# #-#-#-#-# wesnoth.cpp1.po (Battle for Wesnoth VERSION) #-#-#-#-#
# Serbian translations for Battle for Wesnoth package.
# Copyright (C) 2005 Wesnoth development team
# This file is distributed under the same license as the Battle for Wesnoth package.
# Automatically generated, 2005.
#
msgid ""
msgstr ""
"Project-Id-Version: Battle for Wesnoth 0.9.0+cvs\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
"POT-Creation-Date: 2005-09-14 23:24+0200\n"
"PO-Revision-Date: 2005-08-07 22:54+0200\n"
"Last-Translator: Srecko Toroman <sreckotoroman@gmail.com>\n"
"Language-Team: Serbian <freecraft@gmail.com>\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"X-Poedit-Language: Serbo-Croatian\n"
"X-Poedit-Country: YUGOSLAVIA\n"
#: data/amla.cfg:8
msgid "Max HP bonus +"
msgstr ""
#: data/amla.cfg:22
msgid "Full Heal"
msgstr ""
#: data/fonts.cfg:6
#, fuzzy
msgid "DejaVuSans.ttf,FreeSans.ttf,sazanami-gothic.ttf,gkai00mp.ttf"
msgstr "DejaVuSans.ttf,FreeSans.ttf,sazanami-gothic.ttf,gkai00mp.ttf"
#: data/game.cfg:27
msgid "Binary Saves"
msgstr "Бинарни Снимци"
#: data/game.cfg:34
msgid "Show Combat"
msgstr "Прикажи Борбу"
#: data/help.cfg:9
msgid "Introduction"
msgstr "Представљање"
#: data/help.cfg:15
msgid "Gameplay"
msgstr "Играње игре"
#: data/help.cfg:21 src/playturn.cpp:2249
msgid "Traits"
msgstr "Особине"
#: data/help.cfg:29 src/playturn.cpp:1791
msgid "Units"
msgstr "Јединице"
#: data/help.cfg:35
msgid "Abilities"
msgstr "Могућности"
#: data/help.cfg:42
msgid "Weapon Specials"
msgstr "Оружана Специјалност"
#: data/help.cfg:48
msgid "Terrains"
msgstr "Терени"
#: data/help.cfg:54 data/help.cfg:60 data/help.cfg:246
#, fuzzy
msgid "Overview"
msgstr "Препиши?"
#: data/help.cfg:55
msgid ""
"Certain units have abilities that either directly affect other units, or "
"have an impact on how the unit interacts with other units. These abilities "
"will be listed under this topic as you encounter them."
msgstr ""
"Одређене јединице имају могућност да директно утичу на друге јединице, или "
"имају утицај на то како јединице утичу међусобно. Ове могућности биће "
"приказане испод ове тачке како наилазите на њих."
#: data/help.cfg:63
#, fuzzy
msgid ""
"\n"
"\n"
"Battle for Wesnoth is a turn-based fantasy strategy game somewhat unusual "
"among modern strategy games. While other games strive for complexity, Battle "
"for Wesnoth strives for simplicity of both rules and gameplay. This does not "
"make the game simple, however - from these simple rules arise a wealth of "
"strategy, making the game easy to learn but a challenge to master."
msgstr ""
"\n"
"\n"
"Борба За Веснот је позезно-фантазијска стратегија веома необична међу "
"модерним стратешким играма. Док већина игара покушава да повећа своју "
"комплексност, и у правилима и у игрању игре, Борба За Веснот повећава своју "
"једноставност правила а тим и игривост. Ипак, ово игру не прави "
"једноставном, шта више, из ових једноставних правила издижу се богате "
"тактике, правећи игру лагану за научити али и изазовном за овладати."
#: data/help.cfg:68
msgid "Fundamentals of Gameplay"
msgstr "Основе Играња"
#: data/help.cfg:69
#, fuzzy
msgid ""
"These pages outline all you need to know to play Battle for Wesnoth. They "
"cover how to play and the basic mechanics behind the game. As you play the "
"game, new information is added to these pages as you come across new aspects "
"of the game. For more detailed information on special situations and "
"exceptions, please follow the links included."
msgstr ""
"Ова страница уоквирује све што требате да знате да бисте играли Борбу За "
"Веснот. Објашњава како играти као и основне механизме иза површине игре. "
"Имајте у виду да је ово само преглед - за учење специјалних изузетака и "
"ситуација пратите линкове који су укључени."
#: data/help.cfg:71
msgid ""
"\n"
"\n"
"To begin with, it's best to click the <italic>text=Tutorial</italic> button "
"at the main menu. This will take you to the interactive tutorial, which will "
"teach you the basics of Wesnoth. After this, it is recommended that you play "
"the Heir to the Throne campaign first - click <italic>text=Campaign</italic> "
"then <italic>text='Heir to the Throne'</italic>. As Battle for Wesnoth can "
"be quite challenging, you may wish to start on <italic>text=Easy</italic>."
msgstr ""
#: data/help.cfg:74
msgid ""
"While playing, keep in mind that if you mouse-over many items in the game, "
"such as the information displayed in the status pane, a brief description "
"will be shown explaining that item. This is especially useful when you "
"encounter new <ref>dst=abilities text=abilities</ref> for the first time."
msgstr ""
#: data/help.cfg:79
#, fuzzy
msgid "About the Game"
msgstr "Затвори игру"
#: data/help.cfg:80
msgid ""
"The game takes place over a series of battles, called scenarios. Each "
"scenario pits your troops against the troops of one or more adversaries. You "
"can play against the computer, or with friends who each take turns sitting "
"at the computer (hotseat play). If your computer is connected to a computer "
"network, you can also play against other people connected to that network. "
"If your computer has a connection to the Internet, you can play against "
"other people across the Internet."
