wesnoth/po/wesnoth-help/nb_NO.po
Iris Morelle 7294878745 pofix: Add rules to address typographical fixes to race descriptions
NOTE: the rule for the "true orc" case does not work. The string in
question will just have to be fuzzied.

[ci skip]
2018-06-17 02:01:58 -04:00

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# Norwegian translations for Battle for Wesnoth package.
# Copyright (C) 2004 Wesnoth development team
# This file is distributed under the same license as the Battle for Wesnoth
# Automatically generated, 2004.
#
msgid ""
msgstr ""
"Project-Id-Version: Wesnoth 1.1.1\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
"POT-Creation-Date: 2018-03-27 04:26+0300\n"
"PO-Revision-Date: 2009-04-05 10:50+0100\n"
"Last-Translator: Gaute Storli Nielsen <gauteamus(at)gmail(dot)com>\n"
"Language-Team: None\n"
"Language: \n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"X-Generator: KBabel 1.9.1\n"
#. [time]: id=underground
#: data/campaigns/Heir_To_The_Throne/utils/httt_utils.cfg:495
#: data/core/macros/schedules.cfg:109
msgid "Underground"
msgstr "Underjordisk"
#. [berserk]: id=berserk
#: data/campaigns/Under_the_Burning_Suns/scenarios/03_Stirring_in_the_Night.cfg:659
#: data/campaigns/Under_the_Burning_Suns/scenarios_old/03_Stirring_in_the_Night.cfg:657
#: data/core/macros/abilities.cfg:274
msgid "berserk"
msgstr "berserkergang"
#. [berserk]: id=berserk
#: data/campaigns/Under_the_Burning_Suns/scenarios/03_Stirring_in_the_Night.cfg:661
#: data/campaigns/Under_the_Burning_Suns/scenarios_old/03_Stirring_in_the_Night.cfg:659
#: data/core/macros/abilities.cfg:275
#, fuzzy
#| msgid ""
#| "Berserk:\n"
#| "Whether used offensively or defensively, this attack presses the "
#| "engagement until one of the combatants is slain, or 30 rounds of attacks "
#| "have occurred."
msgid ""
"Whether used offensively or defensively, this attack presses the engagement "
"until one of the combatants is slain, or 30 rounds of attacks have occurred."
msgstr ""
"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. "
#. [chance_to_hit]: id=magical
#: data/campaigns/Under_the_Burning_Suns/scenarios/03_Stirring_in_the_Night.cfg:670
#: data/campaigns/Under_the_Burning_Suns/scenarios_old/03_Stirring_in_the_Night.cfg:668
#: data/core/macros/abilities.cfg:359
msgid "magical"
msgstr "magisk"
#. [chance_to_hit]: id=magical
#: data/campaigns/Under_the_Burning_Suns/scenarios/03_Stirring_in_the_Night.cfg:672
#: data/campaigns/Under_the_Burning_Suns/scenarios_old/03_Stirring_in_the_Night.cfg:670
#: data/core/macros/abilities.cfg:360
#, fuzzy
msgid ""
"This attack always has a 70% chance to hit regardless of the defensive "
"ability of the unit being attacked."
msgstr ""
"Magisk:\n"
"Dette angrepet har alltid 70% sjanse for å treffe."
#. [firststrike]: id=firststrike
#: data/campaigns/Under_the_Burning_Suns/scenarios_old/03_Stirring_in_the_Night.cfg:679
#: data/core/macros/abilities.cfg:404
#, fuzzy
#| msgid "firststrike"
msgid "first strike"
msgstr "førsteslag"
#. [firststrike]: id=firststrike
#: data/campaigns/Under_the_Burning_Suns/scenarios_old/03_Stirring_in_the_Night.cfg:681
#: data/core/macros/abilities.cfg:405
#, fuzzy
#| msgid ""
#| "First Strike:\n"
#| "This unit always strikes first with this attack, even if they are "
#| "defending."
msgid ""
"This unit always strikes first with this attack, even if they are defending."
msgstr ""
"Førsteslag:\n"
"Denne enheten slår alltid først, selv om den forsvarer seg."
