update British English translation

This commit is contained in:
András Salamon 2005-08-12 16:39:10 +00:00
parent 4a789560e4
commit e2ab18768c

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@ -3,7 +3,7 @@ msgstr ""
"Project-Id-Version: Battle for Wesnoth 0.8.11+cvs\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
"POT-Creation-Date: 2005-08-08 13:32+0200\n"
"PO-Revision-Date: 2005-08-08 17:38+0200\n"
"PO-Revision-Date: 2005-08-12 18:36+0200\n"
"Last-Translator: ott <ott@gaon.net>\n"
"Language-Team: en_GB\n"
"MIME-Version: 1.0\n"
@ -289,30 +289,32 @@ 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 ""
"On top of the energy bar shown next to each unit of yours is an orb. For "
"units you control, this orb is:"
#: data/help.cfg:105
msgid "green if it hasn't moved this turn,"
msgstr ""
msgstr "green if it hasn't moved this turn,"
#: data/help.cfg:106
msgid "yellow if it has moved, but could still move further or attack, or"
msgstr ""
msgstr "yellow if it has moved, but could still move further or attack, or"
#: data/help.cfg:107
msgid "red if it has used all its movement this turn."
msgstr ""
msgstr "red if it has used all its movement this turn."
#: data/help.cfg:108
msgid "The orb is blue if the unit is an ally you do not control."
msgstr ""
msgstr "The orb is blue if the unit is an ally you do not control."
#: data/help.cfg:109
msgid "Enemy units have no orb on top of their energy bar."
msgstr ""
msgstr "Enemy units have no orb on top of their energy bar."
#: data/help.cfg:114
msgid "Hitpoints and Experience"
msgstr ""
msgstr "Hitpoints and Experience"
#: data/help.cfg:115
msgid ""
@ -321,6 +323,10 @@ msgid ""
"experience points (XP). A freshly recruited unit starts with no experience "
"points, and gains experience by fighting enemies."
msgstr ""
"Each unit has a certain number of hitpoints (HP). If the hitpoints of a unit "
"drop below 1, the unit dies. Each unit also has a certain number of "
"experience points (XP). A freshly recruited unit starts with no experience "
"points, and gains experience by fighting enemies."
#: data/help.cfg:116
msgid ""
@ -328,6 +334,9 @@ msgid ""
"using two numbers (the current value and the maximum value the unit can "
"have)."
msgstr ""
"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)."
#: data/help.cfg:117
msgid ""
@ -336,6 +345,10 @@ msgid ""
"experience bar, which turns white as the unit is about to "
"<ref>dst=experience_and_advancement text=advance</ref>."
msgstr ""
"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=experience_and_advancement text=advance</ref>."
#: data/help.cfg:122 src/help.cpp:1197
msgid "Movement"
@ -458,7 +471,6 @@ msgstr ""
"<header>text='Order and number of strikes'</header>"
#: data/help.cfg:139
#, fuzzy
msgid ""
"\n"
"\n"
@ -472,12 +484,12 @@ msgid ""
msgstr ""
"\n"
"\n"
"The attacker gets the first attack, then the defender retaliates. Each "
"attack either hits, doing a given amount of damage, or misses, doing no "
"damage at all. Attacks alternate until each unit has used up all of its "
"attacks. The number of attacks a unit has varies; for instance, an Elvish "
"fighter with a 5-4 attack may attack 4 times, each successful hit dealing 5 "
"damage, while an Orcish Grunt with a 9-2 attack can only attack 2 times (but "
"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)."
#: data/help.cfg:141
@ -541,7 +553,6 @@ msgstr ""
"<header>text=Damage</header>"
#: data/help.cfg:149
#, fuzzy
msgid ""
"\n"
"\n"
@ -555,12 +566,13 @@ msgid ""
msgstr ""
"\n"
"\n"
"Each blow 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 "
"<italic>text='Damage Calculations'</italic> in the attack selection menu."
"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 <italic>text='Damage Calculations'</"
"italic> in the attack selection menu."
#: data/help.cfg:151
msgid ""
@ -629,7 +641,6 @@ msgstr ""
"damage."
#: data/help.cfg:163
#, fuzzy
msgid ""
"\n"
"\n"
@ -639,7 +650,7 @@ msgid ""
msgstr ""
"\n"
"\n"
"If an attack is determined to hit, it will always do at least 1 point of "
"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."
@ -648,20 +659,16 @@ msgid "Time of Day"
msgstr "Time of Day"
#: data/help.cfg:172
#, fuzzy
msgid ""
"The time of day affects the damage of certain units as follows:\n"
" Lawful units get +25% damage in daytime, and -25% damage at night\n"
" Chaotic units get +25% damage at night, and -25% in daytime\n"
" Neutral units are unaffected by the time of day."
msgstr ""
"\n"
"\n"
"The time of day affects the damage of certain units as follows -\n"
"\n"
"Lawful units get +25% damage in daytime, and -25% damage at night.\n"
"Chaotic units get +25% damage at night, and -25% in daytime.\n"
"Neutral units are unaffected by the time of day."
"The time of day affects the damage of certain units as follows:\n"
" Lawful units get +25% damage in daytime, and -25% damage at night.\n"
" Chaotic units get +25% damage at night, and -25% in daytime.\n"
" Neutral units are unaffected by the time of day."