msgstr ""
#: data/help.cfg:82
msgid ""
"\n"
"\n"
"Each scenario has some objectives, shown as the scenario starts. These "
"objectives list what you need to do to win, and what you should do to avoid "
"losing. Often the objective is to defeat all enemies, but other times you "
"need to reach a destination, to rescue someone, to solve a puzzle, or just "
"to survive a certain number of turns."
msgstr ""
#: data/help.cfg:84
msgid ""
"\n"
"\n"
"Campaigns consist of multiple scenarios that follow on from each other, "
"telling a story. In a campaign, you often need to play more carefully, "
"preserving your best troops so that they can be used again in later "
"scenarios in the campaign."
msgstr ""
#: data/help.cfg:89
msgid "Recruiting and Recalling"
msgstr ""
#: data/help.cfg:90
msgid ""
"Each side begins with one leader in their keep. At the start of any battle, "
"and at times during it, you will need to recruit <ref>dst=units text=units</"
"ref> into your army. To recruit, you must have your leader (for instance, "
"Konrad in the Heir to the Throne campaign) on the Keep square of a "
"<ref>dst=terrain_castle text=Castle</ref>. Then you may recruit by either "
"choosing Recruit from the menu or right-clicking on a hex and selecting "
"<italic>text=Recruit</italic>. This brings up the recruit menu, which lists "
"units available for recruitment, along with their gold cost. Click on a unit "
"to see its statistics, then press the recruit button to recruit it."
msgstr ""
#: data/help.cfg:92
msgid ""
"\n"
"\n"
"If you right-clicked on a castle hex and selected recruit, the new unit will "
"appear in that square. Otherwise, it will appear in a free square near the "
"keep. You may only recruit as many units as you have free hexes in your "
"castle, and you cannot spend more gold than you actually have on recruiting."
msgstr ""
#: data/help.cfg:94
msgid ""
"\n"
"\n"
"Recruited units come with two random <ref>dst=traits text=Traits</ref> which "
"modify their statistics."
msgstr ""
#: data/help.cfg:96
msgid ""
"\n"
"\n"
"In later scenarios, you may also Recall survivors from earlier battles. "
"Recalling costs a standard 20 gold and presents you with a list of all "
"surviving units from previous scenarios."
msgstr ""
#: data/help.cfg:98
msgid ""
"\n"
"\n"
"Units not only cost gold to Recruit or Recall, they also require money to "
"support. See <ref>dst=income_and_upkeep text='Income and Upkeep'</ref> for "
"more information."
msgstr ""
#: data/help.cfg:103
#, fuzzy
msgid "Orbs"
msgstr "Оркови"
#: data/help.cfg:104
msgid ""
"On top of the energy bar shown next to each unit of yours is an orb. For "
"units you control, this orb is:"
msgstr ""
#: data/help.cfg:105
msgid "green if it hasn't moved this turn,"
msgstr ""
#: data/help.cfg:106
msgid "yellow if it has moved, but could still move further or attack, or"
msgstr ""
#: data/help.cfg:107
msgid "red if it has used all its movement this turn."
msgstr ""
#: data/help.cfg:108
msgid "The orb is blue if the unit is an ally you do not control."
msgstr ""
#: data/help.cfg:109
msgid "Enemy units have no orb on top of their energy bar."
msgstr ""
#: data/help.cfg:114
msgid "Hitpoints and Experience"
msgstr ""
#: data/help.cfg:115
msgid ""
"Each unit has a certain number of hitpoints (HP). If the hitpoints of a unit "
"drop below 1, the unit dies. Each unit also has a certain number of "
"experience points (XP). A freshly recruited unit starts with no experience "
"points, and gains experience by fighting enemies."
msgstr ""
#: data/help.cfg:119
msgid ""
"The hitpoints and experience points are both indicated in the status pane "
"using two numbers (the current value and the maximum value the unit can "
"have)."
msgstr ""
#: data/help.cfg:120
msgid ""
"The hitpoints are also indicated by an energy bar next to each unit, which "
"is green, yellow or red. A unit with at least 1 experience point has a blue "
"experience bar, which turns white as the unit is about to "
"<ref>dst=experience_and_advancement text=advance</ref>."
msgstr ""
#: data/help.cfg:125 src/help.cpp:1199
msgid "Movement"
msgstr "Кретање"
#: data/help.cfg:126
msgid ""
"Movement in Battle for Wesnoth is simple. Click on the unit you wish to move "
"to select it, then click on the hex you wish to move it to. When a unit is "
"selected, everywhere it can move this turn will be highlighted, and all "
"other hexes on the map are made dull. Mousing over a highlighted hex shows "
"the defense rating the unit would have if you moved it to that hex. Mousing "
"over a dull hex will also show the number of turns required to reach it, and "
"clicking will cause the unit to move towards it by the fastest route over "
"this and subsequent turns."
msgstr ""
#: data/help.cfg:128
msgid ""
"\n"
"\n"
"Each unit has a certain number of movement points which are used up when "
"moving into a new hex, depending on the Terrain of that particular hex. For "
"instance, grassland nearly always costs 1 movement point to enter. Exactly "
"how many movement points are spent entering a hex depends on the unit type - "
"in forest, elvish units only spend 1 movement point, most human and orc "
"units spend 2, while horsemen spend 3. You can learn how many movement "
"points a unit requires to enter a certain terrain type by right-clicking on "
"it, selecting Unit Description, and then looking at <italic>text='Terrain "
"Modifiers'</italic>."