#. [heals]: id=healing
#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:16
#: data/core/macros/abilities.cfg:10
msgid "heals +4"
msgstr "helbreder 4"
#. [heals]: id=healing
#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:17
#: data/core/macros/abilities.cfg:11
msgid "female^heals +4"
msgstr "helbreder +4"
#. [heals]: id=healing
#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:18
#, 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"
"A poisoned unit cannot be cured of its poison by a healer, and must seek the "
"care of a village or a unit that can cure."
msgstr ""
"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/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:39
#: data/core/macros/abilities.cfg:28
msgid "heals +8"
msgstr "helbreder 8"
#. [heals]: id=healing
#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:40
#: data/core/macros/abilities.cfg:29
msgid "female^heals +8"
msgstr "helbreder +8"
#. [heals]: id=healing
#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:41
#, fuzzy
#| msgid ""
#| "Heals +8:\n"
#| "This unit combines herbal remedies with magic to heal units more quickly "
#| "than is normally possible on the battlefield.\n"
#| "\n"
#| "A unit cared for by this healer may heal up to 8 HP per turn, or stop "
#| "poison from taking effect for that turn.\n"
#| "A poisoned unit cannot be cured of its poison by a healer, and must seek "
#| "the care of a village or a unit that can cure."
msgid ""
"This unit combines herbal remedies with magic to heal units more quickly "
"than is normally possible on the battlefield.\n"
"\n"
"A unit cared for by this healer may heal up to 8 HP per turn, or stop poison "
"from taking effect for that turn.\n"
"A poisoned unit cannot be cured of its poison by a healer, and must seek the "
"care of a village or a unit that can cure."
msgstr ""
"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."
#. [section]: id=editor
#: data/core/editor/help.cfg:5
msgid "Map and Scenario Editor"
msgstr ""
#. [topic]: id=editor_brush
#: data/core/editor/help.cfg:13
msgid "Editor Brush"
msgstr ""
#. [topic]: id=editor_brush
#. [topic]: id=editor_clipboard
#. [topic]: id=editor_tool_label
#. [topic]: id=editor_tool_item
#. [topic]: id=editor_tool_village
#. [topic]: id=editor_tool_unit
#. [topic]: id=editor_time_schedule
#. [topic]: id=editor_starting_positions_in_general
#: data/core/editor/help.cfg:14 data/core/editor/help.cfg:22
#: data/core/editor/help.cfg:78 data/core/editor/help.cfg:86
#: data/core/editor/help.cfg:104 data/core/editor/help.cfg:112
#: data/core/editor/help.cfg:251 data/core/editor/help.cfg:289
msgid "TODO"
msgstr ""
#. [topic]: id=editor_clipboard
#: data/core/editor/help.cfg:21
msgid "Terrain Clipboard"
msgstr ""
#. [topic]: id=editor_tool_paint
#: data/core/editor/help.cfg:29
msgid "Paint Tool"
msgstr ""
#. [topic]: id=editor_tool_paint
#: data/core/editor/help.cfg:30
msgid ""
"Paint terrain tiles on the map.\n"
"\n"
"The paint tool utilizes the brushes and the terrain palette."
msgstr ""
#. [topic]: id=editor_tool_fill
#: data/core/editor/help.cfg:39
msgid "Fill Tool"
msgstr ""
#. [topic]: id=editor_tool_fill
#: data/core/editor/help.cfg:40
msgid ""
"Fill continuous regions of terrain with a different one!\n"
"\n"
"The fill tool utilizes the terrain palette."
msgstr ""
#. [topic]: id=editor_tool_select
#: data/core/editor/help.cfg:49
msgid "Select Tool"
msgstr ""
#. [topic]: id=editor_tool_select
#: data/core/editor/help.cfg:50
msgid ""
"Selects a set of hex fields. The best tool ever!\n"
"\n"
"This tool utilizes the brushes."
msgstr ""
#. [topic]: id=editor_tool_paste
#: data/core/editor/help.cfg:59
msgid "Paste Tool"
msgstr ""
#. [topic]: id=editor_tool_paste
#: data/core/editor/help.cfg:60
msgid "Paste the terrain in the clipboard"
msgstr ""
#. [topic]: id=editor_tool_starting
#: data/core/editor/help.cfg:67
msgid "Starting Tool"
msgstr ""
#. [topic]: id=editor_tool_starting
#: data/core/editor/help.cfg:68
msgid ""
"Defines the side leader starting position\n"
"\n"
"This tool sets the side leaders' default starting locations, and named "
"special locations."
msgstr ""
#. [topic]: id=editor_tool_label
#: data/core/editor/help.cfg:77
msgid "Label Tool"
msgstr ""
#. [topic]: id=editor_tool_item
#: data/core/editor/help.cfg:85
msgid "Item Tool"
msgstr ""
#. [topic]: id=editor_tool_soundsource
#: data/core/editor/help.cfg:93
msgid "Soundsource Tool"
msgstr ""
#. [topic]: id=editor_tool_soundsource
#: data/core/editor/help.cfg:94
msgid ""
"Places Soundsources on your maps!\n"
"\n"
"This tool has not been implemented yet."
