wesnoth/po/wesnoth-manual/he.po
2008-05-11 14:39:00 +00:00

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# Hebrew translations for Battle for Wesnoth package
# Copyright (C) 2007 Wesnoth Development Team
# This file is distributed under the same license as the Battle for Wesnoth package.
# Automatically generated, 2007.
#
msgid ""
msgstr ""
"Project-Id-Version: Battle for Wesnoth 1.3.7+svn\n"
"POT-Creation-Date: 2008-05-11 16:22+0200\n"
"PO-Revision-Date: 2007-09-16 09:57+0200\n"
"Last-Translator: Automatically generated\n"
"Language-Team: none\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=2; plural=(n != 1);\n"
# type: Attribute 'lang' of: <book>
#: ../../doc/manual/manual.en.xml:4
msgid "en"
msgstr ""
#: ../../doc/manual/manual.en.xml:6
#, fuzzy
msgid "Battle for Wesnoth User's Manual"
msgstr "העזרה של הקרב של ווסנות'"
# type: Content of: <book><preface><title>
#: ../../doc/manual/manual.en.xml:11
msgid "Preface"
msgstr ""
# type: Content of: <book><preface><simpara>
#: ../../doc/manual/manual.en.xml:12
msgid ""
"The Battle for Wesnoth is a turn-based strategy game with a fantasy theme."
msgstr ""
# type: Content of: <book><preface><simpara>
#: ../../doc/manual/manual.en.xml:14
msgid ""
"<emphasis>Build up a great army</emphasis>, gradually turning raw recruits "
"into hardened veterans. In later games, recall your toughest warriors and "
"form a deadly host against whom none can stand! Choose units from a large "
"pool of specialists, and hand pick a force with the right strengths to fight "
"well on different terrains against all manner of opposition."
msgstr ""
# type: Content of: <book><preface><simpara>
#: ../../doc/manual/manual.en.xml:20
msgid ""
"Wesnoth has many different sagas waiting to be played out. You can battle "
"orcs, undead, and bandits on the marches of the Kingdom of Wesnoth; fight "
"alongside dragons in the lofty peaks, elves in the green reaches of the "
"Aethenwood, dwarves in the great halls of Knalga, or even merfolk in the Bay "
"of Pearls. You can fight to regain the throne of Wesnoth, or use your dread "
"power over the Undead to dominate the land of mortals, or lead your glorious "
"Orcish tribe to victory against the humans who dared despoil your lands."
msgstr ""
# type: Content of: <book><preface><simpara>
#: ../../doc/manual/manual.en.xml:29
msgid ""
"You will be able to select from among over two hundred unit types (infantry, "
"cavalry, archers, and mages are just the beginning) and fight actions "
"ranging from small-unit ambushes to clashes of vast armies. You can even "
"create your own custom units, and write your own scenarios or even full-"
"blown campaigns. You can also challenge your friends or strangers and "
"fight in epic <emphasis>multi-player</emphasis> fantasy battles."
msgstr ""
# type: Content of: <book><chapter><title>
#: ../../doc/manual/manual.en.xml:39
msgid "Getting Started"
msgstr ""
# type: Content of: <book><chapter><section><title>
#: ../../doc/manual/manual.en.xml:41
msgid "The World"
msgstr ""
# type: Content of: <book><chapter><section><simpara>
#: ../../doc/manual/manual.en.xml:42
msgid ""
"The known portion of the Great Continent, on which Wesnoth abides, is "
"generally divided into three areas: the northlands, which are generally "
"lawless; the kingdom of Wesnoth and its occasional principality, Elensefar; "
"and the domain of the Southwest Elves in the Aethenwood and beyond."
msgstr ""
# type: Content of: <book><chapter><section><simpara>
#: ../../doc/manual/manual.en.xml:48
msgid ""
"The Kingdom of Wesnoth lies in the center of this land. Its borders are the "
"Great River to the north, the Lower Hills in the east and south, the Green "
"Swamp to the southwest, and the Ocean to the west. Elensefar, a once-"
"province of Wesnoth, is bordered by the Great River to the north, a loosely "
"defined line with Wesnoth to the east, the Bay of Pearls to the south, and "
"the ocean to the west. There is no government of the Northlands. Various "
"groups of orcs, dwarves, barbarians and elves populate the region. The "
"northern and eastern borders are not defined, the southern border is the "
"Great River, and the western border is the Ocean."
msgstr ""
# type: Content of: <book><chapter><section><simpara>
#: ../../doc/manual/manual.en.xml:58
msgid ""
"Over the land are scattered villages where you can heal your troops and "
"gather the income required to support your army. You will also have to cross "
"mountains and rivers, push through forests, hills and tundra, and cross open "
"grassland. In each of these areas different creatures have adapted to live "
"there and can travel more easily and fight better when they are in familiar "
"terrain."
msgstr ""
# type: Content of: <book><chapter><section><section><title>
#: ../../doc/manual/manual.en.xml:66
msgid "The Creatures"
msgstr ""
# type: Content of: <book><chapter><section><section><simpara>
#: ../../doc/manual/manual.en.xml:67
msgid ""
"In the world of Wesnoth there dwell humans, elves, dwarves, orcs, drakes, "
"saurians, mermen, nagas, and many other races yet more obscure and wondrous. "
"In accursed lands walk undead and ghosts and specters. Each has adapted to "
"particular terrains. Humans inhabit primarily the temperate grasslands. In "
"the hills, mountains and underground caves orcs and dwarves are most at "
"home. In the forests the elves reign supreme. In the oceans and rivers "
"mermen and nagas dominate."
msgstr ""
# type: Content of: <book><chapter><section><section><simpara>
#: ../../doc/manual/manual.en.xml:75
msgid ""
"For game purposes, the races group into factions; for example, orcs often "
"cooperate with trolls, and elves or dwarves with humans. Some other factions "
"reflect divisions within human society &#8212; loyalists vs. outlaws, for "
"example. In most campaigns, you will control units drawn a single faction. "
"But sometimes factions make alliances with others, so you may face more than "
"one faction in a scenario."
msgstr ""
# type: Content of: <book><chapter><section><title>
#: ../../doc/manual/manual.en.xml:85
msgid "Finding Your Way"
msgstr ""
# type: Content of: <book><chapter><section><simpara>
#: ../../doc/manual/manual.en.xml:86
msgid ""
"When Wesnoth first starts it displays an initial background and a column of "
"buttons called the Main Menu. The buttons only work with a mouse. For the "
"impatient, we recommend you: click the \"Language\" button to set your "
"language; then click the \"Tutorial\" button to run the tutorial; and then "
"play the campaign, \"A Tale of Two Brothers\" by clicking the \"Campaign\" "
"button and selecting it from the list provided."
msgstr ""
# type: Content of: <book><chapter><section><simpara><inlinemediaobject>
#: ../../doc/manual/manual.en.xml:93
msgid ""
"<inlinemediaobject> <imageobject> <imagedata fileref=\"images/main-menu.jpg"
"\"/> </imageobject>"
msgstr ""
# type: Content of: <book><chapter><section><section><table><tgroup><tbody><row><entry>
#: ../../doc/manual/manual.en.xml:98 ../../doc/manual/manual.en.xml:320
#: ../../doc/manual/manual.en.xml:374 ../../doc/manual/manual.en.xml:387
#: ../../doc/manual/manual.en.xml:453 ../../doc/manual/manual.en.xml:1016
#: ../../doc/manual/manual.en.xml:1132 ../../doc/manual/manual.en.xml:1154
#: ../../doc/manual/manual.en.xml:1176 ../../doc/manual/manual.en.xml:1198
#: ../../doc/manual/manual.en.xml:1220 ../../doc/manual/manual.en.xml:1242
#: ../../doc/manual/manual.en.xml:1264 ../../doc/manual/manual.en.xml:1986
#: ../../doc/manual/manual.en.xml:2002 ../../doc/manual/manual.en.xml:2018
#: ../../doc/manual/manual.en.xml:2034 ../../doc/manual/manual.en.xml:2050
msgid "</inlinemediaobject>"
msgstr ""
#: ../../doc/manual/manual.en.xml:103
msgid "Tutorial"
msgstr "הדרכה"
# type: Content of: <book><chapter><section><variablelist><varlistentry><listitem><simpara>
#: ../../doc/manual/manual.en.xml:107
msgid ""
"The tutorial is a real, but basic, game which teaches you some of the basic "
"controls needed to play the game. Winning or losing is not important here, "
"but learning what to do is. Click the Tutorial button to play. In the "
"Tutorial you are in the role of the prince Konrad or the princess Li'sar, "
"learning from the Elder Mage Delfador - pay attention or he might turn you "
"into a newt."
msgstr ""
#: ../../doc/manual/manual.en.xml:119
msgid "Campaign"
msgstr "מערכה"
# type: Content of: <book><chapter><section><variablelist><varlistentry><listitem><simpara>
#: ../../doc/manual/manual.en.xml:123
msgid ""
"Wesnoth was primarily designed to play campaigns. Campaigns are a series of "
"connected scenarios. Click this button to start a new campaign. You will be "
"presented with a list of campaigns available on your computer (more can be "
"downloaded if you wish). Select your campaign and click OK to start or "
"Cancel to quit. Each campaign has a difficulty level: easy, medium (normal), "
"and hard. We recommend medium as this level is challenging, but not "
"difficult. You may not change the difficulty during the campaign. In case "
"you have serious problems fighting your way through easy difficulty, the "
"guide about <link linkend=\"basic_strategy\">Basic Strategy</link> will "
"surely help you. Once you have selected the difficulty, you will start with "
"the first scenario of the campaign."
msgstr ""
#: ../../doc/manual/manual.en.xml:140
msgid "Multiplayer"
msgstr "רב משתתפים"
# type: Content of: <book><chapter><section><variablelist><varlistentry><listitem><simpara>
#: ../../doc/manual/manual.en.xml:144
msgid ""
"Click this button to play single scenarios against one or more opponents. "
"You can play the games over the internet or at your computer, against "
"computer or human opponents. When you select this button a dialogue will "
"appear and allow you to choose how you want to play the scenario. To learn "
"more, see <link linkend=\"scenarios\">scenarios</link>."
msgstr ""
# type: Content of: <book><chapter><section><variablelist><varlistentry><term>
#: ../../doc/manual/manual.en.xml:154
msgid "Load"
msgstr ""
# type: Content of: <book><chapter><section><variablelist><varlistentry><listitem><simpara>
#: ../../doc/manual/manual.en.xml:158
msgid ""
"Click this button to load a previously saved game. You will be shown a "
"dialogue listing saved games. Select the game and click Ok to load and "
"continue, or Cancel to return to the Main Menu. If you select a replay game, "
"you can check the Replay check box. The loaded game will make all the moves "
"from the beginning while you watch."
msgstr ""
# type: Content of: <book><chapter><section><variablelist><varlistentry><term>
#: ../../doc/manual/manual.en.xml:168
msgid "Add-ons"
msgstr ""
# type: Content of: <book><chapter><section><variablelist><varlistentry><listitem><simpara>
#: ../../doc/manual/manual.en.xml:172
msgid ""
"Click this button to enter the content server where a whole lot of content "
"created by normal users is hosted. Among the things available there are many "
"campaigns, multiplayer eras (defining factions for multiplayer games) and "
"multiplayer maps. With the \"Remove Add-ons\" button you can remove them "
"again once you do not want them anymore."
msgstr ""
#: ../../doc/manual/manual.en.xml:182
msgid "Language"
msgstr "שפה"
# type: Content of: <book><chapter><section><variablelist><varlistentry><listitem><simpara>
#: ../../doc/manual/manual.en.xml:186
msgid ""
"Click this button, select your language, and click OK to use it, or Cancel "
"to continue with the current language. The first time Wesnoth starts, it "
"defaults to English or your system locale if that can be determined, but "
"once you change it, it will start in that language."
msgstr ""
#: ../../doc/manual/manual.en.xml:195
msgid "Preferences"
msgstr "העדפות"
# type: Content of: <book><chapter><section><variablelist><varlistentry><listitem><simpara>
#: ../../doc/manual/manual.en.xml:199
msgid "Click here to change default settings."
msgstr ""
# type: Content of: <book><chapter><section><variablelist><varlistentry><term>
#: ../../doc/manual/manual.en.xml:205
msgid "Credits"
msgstr ""
# type: Content of: <book><chapter><section><variablelist><varlistentry><listitem><simpara>
#: ../../doc/manual/manual.en.xml:209
msgid ""
"Click this button for a list of major Wesnoth contributors. You will often "
"be able to reach them in real time at irc.freenode.org:6667 on #wesnoth."
msgstr ""
#: ../../doc/manual/manual.en.xml:217
msgid "Quit"
msgstr "צא"
# type: Content of: <book><chapter><section><variablelist><varlistentry><listitem><simpara>
#: ../../doc/manual/manual.en.xml:221
msgid "Click this button to close Wesnoth."
msgstr ""
# type: Content of: <book><chapter><section><variablelist><varlistentry><term>
#: ../../doc/manual/manual.en.xml:227
msgid "Help"
msgstr ""
# type: Content of: <book><chapter><section><variablelist><varlistentry><listitem><simpara>
#: ../../doc/manual/manual.en.xml:231
msgid ""
"Click this button to open the integrated in game Help System. It will "
"provide you with information about units and all other gameplay relevant "
"things of the game. Most of those things are mentioned in this manual."
msgstr ""
# type: Content of: <book><chapter><section><variablelist><varlistentry><term>
#: ../../doc/manual/manual.en.xml:239
msgid "More"
msgstr ""
# type: Content of: <book><chapter><section><variablelist><varlistentry><listitem><simpara>
#: ../../doc/manual/manual.en.xml:243
msgid ""
"Click this button to read the next little tip from the \"Tome of Wesnoth\"."
msgstr ""
# type: Content of: <book><chapter><section><variablelist><varlistentry><term>
#: ../../doc/manual/manual.en.xml:249
msgid "Envelope"
msgstr ""
# type: Content of: <book><chapter><section><variablelist><varlistentry><listitem><simpara>
#: ../../doc/manual/manual.en.xml:253
msgid ""
"Click this button (the icon of an envelope) to open a dialog where you can "
"enable summary uploads which will help us to further balance campaigns. This "
"option is not active by default and all data submitted will be anonymous."
msgstr ""
# type: Content of: <book><chapter><section><title>
#: ../../doc/manual/manual.en.xml:262
msgid "Game Modes"
msgstr ""
# type: Content of: <book><chapter><section><simpara>
#: ../../doc/manual/manual.en.xml:263
msgid "There are two basic ways to play Battle for Wesnoth:"
msgstr ""
# type: Content of: <book><chapter><section><itemizedlist><listitem><simpara>
#: ../../doc/manual/manual.en.xml:268
msgid ""
"Play a sequence of connected scenarios, known as a campaign, against the "
"computer."