#: data/help.cfg:175
msgid ""
@ -759,13 +766,23 @@ msgid ""
"number of units, for example the Necrophage, will actually heal with AMLA "
"effects. Most units just gain the bonus to the Maximum HP."
msgstr ""
"\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 After Maximum Level Advancement (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 for every 100 XP "
"gained. Note that only a small number of units, for example the Necrophage, "
"will actually heal with AMLA effects. Most units just gain the bonus to the "
"Maximum HP."
#: data/help.cfg:199
msgid "Healing"
msgstr "Healing"
#: data/help.cfg:200
#, fuzzy
msgid ""
"In combat, your units will inevitably take damage. When a unit "
"<ref>dst=experience_and_advancement text=advances</ref>, it will heal fully. "
@ -773,9 +790,11 @@ msgid ""
"not. Wesnoth offers several other ways for your units to heal, all of which "
"take place at the beginning of your turn, before you take action."
msgstr ""
"In combat, your units will inevitably take damage. Wesnoth offers several "
"ways for your units to heal, all of which take place at the beginning of "
"your turn, before you take action."
"In combat, your units will inevitably take damage. When a unit "
"<ref>dst=experience_and_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."
#: data/help.cfg:202
msgid ""
@ -824,7 +843,6 @@ msgstr ""
"per unit."
#: data/help.cfg:206
#, fuzzy
msgid ""
"\n"
"Curing units: Units with the <ref>dst=ability_cures text=Cures</ref> ability "
@ -833,10 +851,10 @@ msgid ""
"the same side as the healing unit, and only up to 8HP per unit."
msgstr ""
"\n"
"\n"
"Curing units: Units with the <ref>dst=ability_cures text=Cures</ref> ability "
"will heal all friendly units immediately beside them for 8HP each turn, to a "
"total maximum of 18 points healed, or cure a unit of Poison."
"will heal up to 18HP of damage per turn, as well as curing Poison. Only "
"those units will be healed or cured that are adjacent to and are fighting on "
"the same side as the healing unit, and only up to 8HP per unit."
#: data/help.cfg:208
msgid ""
@ -1013,7 +1031,6 @@ msgid "Intelligent units require 20% less experience than usual to advance."
msgstr "Intelligent units require 20% less experience than usual to advance."
#: data/help.cfg:257
#, fuzzy
msgid ""
"\n"
"\n"
@ -1025,16 +1042,11 @@ msgid ""
msgstr ""
"\n"
"\n"
"\n"
"<header>text=Intelligent</header>\n"
"\n"
"Intelligent units require 20% less experience than usual to advance.\n"
"\n"
"Intelligent 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 units no longer have any use for experience points "
"after reaching their maximum level. If you have many 'maximum level' units "
"you may wish to recall units with more desirable traits."
"quite as useful because the After Maximum Level Advancement (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."
#: data/help.cfg:262
msgid "Quick"
@ -1615,6 +1627,17 @@ msgid ""
"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 ""
"To those capable of building one, the ability to lay a bridge 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 shallow 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."
#: data/help.cfg:495 data/terrain.cfg:349
msgid "Cave Wall"
@ -2158,7 +2181,7 @@ msgid ""
"Small map for 2v2. Teams should be player 1 and 3, vs player 2 and 4. "
"Recommended setting of 2 gold per village."
msgstr ""
"Small map for 2v2. Teams should be player 1 and 3, vs player 2 and 4. "
"Small map for 2v2. Teams should be player 1 and 3, vs player 2 and 4. "
"Recommended setting of 2 gold per village."
#: data/scenarios/multiplayer/4p_King_of_the_Hill.cfg:3
@ -2295,7 +2318,7 @@ msgid ""
"unbalanced, but if you have time, you can regenerate them until you get a "
"good one."
msgstr ""
"A random map with swamp as the primary terrain. Note: random maps are often "
"A random map with swamp as the primary terrain. Note: random maps are often "
"unbalanced, but if you have time, you can regenerate them until you get a "
"good one."
@ -2311,7 +2334,7 @@ msgid ""
"can regenerate them until you get a good one."
msgstr ""
"A random map set in the break between spring and winter, mainly with snowy "
"terrains. Note: random maps are often unbalanced, but if you have time, you "
"terrains. Note: random maps are often unbalanced, but if you have time, you "
"can regenerate them until you get a good one."
#: data/scenarios/multiplayer/scenarios.cfg:3
@ -2756,7 +2779,7 @@ msgid ""
"the unit. You will learn more about these statistics throughout the tutorial."
msgstr ""
"You have to carefully review their skills, which are displayed to the left "
"of the unit selection box, and cost, which is displayed after the name of "
"of the unit selection box, and cost, which is displayed after the name of "
"the unit. You will learn more about these statistics throughout the tutorial."
#: data/scenarios/tutorial/utils.cfg:69
@ -4856,7 +4879,6 @@ msgid "Bone Shooter"
msgstr "Bone Shooter"
#: data/units/Bone_Shooter.cfg:15
#, fuzzy
msgid ""
"Of a necromancer's creations, some take more strongly to the false life "
"given them. Potency of life is given equipment to match; archers, in "
@ -4865,11 +4887,12 @@ msgid ""
"Dubbed simply 'Bone-Shooters' by their unfortunate enemies, these "
"abominations are a terror to all who live."
msgstr ""
"These, whose masters have found to be more potent creations, have been "
"outfitted with a truly vile arsenal. Their quivers are filled with shafts "
"made not of wood, but of the bones of their victims. Dubbed simply 'Bone-"
"Shooters' by their unfortunate enemies, these abominations are a terror to "
"all who live."