msgstr ""
#. [topic]: id=editor_tool_village
#: data/core/editor/help.cfg:103
msgid "Village Ownership Tool"
msgstr ""
#. [topic]: id=editor_tool_unit
#: data/core/editor/help.cfg:111
msgid "Unit Tool"
msgstr ""
#. [topic]: id=editor_named_area
#: data/core/editor/help.cfg:119
msgid "Named Areas"
msgstr ""
#. [topic]: id=editor_named_area
#: data/core/editor/help.cfg:120
msgid ""
"Named Areas are sets of gamefields which can be addressed during scenario "
"scripting by a given name.\n"
"\n"
"It can be used to abstract between the implementation of an effect and the "
"map specific setting.\n"
"This is a very powerful mechanism since it allows generic scenario codings "
"working with different maps providing the needed named locations."
msgstr ""
#. [topic]: id=editor_playlist
#: data/core/editor/help.cfg:130
msgid "Playlist Manager"
msgstr ""
#. [topic]: id=editor_playlist
#: data/core/editor/help.cfg:131
msgid ""
"Saves a list of music tracks defining a random playlist to the scenario.\n"
"\n"
"Have a look at the addon server for easy to use additional music tracks."
msgstr ""
#. [topic]: id=..editor
#: data/core/editor/help.cfg:140
msgid "Map/Scenario Editor"
msgstr ""
#. [topic]: id=..editor
#: data/core/editor/help.cfg:142
msgid ""
"Wesnoth's Map and Scenario Editor allows users to create and edit the maps "
"on which every Wesnoth scenario takes place. It also provides a limited set "
"of features for setting up a basic scenario.\n"
"\n"
"The editor can be launched from the <i>Map Editor</i>"
msgstr ""
#. [topic]: id=..editor
#: data/core/editor/help.cfg:144
#, fuzzy
msgid ""
" option at the title screen.\n"
"\n"
"<big>What you get</big>"
msgstr ""
"\n"
"\n"
"<header>text='Sjanse for å treffe'</header>"
#. [topic]: id=..editor
#: data/core/editor/help.cfg:146
msgid ""
"\n"
"\n"
"• <ref>dst='editor_terrain' text='Terrain Editor'</ref>\n"
"An easy to use map editor, similar to simple paint applications.\n"
"\n"
"• Scenario Editor\n"
"\n"
"• <ref>dst='editor_playlist' text='Playlist Manager'</ref>"
msgstr ""
#. [topic]: id=..editor
#: data/core/editor/help.cfg:153
msgid ""
"\n"
"Predefine the scenario's music track playlist.\n"
"\n"
"• Time Schedule Editor\n"
"\n"
msgstr ""
#. [topic]: id=..editor
#: data/core/editor/help.cfg:158
msgid ""
"\n"
"\n"
"• What-you-see-is-what-you-get\n"
"The editor is not a WYSIWYG application.\n"
"\n"
"Because which exact graphic tile represents a terrain in the map depends on "
"all terrain rules loaded (which is different between the editor and each "
"other use case) the map won't look exactly the same.\n"
"\n"
"• Event handlers and scripting\n"
"The editor is not a tool to help you scripting the scenario's event "
"handlers.\n"
"\n"
"• Infinite Backwards Compatibility\n"
"The editor can't load maps from versions prior to 1.10.\n"
"TODO is that true?\n"
"\n"
msgstr ""
#. [topic]: id=..editor
#: data/core/editor/help.cfg:172
msgid ""
"\n"
"• <ref>dst='editor_modes' text='Editing Modes'</ref>\n"
"• <ref>dst='editor_toolkit' text='Editor Toolkit'</ref>\n"
"• <ref>dst='editor_palette' text='Editor Palette'</ref>\n"
"• <ref>dst='editor_brush' text='Editor Brushes'</ref> TODO: not sure if it "
"needs a topic on its own\n"
"• <ref>dst='editor_clipboard' text='Editor Clipboard'</ref>"
msgstr ""
#. [topic]: id=editor_modes
#: data/core/editor/help.cfg:184
msgid "Editing Modes"
msgstr ""
#. [topic]: id=editor_modes
#: data/core/editor/help.cfg:185
#, fuzzy
msgid ""
"\n"
"\n"
"<big>Pure Map Mode</big>"
msgstr ""
"\n"
"\n"
"<header>text='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"
" • DanTonk: Wesnoths largest city, located in the center of the "
"country, just west and north of Weldyn.\n"
" • Soradoc: The northernmost border outpost of Wesnoth, controls the "
"confluence of the Weldyn River and the Great River.\n"
" • Fort Tahn: The southernmost border outpost, controls the north/south "
"road crossing the River Aethen.\n"
" • Tath: Important fort city north of DanTonk, exerts control over the "
"wilderness country around the east of the Brown Hills and north to the Ford "
"of Abez.\n"
"\n"
"<header>text='Notable land features:'</header>\n"
" • Gryphon Mountain: Home of the fabled Gryphons.\n"
" • Ford of Abez: Shallow part of the Great River, it is usually "
"controlled by Wesnothian forces.\n"
" • Weldyn River: It branches from the Great River and goes south.\n"
" • Great Central Plain: Area bounded by Weldyn, DanTonk, and Fort Tahn, "
