# #-#-#-#-# wesnoth.cpp.po (Battle for Wesnoth VERSION) #-#-#-#-#
# Slovenian translations for Battle for Wesnoth package.
# Copyright (C) 2004 Wesnoth development team
# This file is distributed under the same license as the Battle for Wesnoth package.
# Automatically generated, 2004.
msgid ""
msgstr ""
"Project-Id-Version: smart-sl\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: lynx\n"
"Language-Team: <sl@li.org>\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=4; plural=(n%100==1 ? 0 : n%100==2 ? 1 : n%100==3 || n"
"%100==4 ? 2 : 3);\n"
"X-Generator: KBabel 1.9\n"
#: data/amla.cfg:8
msgid "Max HP bonus +"
msgstr "Največji HP bonus +"
#: data/amla.cfg:22
msgid "Full Heal"
msgstr "Popolna ozdravitev"
#: data/fonts.cfg:6
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 "Binarni shranjeni položaji"
#: data/game.cfg:34
msgid "Show Combat"
msgstr "Prikaži boj"
#: data/help.cfg:9
msgid "Introduction"
msgstr "Uvod"
#: data/help.cfg:15
msgid "Gameplay"
msgstr "Igra"
#: data/help.cfg:21 src/playturn.cpp:2249
msgid "Traits"
msgstr "Značilnosti"
#: data/help.cfg:29 src/playturn.cpp:1791
msgid "Units"
msgstr "Enote"
#: data/help.cfg:35
msgid "Abilities"
msgstr "Sposobnosti"
#: data/help.cfg:42
msgid "Weapon Specials"
msgstr "Posebnosti orožij"
#: data/help.cfg:48
msgid "Terrains"
msgstr "Vrste terena"
#: data/help.cfg:54 data/help.cfg:60 data/help.cfg:246
msgid "Overview"
msgstr "Pregled"
#: 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 ""
"Določene enote imajo sposobnosti, ki ali neposredno vplivajo na druge enote "
"ali pa spremenijo njeno interakcijo z njimi. Te sposobnosti so naštete v "
"nadaljevanju."
#: data/help.cfg:63
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"
"Battle for Wesnoth je fantazijska potezna strategija, ki je rahlo drugačna "
"od drugih modernih strateških iger. Medtem ko si druge igre prizadevajo za "
"zapletenost, si Battle for Wesnoth prizadeva za preprostost pravil in "
"igranja. To pa igre ne naredi preproste - njena preprosta pravila omogočajo "
"cel kup strategij, kar jo naredi lahko priučljivo, a težko za zaobvladati."
#: data/help.cfg:68
msgid "Fundamentals of Gameplay"
msgstr "Osnove igranja"
#: data/help.cfg:69
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 ""
"Te strani vsebuje splošen pregled vsega, kar potrebujete za igranje Battle "
"for Wesnoth. Pokrivajo razlago igre in njene osnovne mehanizme. Med igranjem "
"bodo dodani novi podatki, ko enkrat odkrijete kaj novega. Za izjeme in "
"posebne situacije, prosimo sledite predlaganim povezavam."
#: 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 ""
"\n"
"\n"
"Za začetek je najbolje, da v glavnem meniju kliknete na gumb "
"<italic>text=Vodič</italic>. Ta vas bo popeljal do interaktivnega vodiča, ki "
"vas bo naučil osnov Wesnotha. Potem vam predlagamo, da začnete z igranjem "
"kampanje Prestolonaslednik - kliknite na <italic>text=Kampanje</italic> in "
"potem še na <italic>text='Prestolonaslednik'</italic>. Ker zna biti Battle "
"for Wesnoth kar zahteven, bo najbolje, da začnete na <italic>text=Lahki</"
"italic> težavnostni stopnji."
#: 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 ""
"Zapomnite si, da lahko med igranjem izveste več o mnogih postavkah, recimo v "
"desnem menijskem stolpcu, če čeznje zapeljete z miško. Pokazal se bo oblaček "
"s kratko razlago. To je še posebej koristno, ko se prvič srečate z novimi "
"<ref>dst=abilities text=sposobnostmi</ref>."