"Of a necromancer's creations, some take more strongly to the false life "
"given them. Potency of life is given equipment to match; archers, in "
"particular, are often outfitted with a truly vile arsenal. Their quivers are "
"filled with shafts made not of wood, but of the bones of their victims. "
"Dubbed simply 'Bone-Shooters' by their unfortunate enemies, these "
"abominations are a terror to all who live."
#: data/units/Bone_Shooter.cfg:36 data/units/Soul_Shooter.cfg:27
msgid "stab"
@ -5006,7 +5029,6 @@ msgid "Cavalryman"
msgstr "Cavalryman"
#: data/units/Cavalryman.cfg:28
#, fuzzy
msgid ""
"Cavalrymen are distinguished from horsemen by their tactics and equipment. A "
"cavalryman wears heavier armor, and carries a sword and shield, rather than "
@ -5017,10 +5039,10 @@ msgid ""
"Cavalrymen are very useful for taking and holding positions on open ground, "
"for screening friendly soldiers, and also for scoutwork."
msgstr ""
"Cavalrymen are distinguished from horsemen by their tactics and equipment. "
"A cavalryman wears heavier armour, and carries a sword and shield, rather "
"than a lance. Their tactics do not include charging, but instead manoeuvres "
"like hit and run slashes with their sword, using both horse and rider as an "
"Cavalrymen are distinguished from horsemen by their tactics and equipment. A "
"cavalryman wears heavier armour, and carries a sword and shield, rather than "
"a lance. Their tactics do not include charging, but instead manoeuvres like "
"hit and run slashes with their sword, using both horse and rider as an "
"effective tool of melee.\n"
"\n"
"Cavalrymen are very useful for taking and holding positions on open ground, "
@ -5686,10 +5708,10 @@ msgid ""
"of their struggle have long faded into oblivion."
msgstr ""
"Towering remains of what once were legendary warriors, the Draug strike fear "
"in the hearts of all who oppose them. They are driven not by malice, but "
"in the hearts of all who oppose them. They are driven not by malice, but "
"are forever bound within the dream of unlife, wandering through the greatest "
"battles of their memory, and fighting desperately for release, for a peace "
"bought only by strength of arms. The memory of their enemy, and the purpose "
"bought only by strength of arms. The memory of their enemy, and the purpose "
"of their struggle have long faded into oblivion."
#: data/units/Draug.cfg:37 data/units/Dwarvish_Fighter.cfg:22
@ -5711,7 +5733,7 @@ msgid ""
"quest to achieve them."
msgstr ""
"At long last, Ha'atel has paid the ultimate sacrifice for the dark arts into "
"which he has delved, and has, himself, entered into undeath. At the apex of "
"which he has delved, and has, himself, entered into undeath. At the apex of "
"his power, he has become a lich, a waking embodiment of dread. He has, "
"beyond any doubt, passed the point of no return, and his power and "
"immortality will have to provide consolation for what he has lost in his "
@ -5722,7 +5744,6 @@ msgid "Duelist"
msgstr "Duellist"
#: data/units/Duelist.cfg:21
#, fuzzy
msgid ""
"It is a peculiar fashion of Wesnoth's nobility, in that they typically "
"enroll their sons into one of two orders of armigers, training them either "
@ -5740,11 +5761,11 @@ msgid ""
"Special Notes: their skill at skirmishing allows these fencers to dart right "
"past an opponent, ignoring zones of control."
msgstr ""
"It is a peculiar fashion of Wesnoth's nobility, in that they typically enrol "
"their sons into one of two orders of armigers, training them either in the "
"art of horsemanship, or fencing. Duelists are so named for an unfortunately "
"common practise of young aristocrats, for whom the heat of insult can "
"sometimes incite a rash demonstration of their natural right.\n"
"It is a peculiar fashion of Wesnoth's nobility, in that they typically "
"enrol their sons into one of two orders of armigers, training them either "
"in the art of horsemanship, or fencing. Duellists are so named for an "
"unfortunately common practice of young aristocrats, for whom the heat of "
"insult can sometimes incite a rash demonstration of their natural right.\n"
"\n"
"Experienced fencers, who often look the part of nobility if not always "
"actually of noble birth, carry with them a small crossbow that is easily "
@ -5753,8 +5774,8 @@ msgstr ""
"enough to be veterans typically do so by making such concessions to utility "
"and survival.\n"
"\n"
"Special Notes: their skill at skirmishing allows fencers to dart right past "
"an opponent, ignoring zones of control."
"Special Notes: their skill at skirmishing allows these fencers to dart right "
"past an opponent, ignoring zones of control."
#: data/units/Duelist.cfg:37 data/units/Fencer.cfg:24
#: data/units/Master_at_Arms.cfg:38
@ -6471,7 +6492,7 @@ msgid ""
"upon bursts of chilling ethereal wind to smite those who oppose them."
msgstr ""
"Eschewing the study of healing in favour of more aggressive uses of magic, "
"Elvish Sorceresses have become quite proficient at ranged combat. Their "
"Elvish Sorceresses have become quite proficient at ranged combat. Their "
"entangling attack is notably more effective than that of the Elvish Shaman, "
"and they can call upon bursts of chilling ethereal wind to smite those who "
"oppose them."