msgstr ""
#: data/help.cfg:130
msgid ""
"\n"
"\n"
"Another thing to keep in mind while moving is Zones of Control. Each unit "
"generates a zone of control in the hexes immediately surrounding it, and any "
"enemy unit entering those hexes immediately ends its movement. Learning how "
"to use zones of control to your advantage is an important part of Wesnoth, "
"as only <ref>dst=ability_skirmisher text='Skirmishers'</ref> can ignore "
"zones of control."
msgstr ""
#: data/help.cfg:132
msgid ""
"\n"
"\n"
"To see where the enemy can move to during their next turn, press Ctrl-v or "
"Cmd-v. Ctrl-b or Cmd-b shows where the enemy could move, if your units were "
"not on the map to block their progress."
msgstr ""
#: data/help.cfg:137
msgid "Combat"
msgstr "Борба"
#: data/help.cfg:138
msgid ""
"Combat in Battle for Wesnoth always takes place between units in adjacent "
"hexes. Click on your unit, and click on the enemy you want to attack: your "
"unit will move towards the enemy unit, and when they are next to each other, "
"combat will begin. The attacker and defender alternate strikes until each "
"has used their allotted number of strikes. The attacker chooses one of its "
"weapons to attack with, and the defender retaliates with one of its attacks "
"of the same type. There are two types of attacks: melee, which usually "
"involves weapons such as swords, axes or fangs; and ranged, which usually "
"involves weapons such as bows, spears and fireballs."
msgstr ""
#: data/help.cfg:140
msgid ""
"\n"
"\n"
"<header>text='Order and number of strikes'</header>"
msgstr ""
#: data/help.cfg:142
msgid ""
"\n"
"\n"
"The attacker gets the first strike, then the defender retaliates. Each "
"strike either hits, doing a given amount of damage, or misses, doing no "
"damage at all. Strikes alternate until each unit has used up all of its "
"strikes. The number of strikes a unit has varies; for instance, an Elvish "
"fighter with a 5-4 attack may strike 4 times, each successful strike dealing "
"5 damage, while an Orcish Grunt with a 9-2 attack can only strike twice (but "
"at 9 damage for each hit)."
msgstr ""
#: data/help.cfg:144
msgid ""
"\n"
"\n"
"<header>text='Chance to hit'</header>"
msgstr ""
#: data/help.cfg:146
msgid ""
"\n"
"\n"
"Every unit has a chance of being hit, based on the Terrain it is in. This is "
"shown in the status pane, and may also be found by right-clicking a unit, "
"selecting Unit Description, and then looking at <italic>text='Terrain "
"Modifiers'</italic>. For instance, many elves have a defense rating of 70% "
"in forest, so a unit attacking them has only a 30% chance of hitting. "
"Conversely, the elf's chance of hitting the attacker in return depends on "
"what terrain the attacker is in."
msgstr ""
#: data/help.cfg:148
msgid ""
"\n"
"\n"
"There are two exceptions to this rule: <ref>dst=weaponspecial_magical "
"text='Magical attacks'</ref> and <ref>dst=weaponspecial_marksman "
"text=Marksmen</ref>. Magical attacks always have a 70% chance to hit, "
"regardless of terrain, and, when used offensively, Marksmen always have at "
"least a 60% chance to hit, regardless of terrain."
msgstr ""
#: data/help.cfg:150
msgid ""
"\n"
"\n"
"<header>text=Damage</header>"
msgstr ""
#: data/help.cfg:152
msgid ""
"\n"
"\n"
"Each strike which hits causes a base amount of damage depending on the "
"attack type. For instance, an Elvish Fighter with a 5-4 attack does 5 base "
"damage. This is usually modified by two things: "
"<ref>dst=damage_types_and_resistance text=Resistance</ref> and "
"<ref>dst=time_of_day text='Time of Day'</ref>. To see how base damage is "
"modified by the circumstances, select <italic>text='Damage Calculations'</"
"italic> in the attack selection menu."
msgstr ""
#: data/help.cfg:154
msgid ""
"\n"
"\n"
"A few units have special <ref>dst=abilities text=abilities</ref> which "
"affect damage dealt in combat. The most common of these is "
"<ref>dst=weaponspecial_charge text=Charge</ref>, which doubles the damage "
"dealt by both attacker and defender when the unit with Charge attacks."
msgstr ""
#: data/help.cfg:159
msgid "Damage Types and Resistance"
msgstr ""
#: data/help.cfg:160
msgid ""
"In Wesnoth, there are three types of damage usually associated with physical "
"attacks: Blade, Pierce and Impact damage. Additionally, there are three "
"further types of damage usually associated with magical attacks: Fire, Cold "
"and Holy attacks. Different units may have resistances which alter the "
"damage which they take from certain damage types."
msgstr ""
#: data/help.cfg:162
msgid ""
"\n"
"\n"
"Resistances work very simply: if a unit has 40% resistance against a damage "
"type, then it will suffer 40% less damage when hit with that damage type. It "
"is also possible for a unit to be vulnerable against some damage types. If a "
"unit has -100% resistance against a damage type, it will suffer 100% more "
"damage when hit by that type."
msgstr ""
#: data/help.cfg:164
msgid ""
"\n"
"\n"
"For example, Skeletons are highly resistant to Blade and Pierce damage, but "
"are vulnerable to Impact and Fire damage, and extremely vulnerable to Holy "
"damage."