#: data/help.cfg:79
msgid "About the Game"
msgstr "O igri"
#: 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 ""
"Igra poteka skozi serijo bitk, scenarijev. V vsakem se vaše enote spopadejo "
"z enotami enega ali več nasprotnikov. Igrate lahko proti računalniku ali pa "
"z vašimi prijatelji, tako da se izmenjujete pred računalnikom ('hotseat' "
"igra). Če ste priključeni na mrežo ali internet, lahko igrati proti ljudem z "
"vseh vetrov."
#: 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 ""
"\n"
"\n"
"Vsak scenarij ima nekaj ciljev; ti so prikazani ob začetku igre. Povejo vam "
"kaj je potrebno narediti za zmago in kaj da ne izgubite. Pogosto je cilj "
"premagati vse sovražnike, včasih pa je treba kam priti, koga osvoboditi, "
"rešiti uganko ali pa samo preživeti določeno število potez."
#: 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 ""
"\n"
"\n"
"Kampanje so sestavljene iz večih scenarijev, ki si sledijo in pripovedujejo "
"zgodbo. V kampanjah je dostikrat treba igrati bolj previdno in ohranjati "
"najboljše enote, tako da jih lahko uporabite v kasnejših scenarijih."
#: data/help.cfg:89
msgid "Recruiting and Recalling"
msgstr "Novačenje in priklic enot"
#: 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 ""
"Vsaka stran začne z enim voditeljem v svoji trdnjavi. Na začetku in "
"dostikrat med bojem, boste morali novačiti <ref>dst=units text=enote</ref> v "
"svojo vojsko. Za začetek mora biti vodja (Konrad v kampanji "
"Prestolonaslednik) v trdnjavi <ref>dst=terrain_castle text=gradu</ref>. "
"Potem lahko novačite, tako da izberete Novači iz menija ali pa z desnim "
"klikom na željeno ploščo in izbiro <italic>text=Novači</italic>. Prikazal se "
"bo zaslon s seznamom enot na voljo za novačenje, skupaj z njihovo ceno v "
"zlatu. S klikom na enoto se bodo na levi prikazale njene statistike, s "
"pritiskom na gumb Novači pa jo boste pojedli."
#: 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 ""
"\n"
"\n"
"Če ste enoto novačili preko pojavnega menija, se bo ta pojavila na tisti "
"plošči, kjer ste desno-kliknili. Drugače se bo pojavila v poljubnem prosti "
"plošči zraven trdnjave. Novačite lahko samo toliko enot, kolikor je prostih "
"plošč v gradu (okoli trdnjave) in porabite lahko samo toliko zlata, kolikor "
"ga imate."
#: data/help.cfg:94
msgid ""
"\n"
"\n"
"Recruited units come with two random <ref>dst=traits text=Traits</ref> which "
"modify their statistics."
msgstr ""
"\n"
"\n"
"Nove enote imajo dve naključni <ref>dst=traits text=Značilnosti</ref>, ki "
"spremenijo njihove statistike."
#: 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 ""
"\n"
"\n"
"V kasnejših scenarijih boste lahko priklicali preživele iz prejšnjih bitk. "
"Priklicovanje vedno stane 20 kosov zlata in prikaže seznam preživelih enot "
"iz prejšnjih scenarijev."
#: 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 ""
"\n"
"\n"
"Ne pozabite da enote ne stanejo le toliko zlata kolikor ga je potrebno za "
"njihovo novačenje ali priklic, ampak potrebujejo tudi plače. Poglejte si "
"<ref>dst=income_and_upkeep text='Prihodki in Plače'</ref>."
#: data/help.cfg:103
msgid "Orbs"
msgstr "Krogle"
#: 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 ""
"Na vrhu črte, ki kaže zdravje enote, je krogla. Za enote pod vašim nadzorom "
"je krogla:"
#: data/help.cfg:105
msgid "green if it hasn't moved this turn,"
msgstr "zelena, če se enota to potezo še ni premaknila,"
#: data/help.cfg:106
msgid "yellow if it has moved, but could still move further or attack, or"
msgstr "rumena, če se je, ampak bi se še lahko ali pa lahko napade, ali pa"
#: data/help.cfg:107
msgid "red if it has used all its movement this turn."
msgstr "rdeča, če je porabila že vse gibalne točke za to potezo."
#: data/help.cfg:108
msgid "The orb is blue if the unit is an ally you do not control."
msgstr "Krogla je modra, če je enota zavezniška."
#: data/help.cfg:109
msgid "Enemy units have no orb on top of their energy bar."
msgstr "Sovražne enote pa nimajo krogle."