msgstr ""
# type: Content of: <book><chapter><section><itemizedlist><listitem><simpara>
#: ../../doc/manual/manual.en.xml:274
msgid "Play a single scenario against computer or human opponents."
msgstr ""
# type: Content of: <book><chapter><section><section><title>
#: ../../doc/manual/manual.en.xml:279
msgid "Campaigns"
msgstr ""
# type: Content of: <book><chapter><section><section><simpara>
#: ../../doc/manual/manual.en.xml:280
msgid ""
"Campaigns are sequences of battles with a connecting storyline. Typical "
"campaigns have about 10-20 scenarios. The main advantage with campaigns is "
"that they allow you to develop your army. As you complete each scenario, the "
"remaining units at the end are saved for you to use in the next scenario. If "
"you choose not to use a unit at all during a scenario it is carried over to "
"the next, so you don't lose units you don't use."
msgstr ""
# type: Content of: <book><chapter><section><section><simpara>
#: ../../doc/manual/manual.en.xml:288
msgid ""
"The campaign is the primary form in which Wesnoth is intended to be played, "
"is probably the most enjoyable, and is the recommended way for new players "
"to learn the game."
msgstr ""
# type: Content of: <book><chapter><section><section><title>
#: ../../doc/manual/manual.en.xml:294
msgid "Scenarios"
msgstr ""
# type: Content of: <book><chapter><section><section><simpara>
#: ../../doc/manual/manual.en.xml:295
msgid ""
"A single scenario takes about 30 minutes to 2 hours to complete. This is the "
"fastest way to play, but your units are not saved and you cannot use "
"campaign units. You can play scenarios against the computer or against other "
"players either over the internet or at your computer. Scenarios are accessed "
"through the \"Multiplayer\" button on the main menu."
msgstr ""
# type: Content of: <book><chapter><section><section><simpara>
#: ../../doc/manual/manual.en.xml:301
msgid ""
"In general multiplayer games are played against other players via the "
"Internet (you can also run them on your LAN if you have one). All these "
"games are co-ordinated through the Wesnoth multiplayer server. Multiplayer "
"games can take anywhere from 1 hour to 10 hours, depending on how many "
"players there are (and the size of the map). The average time is between 3 "
"to 7 hours. Games can be saved and loaded as many times as you like. So, "
"it's possible for some games to last 1 or 2 weeks, even though the play time "
"is only a few hours. You cannot carry over units in multiplayer from one "
"scenario to the next, so building up your army's strength is possible only "
"within the scenario."
msgstr ""
# type: Content of: <book><chapter><section><section><simpara>
#: ../../doc/manual/manual.en.xml:312
msgid ""
"There are several possible options you are provided with when clicking on "
"the \"Multiplayer\" button:"
msgstr ""
# type: Content of: <book><chapter><section><section><simpara><inlinemediaobject>
#: ../../doc/manual/manual.en.xml:315
msgid ""
"<inlinemediaobject> <imageobject> <imagedata fileref=\"images/multiplayer.jpg"
"\"/> </imageobject>"
msgstr ""
# type: Content of: <book><chapter><section><section><section><title>
#: ../../doc/manual/manual.en.xml:323
msgid "Join official Server"
msgstr ""
# type: Content of: <book><chapter><section><section><section><simpara>
#: ../../doc/manual/manual.en.xml:324
msgid ""
"This option directly connects you to the official server. You will end in "
"the lobby where you can create your games as you wish and where many games "
"are already open and maybe some players already waiting to join in a new "
"match."
msgstr ""
# type: Content of: <book><chapter><section><section><section><title>
#: ../../doc/manual/manual.en.xml:330
msgid "Connect to Host/Server"
msgstr ""
# type: Content of: <book><chapter><section><section><section><simpara>
#: ../../doc/manual/manual.en.xml:331
msgid ""
"This option opens a dialog box allowing you to enter the address of the "
"machine to join. In this dialog there also is the button \"View List\" that "
"does show a list of official servers that can be used as backup if the main "
"server is currently not available."
msgstr ""
# type: Content of: <book><chapter><section><section><section><simpara>
#: ../../doc/manual/manual.en.xml:336
msgid ""
"A rather complete list of official and user setup servers is listed at this "
"website: <ulink url=\"http://wesnoth.org/wiki/MultiplayerServers"
"\">Multiplayer servers</ulink>."
msgstr ""
# type: Content of: <book><chapter><section><section><section><simpara>
#: ../../doc/manual/manual.en.xml:339
msgid ""
"To be able to start a multiplayer game without using an external multiplayer "
"server, you have to start the server, which is usually named "
"<emphasis>wesnothd</emphasis>, yourself. Then you have to connect to your "
"own machine in the <emphasis>Connect to Host/Server</emphasis> dialog by "
"typing 127.0.0.1 as adress to use. Other players need to be able to connect "
"to your port 15000 using TCP to play with you on your server. If you are "
"behind a firewall, you will probably need to change your firewall settings "
"to allow incoming connections to port 15000, and tell your firewall to "
"forward such traffic to the machine hosting the game. You should not need to "
"make firewall changes to join games hosted on a public server or by someone "
"else."
msgstr ""
# type: Content of: <book><chapter><section><section><section><title>
#: ../../doc/manual/manual.en.xml:352
msgid "Local Game"
msgstr ""
# type: Content of: <book><chapter><section><section><section><simpara>
#: ../../doc/manual/manual.en.xml:353
msgid ""
"This creates a game just running on your computer. You can either use it as "
"hotseat game where everyone plays at the same computers by taking turns in "
"the <emphasis>hotseat</emphasis>. Hotseat games will take about the same "
"time to play as games played over the Internet. Or you can just play a "
"scenario against AI opponents rather than human players. This can be a good "
"way to become familiar with the various maps that are used for multiplayer "
"games before playing against real opponents. It can also be used as a simple "
"way to explore the capabilities of units from the different factions by "
"choosing which faction you will play and which faction your opponents are in "
"these games. Of course, you can also mix both in one game. That is, play "
"together in a game with a friend against an AI opponent."
msgstr ""
# type: Content of: <book><chapter><section><section><title>
#: ../../doc/manual/manual.en.xml:368
msgid "The Game Screen"
msgstr ""
# type: Content of: <book><chapter><section><section><simpara><inlinemediaobject>
#: ../../doc/manual/manual.en.xml:369
msgid ""
"<inlinemediaobject> <imageobject> <imagedata fileref=\"images/game-screen.jpg"
"\"/> </imageobject>"
msgstr ""
# type: Content of: <book><chapter><section><section><simpara>
#: ../../doc/manual/manual.en.xml:376
msgid ""
"Regardless of whether you are playing a scenario or a campaign, the basic "
"layout of the game screen is the same. The majority of the screen is filled "
"with a map which shows all of the action that takes place in the game. "
"Around the map are various elements which provide useful information about "
"the game and are described in more detail below."
msgstr ""
# type: Content of: <book><chapter><section><section><simpara><inlinemediaobject>
#: ../../doc/manual/manual.en.xml:382
msgid ""
"<inlinemediaobject> <imageobject> <imagedata fileref=\"images/top_pane.jpg\"/"
"> </imageobject>"
msgstr ""
# type: Content of: <book><chapter><section><section><simpara>
#: ../../doc/manual/manual.en.xml:389
msgid ""
"Across the top of the screen from left to right are the following items:"
msgstr ""
# type: Content of: <book><chapter><section><section><orderedlist><listitem><simpara>
#: ../../doc/manual/manual.en.xml:394
msgid "Menu button"
msgstr ""
# type: Content of: <book><chapter><section><section><orderedlist><listitem><simpara>
#: ../../doc/manual/manual.en.xml:399
msgid "Actions button"
msgstr ""
# type: Content of: <book><chapter><section><section><orderedlist><listitem><simpara>
#: ../../doc/manual/manual.en.xml:404
msgid "Turn counter (current turn/maximum number of turns)"
msgstr ""
# type: Content of: <book><chapter><section><section><orderedlist><listitem><simpara>
#: ../../doc/manual/manual.en.xml:409
msgid "Your gold"
msgstr ""
# type: Content of: <book><chapter><section><section><orderedlist><listitem><simpara>
#: ../../doc/manual/manual.en.xml:414
msgid "Villages (your villages/total number of villages)"
msgstr ""
# type: Content of: <book><chapter><section><section><orderedlist><listitem><simpara>
#: ../../doc/manual/manual.en.xml:419
msgid "Your total units"
msgstr ""
# type: Content of: <book><chapter><section><section><orderedlist><listitem><simpara>
#: ../../doc/manual/manual.en.xml:424
msgid "Your upkeep"
msgstr ""
# type: Content of: <book><chapter><section><section><orderedlist><listitem><simpara>
#: ../../doc/manual/manual.en.xml:429
msgid "Your income"
msgstr ""
# type: Content of: <book><chapter><section><section><orderedlist><listitem><simpara>
#: ../../doc/manual/manual.en.xml:434
msgid "Current time or time left (in timed multiplayer games)"
msgstr ""
# type: Content of: <book><chapter><section><section><orderedlist><listitem><simpara>
#: ../../doc/manual/manual.en.xml:439
msgid "Current hex type"
msgstr ""
# type: Content of: <book><chapter><section><section><orderedlist><listitem><simpara>
#: ../../doc/manual/manual.en.xml:444
msgid "Current hex position (x-coordinate, y-coordinate)"
msgstr ""
# type: Content of: <book><chapter><section><section><simpara><inlinemediaobject>
#: ../../doc/manual/manual.en.xml:448
msgid ""
"<inlinemediaobject> <imageobject> <imagedata fileref=\"images/right_pane.jpg"
"\"/> </imageobject>"
msgstr ""
# type: Content of: <book><chapter><section><section><simpara>
#: ../../doc/manual/manual.en.xml:455
msgid "Down the right of the screen from top to bottom are:"
msgstr ""
# type: Content of: <book><chapter><section><section><orderedlist><listitem><simpara>
#: ../../doc/manual/manual.en.xml:460
msgid "Full map, scaled"
msgstr ""
# type: Content of: <book><chapter><section><section><orderedlist><listitem><simpara>
#: ../../doc/manual/manual.en.xml:465
msgid "Time of day indicator"
msgstr ""
# type: Content of: <book><chapter><section><section><orderedlist><listitem><simpara>
#: ../../doc/manual/manual.en.xml:470
msgid "Unit profile for last selected unit"
msgstr ""
# type: Content of: <book><chapter><section><section><orderedlist><listitem><simpara>
#: ../../doc/manual/manual.en.xml:475
msgid "End Turn button"
msgstr ""
# type: Content of: <book><chapter><section><section><title>
#: ../../doc/manual/manual.en.xml:481
msgid "Recruit and Recall"
msgstr ""
# type: Content of: <book><chapter><section><section><simpara>
#: ../../doc/manual/manual.en.xml:482
msgid ""
"When you first start a scenario or campaign you will only have a few units "
"on the map. One of these will be your commander (identified by a little "
"golden crown icon). Your commander is usually placed in a castle on a "
"special hex called a keep. Whenever your commander is on a keep (not only "
"your own, but also the keep of any enemy castles you capture) and you have "
"enough gold, you can recruit units for your army. In later scenarios you can "
"recall experienced units that survived earlier scenarios. From here, you can "
"start to build your army to conquer the enemy."
msgstr ""
# type: Content of: <book><chapter><section><section><simpara>
#: ../../doc/manual/manual.en.xml:491
msgid ""
"The first thing you will probably want to do is recruit your first unit. "
"Press <literal>Ctrl-R</literal> (or right click on an empty castle hex and "
"select \"Recruit\") and you will be able to recruit a unit from a list of "
"all the units available to you. Each recruit is placed on an empty castle "
"square. Once you have filled the castle, you cannot recruit any more until "
"units move off. Your opponent's commander is similarly placed on its castle "
"keep and will begin by recruiting its troops &#8212; so don't dilly-dally "
"looking at the scenery, there's a battle to be won."
msgstr ""
# type: Content of: <book><chapter><section><section><simpara>
#: ../../doc/manual/manual.en.xml:500
msgid ""
"At the end of each successful scenario, all your remaining troops are "
"automatically saved. At the start of the next scenario you may recall them "
"in a similar way to recruiting. Recalled troops are often more experienced "
"than recruits and usually a better choice."
msgstr ""
# type: Content of: <book><chapter><section><section><title>
#: ../../doc/manual/manual.en.xml:507
msgid "Your Army"
msgstr ""
# type: Content of: <book><chapter><section><section><simpara>
#: ../../doc/manual/manual.en.xml:508
msgid ""
"All game types use the same soldiers, called units. Each unit is identified "
"by Race, Level, and Class. Each unit has strengths and weaknesses, based on "
"their Resistances, current Terrain, and Level. Full details are in the in "
"game help."
msgstr ""
# type: Content of: <book><chapter><section><section><title>
#: ../../doc/manual/manual.en.xml:515
msgid "Life and Death - Experience"
msgstr ""
# type: Content of: <book><chapter><section><section><simpara>
#: ../../doc/manual/manual.en.xml:516
msgid ""
"As your troops gain battle experience, they will learn more skills and "
"become stronger. They will also die in battle, so you'll need to recruit and "
"recall more when that happens. But choose wisely, for each has strengths and "
"weaknesses a cunning opponent will quickly exploit."
msgstr ""
# type: Content of: <book><chapter><section><section><title>
#: ../../doc/manual/manual.en.xml:523
msgid "Victory and Defeat"
msgstr ""
# type: Content of: <book><chapter><section><section><simpara>
#: ../../doc/manual/manual.en.xml:524
msgid ""
"Pay careful attention to the Objectives pop-up box at the beginning of each "
"scenario. Usually you will achieve victory by killing all enemy leaders, and "
"only be defeated by having your leader killed. But scenarios may have other "
"victory objectives - getting your leader to a designated point, say, or "
"rescuing someone, or solving a puzzle, or holding out against a siege until "
"a certain number of turns have elapsed."
msgstr ""
# type: Content of: <book><chapter><section><section><simpara>
#: ../../doc/manual/manual.en.xml:532
msgid ""
"When you win a scenario, the map will gray over and the <emphasis>End Turn</"
"emphasis> button will change to <emphasis>End Scenario</emphasis>. 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 ""
#: ../../doc/manual/manual.en.xml:539 ../../doc/manual/manual.en.xml:1002
msgid "Gold"
msgstr "זהב"
# type: Content of: <book><chapter><section><section><simpara>
#: ../../doc/manual/manual.en.xml:540
msgid ""
"Your army does not fight for free. It costs you gold to recruit units and "
"gold to maintain them. You start each scenario with gold carried over from "
"previous scenarios (although each scenario ensures you have at least a "
"minimum amount of gold to start if you didn't carry over enough from "
"previous scenarios) and can gain more by meeting scenario objectives quickly "
"and, during a scenario, by controlling villages. Each village you control "
"will give you two gold pieces income per turn. When you first start a "
"scenario it is usually worthwhile to gain control of as many villages as you "
"can to ensure you have sufficient income to wage war. You can see your "
"current gold and current income at the top of the screen as described in the "
"section on the <link linkend=\"game_screen\">game screen</link>."