msgstr ""
#: data/help.cfg:166
msgid ""
"\n"
"\n"
"If a strike is determined to hit, it will always do at least 1 point of "
"damage. This applies even if the defender has 100% resistance to the damage "
"type."
msgstr ""
#: data/help.cfg:171
msgid "Time of Day"
msgstr "Време дана"
#: data/help.cfg:175
msgid ""
"The time of day affects the damage of certain units as follows:\n"
" Lawful units get +25% damage in daytime, and -25% damage at night\n"
" Chaotic units get +25% damage at night, and -25% in daytime\n"
" Neutral units are unaffected by the time of day."
msgstr ""
#: data/help.cfg:178
msgid ""
"\n"
"\n"
"The current time of day can be observed under the minimap in the status "
"pane. For the usual day/night cycle, Morning and Afternoon count as day, "
"First and Second Watch count as night:\n"
msgstr ""
#: data/help.cfg:178 data/schedules.cfg:5
msgid "Dawn"
msgstr "Зора"
#: data/help.cfg:179 data/schedules.cfg:13 data/schedules.cfg:25
#: data/schedules.cfg:32
msgid "Morning"
msgstr "Јутро"
#: data/help.cfg:180 data/schedules.cfg:42 data/schedules.cfg:49
#: data/schedules.cfg:67
msgid "Afternoon"
msgstr "Подне"
#: data/help.cfg:181 data/schedules.cfg:59 data/schedules.cfg:89
#: data/schedules.cfg:111
msgid "Dusk"
msgstr "Вече"
#: data/help.cfg:182 data/schedules.cfg:79
msgid "First Watch"
msgstr "Ноћ"
#: data/help.cfg:183 data/schedules.cfg:101
msgid "Second Watch"
msgstr "Поноћ"
#: data/help.cfg:185
msgid ""
"Keep in mind that some scenarios take place underground, where it is "
"perpetually night!"
msgstr ""
#: data/help.cfg:190
msgid "Experience and Advancement"
msgstr ""
#: data/help.cfg:191
msgid ""
"If both units survive a combat, they gain a number of experience points "
"equal to the level of the unit they're fighting. If a unit kills another in "
"combat, however, it gains much more experience - 4 for a level 0 unit, 8 for "
"level 1, 16 for level 2, 24 for level 3, and so forth."
msgstr ""
#: data/help.cfg:193
msgid ""
"\n"
"\n"
"Units have a certain amount of experience required to advance (this is 20% "
"less for units with the Intelligent trait). Once they achieve this amount, "
"they immediately advance to the next level, healing fully in the process. In "
"some cases, you will be given a choice of advancement options."
msgstr ""
#: data/help.cfg:196
msgid ""
"\n"
"\n"
"While most units have three levels, not all do. Occasional units (such as "
"<ref>dst=unit_Mage text=Magi</ref>) may have four. Once a unit has reached "
"its maximum level, it may have an After Maximum Level Advancement (AMLA) "
"available to it.\n"
"The AMLA will modify the unit each time the unit reaches the experience "
"goal, but the unit will remain the same level. The typical AMLA effect is "
"for the unit to raise the maximum HP by 3 for every 100 XP gained. Note that "
"only a small number of units, for example the Necrophage, will actually heal "
"with AMLA effects. Most units just gain the bonus to the Maximum HP."
msgstr ""
#: data/help.cfg:201
msgid "Healing"
msgstr ""
#: data/help.cfg:202
msgid ""
"In combat, your units will inevitably take damage. When a unit "
"<ref>dst=experience_and_advancement text=advances</ref>, it will heal fully. "
"This can happen as you finish fighting an enemy, whether it is your turn or "
"not. Wesnoth offers several other ways for your units to heal, all of which "
"take place at the beginning of your turn, before you take action."
msgstr ""
#: data/help.cfg:204
msgid ""
"\n"
"\n"
"Resting: A unit which neither moves, attacks, nor is attacked will heal 2HP "
"in its next turn."
msgstr ""
#: data/help.cfg:205
msgid ""
"\n"
"Villages: A unit which starts a turn in a village will heal 8HP."
msgstr ""
#: data/help.cfg:206
msgid ""
"\n"
"<ref>dst=ability_regenerates text=Regeneration</ref>: Certain units (such as "
"trolls) will automatically heal 8HP every turn."
msgstr ""
#: data/help.cfg:207
msgid ""
"\n"
"Healing units: Units with the <ref>dst=ability_heals text=Heals</ref> "
"ability will heal up to 8HP of damage per turn, as well as preventing Poison "
"from causing damage. Only those units will be healed that are adjacent to "
"and are fighting on the same side as the healing unit, and only up to 4HP "
"per unit."
msgstr ""
#: data/help.cfg:208
msgid ""
"\n"
"Curing units: Units with the <ref>dst=ability_cures text=Cures</ref> ability "
"will heal all up to 18HP of damage per turn, as well as curing Poison. Only "
"those units will be healed or cured that are adjacent to and are fighting on "
"the same side as the healing unit, and only up to 8HP per unit."
msgstr ""
#: data/help.cfg:210
msgid ""
"\n"
"\n"
"Resting can be combined with other forms of healing, but villages, "
"regeneration, healing and curing cannot combine with each other. A healing "
"or curing unit whose attention is split between many wounded will be less "
"effective at healing their individual wounds. Finally, units heal fully "
"between scenarios."
msgstr ""
#: data/help.cfg:215
msgid "Income and Upkeep"
msgstr ""
#: data/help.cfg:216
msgid ""
"In Wesnoth, it is not enough simply to recruit units and fight. You must "
"watch your gold as well, especially in campaigns, where you can carry extra "
"gold over from one scenario to the next. There are two aspects to this; "
"Income and Upkeep."