#: data/help.cfg:114
msgid "Hitpoints and Experience"
msgstr "Zdravje in izkušnje"
#: 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 ""
"Vsaka enota ima določeno količino zdravja (HP). Če pade pod ena, enota umre. "
"Vsaka enota ima tudi določeno število izkušenjskih točk (XP). Nove enote jih "
"nimajo še nič in jih pridobijo z bojem."
#: 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 ""
"Zdravje in izkušenje so oboje prikazane v statusnem meniju z dvema "
"številkama (trenutna in največja možna vrednost)."
#: 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 ""
"Zdravje kaže tudi črta poleg vsake enote, ki je zelene, rumene ali rdeče "
"barve, Enota z vsaj eno izkušenjsko točko ima modro izkušenjsko črto, ki se "
"obarva belo, ko je enota tik pred <ref>dst=experience_and_advancement "
"text=napredovanjem</ref>."
#: data/help.cfg:125 src/help.cpp:1199
msgid "Movement"
msgstr "Premikanje"
#: 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 ""
"Premikanje v Battle for Wesnoth je preprosto: samo kliknite na enoto, ki jo "
"želite premakniti in potem še na ploščo kamor hočete da gre. Ko je enota "
"izbrana, bodo vse plošče, kamor lahko gre, osvetljene, vse ostale pa motne. "
"Če miško premaknete na osvetljeno ploščo, se bo prikazala obramba, ki bi jo "
"enota tam imela. Če pa miško premaknete na motno ploščo, se bo prikazalo še "
"število potrebnih potez, da jo enota doseže. Ob kliku se bo enota začela "
"premikati proti njej po najhitrejši poti in tako tudi nadaljevala v naslednji"
"(h) potezah."
#: 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 ""
"\n"
"\n"
"Vsaka enota ima določeno število gibalnih točk, ki se porabljajo ob "
"premikanju v novo ploščo, odvisno od vrste terena tiste plošče. Na primer, "
"za prehod v stepo je skoraj vedno potrebna samo ena gibalna točka. Točno "
"število porabljenih točk za določen prehod je odvisno od tipa enote - v "
"gozdu Vilini porabijo samo eno točko, večina ljudi in orkov dve, konjeniki "
"celo tri. Točno porabo lahko izveste, če desno-kliknete na enoto, izberete "
"Opis Enote in si potem pogledate <italic>text='Terenske Prikrojevalce'</"
"italic>."
#: 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 ""
"\n"
"\n"
"Še ena zadeva, ki je ne smemo pozabiti so območja nadzora. Vsaka enota "
"ustvarja območje nadzora v vseh šestih okoliških ploščah in vsak sovražnik, "
"ki v njega vstopi, takoj konča svoje premikanje. Priučitev, kako območja "
"nadzora uporabiti v svoj prid, je pomemben del Wesnotha, ker jih lahko "
"kršijo samo <ref>dst=ability_skirmisher text='Izogibalci'</ref>."
#: 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 ""
"\n"
"\n"
"Da bi videli kam se lahko premakne sovražnik v naslednji potezi, pritisnite "
"Ctrl-v (Cmd-v). Ctrl-b (Cmd-b) prikaže kam bi se lahko premaknile, če na "
"karti ne bi bilo vaših enot, ki jim ovirajo pot."
#: data/help.cfg:137
msgid "Combat"
msgstr "Boj"
#: 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 ""
"Boj v Battle for Wesnoth vedno poteka med enotami, ki so na sosednjih "
"ploščah. Kliknite na vašo enoto in potem še na sovražnika, ki ga želite "
"napasti. Vaša enota se bo premaknila proti sovražniku in ko sta enkrat "
"skupaj, se bo začel boj. Napadalec in branitelj si izmenjujeta napade, "
"dokler oba ne porabita njunega dodeljenega števila napadov. Napadalec izbere "
"enega od svojih orožij in napade, branitelj pa vrne udarec s svojim podobnim "
"orožjem. Obstajata dve vrsti napadov, na blizu, kjer so ponavadi vpletena "
"orožja kot so meč, sekira ali čekani, in na daljavo, kjer so ponavadi "
"vpleteni lok, kopje in ognjena krogla."