"this plain is Wesnoths bread basket and home to most of its population.\n"
" • Dulatus Hills: These rolling hills bordering the Great Central Plain "
"provide much of Wesnoths livestock and agriculture.\n"
" • Brown Hills: Wasteland surrounding Gryphon Mountain that is not well-"
"populated and occasionally very dangerous.\n"
" • Horse Plains: Region of rolling plains just south of the Great River, "
"bounded by Glyns Forest to the west and the River Weldyn to the east; the "
"southern reach merges into the Central Plain. Home of the powerful Clans; "
"the best horses in Wesnoth are bred here.\n"
" • Estmark Hills: Largish range rising south of the Great River and east "
"of the Weldyn River. The northernmost portion, nearest the River Weldyn, has "
"at various times been settled by Wesnothians, but the Kingdoms control is "
"tenuous at best and banditry is common.\n"
" • Glyns Forest: Sometimes known as the Royal Forest, named for one of "
"Haldric IIs sons.\n"
" • Gray Woods: Large forest in the heart of the wilds of Wesnoth, located "
"between Carcyn and Aldril and generally considered to be haunted."
msgstr ""
#. [topic]: id=elensefar
#: data/core/encyclopedia/geography.cfg:100
msgid "Elensefar"
msgstr ""
#. [topic]: id=elensefar
#: data/core/encyclopedia/geography.cfg:101
msgid ""
"Elensefar is at times a province of <ref>dst='kingdom_wesnoth' "
"text='Wesnoth'</ref>, at times an independent country, and at times in a "
"treaty federation with Wesnoth. Its borders are the Great River to the "
"north, a loosely defined line with Wesnoth to the east, the Bay of Pearls to "
"the south, and the <ref>dst='great_ocean' text='ocean'</ref> to the west. "
"More information is found in the historical narrative of Wesnoth.\n"
"\n"
"<header>text='Notable cities:'</header>\n"
" • Elensefar: The capital, located on an island in the "
"<ref>dst='great_river' text='Great River'</ref> delta.\n"
" • Carcyn: City on the WesnothElensefar border, disputed with Wesnoth.\n"
"\n"
"<header>text='Notable land features:'</header>\n"
" • <ref>dst='great_river' text='Great River'</ref>: It is very wide at "
"this point, and only ships can cross it."
msgstr ""
#. [topic]: id=northlands
#: data/core/encyclopedia/geography.cfg:113
msgid "Northlands"
msgstr ""
#. [topic]: id=northlands
#: data/core/encyclopedia/geography.cfg:114
msgid ""
"There is no government of the Northlands. Various groups of orcs, dwarves, "
"barbarian men and even elves populate the region. The northern and eastern "
"borders are not defined, the southern border is the <ref>dst='great_river' "
"text='Great River'</ref>, and the western border is the "
"<ref>dst='great_ocean' text='Great Ocean'</ref>.\n"
"\n"
"<header>text='Notable cities:'</header>\n"
" • Glamdrol: An Orcish tribal capital.\n"
" • Wesmere: The location of the Kalian — the Elvish Council.\n"
" • Dwarven Doors: A mixed human/dwarven town in the region of Knalga in "
"the southern Heart Mountains. A major trade center.\n"
" • Dallben and Delwyn: Human villages originally built by settlers who "
"crossed the Great River during Wesnoths Golden Age expansion. Now "
"abandoned. The forested area northeast of Elensefar, where these villages "
"were located, was named the Annuvin province by men but was known by the "
"elves as Wesmere.\n"
"\n"
"<header>text='Notable land features:'</header>\n"
" • Heart Mountains: A virtually impassable barrier between the river "
"country and the Northern Plains.\n"
" • Heartfangs: the particularly forbidding stretch of high peaks "
"southwest of Lake Vrug and north of the Forest of Wesmere. The most "
"inhospitable and dangerous portion of the Heart Mountains; only hermits, "
"madmen, and mages live there.\n"
" • Swamp of Dread: a very large bog located between the Heart Mountains "
"and the Great River. A notoriously dangerous place.\n"
" • Lake Vrug: A large mountain lake whose river carves the only pathway "
"through the Northern Mountains.\n"
" • Arkan-thoria: The river that comes out of Lake Vrug. This is the "
"elvish name; among humans it is called Longlier.\n"
" • River Listra: The south-running tributary of the Great River into "
"which the Arkan-thoria empties.\n"
" • Lintanir Forest: The southernmost portion of the Great Northern "
"Forest, a gigantic wood whose eastern and northern boundaries are known only "
"the elves. Their capitol, Elensiria, has only seldom been visited by "
"humans.\n"
" • Great River: The origin of this river is somewhere in the east of the "
"northern lands."