msgstr ""
# type: Content of: <book><chapter><section><section><title>
#: ../../doc/manual/manual.en.xml:554
msgid "Save and Load"
msgstr ""
# type: Content of: <book><chapter><section><section><simpara>
#: ../../doc/manual/manual.en.xml:555
msgid ""
"At the start of each scenario, you have the option to save it. If you are "
"defeated, you may load it and try again. Once you have succeeded, you will "
"again be asked to save the next scenario and play that. If you have to stop "
"playing during a scenario, you can save your turn and load it again later. "
"Just remember, a good Battle for Wesnoth player never needs to save during a "
"scenario. However, most beginners tend to do so rather often."
msgstr ""
# type: Content of: <book><chapter><title>
#: ../../doc/manual/manual.en.xml:566
msgid "Playing"
msgstr ""
# type: Content of: <book><chapter><section><title>
#: ../../doc/manual/manual.en.xml:568
msgid "Controls"
msgstr ""
# type: Content of: <book><chapter><section><simpara>
#: ../../doc/manual/manual.en.xml:569
msgid ""
"These are the default control keys. You can change them to your taste using "
"the Preferences menu."
msgstr ""
# type: Content of: <book><chapter><section><table><title>
#: ../../doc/manual/manual.en.xml:576
msgid "Controls and hotkeys"
msgstr ""
# type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
#: ../../doc/manual/manual.en.xml:583
msgid "F1"
msgstr ""
#: ../../doc/manual/manual.en.xml:586
msgid "The Battle for Wesnoth Help"
msgstr "העזרה של הקרב של ווסנות'"
# type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
#: ../../doc/manual/manual.en.xml:591
msgid "Arrow keys"
msgstr ""
# type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
#: ../../doc/manual/manual.en.xml:594
msgid "Scroll"
msgstr ""
# type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
#: ../../doc/manual/manual.en.xml:599
msgid "Left click"
msgstr ""
# type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
#: ../../doc/manual/manual.en.xml:602
msgid "Select unit, move unit"
msgstr ""
# type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
#: ../../doc/manual/manual.en.xml:607
msgid "Right click"
msgstr ""
# type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
#: ../../doc/manual/manual.en.xml:610
msgid "Main menu, cancel action"
msgstr ""
# type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
#: ../../doc/manual/manual.en.xml:615
msgid "Middle click"
msgstr ""
# type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
#: ../../doc/manual/manual.en.xml:618
msgid "Center on pointer location"
msgstr ""
# type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
#: ../../doc/manual/manual.en.xml:623
msgid "Escape"
msgstr ""
# type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
#: ../../doc/manual/manual.en.xml:626
msgid "Exit game, exit menu, cancel message"
msgstr ""
# type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
#: ../../doc/manual/manual.en.xml:631
msgid "Ctrl-r"
msgstr ""
# type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
#: ../../doc/manual/manual.en.xml:634
msgid "Recruit unit"
msgstr ""
# type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
#: ../../doc/manual/manual.en.xml:639
msgid "Ctrl-alt-r"
msgstr ""
# type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
#: ../../doc/manual/manual.en.xml:642
msgid "Repeat last recruit"
msgstr ""
# type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
#: ../../doc/manual/manual.en.xml:647
msgid "Alt-r"
msgstr ""
# type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
#: ../../doc/manual/manual.en.xml:650
msgid "Recall unit"
msgstr ""
# type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
#: ../../doc/manual/manual.en.xml:655
msgid "u"
msgstr ""
# type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
#: ../../doc/manual/manual.en.xml:658
msgid "Undo last move (only deterministic moves can be undone)"
msgstr ""
# type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
#: ../../doc/manual/manual.en.xml:663
msgid "r"
msgstr ""
# type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
#: ../../doc/manual/manual.en.xml:666
msgid "Redo move"
msgstr ""
# type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
#: ../../doc/manual/manual.en.xml:671
msgid "m"
msgstr ""
# type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
#: ../../doc/manual/manual.en.xml:674
msgid "Message another player (in multiplayer)"
msgstr ""
# type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
#: ../../doc/manual/manual.en.xml:679
msgid "ctrl-m"
msgstr ""
# type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
#: ../../doc/manual/manual.en.xml:682
msgid "Message your allies (in multiplayer)"
msgstr ""
# type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
#: ../../doc/manual/manual.en.xml:687
msgid "Alt-m"
msgstr ""
# type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
#: ../../doc/manual/manual.en.xml:690
msgid "Message everyone in the game (in multiplayer)"
msgstr ""
# type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
#: ../../doc/manual/manual.en.xml:695
msgid "Alt-c"
msgstr ""
# type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
#: ../../doc/manual/manual.en.xml:698
msgid "View chat log"
msgstr ""
# type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
#: ../../doc/manual/manual.en.xml:703
msgid "n"
msgstr ""
# type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
#: ../../doc/manual/manual.en.xml:706
msgid "Cycle through units that have movement left"
msgstr ""
# type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
#: ../../doc/manual/manual.en.xml:711
msgid "N"
msgstr ""
# type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
#: ../../doc/manual/manual.en.xml:714
msgid "Cycle through units that have movement left, in reverse order"
msgstr ""
# type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
#: ../../doc/manual/manual.en.xml:719
msgid "Space"
msgstr ""
# type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
#: ../../doc/manual/manual.en.xml:722
msgid "End unit turn and cycle to next unit that has movement left"
msgstr ""
# type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
#: ../../doc/manual/manual.en.xml:727
msgid "Shift-Space"
msgstr ""
# type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
#: ../../doc/manual/manual.en.xml:730
msgid "Make currently selected unit hold position (end its movement)"
msgstr ""
# type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
#: ../../doc/manual/manual.en.xml:735
msgid "Alt-Space"
msgstr ""
# type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
#: ../../doc/manual/manual.en.xml:738
msgid "End this player's turn"
msgstr ""
# type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
#: ../../doc/manual/manual.en.xml:743
msgid "Ctrl-Space"
msgstr ""
# type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
#: ../../doc/manual/manual.en.xml:746
msgid "End turn"
msgstr ""
# type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
#: ../../doc/manual/manual.en.xml:751
msgid "Ctrl-v"
msgstr ""
# type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
#: ../../doc/manual/manual.en.xml:754
msgid "Show enemy moves (where the enemy can move next turn)"
msgstr ""
# type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
#: ../../doc/manual/manual.en.xml:759
msgid "Ctrl-b"
msgstr ""
# type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
#: ../../doc/manual/manual.en.xml:762
msgid "Show potential enemy moves, if your units were not on the map"
msgstr ""
# type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
#: ../../doc/manual/manual.en.xml:767
msgid "Ctrl-j"
msgstr ""
# type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
#: ../../doc/manual/manual.en.xml:770
msgid "Show scenario objectives"
msgstr ""
# type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
#: ../../doc/manual/manual.en.xml:775
msgid "Ctrl-f"
msgstr ""
# type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
#: ../../doc/manual/manual.en.xml:778
msgid "Toggle full screen/windowed mode"
msgstr ""
# type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
#: ../../doc/manual/manual.en.xml:783
msgid "Ctrl-a"
msgstr ""
# type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
#: ../../doc/manual/manual.en.xml:786
msgid "Toggle accelerated game mode"
msgstr ""
# type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
#: ../../doc/manual/manual.en.xml:791 ../../doc/manual/manual.en.xml:911
msgid "Ctrl-g"
msgstr ""
# type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
#: ../../doc/manual/manual.en.xml:794 ../../doc/manual/manual.en.xml:914
msgid "Toggle grid"
msgstr ""
# type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
#: ../../doc/manual/manual.en.xml:799
msgid "Ctrl-c"
msgstr ""
# type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
#: ../../doc/manual/manual.en.xml:802
msgid "Clear onscreen labels"
msgstr ""
# type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
#: ../../doc/manual/manual.en.xml:807
msgid "Ctrl-s"
msgstr ""
# type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
#: ../../doc/manual/manual.en.xml:810
msgid "Save game"
msgstr ""
# type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
#: ../../doc/manual/manual.en.xml:815
msgid "Ctrl-o"
msgstr ""
# type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
#: ../../doc/manual/manual.en.xml:818
msgid "Load game"
msgstr ""
# type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
#: ../../doc/manual/manual.en.xml:823
msgid "Ctrl-p"
msgstr ""
# type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
#: ../../doc/manual/manual.en.xml:826
msgid "Go to Preferences menu"
msgstr ""
# type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
#: ../../doc/manual/manual.en.xml:831
msgid "Ctrl-q"
msgstr ""
# type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
#: ../../doc/manual/manual.en.xml:834
msgid "Quit game"
msgstr ""
# type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
#: ../../doc/manual/manual.en.xml:839
msgid "/"
msgstr ""
# type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
#: ../../doc/manual/manual.en.xml:842
msgid "Search (find label or unit by name)"
msgstr ""
# type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
#: ../../doc/manual/manual.en.xml:847
msgid "t"
msgstr ""
# type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
#: ../../doc/manual/manual.en.xml:850
msgid "Continue interrupted unit move"
msgstr ""
#: ../../doc/manual/manual.en.xml:855
msgid "+"
msgstr "+"
# type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
#: ../../doc/manual/manual.en.xml:858
msgid "Zoom in"
msgstr ""
# type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
#: ../../doc/manual/manual.en.xml:863 ../../doc/manual/manual.en.xml:2042
msgid "-"
msgstr ""
# type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
#: ../../doc/manual/manual.en.xml:866
msgid "Zoom out"
msgstr ""
# type: Content of: <book><chapter><section><section><table><tgroup><tbody><row><entry>
#: ../../doc/manual/manual.en.xml:871 ../../doc/manual/manual.en.xml:1814
#: ../../doc/manual/manual.en.xml:1820
msgid "0"
msgstr ""
# type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
#: ../../doc/manual/manual.en.xml:874
msgid "Reset zoom to default"
msgstr ""
# type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
#: ../../doc/manual/manual.en.xml:879
msgid "Ctrl-n"
msgstr ""
# type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
#: ../../doc/manual/manual.en.xml:882
msgid "Rename unit"
msgstr ""
# type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
#: ../../doc/manual/manual.en.xml:887
msgid "1-7"
msgstr ""
# type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
#: ../../doc/manual/manual.en.xml:890
msgid "Show how far currently selected unit can move in that many turns"
msgstr ""
# type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
#: ../../doc/manual/manual.en.xml:895
msgid "l"
msgstr ""
# type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
#: ../../doc/manual/manual.en.xml:898
msgid "Move to leader unit"
msgstr ""
# type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
#: ../../doc/manual/manual.en.xml:903
msgid "d"
msgstr ""
# type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
#: ../../doc/manual/manual.en.xml:906
msgid "Describe current unit"
msgstr ""
# type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
#: ../../doc/manual/manual.en.xml:919
msgid "Alt-k"
msgstr ""
# type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
#: ../../doc/manual/manual.en.xml:922
msgid "Toggle shroud"
msgstr ""
# type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
#: ../../doc/manual/manual.en.xml:927
msgid "S"
msgstr ""
# type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
#: ../../doc/manual/manual.en.xml:930
msgid "Update shroud now"
msgstr ""
# type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
#: ../../doc/manual/manual.en.xml:935
msgid "D"
msgstr ""
# type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
#: ../../doc/manual/manual.en.xml:938
msgid "Delay shroud updates"
msgstr ""
# type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
#: ../../doc/manual/manual.en.xml:943
msgid "Alt-l"
msgstr ""
# type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
#: ../../doc/manual/manual.en.xml:946
msgid "Attach a text label to a terrain hex"
msgstr ""
# type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
#: ../../doc/manual/manual.en.xml:951
msgid "Ctrl-l"
msgstr ""
# type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
#: ../../doc/manual/manual.en.xml:954
msgid "Set team label"
msgstr ""
# type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
#: ../../doc/manual/manual.en.xml:959
msgid "Alt-s"
msgstr ""
# type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
#: ../../doc/manual/manual.en.xml:962
msgid "Show status table"
msgstr ""
# type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
#: ../../doc/manual/manual.en.xml:967
msgid "s"
msgstr ""
# type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
#: ../../doc/manual/manual.en.xml:970
msgid "Show statistics"
msgstr ""
# type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
#: ../../doc/manual/manual.en.xml:975
msgid "Alt-u"
msgstr ""
# type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
#: ../../doc/manual/manual.en.xml:978
msgid "Show unit list"
msgstr ""
# type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
#: ../../doc/manual/manual.en.xml:983
msgid "Ctrl-alt-m"
msgstr ""
# type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
#: ../../doc/manual/manual.en.xml:986
msgid "Toggle muting of game sounds"
msgstr ""
# type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
#: ../../doc/manual/manual.en.xml:991
msgid ":"
msgstr ""
# type: Content of: <book><chapter><section><table><tgroup><tbody><row><entry>
#: ../../doc/manual/manual.en.xml:994
msgid ""
"<ulink url=\"http://www.wesnoth.org/wiki/CommandMode\">Command mode</ulink>"
msgstr ""
# type: Content of: <book><chapter><section><simpara>
#: ../../doc/manual/manual.en.xml:1003
msgid ""
"Each side is given some amount of gold to begin with, and receives 2 gold "
"pieces per turn, plus 1 more gold piece for every village that side "
"controls. In a campaign, starting gold is the greater of 80% of the gold you "
"ended the previous scenario with, and a minimum amount defined by the "
"scenario, which is typically lower as the difficulty level increases."
msgstr ""
#: ../../doc/manual/manual.en.xml:1010
msgid "Recruiting and Recalling"
msgstr "גיוס והחזרה"
# type: Content of: <book><chapter><section><section><simpara><inlinemediaobject>
#: ../../doc/manual/manual.en.xml:1011
msgid ""
"<inlinemediaobject> <imageobject> <imagedata fileref=\"images/recruit.jpg\"/"
"> </imageobject>"
msgstr ""
# type: Content of: <book><chapter><section><section><simpara>
#: ../../doc/manual/manual.en.xml:1018
msgid ""
"The major use for gold is to build your army by recruiting new units or "
"recalling units from previous scenarios in a campaign. Units may be "
"recruited or recalled when the leader is on a keep whose castle has at least "
"one vacant castle hex."
msgstr ""
# type: Content of: <book><chapter><section><section><itemizedlist><listitem><simpara>
#: ../../doc/manual/manual.en.xml:1026
msgid ""
"Right-click in an empty castle hex and select Recruit to recruit new units "
"from the list that is presented. The cost to Recruit depends on the unit, "
"but is usually between 10 and 20 gold."