#: data/help.cfg:140
msgid ""
"\n"
"\n"
"<header>text='Order and number of strikes'</header>"
msgstr ""
"\n"
"\n"
"<header>text='Vrstni red in števlo napadov'</header>"
#: 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 ""
"\n"
"\n"
"Napadalec izvede prvi napad, sledi mu branitelj. Vsak udarec ali zadane in "
"naredi škodo ali pa zgreši in ne povzroči nobene škode. To se ponavlja, "
"dokler oba ne porabita svojega števila napadov. Število napadov je različno "
"od enote do enote. Na primer, Vilinski bojevnik s 5-4 mečem, lahko štirikrat "
"zamahne (vsak zadetek naredi 5 škode), medtem ko Orkovski grobijan z 9-2 "
"dobi samo 2 zamaha (vsak po 9 škode)."
#: data/help.cfg:144
msgid ""
"\n"
"\n"
"<header>text='Chance to hit'</header>"
msgstr ""
"\n"
"\n"
"<header>text='Verjetnost zadetka'</header>"
#: 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 ""
"\n"
"\n"
"Verjetnost da bo enota zadeta je odvisna samo od terena kjer trenutno je. To "
"piše v statusni vrstici, lahko pa ugotovite tudi, tako da desno-kliknete na "
"enoto, izberete Opis Enote in potem pogledate <italic>text='Terenske "
"Prikrojevalce'</italic>. Na primer, vilini imajo 60% obrambo v gozdu, kar "
"pomeni, da ima enota, ki jih napada, le 40% možnosti, da jih zadene. "
"Obratno, vilinčeva možnost da zadane napadalca nazaj, je odvisna od terena "
"na katerem ta stoji."
#: 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 ""
"\n"
"Obstajata dve izjemi temu pravilu: <ref>dst=weaponspecial_magical "
"text='Čarobni napadi'</ref> in <ref>dst=weaponspecial_marksman "
"text=Ostrostrelci</ref>. Čarobni napadi imajo vedno 70% možnost da zadanejo, "
"neglede na teren. Podobno imajo ostrostrelci, kadar napadajo, vedno vsaj 60% "
"možnost da zadanejo, neglede na teren."
#: data/help.cfg:150
msgid ""
"\n"
"\n"
"<header>text=Damage</header>"
msgstr ""
"\n"
"\n"
"<header>text=Škoda</header>"
#: 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 ""
"\n"
"\n"
"Vsak zadetek povzroči nekaj škode, glede na tip napada. Na primer, Vilinski "
"bojevnik, s 5-4 ostrim napadom, povzroči 5 škode kot osnovo. Na dejansko "
"škodo ponavadi vplivata dva dejavnika: <ref>dst=damage_types_and_resistance "
"text=odpornost</ref> in <ref>dst=time_of_day text='čas dneva'</ref>. Da bi "
"videli kako okoliščine vplivajo na osnovno škodo, v bojnem meniju izberite "
"<italic>text='Izračun škode'</italic>."
#: 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 ""
"\n"
"\n"
"Nekatere enote imajo posebne <ref>dst=abilities text=sposobnosti</ref>, ki "
"vplivajo na povzročeno škodo. Najbolj pogosta je "
"<ref>dst=weaponspecial_charge text=Naskok</ref>, ki podvoji povzročeno škodo "
"napadalca in branilca, kadar napadalec naskakuje."
#: data/help.cfg:159
msgid "Damage Types and Resistance"
msgstr "Vrste škode in odpornosti"
#: 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 ""
"V igri Wesnoth so trije tipi škode, ki so ponavadi povezani s fizičnimi "
"napadi: oster, koničast in top. Potem so še trije tipi škode, ki pa so "
"ponavadi povezani s čarobnimi napadi: ognjen, mrzel in svet. Različne enote "
"imajo lahko odpornosti, ki spremenijo končno količino škode, ki jo prejmejo "
"od določenega tipa škode."
#: 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 ""
"\n"
"\n"
"Odpornost deluje povsem preprosto: če ima enota 40% odpornosti na določen "
"tip škode, je bo utrpela 40% manj, če bo zadeta s tistim tipom. Enote imajo "
"lahko tudi slabosti; če ima enota -100% odpornost na določen tip škode, je "
"bo utrpela 100% več, če bo zadeta s tistim tipom."