msgstr ""
#. [topic]: id=southwest_elven_lands
#: data/core/encyclopedia/geography.cfg:135
msgid "Southwest Elven Lands"
msgstr ""
#. [topic]: id=southwest_elven_lands
#: data/core/encyclopedia/geography.cfg:136
msgid ""
"The Wood Elves are separate from those of the north, and have only "
"intermittent relations with them and most other countries. Its borders are "
"the <ref>dst='great_ocean' text='Ocean'</ref> to the west, the Black River "
"to the south and southeast, the lands of Wesnoth to the north and the "
"Kerlath province to the east.\n"
"\n"
"<header>text='Notable cities:'</header>\n"
" • None known.\n"
"\n"
"<header>text='Notable land features:'</header>\n"
" • Aethenwood: The largest southern forest, it extends far to the south "
"and is home to <ref>dst='..race_elf' text='elves'</ref>. Although the elves "
"make no such distinction, the southern part of the forest has been named "
"Southwood by denizens of Kerlath.\n"
" • Black Forest: An ancient forest of which very little is known, "
"abandoned by the elves long ago."
msgstr ""
#. [topic]: id=heart_mountains
#: data/core/encyclopedia/geography.cfg:148
#, fuzzy
msgid "Heart Mountains"
msgstr "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 races subsection; you can then view its "
"page any time you wish. A units page will provide a general description, "
"its statistics, attacks, resistances, and movement and defense values.\n"
"\n"
msgstr ""
#. [topic]: id=..eras_section
#: data/core/help.cfg:129
msgid ""
"A faction is a collection of units and leaders. Factions are assigned to "
"sides in multiplayer games.\n"
"\n"
msgstr ""
#. [topic]: id=..eras_section
#: data/core/help.cfg:131
msgid ""
"An era is a collection of factions, intended to be played against one "
"another. Besides the mainline eras that come with the game, many user-made "
"factions are available from add-ons.\n"
"\n"
msgstr ""
#. [topic]: id=..abilities_section
#: data/core/help.cfg:140
#, fuzzy
msgid ""
"Certain units have abilities that either directly affect other units or have "
"an impact on how the unit interacts with other units. These abilities will "
"be listed under this section as you encounter them. Each page will provide a "
"description of what the ability does and which (currently discovered) units "
"have it.\n"
"\n"
msgstr ""
"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 theyre fighting. If a unit kills another in "
"combat, however, it gains much more experience — 4 for a level 0 unit, 8 for "
"level 1, 16 for level 2, 24 for level 3, and so forth."
msgstr ""
"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 dont use up all of a units movement "
"when you first move a unit, you may move it again. This is useful when "
"having two units switch places. Attacking with a unit will use up its "
"movement. Ending a move in a village you dont already own will also use up "
"a units movement, but will still allow it to attack."
msgstr ""
"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 turns move (ignoring zones of "
"control and enemy units).\n"
"\n"
"Normally you can undo a units movement, as long as an event with a "
"randomized result has not occurred, such as combat or recruitment (as most "
"units receive random traits when recruited). Exploring hidden terrain by "
"clearing shroud or fog will also prevent undos to a previous state. You may "
"wish to activate <b>Delay Shroud Updates</b> in the actions menu. This will "
"prevent units from clearing shroud or fog until the next randomized event or "
"a manual update via <b>Update Shroud Now</b> (or the end of your turn) and "
"thereby preserve your ability to undo movement."
msgstr ""
"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 elfs 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 hasnt 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 units turn."
msgstr ""
#. [topic]: id=orbs
#: data/core/help.cfg:322
#, fuzzy
msgid " blue if the unit is an ally you do not control."