msgstr ""
# type: Content of: <book><chapter><section><section><itemizedlist><listitem><simpara>
#: ../../doc/manual/manual.en.xml:1033
msgid ""
"Right-click in an empty castle hex and select Recall to recall units from "
"previous scenarios. Recalling costs 20 pieces of gold per unit. See <link "
"linkend=\"unit_recall\">recalling units</link> for more information."
msgstr ""
#: ../../doc/manual/manual.en.xml:1041
msgid "Upkeep"
msgstr "מחיר אחזקה"
# type: Content of: <book><chapter><section><section><simpara>
#: ../../doc/manual/manual.en.xml:1042
msgid ""
"Each unit also has an upkeep cost. The upkeep cost is generally equal to the "
"level of the unit, unless the unit has the \"Loyal\" trait (<link linkend="
"\"traits\">see below</link>). Units that are not initially recruited - i.e. "
"the leader or those that join voluntarily - usually have the Loyal trait. "
"Upkeep is only paid if the total upkeep of a side's units is greater than "
"the number of villages that side controls. Upkeep paid is the difference "
"between the number of villages and the upkeep cost."
msgstr ""
#: ../../doc/manual/manual.en.xml:1051
msgid "Income"
msgstr "הכנסה"
# type: Content of: <book><chapter><section><section><simpara>
#: ../../doc/manual/manual.en.xml:1052
msgid "So, the formula for determining the income per turn is"
msgstr ""
# type: Content of: <book><chapter><section><section><simpara>
#: ../../doc/manual/manual.en.xml:1055
msgid ""
"where upkeep is equal to the sum of the levels of all your non-loyal units."
msgstr ""
# type: Content of: <book><chapter><section><section><simpara>
#: ../../doc/manual/manual.en.xml:1058
msgid ""
"If the upkeep cost is greater than the number of villages+2 then the side "
"starts losing gold, if it is equal, no income is gained or lost."
msgstr ""
#: ../../doc/manual/manual.en.xml:1064
msgid "Units"
msgstr "יחידות"
# type: Content of: <book><chapter><section><simpara>
#: ../../doc/manual/manual.en.xml:1065
msgid ""
"Battle for Wesnoth has hundreds of unit types which are characterized by a "
"rich set of statistics. In addition, individual units can have specific "
"<link linkend=\"traits\">traits</link> that make them subtly different from "
"other units of the same type. Finally, campaign designers can add unique "
"units to their campaigns to further expand the options available to players."
msgstr ""
# type: Content of: <book><chapter><section><simpara>
#: ../../doc/manual/manual.en.xml:1071
msgid ""
"The basic statistics for a unit include its hit points (HP), the number of "
"movement points it has, and the weapons it can use and the damage they do. "
"In addition, units have other characteristics, such as alignment and special "
"abilities, that are described in more detail below."
msgstr ""
# type: Content of: <book><chapter><section><section><title>
#: ../../doc/manual/manual.en.xml:1077
msgid "Alignment"
msgstr ""
# type: Content of: <book><chapter><section><section><simpara>
#: ../../doc/manual/manual.en.xml:1078
msgid ""
"Every unit has an alignment: lawful, neutral, or chaotic. Alignment affects "
"how units perform at different times of day. Neutral units are unaffected by "
"the time of day. Lawful units do more damage during the day and less at "
"night. Chaotic units do more damage at night and less during the day."
msgstr ""
# type: Content of: <book><chapter><section><section><simpara>
#: ../../doc/manual/manual.en.xml:1084
msgid ""
"The two \"day\" and \"night\" phases are differentiated as Morning, "
"Afternoon and First Watch, Second Watch, by the positions of the sun and "
"moon in the time of day graphic."
msgstr ""
# type: Content of: <book><chapter><section><section><simpara>
#: ../../doc/manual/manual.en.xml:1088
msgid ""
"The following table shows the effects of different times of the day on the "
"damage dealt by lawful and chaotic units:"
msgstr ""
# type: Content of: <book><chapter><section><section><table><title>
#: ../../doc/manual/manual.en.xml:1095
msgid "Time of the day and damage"
msgstr ""
#: ../../doc/manual/manual.en.xml:1105
msgid "Turn"
msgstr "תור"
# type: Content of: <book><chapter><section><section><table><tgroup><thead><row><entry>
#: ../../doc/manual/manual.en.xml:1108 ../../doc/manual/manual.en.xml:1968
msgid "Image"
msgstr ""
# type: Content of: <book><chapter><section><section><table><tgroup><thead><row><entry>
#: ../../doc/manual/manual.en.xml:1111
msgid "Day-phase"
msgstr ""
# type: Content of: <book><chapter><section><section><table><tgroup><thead><row><entry>
#: ../../doc/manual/manual.en.xml:1114
msgid "Lawful"
msgstr ""
# type: Content of: <book><chapter><section><section><table><tgroup><thead><row><entry>
#: ../../doc/manual/manual.en.xml:1117
msgid "Chaotic"
msgstr ""
# type: Content of: <book><chapter><section><section><table><tgroup><tbody><row><entry>
#: ../../doc/manual/manual.en.xml:1124 ../../doc/manual/manual.en.xml:1825
#: ../../doc/manual/manual.en.xml:1831
msgid "1"
msgstr ""
# type: Content of: <book><chapter><section><section><table><tgroup><tbody><row><entry><inlinemediaobject>
#: ../../doc/manual/manual.en.xml:1127
msgid ""
"<inlinemediaobject> <imageobject> <imagedata fileref=\"images/schedule-dawn."
"jpg\"/> </imageobject>"
msgstr ""
#: ../../doc/manual/manual.en.xml:1135
msgid "Dawn"
msgstr "שחר"
# type: Content of: <book><chapter><section><section><table><tgroup><tbody><row><entry>
#: ../../doc/manual/manual.en.xml:1138 ../../doc/manual/manual.en.xml:1141
#: ../../doc/manual/manual.en.xml:1204 ../../doc/manual/manual.en.xml:1207
msgid "&#8212;"
msgstr ""
# type: Content of: <book><chapter><section><section><table><tgroup><tbody><row><entry>
#: ../../doc/manual/manual.en.xml:1146 ../../doc/manual/manual.en.xml:1836
#: ../../doc/manual/manual.en.xml:1842
msgid "2"
msgstr ""
# type: Content of: <book><chapter><section><section><table><tgroup><tbody><row><entry><inlinemediaobject>
#: ../../doc/manual/manual.en.xml:1149
msgid ""
"<inlinemediaobject> <imageobject> <imagedata fileref=\"images/schedule-"
"morning.jpg\"/> </imageobject>"
msgstr ""
# type: Content of: <book><chapter><section><section><table><tgroup><tbody><row><entry>
#: ../../doc/manual/manual.en.xml:1157
msgid "Day (morning)"
msgstr ""
# type: Content of: <book><chapter><section><section><table><tgroup><tbody><row><entry>
#: ../../doc/manual/manual.en.xml:1160 ../../doc/manual/manual.en.xml:1182
#: ../../doc/manual/manual.en.xml:1229 ../../doc/manual/manual.en.xml:1251
#: ../../doc/manual/manual.en.xml:1273
msgid "+25%"
msgstr ""
# type: Content of: <book><chapter><section><section><table><tgroup><tbody><row><entry>
#: ../../doc/manual/manual.en.xml:1163 ../../doc/manual/manual.en.xml:1185
#: ../../doc/manual/manual.en.xml:1226 ../../doc/manual/manual.en.xml:1248
#: ../../doc/manual/manual.en.xml:1270
msgid "-25%"
msgstr ""
# type: Content of: <book><chapter><section><section><table><tgroup><tbody><row><entry>
#: ../../doc/manual/manual.en.xml:1168 ../../doc/manual/manual.en.xml:1847
#: ../../doc/manual/manual.en.xml:1853
msgid "3"
msgstr ""
# type: Content of: <book><chapter><section><section><table><tgroup><tbody><row><entry><inlinemediaobject>
#: ../../doc/manual/manual.en.xml:1171
msgid ""
"<inlinemediaobject> <imageobject> <imagedata fileref=\"images/schedule-"
"afternoon.jpg\"/> </imageobject>"
msgstr ""
# type: Content of: <book><chapter><section><section><table><tgroup><tbody><row><entry>
#: ../../doc/manual/manual.en.xml:1179
msgid "Day (afternoon)"
msgstr ""
# type: Content of: <book><chapter><section><section><table><tgroup><tbody><row><entry>
#: ../../doc/manual/manual.en.xml:1190 ../../doc/manual/manual.en.xml:1817
#: ../../doc/manual/manual.en.xml:1858 ../../doc/manual/manual.en.xml:1864
msgid "4"
msgstr ""
# type: Content of: <book><chapter><section><section><table><tgroup><tbody><row><entry><inlinemediaobject>
#: ../../doc/manual/manual.en.xml:1193
msgid ""
"<inlinemediaobject> <imageobject> <imagedata fileref=\"images/schedule-dusk."
"jpg\"/> </imageobject>"
msgstr ""
#: ../../doc/manual/manual.en.xml:1201
msgid "Dusk"
msgstr "בין ערביים"
# type: Content of: <book><chapter><section><section><table><tgroup><tbody><row><entry>
#: ../../doc/manual/manual.en.xml:1212 ../../doc/manual/manual.en.xml:1869
#: ../../doc/manual/manual.en.xml:1875
msgid "5"
msgstr ""
# type: Content of: <book><chapter><section><section><table><tgroup><tbody><row><entry><inlinemediaobject>
#: ../../doc/manual/manual.en.xml:1215
msgid ""
"<inlinemediaobject> <imageobject> <imagedata fileref=\"images/schedule-"
"firstwatch.jpg\"/> </imageobject>"
msgstr ""
# type: Content of: <book><chapter><section><section><table><tgroup><tbody><row><entry>
#: ../../doc/manual/manual.en.xml:1223
msgid "Night (first watch)"
msgstr ""
# type: Content of: <book><chapter><section><section><table><tgroup><tbody><row><entry>
#: ../../doc/manual/manual.en.xml:1234 ../../doc/manual/manual.en.xml:1880
#: ../../doc/manual/manual.en.xml:1886
msgid "6"
msgstr ""
# type: Content of: <book><chapter><section><section><table><tgroup><tbody><row><entry><inlinemediaobject>
#: ../../doc/manual/manual.en.xml:1237
msgid ""
"<inlinemediaobject> <imageobject> <imagedata fileref=\"images/schedule-"
"secondwatch.jpg\"/> </imageobject>"
msgstr ""
# type: Content of: <book><chapter><section><section><table><tgroup><tbody><row><entry>
#: ../../doc/manual/manual.en.xml:1245
msgid "Night (second watch)"
msgstr ""
# type: Content of: <book><chapter><section><section><table><tgroup><tbody><row><entry>
#: ../../doc/manual/manual.en.xml:1256
msgid "Special"
msgstr ""
# type: Content of: <book><chapter><section><section><table><tgroup><tbody><row><entry><inlinemediaobject>
#: ../../doc/manual/manual.en.xml:1259
msgid ""
"<inlinemediaobject> <imageobject> <imagedata fileref=\"images/schedule-"
"underground.jpg\"/> </imageobject>"
msgstr ""
# type: Content of: <book><chapter><section><section><table><tgroup><tbody><row><entry>
#: ../../doc/manual/manual.en.xml:1267
msgid "Underground"
msgstr ""
# type: Content of: <book><chapter><section><section><simpara>
#: ../../doc/manual/manual.en.xml:1279
msgid ""
"Keep in mind that some scenarios take place underground, where it is "
"perpetually night!"
msgstr ""
# type: Content of: <book><chapter><section><section><simpara>
#: ../../doc/manual/manual.en.xml:1282
msgid ""
"For example: consider a fight between a Lawful and a Chaotic unit when both "
"have a base damage of 12. At dawn and dusk, both will do 12 points of damage "
"if they hit. During Morning or Afternoon, the Lawful unit will do "
"(<literal>12 * 1.25</literal>) or 15 points, while the Chaotic unit will do "
"(<literal>12 * 0.75</literal>) or 9 points. During First or Second Watch, "
"the Lawful unit would do 9 points compared to the Chaotic unit's 15."
msgstr ""
# type: Content of: <book><chapter><section><section><simpara>
#: ../../doc/manual/manual.en.xml:1289
msgid ""
"If an equivalent Neutral unit were fighting, it would always do 12 points of "
"damage regardless of the hour."
msgstr ""
#: ../../doc/manual/manual.en.xml:1294
msgid "Traits"
msgstr "מאפיינים"
# type: Content of: <book><chapter><section><section><simpara>
#: ../../doc/manual/manual.en.xml:1295
msgid ""
"Units have traits which reflect aspects of their character. Traits are "
"assigned randomly to units when they are created. Most units receive two "
"traits."
msgstr ""
# type: Content of: <book><chapter><section><section><simpara>
#: ../../doc/manual/manual.en.xml:1299
msgid "The possible traits for most units are as follows:"
msgstr ""
#: ../../doc/manual/manual.en.xml:1304
msgid "Intelligent"
msgstr "חכמה"
# type: Content of: <book><chapter><section><section><variablelist><varlistentry><listitem><simpara>
#: ../../doc/manual/manual.en.xml:1308
msgid ""
"Intelligent units require 20% less experience than usual to advance (Trolls "
"do not get this trait). 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 the After Maximum Level "
"Advancement (AMLA) is not as significant a change as advancing a level. If "
"you have many <emphasis>maximum level</emphasis> units you may wish to "
"recall units with more useful traits."
msgstr ""
#: ../../doc/manual/manual.en.xml:1320
msgid "Quick"
msgstr "מהירה"
# type: Content of: <book><chapter><section><section><variablelist><varlistentry><listitem><simpara>
#: ../../doc/manual/manual.en.xml:1324
msgid ""
"Quick units have 1 extra movement point, but 5% less HP than usual. Quick "
"is the most noticeable trait, particularly in slower moving units such as "
"trolls or heavy infantry. Units with the Quick trait often have greatly "
"increased mobility in rough terrain, which can be important to consider when "
"deploying your forces. Also, Quick units aren't quite as tough as units "
"without this trait and are subsequently less good at holding contested "
"positions."