#: 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 ""
"\n"
"\n"
"Za primer, Okostnjaki so zelo odporni na ostro in koničasto škodo, a so "
"ranljivi za topo in ognjeno ter izjemno ranljivi za sveto škodo."
#: 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 ""
"\n"
"\n"
"Če bo udarec zadel, bo vedno naredil vsaj eno točko škode. To velja tudi če "
"ima branitelj 100% odpornost na zadan tip škode."
#: data/help.cfg:171
msgid "Time of Day"
msgstr "Čas dneva"
#: 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 ""
"Čas dneva vpliva na škodo določenih enot:\n"
"Zakonite enote dobijo podnevi bonus +25% k zadani škodi in -25% ponoči.\n"
"Kaotične enote dobijo ponoči bonus +25% k zadani škodi in -25% podnevi.\n"
"Nevtralne enote delujejo neodvisno od časa dneva."
#: 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 ""
"\n"
"\n"
"Trenutni čas dneva je prikazan pod malo karto na statusnem meniju. Pri "
"običajnem dnevno-nočnem ciklu štejeta jutro in popoldne za dan, Prva in "
"Druga Straža pa za noč:\n"
#: data/help.cfg:178 data/schedules.cfg:5
msgid "Dawn"
msgstr "Zora"
#: data/help.cfg:179 data/schedules.cfg:13 data/schedules.cfg:25
#: data/schedules.cfg:32
msgid "Morning"
msgstr "Jutro"
#: data/help.cfg:180 data/schedules.cfg:42 data/schedules.cfg:49
#: data/schedules.cfg:67
msgid "Afternoon"
msgstr "Popoldne"
#: data/help.cfg:181 data/schedules.cfg:59 data/schedules.cfg:89
#: data/schedules.cfg:111
msgid "Dusk"
msgstr "Mrak"
#: data/help.cfg:182 data/schedules.cfg:79
msgid "First Watch"
msgstr "Prva Straža"
#: data/help.cfg:183 data/schedules.cfg:101
msgid "Second Watch"
msgstr "Druga Straža"
#: data/help.cfg:185
msgid ""
"Keep in mind that some scenarios take place underground, where it is "
"perpetually night!"
msgstr ""
"Ne pozabite, de se nekateri scenariji odvijajo v podzemlju, kjer je večna "
"tema!"
#: data/help.cfg:190
msgid "Experience and Advancement"
msgstr "Izkušnje in napredovanja"
#: 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 ""
"Če obe enoti preživita boj, potem obe dobita nekaj izkustvenih točk, toliko "
"kolikšna je izkustvena stopnja drugega borca. Če pa enota ubije drugo enoto, "
"dobi dosti več izkušenj - 4 za enoto na stopnji 0, 8 za enoto na stopnji 1, "
"16 za enoto na stopnji 2, 24 za enoto na stopnji 3 ..."
#: 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 ""
"\n"
"\n"
"Enote potrebujejo določeno število izkušenjskih točk, da lahko napredujejo "
"(20% manj za enote z značilnostjo pameten). Ko jih pridobijoo, takoj "
"napredujejo na naslednjo stopnjo in se hkrati še docela pozdravijo. V "
"nekaterih primerih boste imeli možnost izbire v kaj naj enota napreduje."
#: 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 ""
"\n"
"\n"
"Večina enot ima tri izkustvene nivoje. Nekatere enote (na primer "
"<ref>dst=unit_Mage text=čarovniki</ref>) jih imajo lahko več. Ko enota "
"enkrat doseže svojo končno stopnjo, ima lahko na voljo še napredovanje po "
"najvišjem nivoju (AMLA).\n"
"AMLA bo nadgradila enoto vsakič ko doseže potrebno število izkušenj, a enota "
"bo ostala na istem izkustvenem nivoju. Tipičen učinek AMLA je da enota dobi "
"tri dodatne HP za vsakih novih 100 XP. Vedite pa, da se bo večini enot le "
"povečal maximum zdravja, le redke se bodo tudi pozdravile (recimo nekrofag)."
#: data/help.cfg:201
msgid "Healing"
msgstr "Zdravljenje"
#: 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 ""
"V boju bodo vaše enote slej ko prej utrpele poškodbe. Ko enota "
"<ref>dst=experience_and_advancement text=napreduje</ref>, se bo popolnoma "
"pozdravila. To se lahko zgodi po boju s sovražnikom, ne glede na to čigava "
"poteza je. Wesnoth omogoča več drugih načinov zdravljenja vaših enot, od "
"katerih se vsi zgodijo na začetku vaše poteze, preden karkoli ukrenete."