msgstr "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 units turn, but on the healers turn. This means that while a unit "
"surrounded by several healers on the same side will only receive healing "
"from one healer per turn, a unit surrounded by healers from several allied "
"sides will be healed once on each of said allied sides turns."
msgstr ""
#. [topic]: id=wrap_up
#: data/core/help.cfg:378
msgid "Wrap Up"
msgstr "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 units attributes slightly. They are "
"usually randomly assigned to a unit when it is recruited. The traits "
"available to a unit are largely determined by its <i>race</i>."
msgstr ""
#. [topic]: id=..traits_section
#: data/core/help.cfg:395
#, fuzzy
msgid ""
"\n"
"\n"
"The traits that are available to most nonundead units are "
"<ref>dst='traits_intelligent' text='intelligent'</ref>, "
"<ref>dst='traits_quick' text='quick'</ref>, <ref>dst='traits_resilient' "
"text='resilient'</ref>, and <ref>dst='traits_strong' text='strong'</ref>."
msgstr ""
"\n"
"\n"
"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 "
"units defensive capability in combat."
msgstr ""
#. [topic]: id=..terrains_section
#: data/core/help.cfg:409
#, fuzzy
msgid ""
"\n"
"\n"
"<big>Basic Terrain Types</big>"
msgstr ""
"\n"
"\n"
"<header>text='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 units help page. Basic "
"terrain types may have unique properties like illumination effects as well."
msgstr ""
#. [topic]: id=..terrains_section
#: data/core/help.cfg:417
#, fuzzy
msgid ""
"\n"
"\n"
"<big>Mixed Terrain Types</big>"
msgstr ""
"\n"
"\n"
"<header>text='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-ons title. The <b>Description</b> button provides "
"you with additional details about the add-on, such as its full description, "
"installation status, and available languages."
msgstr ""
#. [topic]: id=removing_addons
#: data/core/help.cfg:516
msgid "Removing Add-ons"
msgstr ""
#. [topic]: id=removing_addons
#: data/core/help.cfg:517
msgid ""
"To remove add-ons, choose <b>Remove Add-ons</b> in the add-ons server "
"connection dialog. You will be presented with options to remove any number "
"of add-ons you currently have installed.\n"
"\n"
"It is not possible to remove add-ons for which there is publishing "
"information (<i>.pbl</i> files) attached, in order to prevent its accidental "
"loss. If necessary, you must manually delete the information files or the "
"add-ons themselves using a file manager provided by your platform."
msgstr ""
#. [topic]: id=general_commands
#: data/core/help.cfg:532
#, fuzzy
#| msgid "General commands"
msgid "General Commands"
msgstr "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 wont 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 sides gold.\n"
"\n"
msgstr ""
#. [topic]: id=debug_commands
#: data/core/help.cfg:629
msgid ""
"\n"
"Immediately advances to the next scenario in a campaign.\n"
"\n"
msgstr ""
#. [topic]: id=debug_commands
#: data/core/help.cfg:632
msgid ""
"\n"
"Manually set a gamestate variable to value.\n"
"\n"
msgstr ""
#. [topic]: id=debug_commands
#: data/core/help.cfg:635
msgid ""
"\n"
"Show a gamestate variable.\n"
"\n"
msgstr ""
#. [topic]: id=debug_commands
#: data/core/help.cfg:638
msgid ""
"\n"
"Manually fire the specified event.\n"
"\n"
msgstr ""
#. [topic]: id=debug_commands
#: data/core/help.cfg:641
msgid ""
"\n"
"Modifies the specified property of the selected unit. Example: :unit "
"hitpoints=100\n"
"\n"
msgstr ""
#. [topic]: id=debug_commands
#: data/core/help.cfg:644
msgid ""
"\n"
"Makes the selected unit level up N times. Example: :unit advances=2"
msgstr ""
#. [heals]: id=healing
#: data/core/macros/abilities.cfg:12
#, fuzzy
#| msgid ""
#| "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 units resistances are doubled, up to a maximum of 50%, when "
#| "defending. Vulnerabilities are not affected."
msgid ""
"This units resistances are doubled, up to a maximum of 50%, when defending. "
"Vulnerabilities are not affected."
msgstr ""
"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 doesnt 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 "
"doesnt 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 targets 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 units 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 units 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 units 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 units 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 units 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 units 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 players forces of their "
"own volition. These units are marked with the loyal trait. Although they may "
"require payment to be recalled, they never incur any upkeep costs. This can "
"make them invaluable during a long campaign, when gold is in short supply. "
"This trait is never given to recruited units, so it may be unwise to dismiss "
"such units or to send them to a foolish death."