msgstr ""
#: data/help.cfg:218
msgid ""
"\n"
"\n"
"Income is simple. You have a base income of 2 gold per turn. For every "
"village you control, you gain one additional gold each turn. Thus, if you "
"have ten villages, you would normally gain 12 gold each turn. Your Upkeep "
"costs are subtracted from this income, as detailed below."
msgstr ""
#: data/help.cfg:220
msgid ""
"\n"
"\n"
"Upkeep is also fairly simple. Each unit requires an amount of Upkeep equal "
"to its level. You can support as many levels <italic>text=worth</italic> of "
"units as you have villages, without paying any upkeep. However, for each "
"level of unit beyond the number of villages you have, you must pay one gold "
"per turn. For example, if you have twelve level one units and ten villages, "
"you would have to pay two gold each turn in upkeep."
msgstr ""
#: data/help.cfg:222
msgid ""
"\n"
"\n"
"Upkeep costs are subtracted from your Income, so in the case of twelve "
"levels of units and ten villages, your resultant Income would be 10 gold per "
"turn."
msgstr ""
#: data/help.cfg:223
msgid ""
"\n"
"There is one important exception to Upkeep: units with the Loyal trait never "
"incur upkeep. Units you begin the scenario with (such as Konrad or "
"Delfador), or units who join you during a scenario (such as the Horseman in "
"the second scenario of Heir to the Throne) will usually have the Loyal trait."
msgstr ""
#: data/help.cfg:228
msgid "Wrap Up"
msgstr ""
#: data/help.cfg:229
msgid ""
"This concludes the fundamentals of Wesnoth. You might want to read up on "
"Basic Strategy, or familiarise yourself with <ref>dst=traits text=Traits</"
"ref> and <ref>dst=abilities text=Abilities</ref>, but you now know "
"everything you need to know to play the Heir to the Throne scenario. Have "
"fun, and good luck!"
msgstr ""
#: data/help.cfg:234
msgid "Contributors"
msgstr ""
#: data/help.cfg:240
msgid "License"
msgstr ""
#: data/help.cfg:247
msgid ""
"Most units have two traits. However, Undead units are assigned the single "
"trait 'Undead', and Woses do not receive any traits. Traits are "
"modifications that change a unit's attributes slightly. They are usually "
"randomly assigned to a unit when it is recruited."
msgstr ""
#: data/help.cfg:249
msgid ""
"\n"
"\n"
"The traits that are available to all non-Undead units are "
"<ref>dst=traits_intelligent text=Intelligent</ref>, <ref>dst=traits_quick "
"text=Quick</ref>, <ref>dst=traits_resilient text=Resilient</ref>, and "
"<ref>dst=traits_strong text=Strong</ref>."
msgstr ""
#: data/help.cfg:251
msgid ""
"\n"
"\n"
"Other traits that may be assigned to units are <ref>dst=traits_loyal "
"text=Loyal</ref>, <ref>dst=traits_undead text=Undead</ref>, and "
"<ref>dst=traits_dextrous text=Dextrous</ref>."
msgstr ""
#: data/help.cfg:256
#, fuzzy
msgid "Intelligent"
msgstr "интелигентан"
#: data/help.cfg:257
msgid "Intelligent units require 20% less experience than usual to advance."
msgstr ""
#: data/help.cfg:259
msgid ""
"\n"
"\n"
"Intelligent units are very useful at the beginning of a campaign as they can "
"advance to higher levels more quickly. Later in campaigns Intelligent is not "
"quite as useful because the After Maximum Level Advancement (AMLA) is not as "
"significant a change as advancing a level. If you have many 'maximum level' "
"units you may wish to recall units with more desirable traits."
msgstr ""
#: data/help.cfg:264
#, fuzzy
msgid "Quick"
msgstr "брз"
#: data/help.cfg:265
msgid "Quick units have 1 extra movement point, but 10% less HP than usual."
msgstr ""
#: data/help.cfg:267
msgid ""
"\n"
"\n"
"Quick is the most noticeable trait, particularly in slower moving units such "
"as trolls or heavy infantry. Units with the Quick trait often have greatly "
"increased mobility in rough terrain, which can be important to consider when "
"deploying your forces. Also, Quick units aren't quite as tough as units "
"without this trait and are subsequently less good at holding contested "
"positions."
msgstr ""
#: data/help.cfg:272
#, fuzzy
msgid "Resilient"
msgstr "отпоран"
#: data/help.cfg:273
msgid "Resilient units have 7 more HP than usual."
msgstr ""
#: data/help.cfg:275
msgid ""
"\n"
"\n"
"Resilient units can be useful at all stages of a campaign, and this is a "
"useful trait for all units. Resilient is often most helpful as a trait when "
"it occurs in a unit that has some combination of low hitpoints, good "
"defense, or high resistances. Resilient units are especially useful for "
"holding strategic positions against opponents."
msgstr ""
#: data/help.cfg:280
#, fuzzy
msgid "Strong"
msgstr "јак"
#: data/help.cfg:281
msgid ""
"Strong units do 1 more damage for every successful strike in melee combat, "
"and have 2 more HP."
msgstr ""
#: data/help.cfg:283
msgid ""
"\n"
"\n"
"While useful for any close-combat unit, Strong is most effective for units "
"who have a high number of swings such as the Elvish Fighter. Strong units "
"can be very useful when a tiny bit of extra damage is all that is needed to "
"turn a damaging stroke into a killing blow."