#: 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 ""
"\n"
"\n"
"Počivanje: Enota, ki se niti ne premakne niti ne napade, se bo v naslednji "
"potezi pozdravila za 2HP."
#: data/help.cfg:205
msgid ""
"\n"
"Villages: A unit which starts a turn in a village will heal 8HP."
msgstr ""
"\n"
"Vasi: Enota, ki začne svojo potezo v vasi, se bo pozdravila za 8HP."
#: 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 ""
"\n"
"<ref>dst=ability_regenerates text=Regeneracija</ref>: Določene enote (na "
"primer troli) se bodo vsako potezo samodejno pozdravile za 8HP."
#: 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 ""
"\n"
"Ranocelniki: Enote s sposobnostjo <ref>dst=ability_heals text='Celi rane'</"
"ref> bo vsako potezo pozdravila vse prijateljske enote v svoji neposredni "
"bližini (6 plošč) za 4HP (skupaj največ 8HP), ali preprečila, da jim škodi "
"strup."
#: 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 ""
"\n"
"\n"
"Zdravniki: Enote s sposobnostjo <ref>dst=ability_cures text=Zdravi</ref> bo "
"vsako potezo pozdravila vse prijateljske enote v svoji neposredni bližini (6 "
"plošč) za 8HP (skupaj največ 18HP), ali pa jih ozdravila strupa."
#: 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 ""
"\n"
"\n"
"Počivanje se lahko kombinira z ostalimi oblikami zdravljenja, a vplivi vasi, "
"regeneracije in celjenja ran se ne seštevajo. Enota ki zdravi več drugih "
"enot bo manj uspešna pri zdravljenju posameznih ran. Poleg tega se vse enote "
"med scenariji popolnoma pozdravijo."
#: data/help.cfg:215
msgid "Income and Upkeep"
msgstr "Prihodki in plače"
#: 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 ""
"V Wesnothu ni dovolj da samo zberete enote in se spopadete. Paziti morate "
"tudi na količino zlata, še posebej v kampanjah, kjer se zlato prenaša med "
"scenariji. Glede tega sta pomembni dve stvari; prihodki in plače."
#: 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 ""
"\n"
"\n"
"S prihodki je preprosto. Na začetku imate dva kosa zlata na potezo. Za vsako "
"vas pod vašim nadzorom boste dobili en kos zlata na potezo. Torej, če imate "
"deset vasi, bi ponavadi dobili dvanajst kosov zlata. Od teh prihodkov so "
"odštete plače, kar je opisano v nadaljevanju."
#: 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 ""
"\n"
"\n"
"S plačami je tudi precej preprosto. Vsaka enota potrebuje toliko plače, na "
"kolikšni izkustveni stopnji je. Zastonj lahko podpirate toliko "
"<italic>text=stopenj</italic> enot, kolikor vasi imate. Toda, za vsako "
"stopnjo čez to mejo, morate plačati en kos zlata na potezo. Na primer, če "
"imate dvanajst prvo-stopenjskih enot in deset vasi, boste morali plačati dva "
"kosa zlata za plače, na potezo."
#: 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 ""
"\n"
"\n"
"Stroški plač so odbiti od vaših prihodkov, tako da bi končni prihodki v "
"primeru dvanajstih stopenj in desetih vasi bili 10 kosov zlata na potezo."
#: 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 ""
"\n"
"Obstaja pomembna izjema pri plačah. Enote z značilnostjo zvest ne bodo "
"nikoli zahtevale plače. Enote s katerimi začnete scenarij (kot recimo Konrad "
"ali Delfador) in enote ki se vam pridružijo med njim (kot recimo Konjenik v "
"drugem scenariju Prestolonaslednika) skoraj nikoli ne bodo zahtevale plače - "
"ponavadi bodo imele značilnost zvest."
#: data/help.cfg:228
msgid "Wrap Up"
msgstr "Zaključek"
#: 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 ""
"S tem zaključujemo Osnove igranja. Predlagamo vam da si preberete še o "
"Osnovni strategiji ali pa da se seznanite z <ref>dst=traits "
"text=Značilnostmi</ref> in <ref>dst=abilities text=Sposobnostmi</ref>. "
"Vedite pa, da že dovolj veste za igranje kampanje Prestolonaslednik. "
"Zabavajte se in vso srečo!"