msgstr ""
"\n"
"\n"
"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 dont incur upkeep. Most units incur an "
"upkeep cost at the end of every turn, which is equal to their level. Loyal "
"units do not incur this cost."
msgstr ""
"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 dont really have life, drain, poison, and plague have no "
"effect upon them."
msgstr ""
#. [trait]: id=mechanical
#: data/core/macros/traits.cfg:54
#, fuzzy
msgid ""
"<italic>text='Mechanical'</italic> units are immune to poison, drain, and "
"plague."
msgstr "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 arent 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 drakes body enables it to spit fire and "
"gives it life, they have no willful control over the functions of this "
"magic.\n"
"\n"
"<header>text='Society'</header>\n"
"Drakes are a relatively warlike race and their societies can be best "
"described as cultured martial societies. The core of a drake tribe is a "
"small group of veteran warriors headed by a mutually respected — or simply "
"feared — dominant who rules the society with an iron fist. Every drake is "
"expected to earn their place in the strict hierarchy, to obey their "
"superiors and command their inferiors. Entry to the ruling elite is only "
"possible through challenging and defeating a superior in single combat, "
"which is the way the hierarchy within the elite itself is established. The "
"use of deception of any kind towards any fellow drake is, without exception, "
"seen as cowardly and unacceptable.\n"
"\n"
"While their warlike nature and sense of territory drives them to defend "
"their territories savagely, drakes rarely invade or trespass on areas "
"already occupied by the other major races. Instead, they settle in "
"unpopulated areas to establish their own territory there. They primarily "
"feed on large game they hunt in the lowlands around their homes, but "
"hatchlings and lower caste drakes are known to feed also on certain kinds of "
"moss and fungi they cultivate deep in their caverns. The only technology "
"drakes value is armor- and weapon-smithing, and neither know or need other "
"science and culture besides this. However, the few implements they do "
"fashion are almost unrivaled in quality, only matched by those produced in "
"the finest Dwarvish foundries.\n"
"\n"
"Drakes hatch from eggs and usually live naturally between 20 to 30 years. "
"Death in battle is the most preferred way for a drake to leave this world. "
"Unlike the elder members of other races, drakes naturally grow more "
"aggressive and reckless towards the ends of their natural lives, perhaps to "
"help ensure their place in the heroic legends of their kind.\n"
"\n"
"<header>text='Geography'</header>\n"
"Drakes originated from an archipelago of volcanic islands called "
"<ref>dst='morogor' text='Morogor'</ref> in the <ref>dst='great_ocean' "
"text='Great Ocean'</ref>. A combination of population pressure and the "
"subsidence of many of their home islands has caused colonies of drakes to "
"spread to the <ref>dst='great_continent' text='Great Continent'</ref>. "
"Drakes tend to make their homes in mountain caverns near volcanoes to "
"protect their eggs, hatchings and forges. While drakes naturally prefer "
"warmth, their internal fire is more than capable of sustaining them even in "
"a relatively cold climate, a feature which has allowed them to populate even "
"some of the mountains of the far north of the Great Continent."
msgstr ""
#. [race]: id=dwarf
#: data/core/units.cfg:94
msgid "race^Dwarf"
msgstr "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 Dunefolks inclination towards trade and exploration has allowed their "
"cities to amass immense fortunes, a fact regarded both with admiration and "
"envy by other races. Mutual interests have fostered cordial relations with "
"neighboring Naga tribes, but more secretive races such as Drakes and Elves "
"have always considered Dunefolk expeditions to be too intrusive, especially "
"when they venture close to territorial boundaries. It is not uncommon for "
"caravans to fall prey to troll ambushes in the mountains, something that has "
"given rise to countless tales of unimaginable treasure amassed in hidden "
"caves.\n"
"\n"
"As a result of living in hostile environments for centuries, the Dunefolk "
"have developed rational methods of enquiry through which they continue to "
"improve their understanding of the world. Their study of herbal medicine "
"keeps their warriors and workers fresh and healthy. Their knowledge of "
"alchemy allows them to tame fire and wield it as a deadly weapon in battle. "
"At the same time, this analytical mindset has distanced them from magical "
"arts; to the rational mind, magic is uncontrollable, unpredictable, and "
"hence unreliable. For this reason, the Dunefolk especially loathe the "
"perversions of necromancy and the dark arts, even more so than other races.\n"
"\n"
"The Dunefolks inquisitive and explorative nature does not preclude military "
"strength. Not only do they field nimble light troops, cataphracts, and "
"heavily armored infantry, but their keen knowledge of technology grants them "
"a decisive advantage over their opponents. When facing the Dunefolk in "
"battle, however, the most fearsome sight is certainly their deployment of "
"ferocious and bizarre beasts. From the majestic Roc to the imposing Wyvern, "
"their synergy with these creatures allows for great versatility in combat. "
"The origins of this tradition likely lie in the heritage of the Dunefolks "
"distant past in the exotic far corners of Irdya."