msgstr ""
#: ../../doc/manual/manual.en.xml:1336
msgid "Resilient"
msgstr "חסונה"
# type: Content of: <book><chapter><section><section><variablelist><varlistentry><listitem><simpara>
#: ../../doc/manual/manual.en.xml:1340
msgid ""
"Resilient units have 4 HP plus 1 HP per level more than usual. 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 ""
#: ../../doc/manual/manual.en.xml:1351
msgid "Strong"
msgstr "חזקה"
# type: Content of: <book><chapter><section><section><variablelist><varlistentry><listitem><simpara>
#: ../../doc/manual/manual.en.xml:1355
msgid ""
"Strong units do 1 more damage for every successful strike in melee combat, "
"and have 1 more HP. 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 ""
# type: Content of: <book><chapter><section><section><simpara>
#: ../../doc/manual/manual.en.xml:1365
msgid ""
"There are also some traits that are assigned only for certain units or only "
"for units of a certain race. These are:"
msgstr ""
#: ../../doc/manual/manual.en.xml:1371
msgid "Dextrous"
msgstr "דייקנית"
# type: Content of: <book><chapter><section><section><variablelist><varlistentry><listitem><simpara>
#: ../../doc/manual/manual.en.xml:1375
msgid ""
"Dextrous units do 1 more damage for every successful strike in ranged "
"combat. 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 ""
# type: Content of: <book><chapter><section><section><variablelist><varlistentry><term>
#: ../../doc/manual/manual.en.xml:1385
msgid "Healthy"
msgstr ""
# type: Content of: <book><chapter><section><section><variablelist><varlistentry><listitem><simpara>
#: ../../doc/manual/manual.en.xml:1389
msgid ""
"Renowned for their vitality, some dwarves are sturdier than others and can "
"rest even when traveling. Healthy units have 2 more HP than usual and rest "
"heal 2 additional HP after each turn they did not fight."
msgstr ""
# type: Content of: <book><chapter><section><section><variablelist><varlistentry><term>
#: ../../doc/manual/manual.en.xml:1398
msgid "Fearless"
msgstr ""
# type: Content of: <book><chapter><section><section><variablelist><varlistentry><listitem><simpara>
#: ../../doc/manual/manual.en.xml:1402
msgid ""
"Does not suffer from a negative attack bonus during its unfavorable time of "
"day (Trolls, Walking Corpses)."
msgstr ""
# type: Content of: <book><chapter><section><section><simpara>
#: ../../doc/manual/manual.en.xml:1408
msgid ""
"There are also some traits that are not assigned randomly. These traits can "
"either be assigned by the scenario designer or are always assigned based on "
"the unit type:"
msgstr ""
#: ../../doc/manual/manual.en.xml:1415
msgid "Loyal"
msgstr "נאמנה"
# type: Content of: <book><chapter><section><section><variablelist><varlistentry><listitem><simpara>
#: ../../doc/manual/manual.en.xml:1419
msgid ""
"Loyal units don't incur upkeep. Most units incur an upkeep cost at the end "
"of every turn, which is equal to their level. Loyal units do not incur this "
"cost. During campaigns, certain units may opt to join the player's forces "
"of their own volition. These units are marked with the Loyal trait. Although "
"they may require payment to be recalled, they never incur any upkeep costs. "
"This can make them invaluable during a long campaign, when gold is in short "
"supply. This trait is never given to recruited units, so it may be unwise "
"to dismiss such units or to send them to a foolish death."
msgstr ""
# type: Content of: <book><chapter><section><section><variablelist><varlistentry><term>
#: ../../doc/manual/manual.en.xml:1433
msgid "Undead"
msgstr ""
# type: Content of: <book><chapter><section><section><variablelist><varlistentry><listitem><simpara>
#: ../../doc/manual/manual.en.xml:1437
msgid ""
"Undead units are immune to poison, also drain and plague doesn't work on "
"them. Undead units generally have <emphasis>Undead</emphasis> 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 ""
# type: Content of: <book><chapter><section><section><variablelist><varlistentry><term>
#: ../../doc/manual/manual.en.xml:1447
msgid "Mechanical"
msgstr ""
# type: Content of: <book><chapter><section><section><variablelist><varlistentry><listitem><simpara>
#: ../../doc/manual/manual.en.xml:1451
msgid ""
"Mechanical units aren't alive and thus are immune to poison, also drain and "
"plague doesn't work on them. Mechanical units generally have "
"<emphasis>Mechanical</emphasis> as their only trait."
msgstr ""
# type: Content of: <book><chapter><section><section><title>
#: ../../doc/manual/manual.en.xml:1460
msgid "Unit Specialties"
msgstr ""
# type: Content of: <book><chapter><section><section><simpara>
#: ../../doc/manual/manual.en.xml:1461
msgid "Certain units have special attacks. These are listed below:"
msgstr ""
# type: Content of: <book><chapter><section><section><variablelist><varlistentry><term>
#: ../../doc/manual/manual.en.xml:1466
msgid "Backstab"
msgstr ""
# type: Content of: <book><chapter><section><section><variablelist><varlistentry><listitem><simpara>
#: ../../doc/manual/manual.en.xml:1470
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 (e.g. turned to stone)."
msgstr ""
# type: Content of: <book><chapter><section><section><variablelist><varlistentry><term>
#: ../../doc/manual/manual.en.xml:1478
msgid "Berserk"
msgstr ""
# type: Content of: <book><chapter><section><section><variablelist><varlistentry><listitem><simpara>
#: ../../doc/manual/manual.en.xml:1482
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 ""
# type: Content of: <book><chapter><section><section><variablelist><varlistentry><term>
#: ../../doc/manual/manual.en.xml:1490
msgid "Charge"
msgstr ""
# type: Content of: <book><chapter><section><section><variablelist><varlistentry><listitem><simpara>
#: ../../doc/manual/manual.en.xml:1494
msgid ""
"When used offensively, this attack deals double damage to the target. It "
"also causes this unit to take double damage from the target's counterattack."
msgstr ""
# type: Content of: <book><chapter><section><section><variablelist><varlistentry><term>
#: ../../doc/manual/manual.en.xml:1501
msgid "Drain"
msgstr ""
# type: Content of: <book><chapter><section><section><variablelist><varlistentry><listitem><simpara>
#: ../../doc/manual/manual.en.xml:1505
msgid ""
"This unit drains health from living units, healing itself for half the "
"amount of damage it deals (rounded down)."
msgstr ""
# type: Content of: <book><chapter><section><section><variablelist><varlistentry><term>
#: ../../doc/manual/manual.en.xml:1512
msgid "Firststrike"
msgstr ""
# type: Content of: <book><chapter><section><section><variablelist><varlistentry><listitem><simpara>
#: ../../doc/manual/manual.en.xml:1516
msgid ""
"This unit always strikes first with this attack, even if they are defending."
msgstr ""
# type: Content of: <book><chapter><section><section><variablelist><varlistentry><term>
#: ../../doc/manual/manual.en.xml:1522
msgid "Magical"
msgstr ""
# type: Content of: <book><chapter><section><section><variablelist><varlistentry><listitem><simpara>
#: ../../doc/manual/manual.en.xml:1526
msgid ""
"This attack always has a 70% chance to hit regardless of the defensive "
"ability of the unit being attacked."
msgstr ""
# type: Content of: <book><chapter><section><section><variablelist><varlistentry><term>
#: ../../doc/manual/manual.en.xml:1533
msgid "Marksman"
msgstr ""
# type: Content of: <book><chapter><section><section><variablelist><varlistentry><listitem><simpara>
#: ../../doc/manual/manual.en.xml:1537
msgid ""
"When used offensively, this attack always has at least a 60% chance to hit."
msgstr ""
# type: Content of: <book><chapter><section><section><variablelist><varlistentry><term>
#: ../../doc/manual/manual.en.xml:1543
msgid "Plague"
msgstr ""
# type: Content of: <book><chapter><section><section><variablelist><varlistentry><listitem><simpara>
#: ../../doc/manual/manual.en.xml:1547
msgid ""
"When a unit is killed by a Plague attack, that unit is replaced with a "
"Walking Corpse on the same side as the unit with the Plague attack. This "
"doesn't work on Undead or units in villages."
msgstr ""
#: ../../doc/manual/manual.en.xml:1555 ../../doc/manual/manual.en.xml:2211
msgid "Poison"
msgstr "רעל"
# type: Content of: <book><chapter><section><section><variablelist><varlistentry><listitem><simpara>
#: ../../doc/manual/manual.en.xml:1559
msgid ""
"This attack poisons the target. Poisoned units loose 8 HP every turn until "
"they are cured or are reduced to 1 HP. Poison can not, of itself, kill a "
"unit."
msgstr ""
# type: Content of: <book><chapter><section><section><variablelist><varlistentry><term>
#: ../../doc/manual/manual.en.xml:1567
msgid "Slow"
msgstr ""
# type: Content of: <book><chapter><section><section><variablelist><varlistentry><listitem><simpara>
#: ../../doc/manual/manual.en.xml:1571
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 ""
# type: Content of: <book><chapter><section><section><variablelist><varlistentry><term>
#: ../../doc/manual/manual.en.xml:1580
msgid "Stone"
msgstr ""
# type: Content of: <book><chapter><section><section><variablelist><varlistentry><listitem><simpara>
#: ../../doc/manual/manual.en.xml:1584
msgid ""
"This attack turns the target to stone. Units that have been turned to stone "
"may not move or attack."
msgstr ""
# type: Content of: <book><chapter><section><section><variablelist><varlistentry><term>
#: ../../doc/manual/manual.en.xml:1591
msgid "Swarm"
msgstr ""
# type: Content of: <book><chapter><section><section><variablelist><varlistentry><listitem><simpara>
#: ../../doc/manual/manual.en.xml:1595
msgid ""
"The number of strikes of this attack decreases when the unit is wounded. The "
"number of strikes is proportional to the % of HP/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 ""
#: ../../doc/manual/manual.en.xml:1605
msgid "Abilities"
msgstr "יכולות"
# type: Content of: <book><chapter><section><section><simpara>
#: ../../doc/manual/manual.en.xml:1606
msgid ""
"Some units have abilities that either directly affect other units, or have "
"an effect on how the unit interacts with other units. These abilities are "
"listed below:"
msgstr ""
# type: Content of: <book><chapter><section><section><variablelist><varlistentry><term>
#: ../../doc/manual/manual.en.xml:1613
msgid "Ambush"
msgstr ""
# type: Content of: <book><chapter><section><section><variablelist><varlistentry><listitem><simpara>
#: ../../doc/manual/manual.en.xml:1617
msgid ""
"This unit can hide in forest, and remain undetected by its enemies. 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 ""
# type: Content of: <book><chapter><section><section><variablelist><varlistentry><term>
#: ../../doc/manual/manual.en.xml:1626
msgid "Concealment"
msgstr ""
# type: Content of: <book><chapter><section><section><variablelist><varlistentry><listitem><simpara>
#: ../../doc/manual/manual.en.xml:1630
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. "
"Enemy units can not 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 ""
# type: Content of: <book><chapter><section><section><variablelist><varlistentry><term>
#: ../../doc/manual/manual.en.xml:1640
msgid "Cures"
msgstr ""
# type: Content of: <book><chapter><section><section><variablelist><varlistentry><listitem><simpara>
#: ../../doc/manual/manual.en.xml:1644
msgid ""
"A unit which can cure an ally of poison, although the ally will receive no "
"additional healing on the turn it is cured of the poison."
msgstr ""
# type: Content of: <book><chapter><section><section><variablelist><varlistentry><term>
#: ../../doc/manual/manual.en.xml:1651
msgid "Heals +4"
msgstr ""
# type: Content of: <book><chapter><section><section><variablelist><varlistentry><listitem><simpara>
#: ../../doc/manual/manual.en.xml:1655
msgid ""
"Allows the unit to heal adjacent friendly units at the beginning of each "
"turn. A unit cared for by this healer may heal up to 4 HP per turn, or stop "
"poison from taking effect for that turn. 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 ""
# type: Content of: <book><chapter><section><section><variablelist><varlistentry><term>
#: ../../doc/manual/manual.en.xml:1666
msgid "Heals +8"
msgstr ""
# type: Content of: <book><chapter><section><section><variablelist><varlistentry><listitem><simpara>
#: ../../doc/manual/manual.en.xml:1670
msgid ""
"This unit combines herbal remedies with magic to heal units more quickly "
"than is normally possible on the battlefield. A unit cared for by this "
"healer may heal up to 8 HP per turn, or stop poison from taking effect for "
"that turn. 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 ""
# type: Content of: <book><chapter><section><section><variablelist><varlistentry><term>
#: ../../doc/manual/manual.en.xml:1681
msgid "Illuminates"
msgstr ""
# type: Content of: <book><chapter><section><section><variablelist><varlistentry><listitem><simpara>
#: ../../doc/manual/manual.en.xml:1685
msgid ""
"This unit illuminates the surrounding area, making lawful units fight "
"better, and chaotic units fight worse. 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 ""
# type: Content of: <book><chapter><section><section><variablelist><varlistentry><term>
#: ../../doc/manual/manual.en.xml:1694
msgid "Leadership"
msgstr ""
# type: Content of: <book><chapter><section><section><variablelist><varlistentry><listitem><simpara>
#: ../../doc/manual/manual.en.xml:1698
msgid ""
"This unit can lead friendly units that are next to it, making them fight "
"better. Adjacent friendly 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 ""
# type: Content of: <book><chapter><section><section><variablelist><varlistentry><term>
#: ../../doc/manual/manual.en.xml:1709
msgid "Nightstalk"
msgstr ""
# type: Content of: <book><chapter><section><section><variablelist><varlistentry><listitem><simpara>
#: ../../doc/manual/manual.en.xml:1713
msgid ""
"The unit becomes invisible during night. 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 ""
# type: Content of: <book><chapter><section><section><variablelist><varlistentry><term>
#: ../../doc/manual/manual.en.xml:1722
msgid "Regenerates"
msgstr ""
# type: Content of: <book><chapter><section><section><variablelist><varlistentry><listitem><simpara>
#: ../../doc/manual/manual.en.xml:1726
msgid ""
"This unit will heal itself 8HP per turn. If it is poisoned, it will remove "
"the poison instead of healing."
msgstr ""
# type: Content of: <book><chapter><section><section><variablelist><varlistentry><term>
#: ../../doc/manual/manual.en.xml:1733
msgid "Skirmisher"
msgstr ""
# type: Content of: <book><chapter><section><section><variablelist><varlistentry><listitem><simpara>
#: ../../doc/manual/manual.en.xml:1737
msgid ""
"This unit is skilled in moving past enemies quickly, and ignores all enemy "
"Zones of Control."
msgstr ""
# type: Content of: <book><chapter><section><section><variablelist><varlistentry><term>
#: ../../doc/manual/manual.en.xml:1744
msgid "Steadfast"
msgstr ""
# type: Content of: <book><chapter><section><section><variablelist><varlistentry><listitem><simpara>
#: ../../doc/manual/manual.en.xml:1748
msgid ""
"This unit's resistances are doubled, up to a maximum of 50%, when defending. "
"Vulnerabilities are not affected."