msgstr ""
#: data/help.cfg:288
#, fuzzy
msgid "Loyal"
msgstr "лојалан"
#: data/help.cfg:289
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."
msgstr ""
#: data/help.cfg:291
msgid ""
"\n"
"\n"
"During campaigns, certain units may opt to join the player's forces of their "
"own volition. These units are marked with the Loyal trait. Although they may "
"require payment to be recalled, they never incur any upkeep costs. This can "
"make them invaluable during a long campaign, when gold is in short supply. "
"This trait is never given to recruited units, so it may be unwise to dismiss "
"such units or to send them to a foolish death."
msgstr ""
#: data/help.cfg:296 data/multiplayer.cfg:69 data/multiplayer.cfg:158
#: data/multiplayer.cfg:260 data/translations/english.cfg:129
msgid "Undead"
msgstr "Немртви"
#: data/help.cfg:297
msgid "Undead units are immune to poison."
msgstr ""
#: data/help.cfg:299
msgid ""
"\n"
"\n"
"Undead units generally have 'Undead' as their only trait. Since Undead units "
"are the bodies of the dead, risen to fight again, poison has no effect upon "
"them. This can make them invaluable in dealing with foes who use poison in "
"conjunction with their attacks."
msgstr ""
#: data/help.cfg:304
#, fuzzy
msgid "Dextrous"
msgstr "сналажљив"
#: data/help.cfg:305
msgid "Dextrous units do 1 more damage for every successful strike with a bow."
msgstr ""
#: data/help.cfg:307
msgid ""
"\n"
"\n"
"Dextrous is a trait possessed only by Elves. The Elven people are known for "
"their uncanny grace, and their great facility with the bow. Some, however, "
"are gifted with natural talent that exceeds their brethren. These elves "
"inflict an additional point of damage with each arrow."
msgstr ""
#: data/help.cfg:312 data/terrain.cfg:144
msgid "Grassland"
msgstr "Ливада"
#: data/help.cfg:317
msgid ""
"Grassland represents open plains, whether cultivated, cut back for grazing, "
"or wild. Being open ground, Grassland is both very easy to move across, but "
"is also difficult to defend oneself in. Typically, those units that perform "
"best on grassland are either cavalry, or very agile units which take "
"advantage of the open space.\n"
"\n"
"Most units have defense of 30 to 40% on grassland."
msgstr ""
#: data/help.cfg:322 data/terrain.cfg:118 data/terrain.cfg:126
msgid "Road"
msgstr "Друм"
#: data/help.cfg:325
msgid ""
"Roads are beaten paths of dirt, formed by many travelers passing over them. "
"As far as gameplay is concerned, Roads are identical to "
"<ref>dst=terrain_grassland text=Grassland</ref>."
msgstr ""
#: data/help.cfg:330 data/terrain.cfg:325
msgid "Forest"
msgstr "Шума"
#: data/help.cfg:335
msgid ""
"Forests represent any woodland with significant undergrowth, enough to "
"hinder passage. Though they slow nearly everyone down, forests do offer "
"better defense to most units than open ground. Cavalry, however, have so "
"much trouble navigating them that any benefit gained by stealth is negated. "
"Elves are an exception to this general rule for forests. Not only do they "
"possess full movement in forests, but they also gain a considerable "
"defensive bonus. Dwarves are another exception to this rule; though they are "
"able to plow through the forests without much loss of speed, their utter "
"unfamiliarity with the terrain causes them to receive no defensive bonus.\n"
"\n"
"Most units have 50% defense in forests, but cavalry are limited to 40%. "
"Elves, on the other hand, enjoy 60 to 70% defense, even their mounted units. "
"Dwarves generally receive only 30% defense in forests."
msgstr ""
#: data/help.cfg:340 data/terrain.cfg:286
msgid "Hills"
msgstr "Брда"
#: data/help.cfg:345
msgid ""
"Hills represent any reasonably rough terrain, with enough dips and rises in "
"the ground to provide some cover. Hills are difficult for most troops to "
"navigate. Dwarves, Trolls, and Orcs have enough familiarity with the terrain "
"that they can pass through it without being slowed down. Cavalry have enough "
"trouble navigating the terrain that any defensive aid lent by cover is "
"negated.\n"
"\n"
"Most units have about 50% defense in hills, whereas cavalry are limited to "
"40%. Dwarves enjoy 60% defense in hills."
msgstr ""
#: data/help.cfg:350 data/terrain.cfg:310
msgid "Mountains"
msgstr "Планине"
#: data/help.cfg:355
msgid ""
"Mountains are steep enough that units often have to climb over obstacles to "
"move. By this nature, they provide a considerable defensive bonus for most "
"troops, but they also severely impede any passage through them. Most cavalry "
"simply cannot enter mountainous terrain; however, elvish cavalry is an "
"exception to this, as are the goblin wolf riders. Both Dwarves and Trolls "
"are native to mountainous terrain, and have a very easy time getting "
"around.\n"
"\n"
"Most units receive about 60% defense in mountains, whereas Dwarves enjoy 70%."
msgstr ""
#: data/help.cfg:360 data/terrain.cfg:55
msgid "Swamp"
msgstr "Мочвара"
#: data/help.cfg:365
msgid ""
"Swamps represent any sort of wetlands. Swamps slow down nearly everyone, and "
"inhibit their ability to defend themselves. An exception to this is any race "
"bodily skilled in navigating water; these receive both full movement and a "
"defensive bonus. Those that make their living in the wetlands are also adept "
"at using this terrain for cover.\n"
"\n"
"Most units make do with 30% defense in swamps. Mermen, Naga, and Saurians "
"all generally enjoy 60%."