@ -6486,7 +6507,7 @@ msgid ""
"developed their faerie side, they transform into creatures of both worlds, "
"wielding powerful magic against their enemies."
msgstr ""
"Elvish Sylphs are scions of beauty in the mortal plane. Having fully "
"Elvish Sylphs are scions of beauty in the mortal plane. Having fully "
"developed their faerie side, they transform into creatures of both worlds, "
"wielding powerful magic against their enemies."
@ -6651,7 +6672,6 @@ msgid "General"
msgstr "General"
#: data/units/General.cfg:28
#, fuzzy
msgid ""
"As the leaders of their armies, Generals are responsible for the protection "
"of large or important areas in the kingdoms they swore fealty to. Their "
@ -6661,10 +6681,13 @@ msgid ""
"to deal more damage in combat, though this only applies to units of lower "
"level."
msgstr ""
"As the great leaders of the human armies, Generals are responsible for the "
"protection of large or important areas in the human kingdoms. Generals can "
"coordinate the attacks of level 1 and 2 units, thereby increasing their "
"fighting efficiency."
"As the leaders of their armies, Generals are responsible for the protection "
"of large or important areas in the kingdoms they swore fealty to. Their "
"training and experience suffice to carry out these orders.\n"
"\n"
"Special Notes: the leadership of a General enables friendly units next to it "
"to deal more damage in combat, though this only applies to units of lower "
"level."
#: data/units/Ghost.cfg:3
msgid "Ghost"
@ -6690,7 +6713,6 @@ msgid "Ghoul"
msgstr "Ghoul"
#: data/units/Ghoul.cfg:20
#, fuzzy
msgid ""
"Only those who have delved into the circles of necromancy know what must be "
"done to turn a person into a ghoul, and it is a secret they are not telling. "
@ -6707,11 +6729,11 @@ msgid ""
"healer."
msgstr ""
"Only those who have delved into the circles of necromancy know what must be "
"done to turn a person into a ghoul, and it is a secret they are not "
"telling. Whatever unspeakable rites they have performed, the result is a "
"beast that knows nothing of its days as a human being, a creature that "
"shambles about as naked as the day it was born, and gorges itself on the "
"flesh of the dead.\n"
"done to turn a person into a ghoul, and it is a secret they are not telling. "
"Whatever unspeakable rites they have performed, the result is a beast that "
"knows nothing of its days as a human being, a creature that shambles about "
"as naked as the day it was born, and gorges itself on the flesh of the "
"dead.\n"
"\n"
"It is because of such things that necromancy is condemned with an almost "
"primal hatred.\n"
@ -6890,7 +6912,6 @@ msgid "Grand Marshal"
msgstr "Grand Marshal"
#: data/units/Grand_Marshal.cfg:24
#, fuzzy
msgid ""
"The rank of Grand Marshal is one of the most esteemed in the armies of "
"humanity, and those who bear its title have surpassed many trials by fire, "
@ -6902,10 +6923,13 @@ msgid ""
"lower level."
msgstr ""
"The rank of Grand Marshal is one of the most esteemed in the armies of "
"humanity, and those who bear this title have surpassed many trials by fire, "
"proving their considerable mettle at both personal combat and tactical "
"facility. Their presence on the battlefield is of great aid to those "
"serving beneath them."
"humanity, and those who bear its title have surpassed many trials by fire, "
"proving their tactical facility and their considerable mettle at personal "
"combat.\n"
"\n"
"Special Notes: the leadership of a Grand Marshal enables friendly units next "
"to it to deal more damage in combat, though this only applies to units of "
"lower level."
#: data/units/Great_Mage.cfg:3
msgid "Great Mage"
@ -7286,7 +7310,6 @@ msgid "Lieutenant"
msgstr "Lieutenant"
#: data/units/Lieutenant.cfg:23
#, fuzzy
msgid ""
"Trained at swords and crossbows, Lieutenants lead small groups of human "
"soldiers, coordinating their attacks.\n"
@ -7296,8 +7319,11 @@ msgid ""
"level."
msgstr ""
"Trained at swords and crossbows, Lieutenants lead small groups of human "
"soldiers, coordinating their attacks and increasing the fighting ability of "
"those of lower rank around them."
"soldiers, coordinating their attacks.\n"
"\n"
"Special Notes: the leadership of a Lieutenant enables friendly units next to "
"it to deal more damage in combat, though this only applies to units of lower "
"level."