msgstr ""
# type: Content of: <book><chapter><section><section><variablelist><varlistentry><term>
#: ../../doc/manual/manual.en.xml:1755
msgid "Submerge"
msgstr ""
# type: Content of: <book><chapter><section><section><variablelist><varlistentry><listitem><simpara>
#: ../../doc/manual/manual.en.xml:1759
msgid ""
"This unit can hide in deep water, and remain undetected by its enemies. "
"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 ""
# type: Content of: <book><chapter><section><section><variablelist><varlistentry><term>
#: ../../doc/manual/manual.en.xml:1768
msgid "Teleport"
msgstr ""
# type: Content of: <book><chapter><section><section><variablelist><varlistentry><listitem><simpara>
#: ../../doc/manual/manual.en.xml:1772
msgid ""
"This unit may teleport between any two friendly villages using one of its "
"moves."
msgstr ""
# type: Content of: <book><chapter><section><section><title>
#: ../../doc/manual/manual.en.xml:1780 ../../doc/manual/manual.en.xml:2431
msgid "Experience"
msgstr ""
# type: Content of: <book><chapter><section><section><simpara>
#: ../../doc/manual/manual.en.xml:1781
msgid ""
"Units are awarded experience for fighting. After obtaining enough "
"experience, they will advance a level and become more powerful. The amount "
"of experience gained depends on the level of the enemy unit and the outcome "
"of the battle: if a unit kills its opponent, it receives 8 experience points "
"per level of the enemy (4 if the enemy is level 0), while units that survive "
"a battle without killing their opponents are awarded 1 experience point per "
"level of the enemy. In other words:"
msgstr ""
# type: Content of: <book><chapter><section><section><table><title>
#: ../../doc/manual/manual.en.xml:1793
msgid "Experience bonuses for killing or fighting enemies of different levels"
msgstr ""
# type: Content of: <book><chapter><section><section><table><tgroup><thead><row><entry>
#: ../../doc/manual/manual.en.xml:1801
msgid "enemy level"
msgstr ""
# type: Content of: <book><chapter><section><section><table><tgroup><thead><row><entry>
#: ../../doc/manual/manual.en.xml:1804
msgid "kill bonus"
msgstr ""
# type: Content of: <book><chapter><section><section><table><tgroup><thead><row><entry>
#: ../../doc/manual/manual.en.xml:1807
msgid "fighting bonus"
msgstr ""
# type: Content of: <book><chapter><section><section><table><tgroup><tbody><row><entry>
#: ../../doc/manual/manual.en.xml:1828
msgid "8"
msgstr ""
# type: Content of: <book><chapter><section><section><table><tgroup><tbody><row><entry>
#: ../../doc/manual/manual.en.xml:1839
msgid "16"
msgstr ""
# type: Content of: <book><chapter><section><section><table><tgroup><tbody><row><entry>
#: ../../doc/manual/manual.en.xml:1850
msgid "24"
msgstr ""
# type: Content of: <book><chapter><section><section><table><tgroup><tbody><row><entry>
#: ../../doc/manual/manual.en.xml:1861
msgid "32"
msgstr ""
# type: Content of: <book><chapter><section><section><table><tgroup><tbody><row><entry>
#: ../../doc/manual/manual.en.xml:1872
msgid "40"
msgstr ""
# type: Content of: <book><chapter><section><section><table><tgroup><tbody><row><entry>
#: ../../doc/manual/manual.en.xml:1883
msgid "48"
msgstr ""
# type: Content of: <book><chapter><section><section><title>
#: ../../doc/manual/manual.en.xml:1894
msgid "Recalling units"
msgstr ""
# type: Content of: <book><chapter><section><section><simpara>
#: ../../doc/manual/manual.en.xml:1895
msgid ""
"After you complete a scenario, all surviving units will be available to "
"recall in the next scenario. You are not able to move or attack with a unit "
"on the turn you recruit or recall that unit. A Recalled unit retains its "
"previous Level, Experience Points, (sometimes) any magic items acquired, and "
"will arrive with full hitpoints."
msgstr ""
# type: Content of: <book><chapter><section><title>
#: ../../doc/manual/manual.en.xml:1904
msgid "Moving"
msgstr ""
# type: Content of: <book><chapter><section><simpara>
#: ../../doc/manual/manual.en.xml:1905
msgid ""
"Clicking on a unit identifies all the places it can move on its current turn "
"by dimming unreachable hexes (pressing the number keys 2-7 will identify the "
"additional hexes that can be reached in that number of turns in a similar "
"manner). While in this mode, moving the cursor over a hex will identify the "
"path your unit will take towards that hex as well as additional information "
"on the defensive bonus of your unit on that hex and, if it will take more "
"than one turn, the number of turns it will take your unit to arrive. If you "
"do not wish to move the unit this mode can be cancelled by selecting a "
"different unit (by clicking on the new unit or using the <literal>n</"
"literal> or <literal>N</literal> keys) or by right-clicking (Command-click "
"on a Mac) anywhere on the map. The <link linkend=\"orbs\">orbs</link> on the "
"top of a unit's energy bar provide a quick way to see which of your units "
"have already moved or can move further in the current turn."
msgstr ""
# type: Content of: <book><chapter><section><simpara>
#: ../../doc/manual/manual.en.xml:1919
msgid ""
"If you decide to move the selected unit, click on the hex you want to move "
"to and your unit will move towards that space. If you select a destination "
"which is beyond reach in the current turn, the unit will move as far as it "
"can in the current turn and enter <emphasis>goto-mode</emphasis>. In "
"<emphasis>goto-mode</emphasis> your unit will continue moving towards its "
"destination in subsequent turns. You can easily undo goto movements at the "
"beginning of your next turn. You may also change a unit's destination by "
"selecting that unit and choosing a new destination or clicking the unit "
"again to cancel the <emphasis>goto</emphasis>."
msgstr ""
# type: Content of: <book><chapter><section><simpara>
#: ../../doc/manual/manual.en.xml:1929
msgid ""
"Moving onto a village that is neutral or owned by an enemy will take "
"ownership of it and end your move for that unit."
msgstr ""
# type: Content of: <book><chapter><section><simpara>
#: ../../doc/manual/manual.en.xml:1932
msgid ""
"Most units exert a Zone of Control which affects the hexes your unit can "
"reach and the path your unit takes. These restrictions are automatically "
"reflected in both the path that is displayed for your unit and the hexes it "
"may move to on the current turn."
msgstr ""
# type: Content of: <book><chapter><section><section><title>
#: ../../doc/manual/manual.en.xml:1938
msgid "Zone of Control"
msgstr ""
# type: Content of: <book><chapter><section><section><simpara>
#: ../../doc/manual/manual.en.xml:1939
msgid ""
"A unit's Zone of Control extends to the six hexes immediately adjacent to "
"the unit, and units that move into an enemy zone of control are forced to "
"stop. Units with the skirmisher ability ignore enemy zones of control and "
"are able to move through them freely without being forced to stop. Level 0 "
"units are considered too feeble to generate a zone of control and all units "
"are able to move through the hexes around an enemy level 0 unit freely."
msgstr ""
#: ../../doc/manual/manual.en.xml:1949 ../../doc/manual/manual.en.xml:1957
msgid "Orbs"
msgstr "כדורים"
# type: Content of: <book><chapter><section><section><simpara>
#: ../../doc/manual/manual.en.xml:1950
msgid ""
"On the top of the energy bar shown next to each unit of yours is an orb. "
"This orb is:"
msgstr ""
#: ../../doc/manual/manual.en.xml:1965
#, fuzzy
msgid "Orb"
msgstr "כדורים"
# type: Content of: <book><chapter><section><section><table><tgroup><thead><row><entry>
#: ../../doc/manual/manual.en.xml:1971
msgid "Description"
msgstr ""
# type: Content of: <book><chapter><section><section><table><tgroup><tbody><row><entry>
#: ../../doc/manual/manual.en.xml:1978
msgid "Green"
msgstr ""
# type: Content of: <book><chapter><section><section><table><tgroup><tbody><row><entry><inlinemediaobject>
#: ../../doc/manual/manual.en.xml:1981
msgid ""
"<inlinemediaobject> <imageobject> <imagedata fileref=\"images/orb-green.jpg"
"\"/> </imageobject>"
msgstr ""
# type: Content of: <book><chapter><section><section><table><tgroup><tbody><row><entry>
#: ../../doc/manual/manual.en.xml:1989
msgid "If you control the unit and it hasn't moved this turn"
msgstr ""
# type: Content of: <book><chapter><section><section><table><tgroup><tbody><row><entry>
#: ../../doc/manual/manual.en.xml:1994
msgid "Yellow"
msgstr ""
# type: Content of: <book><chapter><section><section><table><tgroup><tbody><row><entry><inlinemediaobject>
#: ../../doc/manual/manual.en.xml:1997
msgid ""
"<inlinemediaobject> <imageobject> <imagedata fileref=\"images/orb-yellow.jpg"
"\"/> </imageobject>"
msgstr ""
# type: Content of: <book><chapter><section><section><table><tgroup><tbody><row><entry>
#: ../../doc/manual/manual.en.xml:2005
msgid ""
"If you control the unit and it has moved this turn, but could still move "
"further or attack"
msgstr ""
# type: Content of: <book><chapter><section><section><table><tgroup><tbody><row><entry>
#: ../../doc/manual/manual.en.xml:2010
msgid "Red"
msgstr ""
# type: Content of: <book><chapter><section><section><table><tgroup><tbody><row><entry><inlinemediaobject>
#: ../../doc/manual/manual.en.xml:2013
msgid ""
"<inlinemediaobject> <imageobject> <imagedata fileref=\"images/orb-red.jpg\"/"
"> </imageobject>"
msgstr ""
# type: Content of: <book><chapter><section><section><table><tgroup><tbody><row><entry>
#: ../../doc/manual/manual.en.xml:2021
msgid "If you control the unit, but it has used all its movement this turn"
msgstr ""
# type: Content of: <book><chapter><section><section><table><tgroup><tbody><row><entry>
#: ../../doc/manual/manual.en.xml:2026
msgid "Blue"
msgstr ""
# type: Content of: <book><chapter><section><section><table><tgroup><tbody><row><entry><inlinemediaobject>
#: ../../doc/manual/manual.en.xml:2029
msgid ""
"<inlinemediaobject> <imageobject> <imagedata fileref=\"images/orb-blue.jpg\"/"
"> </imageobject>"
msgstr ""
# type: Content of: <book><chapter><section><section><table><tgroup><tbody><row><entry>
#: ../../doc/manual/manual.en.xml:2037
msgid "If the unit is an ally you do not control"
msgstr ""
# type: Content of: <book><chapter><section><section><table><tgroup><tbody><row><entry><inlinemediaobject>
#: ../../doc/manual/manual.en.xml:2045
msgid ""
"<inlinemediaobject> <imageobject> <imagedata fileref=\"images/orb-none.jpg\"/"
"> </imageobject>"
msgstr ""
# type: Content of: <book><chapter><section><section><table><tgroup><tbody><row><entry>
#: ../../doc/manual/manual.en.xml:2053
msgid "Enemy units have no orb on the top of their energy bar"
msgstr ""
# type: Content of: <book><chapter><section><section><title>
#: ../../doc/manual/manual.en.xml:2061
msgid "Ellipses, Team Colors, and Hero Icons"
msgstr ""
# type: Content of: <book><chapter><section><section><simpara>
#: ../../doc/manual/manual.en.xml:2062
msgid ""
"Below each unit there will normally be a colored ellipses or base. The color "
"identifies its team; in a campaign game, the human-player color is red. The "
"team color will also show up in parts of the unit's clothing, or possibly on "
"a shield insignia."
msgstr ""
# type: Content of: <book><chapter><section><section><simpara>
#: ../../doc/manual/manual.en.xml:2067
msgid ""
"Usually the ellipse will be a solid disk. On level 0 units, you will see an "
"ellipse that has broken lines. This indicates that the unit has no Zone of "
"Control."
msgstr ""
# type: Content of: <book><chapter><section><section><simpara>
#: ../../doc/manual/manual.en.xml:2071
msgid ""
"Some campaigns use a star-shaped base to indicate leaders and heroes (units "
"which are somehow special and for example not allowed to die in the course "
"of the scenario); others use a silver crown icon above the energy bar to "
"mark heroes. Still others have no specific hero indicator at all. Which (if "
"any) is used is a stylistic choice left to campaign designers."
msgstr ""
# type: Content of: <book><chapter><section><title>
#: ../../doc/manual/manual.en.xml:2081
msgid "Fighting"
msgstr ""
# type: Content of: <book><chapter><section><simpara>
#: ../../doc/manual/manual.en.xml:2082
msgid ""
"If you move next to an enemy unit, you may attack it. Click on your unit "
"that is next to an enemy unit, and click on the enemy you want to attack - "
"this will bring up a window that presents further options for the fight. "
"Every unit has one or more weapons it can attack with. Some weapons, such as "
"swords, are melee weapons, and some weapons, such as bows, are ranged "
"weapons."
msgstr ""
# type: Content of: <book><chapter><section><simpara>
#: ../../doc/manual/manual.en.xml:2089
msgid ""
"If you attack with a melee weapon, the enemy you attack will be able to "
"strike back at you with its melee weapon. If you attack with a ranged "
"weapon, the enemy will be able to strike back with its ranged weapon. If an "
"enemy does not have a weapon of the same type as the one you attack with, "
"they will be unable to strike back and do any damage to you in that fight."
msgstr ""
# type: Content of: <book><chapter><section><simpara>
#: ../../doc/manual/manual.en.xml:2096
msgid ""
"Different types of attacks do different amounts of damage, and a certain "
"number of strikes may be made with each weapon. For instance, an Elvish "
"Fighter does 5 points of damage with its sword every time it hits, and can "
"strike 4 blows with the sword in one exchange. This is written as 5-4, "
"meaning 5 damage per hit, and 4 strikes."
msgstr ""
# type: Content of: <book><chapter><section><simpara>
#: ../../doc/manual/manual.en.xml:2102
msgid ""
"Every unit has a chance of being hit based on the terrain it is in. For "
"instance, units in castles and villages have a lower chance of being hit, "
"and Elves in forest have a low chance of being hit. To see a unit's defense "
"rating (i.e. chance not to be hit) in terrain, click on the unit, and then "
"mouse over the terrain you're interested in, and the defense rating will be "
"displayed as a percentage value in the status pane, as well as shown over "
"the terrain hex."
msgstr ""
# type: Content of: <book><chapter><section><simpara>
#: ../../doc/manual/manual.en.xml:2110
msgid ""
"You can obtain additional information, including the chance that the "
"attacker and defender will be killed, by clicking on the \"Damage "
"Calculations\" button in the fight window."
msgstr ""
# type: Content of: <book><chapter><section><section><title>
#: ../../doc/manual/manual.en.xml:2115
msgid "Attack types"
msgstr ""
# type: Content of: <book><chapter><section><section><itemizedlist><listitem><simpara>
#: ../../doc/manual/manual.en.xml:2119
msgid ""
"<emphasis role=\"strong\">Blade</emphasis>: Weapons with a cutting edge, "
"used to chop pieces of meat from a foe. Examples: dagger, scimitar, saber, "
"drake claws."