msgstr ""
#: data/help.cfg:370 data/terrain.cfg:34
msgid "Shallow Water"
msgstr "Плитка Вода"
#: data/help.cfg:375
msgid ""
"Shallow water represents any body of water deep enough to come up to roughly "
"a man's waist. This is enough to slow down nearly anyone and leave them wide "
"open to attack. Dwarves, given that the water reaches up almost to their "
"heads, have an extremely hard time of this. The exception is any race whose "
"bodies naturally lend themselves to swimming, for which they receive a "
"considerable defensive bonus and full movement.\n"
"\n"
"Most units make do with 20 to 30% defense in shallow water, whereas both "
"Naga and Mermen enjoy 60%."
msgstr ""
#: data/help.cfg:380 data/terrain.cfg:25
msgid "Deep Water"
msgstr "Дубока Вода"
#: data/help.cfg:385
msgid ""
"Deep water represents any body of water deep enough to cover a man's head. "
"Most units cannot enter deep water: it is the domain of units which can "
"either fly, or are exceptionally strong swimmers.\n"
"\n"
"Mermen and Naga both receive 50% defense in deep water, with full movement."
msgstr ""
#: data/help.cfg:390 data/terrain.cfg:257
msgid "Snow"
msgstr "Снијег"
#: data/help.cfg:395
msgid ""
"Snow represents any flat area that is frozen, either permanently (like "
"tundra), or temporarily (like snow-covered grassland). Most units are slowed "
"down by snow, and have a harder time defending themselves.\n"
"\n"
"Most units have 20 to 40% defense in snow."
msgstr ""
#: data/help.cfg:400 data/terrain.cfg:265
msgid "Ice"
msgstr "Лед"
#: data/help.cfg:403
msgid ""
"Ice represents any body of frozen water. For gameplay purposes, it is "
"identical to <ref>dst=terrain_tundra text=Snow</ref>. Note that swimming "
"units, even those who can breathe underwater, cannot swim underneath ice."
msgstr ""
#: data/help.cfg:408 data/terrain.cfg:374 data/terrain.cfg:485
msgid "Castle"
msgstr "Замак"
#: data/help.cfg:413
msgid ""
"Castles are any sort of permanent fortification. Nearly all units receive a "
"considerable bonus to their defense by being stationed in a castle, and all "
"units receive full movement in a castle. Stationing units in a castle "
"represents its defensive capability. Without a unit in each wall hex, an "
"enemy can simply sneak into the castle unchallenged, gaining the same "
"defensive bonus as everyone inside.\n"
"\n"
"Most units have about 60% defense in a castle."
msgstr ""
#: data/help.cfg:420 data/terrain.cfg:100
msgid "Sand"
msgstr "Пјесак"
#: data/help.cfg:425
msgid ""
"The instability of sand makes it harder for most units to cross, and leaves "
"them wide open to attack. In contrast, the wide feet or snakelike bodies of "
"the lizardly races make sand much easier for them to navigate.\n"
"\n"
"Most units receive 20 to 40% defense in Sand."
msgstr ""
#: data/help.cfg:430 data/terrain.cfg:109
#, fuzzy
msgid "Desert"
msgstr "Пустињска Брда"
#: data/help.cfg:433
msgid ""
"Deserts have a somewhat different composition than small sand pits or "
"beaches, however for gameplay purposes they are identical. See "
"<ref>dst=terrain_sand text=Sand</ref>."
msgstr ""
#: data/help.cfg:438 data/terrain.cfg:357
msgid "Cave"
msgstr "Пећина"
#: data/help.cfg:443
msgid ""
"Cave terrain represents any underground cavern with enough room for a unit "
"to pass. Most units are wholly unfamiliar with the terrain, and thus are "
"both slowed down and hindered in defense. Dwarves and Trolls, who make their "
"homes in caves, both have a relatively easy time navigating this terrain, "
"especially dwarves, who by dint of their small size can navigate many "
"obstacles that other races cannot.\n"
"\n"
"Most units receive 20 to 40% defense in Caves, whereas dwarves have 50%."
msgstr ""
#: data/help.cfg:448 data/terrain.cfg:151
msgid "Savanna"
msgstr "Пашњак"
#: data/help.cfg:450
msgid ""
"Savannas are plains of tall grass, found in the warmer climates of the "
"world. For gameplay purposes, they are identical to "
"<ref>dst=terrain_grassland text=Grassland</ref>."
msgstr ""
#: data/help.cfg:455 data/terrain.cfg:43 data/terrain.cfg:64
#: data/terrain.cfg:159 data/terrain.cfg:168 data/terrain.cfg:179
#: data/terrain.cfg:190 data/terrain.cfg:203 data/terrain.cfg:364
#: src/reports.cpp:323
msgid "Village"
msgstr "Село"
#: data/help.cfg:460
msgid ""
"Villages represent any group of buildings, human or otherwise. Almost all "
"units, even cavalry, have any easy time navigating villages, and most units "
"gain a defensive bonus from being stationed in a village. Villages allow "
"units the resources to clean and tend to their wounds, which allows any unit "
"stationed therein to heal eight hitpoints each turn, or to be cured of "
"poison.\n"
"\n"
"Most units have 50 to 60% defense in villages, whereas cavalry receive only "
"40%."
msgstr ""
#: data/help.cfg:467 data/terrain.cfg:423
msgid "Canyon"
msgstr "Кањон"
#: data/help.cfg:469
msgid ""
"A canyon is a gorge in the ground, leading to depths unknown. Canyons are "
"noted for sheer walls which would take days to traverse. As far as gameplay "
"is concerned, only units capable of flying over canyons can cross this "
"terrain."