#: data/units/Longbowman.cfg:3
msgid "Longbowman"
@ -7499,7 +7525,6 @@ msgid "female^Mermaid Diviner"
msgstr "Mermaid Diviner"
#: data/units/Mermaid_Diviner.cfg:28
#, fuzzy
msgid ""
"Mermaid Priestesses meet their calling with a fervor that leaves their human "
"counterparts somewhat taken aback. This may have its roots in a legend they "
@ -7514,20 +7539,18 @@ msgid ""
"power of Illumination, which increases the lighting level in the area "
"adjacent to the mermaid."
msgstr ""
"After years of experience, the most devout of white magi are bestowed with "
"vast spiritual powers. By strict devotion to the path of the light, they can "
"call upon its aid to chase away the shadows of the night.\n"
"Mermaid Priestesses meet their calling with a fervour that leaves their human "
"counterparts somewhat taken aback. This may have its roots in a legend they "
"recite, telling of a nameless, shadowy horror which was once the bane of "
"their people. Though little is told about it, it is clear that it was the "
"power of the light which somehow defeated it, and made their people safe.\n"
"\n"
"Following a strict code of piety and honour, these men and women work "
"tirelessly to bring life and order to the troubled world in which they "
"live.\n"
"\n"
"Special Notes: the light cast by a mage of light is magical in nature, and "
"always has a high chance of hitting an opponent. This light does tremendous "
"damage to the undead, and even does some to living creatures. Magi of Light "
"are capable of healing units around them, and curing them of poison. They "
"also have the power of Illumination, which increases the lighting level in "
"the area adjacent to the mage."
"Special Notes: the light cast by a diviner is magical in nature, and always "
"has a high chance of hitting an opponent. This light does tremendous damage "
"to the undead, and even does some to living creatures. Diviners are capable "
"of healing units around them, and curing them of poison. They also have the "
"power of Illumination, which increases the lighting level in the area "
"adjacent to the mermaid."
#: data/units/Mermaid_Enchantress.cfg:3
msgid "female^Mermaid Enchantress"
@ -7573,7 +7596,6 @@ msgid "female^Mermaid Priestess"
msgstr "Mermaid Priestess"
#: data/units/Mermaid_Priestess.cfg:23
#, fuzzy
msgid ""
"Mermen share the creed that much of humanity follows, though for cultural "
"reasons, the upholding of this is left to the mermaids, who are more "
@ -7588,21 +7610,18 @@ msgid ""
"damage to the undead, and even does some to living creatures. Priestesses "
"are capable of healing units around them, and curing them of poison."
msgstr ""
"Some magi, as they learn about the world around them, and learn the truth of "
"the suffering and squalor in which humanity too often lives, find that they "
"cannot bring themselves to be cloistered into a life of study. These men and "
"women give up the life of a mage, and join monastic orders, dedicating the "
"skills they have been given to the good of all. After their ordination, they "
"often travel the world, ministering to sickness and injury.\n"
"Mermen share the creed that much of humanity follows, though for cultural "
"reasons, the upholding of this is left to the mermaids, who are more "
"intellectually inclined. It is they who dedicate themselves to the ideal of "
"bringing peace and life to the world, and they who study the arts of "
"battling sickness and injury, maladies which they share in no small part "
"with humanity. Their diligence and piety also grant them certain spiritual "
"powers, allowing them to guard their people against the unworldly.\n"
"\n"
"Though not trained for combat, there is one enemy against which they are a "
"potent ally. If need arises, they can call on the power of the Light to "
"banish the unworldly from the mortal plane.\n"
"\n"
"Special Notes: the light cast by a white mage is magical in nature, and "
"Special Notes: the light cast by a priestess is magical in nature, and "
"always has a high chance of hitting an opponent. This light does tremendous "
"damage to the undead, and can even damage living creatures. White magi are "
"capable of healing units around them, and curing them of poison."
"damage to the undead, and even does some to living creatures. Priestesses "
"are capable of healing units around them, and curing them of poison."
#: data/units/Mermaid_Siren.cfg:3
msgid "Siren"
@ -7679,8 +7698,8 @@ msgid ""
"can even do so on land, though not nearly as well as a creature with legs."
msgstr ""
"With their towering shields, the Merman Hoplites form the elite guard of the "
"watery realm. Their powerful armour and rigid discipline allow them to hold "
"a steadfast line against the rages of battle. In times of desperation, they "
"watery realm. Their powerful armour and rigid discipline allow them to hold "
"a steadfast line against the rages of battle. In times of desperation, they "
"can even do so on land, though not nearly as well as a creature with legs."
#: data/units/Merman_Hunter.cfg:3
@ -7777,7 +7796,7 @@ msgid ""
"The Mermen Warriors form the core of the mermen armies. Wielding powerful "
"tridents, they are a bane to any who dare enter their waters."
msgstr ""
"The Mermen Warriors form the core of the mermen armies. Wielding powerful "
"The Mermen Warriors form the core of the mermen armies. Wielding powerful "
"tridents, they are a bane to any who dare enter their waters."
#: data/units/Mounted_Fighter.cfg:3
@ -7837,9 +7856,9 @@ msgid ""
"somewhat frail in form, but often much more nimble than their opponents."
msgstr ""
"The serpentine naga are one of the few races capable of any meaningful "
"mobility in water, giving them a whole world forbidden to land dwellers. "
"mobility in water, giving them a whole world forbidden to land dwellers. "
"Still, they are not true creatures of the sea, and their inability to "
"breathe water leaves them in trepidation of the abyss. They are small, and "
"breathe water leaves them in trepidation of the abyss. They are small, and "
"somewhat frail in form, but often much more nimble than their opponents."
#: data/units/Naga-Fighter.cfg:39
@ -7859,8 +7878,8 @@ msgid ""
"allows them a deadly mobility."
msgstr ""
"The most practised of the naga blademasters are initiated into the caste of "
"the Myrmidon, masters of their twin-bladed art. They strike as fast as the "
"snakes which they resemble, and dance away from attacks with grace. Not "
"the Myrmidon, masters of their twin-bladed art. They strike as fast as the "
"snakes which they resemble, and dance away from attacks with grace. Not "
"only are they potent enemies on any open terrain, but their ability to swim "
"allows them a deadly mobility."