msgstr ""
# type: Content of: <book><chapter><section><section><itemizedlist><listitem><simpara>
#: ../../doc/manual/manual.en.xml:2125
msgid ""
"<emphasis role=\"strong\">Piercing</emphasis>: Weapons with a sharp point "
"and either a long handle or a missile, used to perforate foe's body and "
"damage internal organs. Examples: Knight or infantry pike, arrow."
msgstr ""
# type: Content of: <book><chapter><section><section><itemizedlist><listitem><simpara>
#: ../../doc/manual/manual.en.xml:2132
msgid ""
"<emphasis role=\"strong\">Impact</emphasis>: Weapons having neither a sharp "
"point nor a cutting edge, but heavy enough to break an enemy's bones. "
"Examples: mace, staff, Troll fist."
msgstr ""
# type: Content of: <book><chapter><section><section><itemizedlist><listitem><simpara>
#: ../../doc/manual/manual.en.xml:2139
msgid ""
"<emphasis role=\"strong\">Cold</emphasis>: Weapons based on cold or ice "
"missiles. Example: A wizard's ice bolt."
msgstr ""
# type: Content of: <book><chapter><section><section><itemizedlist><listitem><simpara>
#: ../../doc/manual/manual.en.xml:2145
msgid ""
"<emphasis role=\"strong\">Fire</emphasis>: Weapons using fire to roast the "
"foe like a chicken. Example: A drake's fire breath."
msgstr ""
# type: Content of: <book><chapter><section><section><itemizedlist><listitem><simpara>
#: ../../doc/manual/manual.en.xml:2151
msgid ""
"<emphasis role=\"strong\">Arcane</emphasis>: An attack that dispels the "
"magic animating zombies, specters, and other undead creatures. Example: A "
"white mage's magic attack."
msgstr ""
#: ../../doc/manual/manual.en.xml:2158
msgid "Resistance"
msgstr "עמידות"
# type: Content of: <book><chapter><section><section><simpara>
#: ../../doc/manual/manual.en.xml:2159
msgid ""
"Each unit is more or less vulnerable to the different attack types. 6 "
"figures in the unit description show strength and weakness of the unit "
"against the 6 attack types. A positive resistance figure indicates that the "
"unit will suffer less damages from the attack type. A negative resistance "
"figure indicates that the unit is especially vulnerable to this attack type."
msgstr ""
# type: Content of: <book><chapter><section><section><simpara>
#: ../../doc/manual/manual.en.xml:2166
msgid ""
"Examples: Drake scales protect them from most of attack types except from "
"piercing weapon and cold weapon. Human Cavalry units are generally well "
"protected except from piercing attacks which are their weak point. Undead "
"are very resistant to blade and piercing weapon but very vulnerable to "
"impact attacks and arcane attacks."
msgstr ""
# type: Content of: <book><chapter><section><section><simpara>
#: ../../doc/manual/manual.en.xml:2172
msgid ""
"Using the best attack type against enemy units will substantially increase "
"your chances of killing them."
msgstr ""
#: ../../doc/manual/manual.en.xml:2178 ../../doc/manual/manual.en.xml:2609
msgid "Healing"
msgstr "ריפוי"
# type: Content of: <book><chapter><section><simpara>
#: ../../doc/manual/manual.en.xml:2179
msgid ""
"A unit may be healed a maximum of 8 hitpoints per turn. A unit that does not "
"move or fight during a turn is <emphasis>resting</emphasis> and will recover "
"2 hitpoints. Hitpoints recovered through <emphasis>resting</emphasis> are "
"added on top of hitpoints recovered through healing so it is possible for a "
"unit to recover up to a total of 10 hit points per turn."
msgstr ""
# type: Content of: <book><chapter><section><simpara>
#: ../../doc/manual/manual.en.xml:2185
msgid "There are two basic ways for a unit to be healed:"
msgstr ""
# type: Content of: <book><chapter><section><itemizedlist><listitem><simpara>
#: ../../doc/manual/manual.en.xml:2190
msgid "Waiting in a village. The unit will heal 8 hitpoints every turn."
msgstr ""
# type: Content of: <book><chapter><section><itemizedlist><listitem><simpara>
#: ../../doc/manual/manual.en.xml:2195
msgid ""
"Being adjacent to units with the <emphasis>heals</emphasis> ability. The "
"number of hitpoints healed is specified in the unit's ability description. "
"This is invariably <emphasis>heals +4</emphasis> or <emphasis>heals +8</"
"emphasis>."
msgstr ""
# type: Content of: <book><chapter><section><section><title>
#: ../../doc/manual/manual.en.xml:2202
msgid "Regeneration"
msgstr ""
# type: Content of: <book><chapter><section><section><simpara>
#: ../../doc/manual/manual.en.xml:2203
msgid ""
"Trolls and Woses have the ability to heal themselves naturally through "
"regeneration. They will heal 8 points each turn if they are injured. Note "
"that because all units may only heal a maximum of 8 points per turn, Trolls "
"and Woses gain no additional benefit from being on a village or next to a "
"healing unit."
msgstr ""
# type: Content of: <book><chapter><section><section><simpara>
#: ../../doc/manual/manual.en.xml:2212
msgid ""
"Some attacks can inflict poison damage on your unit. When this happens the "
"poisoned unit will take 8 damage each turn until it is cured. Poison can be "
"cured by waiting on a village or being next to a unit with the "
"<emphasis>cures</emphasis> ability. Units with the <emphasis>heals</"
"emphasis> ability can only prevent the poison from causing damage that turn, "
"not cure it. When poison is cured the unit does not gain or lose hitpoints "
"on that turn due to healing/poisoning. A unit can not be healed normally "
"until it is cured of poisoning. Resting is still allowed, although it will "
"not substantially diminish the poison's effect."
msgstr ""
# type: Content of: <book><chapter><section><section><simpara>
#: ../../doc/manual/manual.en.xml:2221
msgid "Some other hints about healing:"
msgstr ""
# type: Content of: <book><chapter><section><section><itemizedlist><listitem><simpara>
#: ../../doc/manual/manual.en.xml:2226
msgid "A unit may take several turns to be fully healed."
msgstr ""
# type: Content of: <book><chapter><section><section><itemizedlist><listitem><simpara>
#: ../../doc/manual/manual.en.xml:2231
msgid ""
"Healers (Elvish Shaman, Elvish Druid, Elvish Shyde, White Mage, Mage of "
"Light, Paladin) heal all wounded units around them, so you can keep units "
"close to the battle without losing them."
msgstr ""
# type: Content of: <book><chapter><section><section><itemizedlist><listitem><simpara>
#: ../../doc/manual/manual.en.xml:2238
msgid "Healers do not heal enemy units."
msgstr ""
# type: Content of: <book><chapter><section><section><itemizedlist><listitem><simpara>
#: ../../doc/manual/manual.en.xml:2243
msgid "Healers cannot heal themselves, but see next point."
msgstr ""
# type: Content of: <book><chapter><section><section><itemizedlist><listitem><simpara>
#: ../../doc/manual/manual.en.xml:2248
msgid "Use your healers in pairs, so they can heal each other if needed."
msgstr ""
# type: Content of: <book><chapter><section><section><itemizedlist><listitem><simpara>
#: ../../doc/manual/manual.en.xml:2253
msgid ""
"Multiple healers from different sides can heal the same unit and speed up "
"healing."
msgstr ""
# type: Content of: <book><chapter><section><section><itemizedlist><listitem><simpara>
#: ../../doc/manual/manual.en.xml:2258
msgid "Trolls and Woses cannot regenerate other units."
msgstr ""
# type: Content of: <book><chapter><section><section><itemizedlist><listitem><simpara>
#: ../../doc/manual/manual.en.xml:2263
msgid "Trolls and Woses cure themselves from poison as a village does."
msgstr ""
# type: Content of: <book><chapter><title>
#: ../../doc/manual/manual.en.xml:2271
msgid "Strategy and Tips"
msgstr ""
# type: Content of: <book><chapter><section><title>
#: ../../doc/manual/manual.en.xml:2273
msgid "Basic Strategy"
msgstr ""
# type: Content of: <book><chapter><section><simpara>
#: ../../doc/manual/manual.en.xml:2274
msgid ""
"The following basic combat principles and tips are intended to help starting "
"off your career as a Wesnothian battle veteran. The minor concrete examples "
"are somewhat tied to the \"Heir to the Throne\" campaign."
msgstr ""
# type: Content of: <book><chapter><section><section><title>
#: ../../doc/manual/manual.en.xml:2279
msgid "Don't waste units"
msgstr ""
# type: Content of: <book><chapter><section><section><simpara>
#: ../../doc/manual/manual.en.xml:2280
msgid ""
"Do not send wounded units to a sure death. Once a unit loses more than half "
"of its hit points (HP), you should seriously consider retreating it to "
"safety and either station it in a village for healing or give him to the "
"care of a healer (like Elvish Shamans or White Mages). Healers are very "
"useful!"
msgstr ""
# type: Content of: <book><chapter><section><section><simpara>
#: ../../doc/manual/manual.en.xml:2286
msgid ""
"This is for practical reasons: a heavily wounded unit cannot hold back or "
"kill the enemy. During attack and counterattack, it most often will perish. "
"Further, by sending it to its sure death, its gathered experience points "
"(XP) are lost. Recruiting a replacement may be impossible because the leader "
"is not in its keep or because funds are running low. Even if you can recruit "
"a replacement, it is most often far away from the battle front. So don't "
"waste your units."
msgstr ""
# type: Content of: <book><chapter><section><section><title>
#: ../../doc/manual/manual.en.xml:2296
msgid "Out of the enemy's reach"
msgstr ""
# type: Content of: <book><chapter><section><section><simpara>
#: ../../doc/manual/manual.en.xml:2297
msgid ""
"How do you guard wounded units? They are best guarded by being out of the "
"adversary's reach. No enemy can attack them if enemies cannot even come near "
"them. The next section about zone of control (ZOC) shows how to restrict the "
"enemy's moves."
msgstr ""
# type: Content of: <book><chapter><section><section><simpara>
#: ../../doc/manual/manual.en.xml:2302
msgid ""
"In the Action menu, you can select \"Show Enemy Moves\" to highlight all "
"possible hexes your adversary can actually move to. This takes your zone of "
"control into account. Thus you can check that your near death unit, which is "
"behind, indeed cannot be attacked as the enemy cannot move close to it."
msgstr ""
# type: Content of: <book><chapter><section><section><simpara>
#: ../../doc/manual/manual.en.xml:2308
msgid ""
"When your armies meet, you may want to try to be the first to attack. So try "
"to end your move out of striking range of the enemy army. He cannot attack "
"but most likely will close into your striking range."
msgstr ""
# type: Content of: <book><chapter><section><section><title>
#: ../../doc/manual/manual.en.xml:2314
msgid "Shield with your zone of control (ZOC)"
msgstr ""
# type: Content of: <book><chapter><section><section><simpara>
#: ../../doc/manual/manual.en.xml:2315
msgid ""
"Every unit of level 1 or higher maintains a zone of control (ZOC) covering "
"all 6 neighboring hexes. This means that once an enemy moves into one of the "
"six neighboring tiles, it is forced to halt and its movement phase ends "
"(only enemies with the rare skirmisher ability ignore this)."
msgstr ""
# type: Content of: <book><chapter><section><section><simpara>
#: ../../doc/manual/manual.en.xml:2320
msgid ""
"Because of ZOC, an enemy may not slip between two units which are aligned on "
"a north-south or diagonal line and have exactly 1 or 2 hexes between them. "
"By combining these pairs into a long wall or using them in different "
"directions, you can prevent the enemy from reaching a wounded unit behind. "
"He has to defeat the units imposing the ZOC first. If the enemy can barely "
"reach it, even a single unit may shield a small region behind itself."
msgstr ""
# type: Content of: <book><chapter><section><section><title>
#: ../../doc/manual/manual.en.xml:2330
msgid "Maintain a defensive line"
msgstr ""
# type: Content of: <book><chapter><section><section><simpara>
#: ../../doc/manual/manual.en.xml:2331
msgid ""
"By lining up many units directly adjacent or with at most 1 hex space "
"between them, you can build up a powerful defensive line. Note that, because "
"Wesnoth uses hexes, a east-to-west \"line\" is not a straight line but a zig-"
"zag curve. The north south line and the diagonals are the \"real\" lines."
msgstr ""
# type: Content of: <book><chapter><section><section><simpara>
#: ../../doc/manual/manual.en.xml:2337
msgid ""
"Coming from one side, the enemy may attack any single of your units in the "
"line with only 2 of his units at a time. As a rule of thumb, a healthy unit "
"without particular weakness can withstand an attack from two normal enemy "
"units of the same level or lower without getting killed."
msgstr ""
# type: Content of: <book><chapter><section><section><simpara>
#: ../../doc/manual/manual.en.xml:2342
msgid ""
"Unfortunately, your line often has to bend to form a wedge or to fit the "
"terrain. At these corner points, 3 enemy units may attack. This also happens "
"at the ends of a line if the line is too short. Use units with high hit "
"point on proper terrain or with proper resistances to hold these weak "
"points. These are the most likely to be killed, so use units with no or few "
"experience points (XP) for this purpose."
msgstr ""
# type: Content of: <book><chapter><section><section><simpara>
#: ../../doc/manual/manual.en.xml:2349
msgid ""
"Lining your troops up also prevents the enemy from surrounding any one of "
"them. For ZOC reasons, a unit with one enemy behind it and one in front is "
"trapped."
msgstr ""
# type: Content of: <book><chapter><section><section><title>
#: ../../doc/manual/manual.en.xml:2355
msgid "Rotate your troops"
msgstr ""
# type: Content of: <book><chapter><section><section><simpara>
#: ../../doc/manual/manual.en.xml:2356
msgid ""
"When a unit in the front line is heavily damaged you can move him safely "
"behind your defensive line. To hold up the line, you will most likely have "
"to replace him with a reserve, so hold a couple of units in back of the "
"front line. If you have healers, damaged units in the second line will "
"quickly recover."
msgstr ""
# type: Content of: <book><chapter><section><section><simpara>
#: ../../doc/manual/manual.en.xml:2362
msgid "Note that your units can pass through hexes containing your own troops."
msgstr ""
# type: Content of: <book><chapter><section><section><title>
#: ../../doc/manual/manual.en.xml:2366
msgid "Use the terrain"
msgstr ""
# type: Content of: <book><chapter><section><section><simpara>
#: ../../doc/manual/manual.en.xml:2367
msgid ""
"Try to position your troops so that they are attacking from a hex with high "
"defense against an enemy in a hex with low terrain. That way, the enemy's "
"counterstrikes will be less likely to do damage."