#: data/help.cfg:234
msgid "Contributors"
msgstr "Avtorji"
#: data/help.cfg:240
msgid "License"
msgstr "Licenca"
#: 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 ""
"Večina enot ima dve značilnosti, razen nemrtvih, ki so 'nemrtvi'. "
"Značilnosti rahlo spremenijo enotine lastnosti. Ponavadi jih pridobijo "
"naključno, ob nastanku."
#: 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 ""
"\n"
"\n"
"Značilnosti ki so navoljo vsem ne-nemrtvih enotam so "
"<ref>dst=traits_intelligent text=pameten</ref>, <ref>dst=traits_quick "
"text=hiter</ref>, <ref>dst=traits_resilient text=odporen</ref> in "
"<ref>dst=traits_strong text=močan</ref>."
#: 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 ""
"\n"
"\n"
"Ostale možne značilnosti so <ref>dst=traits_loyal text=zvest</ref>, "
"<ref>dst=traits_undead text=nemrtev</ref> in <ref>dst=traits_dextrous "
"text=spreten</ref>."
#: data/help.cfg:256
msgid "Intelligent"
msgstr "Pameten"
#: data/help.cfg:257
msgid "Intelligent units require 20% less experience than usual to advance."
msgstr ""
"Pametne enote potrebujejo 20% manj izkušenj za napredovanje na naslednji "
"izkustveni nivo."
#: 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 ""
"\n"
"\n"
"Pametne enote so zelo koristne na začetku kampanje, saj hitro napredujejo v "
"boljše višjenivojske enote. Kasneje pa ne več, saj jih večina enot dohiti in "
"dobi prednost s svojimi 'trajnimi' značilnostmi. AMLA (napredovanje po "
"najvišjem nivoju) ni tako pomembno kot navadno napredovanje. Če imate dosti "
"dokončno razvitih enot, prikličite tako z boljšimi značilnostmi."
#: data/help.cfg:264
msgid "Quick"
msgstr "Hiter"
#: data/help.cfg:265
msgid "Quick units have 1 extra movement point, but 10% less HP than usual."
msgstr ""
"Hitre enote imajo na voljo 1 dodatno premikalno točko, ampak imajo zato 10% "
"manj HP."
#: 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 ""
"\n"
"\n"
"Značilnost hiter je med bolj opaznimi, še posebno med počasnimi enotami, kot "
"so troli in težka pehota. Hitre enote pridejo do izraza tudi na bolj "
"razgibanem terenu - mislite na to, ko boste priklicevali enote. Seveda pa ne "
"smemo pozabiti, da te enote niso tako vzdržljive kot ostale in zato niso "
"tako dobre za držanje položajev."
#: data/help.cfg:272
msgid "Resilient"
msgstr "Odporen"
#: data/help.cfg:273
msgid "Resilient units have 7 more HP than usual."
msgstr "Odporne enote imajo 7 HP več kot ponavadi."
#: 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 ""
"\n"
"\n"
"Uporabne so v vseh delih kampanij in značilnost odporen je dobra za vse "
"enote, še posebno pa za take, ki jih imajo kakšno kombinacijo malo HP, dobre "
"obrambe ali visokih odpornosti. Enote s to značilnostjo so zelo primerne za "
"držanje pomembnih položajev."
#: data/help.cfg:280
msgid "Strong"
msgstr "Močan"
#: data/help.cfg:281
msgid ""
"Strong units do 1 more damage for every successful strike in melee combat, "
"and have 2 more HP."
msgstr ""
"Močne enote naredijo v boju na blizu z vsakim udarcem 1 točko škode več in "
"imajo 2 HP več."
#: 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 ""
"\n"
"\n"
"Ta značilnost je dobra za vse bojevnike na blizu, še posebej za tiste, ki "
"imajo veliko število napadov, kot npr. Vilinski bojevnik. Izkažejo se za "
"zelo koristne, ko ta majhen bonus k škodi spremeni navadni udarec v "
"smrtonosnega."
#: data/help.cfg:288
msgid "Loyal"
msgstr "Zvest"
#: 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 ""
"Zveste enote ne potrebujejo plače, za razliko od večine, ki jo zahtevajo ob "
"koncu vsake poteze v višini njihovega nivoja."