@ -7877,8 +7896,8 @@ msgid ""
"allows them a deadly mobility."
msgstr ""
"The most practised of the nagini blademasters are initiated into the caste "
"of the Myrmidon, masters of their twin-bladed art. They strike as fast as "
"the snakes which they resemble, and dance away from attacks with grace. Not "
"of the Myrmidon, masters of their twin-bladed art. They strike as fast as "
"the snakes which they resemble, and dance away from attacks with grace. Not "
"only are they potent enemies on any open terrain, but their ability to swim "
"allows them a deadly mobility."
@ -7896,10 +7915,10 @@ msgid ""
"greatly impedes their ability to do this."
msgstr ""
"Many of the young warriors of the naga aspire for the day when they merit "
"their second blade. Their martial practice of using twin blades is wholly "
"their second blade. Their martial practice of using twin blades is wholly "
"unlike that of the Orcs and other races, for they have begun to learn the "
"art of using their serpentine form to best effect, twisting and turning to "
"dodge from blows. This makes them potent on land, but the friction of water "
"dodge from blows. This makes them potent on land, but the friction of water "
"greatly impedes their ability to do this."
#: data/units/Naga-Warrior.cfg:43
@ -8116,9 +8135,9 @@ msgid ""
"in battle: if the Leader is lost, so is the battle."
msgstr ""
"Orcish Leaders are the chiefs of their tribe. They make the important "
"decisions and lead their people into battle. They carry a bow out of "
"decisions and lead their people into battle. They carry a bow out of "
"necessity, but are much more skilled with the sword; all in all, they are "
"powerful fighters. Their natural leadership skills make them very precious "
"powerful fighters. Their natural leadership skills make them very precious "
"in battle: if the Leader is lost, so is the battle."
#: data/units/Orcish_Ruler.cfg:3
@ -8134,9 +8153,9 @@ msgid ""
"in battle: if the Ruler is lost, so is the battle."
msgstr ""
"Orcish Rulers are the chiefs of their tribe. They make the important "
"decisions and lead their people into battle. They carry a bow out of "
"decisions and lead their people into battle. They carry a bow out of "
"necessity, but are much more skilled with the sword; all in all, they are "
"powerful fighters. Their natural leadership skills make them very precious "
"powerful fighters. Their natural leadership skills make them very precious "
"in battle: if the Ruler is lost, so is the battle."
#: data/units/Orcish_Shaman.cfg:3
@ -8256,9 +8275,9 @@ msgid ""
"in battle: if the Sovereign is lost, so is the battle."
msgstr ""
"Orcish Sovereigns are the chiefs of their tribe. They make the important "
"decisions and lead their people into battle. They carry a bow out of "
"decisions and lead their people into battle. They carry a bow out of "
"necessity, but are much more skilled with the sword; all in all, they are "
"powerful fighters. Their natural leadership skills make them very precious "
"powerful fighters. Their natural leadership skills make them very precious "
"in battle: if the Sovereign is lost, so is the battle."
#: data/units/Orcish_Warlord.cfg:3
@ -8374,7 +8393,6 @@ msgstr ""
"the unworldly, and has trained in ministering to the wounds of his comrades."
#: data/units/Paladin.cfg:26
#, fuzzy
msgid ""
"\n"
"\n"
@ -8389,7 +8407,7 @@ msgstr ""
"Special Notes: the Paladin's charging lance attack doubles both damage dealt "
"and received. This does not affect his defensive retaliation. The Paladin's "
"holy attack with his sword deals tremendous damage to the undead, and even "
"some to living creatures. Paladins are capable of some healing, though they "
"some to living creatures. Paladins are capable of some healing, though they "
"can only delay the effects of poison, not cure them entirely."
#: data/units/Peasant.cfg:3
@ -8834,7 +8852,6 @@ msgid "Silver Mage"
msgstr "Silver Mage"
#: data/units/Silver_Mage.cfg:29 data/units/Silver_Mage.cfg:165
#, fuzzy
msgid ""
"The many paths that a mage can take in study lead to strikingly different "
"ends. The silver magi have devoted themselves to a study of the forces that "
@ -8863,20 +8880,20 @@ msgid ""
"village must be unoccupied."