msgstr ""
# type: Content of: <book><chapter><section><section><simpara>
#: ../../doc/manual/manual.en.xml:2371
msgid ""
"For example, you might position your elves just inside of a forest edge so "
"that attacking orcs must stand on grassland while your elves enjoy the high "
"forest defenses."
msgstr ""
# type: Content of: <book><chapter><section><section><title>
#: ../../doc/manual/manual.en.xml:2377
msgid "Attacking and choosing your targets"
msgstr ""
# type: Content of: <book><chapter><section><section><simpara>
#: ../../doc/manual/manual.en.xml:2378
msgid ""
"Advancing and attacking is of course the most interesting part of your way "
"to victory. Kill or weaken enemies in your path and move your defensive line "
"forward. This can become tricky as the enemy gets to attack back on his turn."
msgstr ""
# type: Content of: <book><chapter><section><section><simpara>
#: ../../doc/manual/manual.en.xml:2383
msgid ""
"Often, you will throw several units at a single enemy unit to finish him "
"off, but these were forming your defensive line which is now partly broken. "
"Maybe this doesn't matter because you are out of reach of the next enemy "
"unit. Maybe it does because you only managed to weaken a very strong enemy "
"and next turn, he is going to strike back. Perhaps a Horseman can deliver "
"the killing blow."
msgstr ""
# type: Content of: <book><chapter><section><section><simpara>
#: ../../doc/manual/manual.en.xml:2390
msgid ""
"Striking first is an advantage because it allows you the choice of which "
"units will face off. Take advantage of enemy weakness: e.g. direct your "
"ranged attacks against foes without ranged weapons. Take advantage of "
"weaknesses like Horsemen's vulnerability to pierce. But remember that they "
"get to attack back on their turn, so you might have weaknesses the enemy may "
"exploit."
msgstr ""
# type: Content of: <book><chapter><section><section><simpara>
#: ../../doc/manual/manual.en.xml:2397
msgid ""
"For example, Horsemen can hold up the line against Orcish Grunts and Troll "
"Whelps very well because they have some resistances against blade and "
"impact. But your Horseman may quite quickly fall to Orcish Archers and "
"Goblin Spearmen."
msgstr ""
# type: Content of: <book><chapter><section><section><simpara>
#: ../../doc/manual/manual.en.xml:2402
msgid ""
"It usually pays off if you can definitively kill (or almost kill) the faced "
"unit. If you are unsure of finishing off the enemy in one turn, either "
"ensure that your unit can weather the return attacks or decide that you're "
"willing to lose that unit. To withstand the enemy's strikes next turn, it is "
"often wise to attack at the range that allows the enemy to do least damage "
"to you, rather than choosing the maximum expected damage to the enemy."
msgstr ""
# type: Content of: <book><chapter><section><section><simpara>
#: ../../doc/manual/manual.en.xml:2410
msgid ""
"In particular, use your ranged weapons if the enemy has no ranged attack. "
"The computer's default choice only looks for the most damage you can deal, "
"so using it will often result in your units taking more damage than "
"necessary."
msgstr ""
#: ../../doc/manual/manual.en.xml:2417
msgid "Time of Day"
msgstr "זמן ביום"
# type: Content of: <book><chapter><section><section><simpara>
#: ../../doc/manual/manual.en.xml:2418
msgid ""
"Remember that Lawful units like humans fight better at daytime and Chaotic "
"units like orcs or undead fight better at night. Ideally you want to first "
"meet the enemy when you are strong and/or he is weak. When the enemy has its "
"strong time, it often pays off to strengthen your lines and hold a favorable "
"defensive position. When its weak time is about to arise, your advance will "
"push forth."
msgstr ""
# type: Content of: <book><chapter><section><section><simpara>
#: ../../doc/manual/manual.en.xml:2425
msgid ""
"For example, elves might hold out a forest during a nightly orcish onslaught "
"and advance on sunrise. You may even note that the computer AI actively "
"retreats his orcs during day."
msgstr ""
# type: Content of: <book><chapter><section><section><simpara>
#: ../../doc/manual/manual.en.xml:2432
msgid ""
"Over the course of a campaign, it is critical that you build up a seasoned "
"force. Later scenarios will assume you have level 2 and 3 units available "
"for recall."
msgstr ""
# type: Content of: <book><chapter><section><section><simpara>
#: ../../doc/manual/manual.en.xml:2436
msgid ""
"Your units gain most experience points (XP) from killing an enemy unit (8XP "
"per level of the unit killed). As such, it often makes sense to have your "
"higher level units weaken an enemy, but cede the kill to a unit more in need "
"of the XP. Healers in particular are often weak in combat and often need to "
"<emphasis>steal</emphasis> kills in this way to advance levels."
msgstr ""
# type: Content of: <book><chapter><section><section><simpara>
#: ../../doc/manual/manual.en.xml:2442
msgid ""
"At the beginning (when you probably have no high level units), try to give "
"most kills to a small handful of your units. This will fast-track them to "
"becoming Level 2 units, and they can then shepherd others."
msgstr ""
# type: Content of: <book><chapter><section><section><simpara>
#: ../../doc/manual/manual.en.xml:2446
msgid ""
"Don't neglect to earn your leader experience. You need to keep him safe, but "
"if you coddle him too much he will be too low level to survive future "
"scenarios anyway."
msgstr ""
# type: Content of: <book><chapter><section><title>
#: ../../doc/manual/manual.en.xml:2453
msgid "Getting the Most Fun Out of the Game"
msgstr ""
# type: Content of: <book><chapter><section><simpara>
#: ../../doc/manual/manual.en.xml:2454
msgid ""
"Remember, the idea of a game is to have fun! Here are some recommendations "
"from the development team on how to get the most fun out of the game:"
msgstr ""
# type: Content of: <book><chapter><section><itemizedlist><listitem><simpara>
#: ../../doc/manual/manual.en.xml:2460
msgid ""
"Consider playing the campaign on \"Medium\" difficulty level, especially if "
"you have prior experience with strategy games. We feel you'll find it much "
"more rewarding."
msgstr ""
# type: Content of: <book><chapter><section><itemizedlist><listitem><simpara>
#: ../../doc/manual/manual.en.xml:2467
msgid ""
"Don't sweat it too much when you lose some units. The campaign was designed "
"to accommodate the player losing some units along the way."
msgstr ""
# type: Content of: <book><chapter><section><itemizedlist><listitem><simpara>
#: ../../doc/manual/manual.en.xml:2473
msgid ""
"Don't abuse saved games. Long ago, Wesnoth only allowed saving the game at "
"the end of a scenario. Mid-scenario saving was added as a convenience to use "
"if you had to continue the game another day, or to protect against crashes. "
"We do not recommend loading mid-scenario saved games over and over because "
"your White Mage keeps getting killed. Learn to protect your White Mage "
"instead, and balance risks! That is part of the strategy."
msgstr ""
# type: Content of: <book><chapter><section><itemizedlist><listitem><simpara>
#: ../../doc/manual/manual.en.xml:2484
msgid ""
"If you must load a saved game, we recommend going back to the start of the "
"scenario, so that you choose a new strategy that works, rather than simply "
"finding random numbers that favor you."
msgstr ""
# type: Content of: <book><chapter><section><itemizedlist><listitem><simpara>
#: ../../doc/manual/manual.en.xml:2491
msgid ""
"But remember, the aim is to have fun! You may have different tastes than the "
"developers, so do what you enjoy most! If you enjoy loading the saved game "
"every time you make a mistake, looking for the <emphasis>perfect</emphasis> "
"game where you never lose a unit, by all means, go right ahead!"
msgstr ""
# type: Content of: <book><chapter><section><section><title>
#: ../../doc/manual/manual.en.xml:2499
msgid "At the start of a scenario"
msgstr ""
# type: Content of: <book><chapter><section><section><itemizedlist><listitem><simpara>
#: ../../doc/manual/manual.en.xml:2503
msgid ""
"First, read the scenario objectives. Sometimes you do not have to kill enemy "
"leaders; instead it is enough that you survive for a certain number of "
"turns, or pick up a particular object"
msgstr ""
# type: Content of: <book><chapter><section><section><itemizedlist><listitem><simpara>
#: ../../doc/manual/manual.en.xml:2510
msgid ""
"Look at the map: the terrain, the position of your leader and the other "
"leader(s)."
msgstr ""
# type: Content of: <book><chapter><section><section><itemizedlist><listitem><simpara>
#: ../../doc/manual/manual.en.xml:2516
msgid ""
"Then, begin to recruit units. Cheap units are useful to soak up the first "
"wave of an enemy's attack; advanced units can then be brought in as support. "
"Fast units can be used as scouts, for exploring the map and to quickly "
"conquer villages."
msgstr ""
# type: Content of: <book><chapter><section><section><title>
#: ../../doc/manual/manual.en.xml:2525
msgid "During the scenario"
msgstr ""
# type: Content of: <book><chapter><section><section><itemizedlist><listitem><simpara>
#: ../../doc/manual/manual.en.xml:2529
msgid ""
"Try to capture and keep control of as many villages as possible to keep the "
"gold coming in."
msgstr ""
# type: Content of: <book><chapter><section><section><itemizedlist><listitem><simpara>
#: ../../doc/manual/manual.en.xml:2535
msgid ""
"Keep units in packs so the enemy cannot attack from as many sides, and so "
"you can outnumber each enemy unit. Put your units in a line so that the "
"enemy cannot attack any one of your units from more than two sides."
msgstr ""
# type: Content of: <book><chapter><section><section><itemizedlist><listitem><simpara>
#: ../../doc/manual/manual.en.xml:2542
msgid ""
"Different units have different strengths and weaknesses depending on terrain "
"and who they are attacking; right click on units and select \"Unit "
"Description\" to learn more."
msgstr ""
# type: Content of: <book><chapter><section><section><itemizedlist><listitem><simpara>
#: ../../doc/manual/manual.en.xml:2549
msgid ""
"You can use lower level units as cannon fodder, to slow down enemy. e.g. you "
"can use them to block enemy reaching your important units"
msgstr ""
# type: Content of: <book><chapter><section><section><itemizedlist><listitem><simpara>
#: ../../doc/manual/manual.en.xml:2555
msgid ""
"You can cause damage to enemies with advanced units and then finish them "
"with lower level units - to give them more experience (and finally make them "
"advance to next level)."
msgstr ""
# type: Content of: <book><chapter><section><section><itemizedlist><listitem><simpara>
#: ../../doc/manual/manual.en.xml:2562
msgid ""
"When you have a White Mage (advances from Mage) or Druid (advances from "
"Shaman), put it in the middle of a circle of units to heal them as they move "
"across the map (Shamans can do this too, but not as well)."
msgstr ""
# type: Content of: <book><chapter><section><section><itemizedlist><listitem><simpara>
#: ../../doc/manual/manual.en.xml:2569
msgid "Losing units is expected, even advanced units."
msgstr ""
# type: Content of: <book><chapter><section><section><itemizedlist><listitem><simpara>
#: ../../doc/manual/manual.en.xml:2574
msgid "Time of day really matters:"
msgstr ""
# type: Content of: <book><chapter><section><section><itemizedlist><listitem><itemizedlist><listitem><simpara>
#: ../../doc/manual/manual.en.xml:2579
msgid "lawful units do more damage at day and less damage at night"
msgstr ""
# type: Content of: <book><chapter><section><section><itemizedlist><listitem><itemizedlist><listitem><simpara>
#: ../../doc/manual/manual.en.xml:2584
msgid "chaotic units do more damage at night and less damage at day"
msgstr ""
# type: Content of: <book><chapter><section><section><itemizedlist><listitem><itemizedlist><listitem><simpara>
#: ../../doc/manual/manual.en.xml:2589
msgid ""
"remember to always check the time of day on the right side of the screen. "
"Plan ahead - think about what it's going to be next turn as well as this "
"turn."
msgstr ""
# type: Content of: <book><chapter><section><section><itemizedlist><listitem><simpara>
#: ../../doc/manual/manual.en.xml:2598
msgid ""
"Some units are resistant or vulnerable to different kind of attacks. Mounted "
"units are weak vs pierce attacks. Fire and arcane attacks destroy undead. To "
"see how much a unit resists an attack type, right click on the unit, select "
"\"Unit Description\", then select \"Resistance\". It will show you how "
"resistant a unit is to different types of attacks."
msgstr ""
# type: Content of: <book><chapter><section><section><simpara>
#: ../../doc/manual/manual.en.xml:2610
msgid ""
"An important part of succeeding at Battle for Wesnoth is keeping your units "
"healthy. When your units take damage you can heal them by moving them onto "
"villages or next to special healing units (e.g. the Elvish Shaman and White "
"Mage). Some other units you will encounter, such as Trolls, have the ability "
"to heal themselves naturally."
msgstr ""
# type: Content of: <book><chapter><section><section><title>
#: ../../doc/manual/manual.en.xml:2618
msgid "Winning a scenario"
msgstr ""
# type: Content of: <book><chapter><section><section><itemizedlist><listitem><simpara>
#: ../../doc/manual/manual.en.xml:2622
msgid ""
"Advanced units are needed to quickly kill enemy commanders, and to avoid "
"losing lots of units."
msgstr ""
# type: Content of: <book><chapter><section><section><itemizedlist><listitem><simpara>
#: ../../doc/manual/manual.en.xml:2628
msgid ""
"The quicker you win a scenario, the more gold you get; you will get more "
"gold from winning early than from all of the map's villages for the rest of "
"the turns."
msgstr ""
# type: Content of: <book><chapter><section><section><itemizedlist><listitem><simpara>
#: ../../doc/manual/manual.en.xml:2635
msgid "Killing all enemy leaders usually gives instant victory."
msgstr ""
# type: Content of: <book><chapter><section><section><title>
#: ../../doc/manual/manual.en.xml:2641
msgid "More general tips"
msgstr ""
# type: Content of: <book><chapter><section><section><itemizedlist><listitem><simpara>
#: ../../doc/manual/manual.en.xml:2645
msgid ""
"After slaughtering scenarios (where you take lots of punishment) there are "
"usually \"breathing room\" scenarios where you can rather easily gain some "
"gold and experience (advanced units)"
msgstr ""
# type: Content of: <book><chapter><section><section><itemizedlist><listitem><simpara>
#: ../../doc/manual/manual.en.xml:2652
msgid ""
"Advanced units have higher upkeep than lower level units (1 gp per level), "
"loyal units are an exception."
msgstr ""
# type: Content of: <book><glossary><title>
#: ../../doc/manual/manual.en.xml:2661
msgid "Glossary"
msgstr ""
# type: Content of: <book><glossary><glossentry><glossdef><simpara>
#: ../../doc/manual/manual.en.xml:2668
msgid "<link linkend=\"zoc\">Zone Of Control</link>."
msgstr ""