Landsbyer representerer en hvilken som helst gruppe bygninger. Nesten "
|
||
#~ "alle enheter, også kavalleri beveger seg lett i en landsby, og de fleste "
|
||
#~ "enheter får en forsvarsbonus her. Landsbyer tillater enheter å rense og "
|
||
#~ "pleie sår de måtte ha fått, og de kan slik helbrede 8 HP eller kureres "
|
||
#~ "for gift ved starten av hver tur de oppholder seg i en landsby.\n"
|
||
#~ "\n"
|
||
#~ "De fleste enheter har 50% til 60% forsvar i en landsby, men kavalleri kun "
|
||
#~ "40%."
|
||
|
||
#~ msgid "Submerged Village"
|
||
#~ msgstr "Oversvømt landsby"
|
||
|
||
#, 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 ""
|
||
#~ "Landsbyer representerer en hvilken som helst gruppe bygninger. Nesten "
|
||
#~ "alle enheter, også kavalleri beveger seg lett i en landsby, og de fleste "
|
||
#~ "enheter får en forsvarsbonus her. Landsbyer tillater enheter å rense og "
|
||
#~ "pleie sår de måtte ha fått, og de kan slik helbrede 8 HP eller kureres "
|
||
#~ "for gift ved starten av hver tur de oppholder seg i en landsby.\n"
|
||
#~ "\n"
|
||
#~ "De fleste enheter har 50% til 60% forsvar i en landsby, men kavalleri kun "
|
||
#~ "40%."
|
||
|
||
#, 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 ""
|
||
#~ "En avgrunn er en slukt i bakken som leder ned til ukjente dybder. "
|
||
#~ "Avgrunner er kjent for stupbratte vegger det ville ta dager å krysse. I "
|
||
#~ "spillet kan kun flygende enheter ta seg over avgrunner."
|
||
|
||
#~ msgid "Lava"
|
||
#~ msgstr "Lava"
|
||
|
||
#, 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 ""
|
||
#~ "De iboende farene ved å krysse lava skulle være åpenbare. Dette "
|
||
#~ "ugjestmilde terrenget kan bare krysses av enheter som kan fly "
|
||
#~ "tilstrekkelig høyt over den glovarme overflaten."
|
||
|
||
#~ msgid "River Ford"
|
||
#~ msgstr "Vadested"
|
||
|
||
#~ 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 ""
|
||
#~ "Når en elv er på sitt smaleste, er det en triviell sak å ta seg over, "
|
||
#~ "selv for landbaserte enheter. Videre, kan et vesen best tilpasset til "
|
||
#~ "svømming fortsatt glede seg over full mobilitet selv på slike plasser i "
|
||
#~ "elven. I spillet behandles et vadested som enten gresslette eller grundt "
|
||
#~ "vann, avhengig av hva som gir best forsvar/bevegelse for enheten der."
|
||
|
||
#~ msgid "Coastal Reef"
|
||
#~ msgstr "Kystrev"
|
||
|
||
#~ msgid "Bridge"
|
||
#~ msgstr "Bro"
|
||
|
||
#, 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 ""
|
||
#~ "For kapable til å bygge en, er evnen til å slå en bro en frigjøring fra "
|
||
#~ "naturens luner, der vadesteder kommer og går med årstider og værforhold. "
|
||
#~ "For ikke å snakke om den luksus det er å være tørr på føttene - ikke noe "
|
||
#~ "å ta lett på i de kalde månedene av året.\n"
|
||
#~ "\n"
|
||
#~ "Om en beveger seg til lands eller til vanns, kan en bro tilby det beste "
|
||
#~ "fra begge verdener, og behandles enten som gresslette, eller grundt vann, "
|
||
#~ "ettersom hva som er best for enheten som bruker den. Merk at kun en "
|
||
#~ "enhet, svømmende eller gående, kan okkupere et felt med en bro."
|
||
|
||
#~ msgid "Impassable"
|
||
#~ msgstr "Ufremkommelig"
|
||
|
||
#~ 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 ""
|
||
#~ "Berserkergang:\n"
|
||
#~ "Denne effekten presser et sammenstøt til døden, både på offensiven og "
|
||
#~ "defensiven. Kampen går til en av sidene er drept, eller til 30 runder med "
|
||
#~ "angrep har skjedd. "
|
||
|
||
#, fuzzy
|
||
#~ msgid ""
|
||
#~ "Magical:\n"
|
||
#~ "This attack always has a 70% chance to hit regardless of the defensive "
|
||
#~ "ability of the unit being attacked."
|
||
#~ msgstr ""
|
||
#~ "Magisk:\n"
|
||
#~ "Dette angrepet har alltid 70% sjanse for å treffe."
|
||
|
||
#~ msgid "firststrike"
|
||
#~ msgstr "førsteslag"
|
||
|
||
#~ msgid ""
|
||
#~ "First Strike:\n"
|
||
#~ "This unit always strikes first with this attack, even if they are "
|
||
#~ "defending."
|
||
#~ msgstr ""
|
||
#~ "Førsteslag:\n"
|
||
#~ "Denne enheten slår alltid først, selv om den forsvarer seg."
|
||
|
||
#, fuzzy
|
||
#~ msgid "<header>text='Race specific topics'</header>"
|
||
#~ msgstr ""
|
||
#~ "\n"
|
||
#~ "\n"
|
||
#~ "<header>text='Sjanse for å treffe'</header>"
|