msgstr ""
"The many paths that a mage can take in study lead to strikingly different "
"ends. Silver magi have devoted themselves to a study of the forces that bind "
"the world together, and have managed, somewhat, to lift the veil of a world "
"far more vast than most men would ever imagine. Often viewed as sages, or "
"wandering mystics, silver magi act under an agenda which is obscure even to "
"their own colleagues. Though helpful to the magisteriums which often employ "
"them in the field, they remain somewhat aloof.\n"
"ends. Silver magi have devoted themselves to a study of the forces that "
"bind reality together, and have managed, somewhat, to unravel the mysteries "
"of a world far more vast than most would ever imagine. Often viewed as "
"sages, or wandering mystics, silver magi act under an agenda which is "
"obscure even to their own colleagues. Though helpful to the magisteriums "
"which often employ them in the field, they remain somewhat aloof.\n"
"\n"
"They have, in fact, their own order among the ranks of magi, an order which "
"withholds certain secrets from their peers. One of these is an apparent "
"ability to cross great distances, faster than one could possibly travel on "
"foot. Members of the silver order ardently refuse to discuss the workings of "
"this with any of their fellow magi, and on those rare occasions when others "
"have pried into their work, they have always abandoned the endeavour, never "
"to speak of it again.\n"
"They have, in fact, their own order among the ranks of magi, an order "
"which withholds certain secrets from their peers. One of these is an "
"apparent ability to cross great distances, faster than one could possibly "
"travel on foot. Members of the silver order ardently refuse to discuss the "
"workings of this with any of their fellow magi, and on those rare occasions "
"when others have pried into their work, they have abandoned the endeavour, "
"never to speak of it again.\n"
"\n"
"Silver magi are often more physically adept than other magi, and their "
"skills are of undeniable use on the battlefield, if one can manage to coerce "
@ -8964,9 +8981,9 @@ msgid ""
"borne of the anguish of their empty and incoherent existence."
msgstr ""
"The most powerful of the undead archers invariably end up being those who "
"were themselves archers in their previous life. They wander the fields of "
"were themselves archers in their previous life. They wander the fields of "
"battle, guided by the fading memory of their former skill, neither knowing, "
"nor caring what their purpose, or foes be. They are driven only by a malice "
"nor caring what their purpose, or foes be. They are driven only by a malice "
"borne of the anguish of their empty and incoherent existence."
#: data/units/Soulless.cfg:3 data/units/Soulless.cfg:76
@ -9435,6 +9452,15 @@ msgid ""
"mounts have a rather easy time traversing the mountains, though water and "
"woods will still slow them down."
msgstr ""
"No one is quite sure how the practice of taming and riding wolves came into "
"being. Goblins are smaller and much weaker than orcs. Any who can manage to "
"win themselves a mount have a much safer, and daresay, more amusing role in "
"combat.\n"
"\n"
"Wolves, likely, could never support the weight of a man in plate, but a "
"goblin in leather armour is a simple load to bear. Quite unlike horses, these "
"mounts have a rather easy time traversing the mountains, though water and "
"woods will still slow them down."
#: data/units/Wose.cfg:3
msgid "Wose"
@ -9490,6 +9516,19 @@ msgid ""
"renew the wraith. Wraiths have very unusual resistances to damage, and move "
"quite slowly over open water."
msgstr ""
"These tortured forms of what were once warriors are among the most "
"terrifying things a necromancer can create, for a sword will cleave right "
"through them, as through air itself. What inspires such fear is the thought "
"that these beasts are invincible, a belief that is actually far from the "
"truth.\n"
"\n"
"Because of this, a means was made by which the enchantments that drive these "
"creatures could renew themselves through the very thing which threatened "
"them.\n"
"\n"
"Special Notes: a strike from their blade will drain life from the victim, to "
"renew the wraith. Wraiths have very unusual resistances to damage, and move "
"quite slowly over open water."
#: data/units/Yeti.cfg:3
msgid "Yeti"
@ -10961,7 +11000,7 @@ msgstr "Choose weapon:"
msgid ""
"You have not started your turn yet. Do you really want to end your turn?"
msgstr ""
"You have not started your turn yet. Do you really want to end your turn?"
"You have not started your turn yet. Do you really want to end your turn?"
#: src/playturn.cpp:1319 src/playturn.cpp:1324
msgid "Some units have movement left. Do you really want to end your turn?"
@ -11534,12 +11573,6 @@ msgstr "neutral"
#~ "\n"
#~ "Other special traits that may be assigned to units are:"
#~ msgid "Tundra"
#~ msgstr "Tundra"
#~ msgid "2p - Icy Waters"
#~ msgstr "2p - Icy Waters"
#~ msgid ""
#~ "Battle in and around the icy waters of this crucial harbor in North "
#~ "Wesnoth."
@ -12091,14 +12124,14 @@ msgstr "neutral"
#~ msgstr ""
#~ "The most devout and pious amongst the mermaids gain the striking power of "
#~ "illumination, which prevents their surroundings from ever seeing true "
#~ "night. Their power is a stalwart counter to the forces of darkness."
#~ "night. Their power is a stalwart counter to the forces of darkness."
#~ msgid ""
#~ "Young Mermaids are often initiated in the water magics of their people. "
#~ "Despite their frailty, this makes them formidable opponents, as they can "
#~ "call upon the very water about them to smite their enemies."
#~ msgstr ""
#~ "Young Mermaids are often initiated in the water magics of their people. "
#~ "Young Mermaids are often initiated in the water magics of their people. "
#~ "Despite their frailty, this makes them formidable opponents, as they can "
#~ "call upon the very water about them to smite their enemies."
@ -12107,7 +12140,7 @@ msgstr "neutral"
#~ "leaves them quite capable of ministering to the wounds of their comrades, "
#~ "as well as being a potent defense against the unworldly."
#~ msgstr ""
#~ "The more learned among the mermaids often take a path of holy study. "
#~ "The more learned among the mermaids often take a path of holy study. "
#~ "This leaves them quite capable of ministering to the wounds of their "
#~ "comrades, as well as being a potent defence against the unworldly."
@ -12210,20 +12243,6 @@ msgstr "neutral"
#~ "caverns, Wolf Riders can brave even the mountains, unlike most other "
#~ "mounted units."