msgstr ""
#: data/help.cfg:474 data/terrain.cfg:472
msgid "Lava"
msgstr "Лава"
#: data/help.cfg:476
msgid ""
"The dangers inherent in trying to walk on lava are fairly obvious. This "
"terrain can only be crossed by those units capable of flying a considerable "
"distance above it."
msgstr ""
#: data/help.cfg:481 data/terrain.cfg:462
msgid "River Ford"
msgstr "Поток"
#: data/help.cfg:483
msgid ""
"When a river happens to be extremely shallow, passing over it is a trivial "
"matter for land based units. Moreover, any creature best adapted to swimming "
"has full mobility even at such places in the river. As far as gameplay is "
"concerned, a river ford is treated as either grassland or shallow water, "
"choosing whichever one offers the best defensive and movement bonuses for "
"the unit on it."
msgstr ""
#: data/help.cfg:488 data/terrain.cfg:75 data/terrain.cfg:83
#: data/terrain.cfg:91
msgid "Bridge"
msgstr "Мост"
#: data/help.cfg:492
msgid ""
"To those capable of building one, the ability to lay a bridge offers a "
"liberation from the fickle nature of waterways, whose fords come and go with "
"the rise and fall of the waterline. This is to say nothing of the luxury of "
"dry feet, the loss of which is no laughing matter in the cold months of the "
"year.\n"
"\n"
"For those who go by land or sea, a bridge is the best of both worlds - for "
"gameplay purposes, it is treated either as grassland or shallow water, "
"whichever offers the best movement and defensive bonuses for the unit "
"occupying the bridge hex. Note that a swimming unit and a land unit are not "
"capable of occupying a bridge hex at the same time."
msgstr ""
#: data/help.cfg:497 data/terrain.cfg:349
#, fuzzy
msgid "Cave Wall"
msgstr "Пећински Зид"
#: data/help.cfg:499
msgid ""
"Cave walls are made of solid stone, renowned for its ability to impede even "
"the most determined traveler."
msgstr ""
#: data/items.cfg:264
msgid ""
"You have come across a wishing well.\n"
"What would you like to wish for?"
msgstr ""
#: data/items.cfg:268
msgid "A swift victory"
msgstr ""
#: data/items.cfg:276
msgid ""
"With this golden coin, I wish that this battle end in a swift and safe "
"victory."
msgstr ""
#: data/items.cfg:283
msgid "Lots of gold"
msgstr ""
#: data/items.cfg:291
msgid "I wish this single gold coin be returned ten-fold to me."
msgstr ""
#: data/items.cfg:298
msgid "Peace throughout Wesnoth."
msgstr ""
#: data/items.cfg:306
msgid "The only thing worth wishing for is peace throughout the land."
msgstr ""
#: data/items.cfg:313
msgid "Don't make a wish."
msgstr ""
#: data/items.cfg:336
msgid "Potion of Healing"
msgstr ""
#: data/items.cfg:339
msgid "A feeling of well-being overwhelms the drinker."
msgstr ""
#: data/items.cfg:340
msgid "You are not worthy of healing."
msgstr ""
#: data/items.cfg:374
msgid "Poison"
msgstr ""
#: data/items.cfg:377
msgid "Poison is seeping through the veins of this unit at this very moment."
msgstr ""
#: data/items.cfg:412
msgid "Holy Water"
msgstr ""
#: data/items.cfg:415
msgid "This water will make melee weapons holy."
msgstr ""
#: data/items.cfg:416
msgid "I am not suited to the use of this item! Let another take it."
msgstr ""
#: data/items.cfg:451 data/scenarios/tutorial/Traits_and_Specialties.cfg:198
msgid "Potion of Strength"
msgstr ""
#: data/items.cfg:454
msgid "Strength is given to the drinker."
msgstr ""
#: data/items.cfg:495
msgid "Potion of Decay"
msgstr ""
#: data/items.cfg:498
msgid "This poor unit drank something really bad."
msgstr ""
#: data/items.cfg:533
msgid "Ring of Regeneration"
msgstr ""
#: data/items.cfg:536
msgid "This ring will heal the bearer a little each turn."
msgstr ""
#: data/items.cfg:556
msgid "Can't set abilities yet, sorry."
msgstr ""
#: data/items.cfg:577
msgid "Ring of Slowness"
msgstr ""
#: data/items.cfg:580
msgid "The bearer of this ring is slowed."
msgstr ""
#: data/items.cfg:615
msgid "Staff of Swiftness"
msgstr ""
#: data/items.cfg:618
msgid "This staff will grant the bearer swift movement."
msgstr ""
#: data/items.cfg:619
msgid "Only magical beings can wield such an object."
msgstr ""
#: data/items.cfg:653
msgid "Storm Trident"
msgstr ""
#: data/items.cfg:656
msgid "This trident allows a merman to shoot electric bolts at his enemies!"
msgstr ""
#: data/items.cfg:657
msgid "Only the mermen can use this item!"
msgstr ""
#: data/items.cfg:669
msgid "storm trident"
msgstr ""
#: data/items.cfg:709
msgid "Flaming Sword"
msgstr "Ватрени Мач"
#: data/items.cfg:713
msgid "Only the leader of an army can wield this sword!"
msgstr ""
#: data/items.cfg:725
msgid "flaming sword"
msgstr "ватрени мач"
#: data/items.cfg:759
msgid "Scepter of Fire"
msgstr ""
#: data/items.cfg:762
msgid "