msgstr ""
#. [race]: id=lizard, description=
#: data/core/units.cfg:231
msgid "race^Saurian"
msgstr "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 dont mind the ogres brutality. Little is "
"known about their biology or society, if they can truly be said to have one, "
"but they are said to attack alongside wolves and other beasts. Whether this "
"is a sign of cooperation, domestication, or simply mutual opportunism is not "
"known."
msgstr ""
#. [race]: id=orc
#: data/core/units.cfg:298
msgid "race^Orc"
msgstr "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 "
"its most commonly used to trade insults or threats among tribal leaders.\n"
"\n"
"Orc societies are based on little else but strength; might makes right, and "
"a leader leads and survives only as long as no one manages to wrest the "
"title from him. A constant struggle for power simmers among potential tribal "
"chiefs. An orcish leader rarely lives more than a handful of years to enjoy "
"his absolute authority before being killed for his position — although "
"history knows some notable exceptions. Orcs hold no particular honor code "
"and while indisputable raw strength is usually the preferred method of "
"displaying power, assassination, poisoning and backstabbing are completely "
"viable means to further ones own goals.\n"
"\n"
"Orcs mostly live in rural areas, often in foothills or mountainous regions, "
"sometimes in caves. They grow no crops nor keep livestock, but are competent "
"hunters as a result of their physical stature and brutality. Due to their "
"large numbers they are capable of hunting an area virtually clean of "
"anything larger than rodents in relatively short period of time. Due to this "
"and their unstable leadership, orcish tribes tend to lead a semi-nomadic "
"lifestyle, never settling in one region for too long. The larger tribes may "
"establish themselves firmly in an area for years or even decades and build "
"large encampments almost resembling cities, but even these are easily "
"dismantled and abandoned if there is a need to relocate the horde.\n"
"\n"
"The oldest known orcs have been around 50 to 60 years of age, but very few "
"individuals ever live to see over two or three decades before meeting their "
"end either in war or by the hand of one of their kin. The oldest orcs are "
"often shamans, which are perhaps the only ones most of their kind sees as "
"being trustworthy and neutral. The origins of this custom are unknown, as "
"the shamans do not directly contribute much to orcish societies but only act "
"as advisors — not something orcs tend to otherwise tolerate. Shamans are in "
"many ways the opposite of most other orcs: they are often physically "
"withered and frail in comparison and lack skill in battle.\n"
"\n"
msgstr ""
#. [race]: id=orc
#: data/core/units.cfg:312
msgid ""
"\n"
"\n"
"Orcs who were not the strongest of their litter tend to specialize in other "
"skills, like archery or assassination."
msgstr ""
#. [race]: id=troll
#: data/core/units.cfg:321
msgid "race^Troll"
msgstr "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 doesnt 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, its best to click the <bold>text='Tutorial'</bold> button "
#~ "at the main menu. This will take you to the interactive tutorial, which "
#~ "will teach you the basics of Wesnoth. After this, it is recommended that "
#~ "you play the Heir to the Throne campaign first — click "
#~ "<bold>text='Campaign'</bold> then <italic>text='Heir to the Throne'</"
#~ "italic>. As <italic>text='Battle for Wesnoth'</italic> can be quite "
#~ "challenging, you may wish to start on easy."
#~ msgstr ""
#~ "\n"
#~ "\n"
#~ "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 mans waist. This is enough to slow down "
#~ "nearly anyone and leave them wide open to attack. Dwarves, given that the "
#~ "water reaches up almost to their heads, have an extremely hard time of "
#~ "this. The exception is any race whose bodies naturally lend themselves to "
#~ "swimming, for which they receive a considerable defensive bonus and full "
#~ "movement.\n"
#~ "\n"
#~ "Most units make do with 20 to 30% defense in shallow water, whereas both "
#~ "naga and mermen enjoy 60%."
#~ msgstr ""
#~ "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 mans head. Most units cannot enter deep water: it is "
#~ "the domain of units which can either fly, or are exceptionally strong "
#~ "swimmers.\n"
#~ "\n"
#~ "Mermen and naga both receive 50% defense in deep water, with full "
#~ "movement."
#~ msgstr ""
#~ "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>"