#~ msgid ""
#~ "Wraiths are some of the most powerful ghosts in the undead ranks. They "
#~ "can summon a spectral sword that drains the life out of their foes, "
#~ "thereby strengthening themselves. They also have a terrible wail that "
#~ "freezes the heart of the weak."
#~ msgstr ""
#~ "Wraiths are some of the most powerful ghosts in the undead ranks. They "
#~ "can summon a spectral sword that drains the life out of their foes, "
#~ "thereby strengthening themselves. They also have a terrible wail that "
#~ "freezes the heart of the weak."
#~ msgid "Vera.ttf"
#~ msgstr "Vera.ttf"
#~ msgid ""
#~ "There are two types of combat in Battle for Wesnoth, short- and long-"
#~ "ranged, but both of them take place between units in adjacent hexes. "
@ -12241,21 +12260,6 @@ msgstr "neutral"
#~ "and defender alternate attacks until each has used their allotted number "
#~ "of attacks."
#~ msgid "tough"
#~ msgstr "tough"
#~ msgid ""
#~ "Sometimes starved and ravenous humans who are forced to eat human corpses "
#~ "awake after their deaths to find that they are trapped in a tortured "
#~ "existence as Ghouls."
#~ msgstr ""
#~ "Sometimes starved and ravenous humans who are forced to eat human corpses "
#~ "awake after their deaths to find that they are trapped in a tortured "
#~ "existence as Ghouls."
#~ msgid "satiated"
#~ msgstr "satiated"
#~ msgid ""
#~ "Assassins are masters of the night. Like Rogues, they can surround and "
#~ "backstab an opponent, doing double damage. They can also throw poison-"
@ -12285,26 +12289,6 @@ msgstr "neutral"
#~ "as rigorous a training as the spearman or heavy infantry, because their "
#~ "battle tactics require more finesse than brute strength."
#~ msgid ""
#~ "The best riders in Wesnoth are recruited into the military to become "
#~ "Cavalrymen. A Cavalryman, strictly disciplined, does not charge across "
#~ "the field of battle like a horseman, but makes more of an effort to hold "
#~ "his position."
#~ msgstr ""
#~ "The best riders in Wesnoth are recruited into the military to become "
#~ "Cavalrymen. A Cavalryman, strictly disciplined, does not charge across "
#~ "the field of battle like a horseman, but makes more of an effort to hold "
#~ "his position."
#~ msgid ""
#~ "Duelists are masters of the art of swordplay. Their skill with the rapier "
#~ "allows them to attack and parry with only one hand, while they wield a "
#~ "crossbow in the other to shoot distant foes."
#~ msgstr ""
#~ "Duellists are masters of the art of swordplay. Their skill with the "
#~ "rapier allows them to attack and parry with only one hand, while they "
#~ "wield a crossbow in the other to shoot distant foes."
#~ msgid ""
#~ "The guardians of the great dwarvish cities, they blast at their enemies "
#~ "using fire from what are called dragonstaves. They are the chief "
@ -12415,8 +12399,8 @@ msgstr "neutral"
#~ "when defending."
#~ msgstr ""
#~ "Javelineers have mastered the use of the pointy sticks they were given as "
#~ "recruits. Dangerous in melee, they have also developed their skill at "
#~ "throwing their javelins, making them potent in both demesnes of combat. "
#~ "recruits. Dangerous in melee, they have also developed their skill at "
#~ "throwing their javelins, making them potent in both demesnes of combat. "
#~ "Because of the length of their spears, they strike first in melee, even "
#~ "when defending."
@ -12540,11 +12524,11 @@ msgstr "neutral"
#~ "incur the wrath of these otherwise kind and curious beings."
#~ msgstr ""
#~ "Terrible and awe-inspiring, the most ancient of woses grow to a "
#~ "tremendous size. They are a thing rarely seen outside of legend, wherein "
#~ "tremendous size. They are a thing rarely seen outside of legend, wherein "
#~ "they are said to kick aside their enemies like sticks and feathers, and "
#~ "to possess an unearthly strength, crushing the greatest of boulders into "
#~ "powder, as though all the strength of a tree to grow and split through "
#~ "stone over the course of years was brought to bear in a mere moment. "
#~ "stone over the course of years was brought to bear in a mere moment. "
#~ "These same legends speak of their tireless stewardship of the forests of "
#~ "the world, the desecration of which is often the only thing which could "
#~ "incur the wrath of these otherwise kind and curious beings."
@ -12920,9 +12904,6 @@ msgstr "neutral"
#~ "very flammable. By drawing nutrients from the ground and energy from the "
#~ "sun, Woses can regrow missing limbs after a fight."
#~ msgid "Socket error"
#~ msgstr "Socket error"
#~ msgid ""
#~ "A noble at birth, the Princess has learnt swordplay with the greatest "
#~ "generals, and battle tactics with the greatest sages, making her both a "
@ -12935,6 +12916,3 @@ msgstr "neutral"
#~ "great combatant and leader. The units of lower level around the Princess "
#~ "will fight better due to her presence. The Princess is a skilled "
#~ "skirmisher, and ignores enemy zones of control."
#~ msgid "Thugs are bandits who use large clubs to beat their victims."
#~ msgstr "Thugs are bandits who use large clubs to subdue their victims."