#: 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 ""
"\n"
"\n"
"Značilnost zvest imajo enote, ki se vam pridružijo med kampanjo po lastni "
"volji. Ne potrebujejo plače, zato so lahko zelo pomembne v dolgih kampanjah, "
"ko zmankuje denarja. Te značilnosti se ne da pridobiti, zato enot z njo "
"rajši ne odpravite in jih poskušajte ohraniti pri življenju."
#: data/help.cfg:296 data/multiplayer.cfg:69 data/multiplayer.cfg:158
#: data/multiplayer.cfg:260 data/translations/english.cfg:129
msgid "Undead"
msgstr "Nemrtvi"
#: data/help.cfg:297
msgid "Undead units are immune to poison."
msgstr "Nemrtve enote so imune na strup."
#: 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 ""
"\n"
"\n"
"Nemrtve enote imajo ponavadi samo značilnost 'nemrtev'. Ker so nemrtvi "
"oživela trupla, na njih strup nima nobenega učinka. To jih lahko naredi "
"neprecenljive v boju s sovražniki, ki uporabljajo zastrupljena orožja."
#: data/help.cfg:304
msgid "Dextrous"
msgstr "Spreten"
#: data/help.cfg:305
msgid "Dextrous units do 1 more damage for every successful strike with a bow."
msgstr "Spretne enote naredijo z vsakim zadetkom na daleč 1 točko škode več."
#: 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 ""
"\n"
"\n"
"Spreten je značilnost, ki jo posedujejo samo Vilini. Znani so po svoji "
"skrivnostni milini in svoji veliki lokostrelski spretnosti. Toda nekateri so "
"že po naravi nadarjeni in prekašajo druge. Ti Vilini z vsakim strelom "
"napravijo dodatno točko škode."
#: data/help.cfg:312 data/terrain.cfg:144
msgid "Grassland"
msgstr "Stepa"
#: 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 ""
"Stepe predstavljajo odprte planjave; pašnike, obdelane ali divje travnike. "
"Zaradi svoje odprtosti se po njej zlahka premika, a težje brani. Tipično se "
"v njej najbolje odrežejo konjeniki ali pa zelo spretne enote, ki znajo "
"izkoristit odprtost terena v svoj prid."
#: data/help.cfg:322 data/terrain.cfg:118 data/terrain.cfg:126
msgid "Road"
msgstr "Cesta"
#: 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 ""
"Ceste so steptane poti iz blata, nastale po prehodu mnogih popotnikov. Kar "
"se tiče igranja, so ceste identične <ref>dst=terrain_grassland text=stepam</"
"ref>."
#: data/help.cfg:330 data/terrain.cfg:325
msgid "Forest"
msgstr "Gozd"
#: 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 ""
"Gozd je vsaka dobrava z dosti podrasti, dovolj da omejuje svobodo gibanja. "
"Sicer upočasnijo skoraj vse, a dajejo boljšo zaščito kot pa odprti svet. "
"Konjeniki imajo celo toliko težav z vodenjem konjev, da se vsaka prednost "
"skritosti izniči. Vilini so izjema temu pravilu. Ne samo da se običajno "
"premikajo po gozdu, ampak se tam dosti bolje branijo. Še ena izjema so "
"Škratje. Sicer se lahko premikajo po gozdum a zaradi nepoznavanja terena ne "
"dobijo nobenega bonusa k obrambi.\n"
"\n"
"Večina enot ima 50% obrambo v gozdovih, konjenica pa le 40%. Vilini, v "
"nasprotju, imajo 60% do 70% obrambo, celo njihovi konjeniki. Škratje imajo "
"ponavadi v gozdu le 30% obrambo."
#: data/help.cfg:340 data/terrain.cfg:286
msgid "Hills"
msgstr "Griči"
#: 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 ""
"Griči predstavljajo vsak dovolj težaven teren, z dovolj razgibano površino "
"da daje nekaj zaščite. Večina enot se s težavo premika čeznje. Škratje, "
"Troli in Orki pa tak teren dovolj poznajo, da ga lahko prečkajo brez izgube "
"hitrosti. Konjeniki imajo težave z vodenjem konjev, da se vsaka prednost pri "
"obrambi izniči.\n"
"\n"
"Večina enot ima 50% obrambo v gričih, medtem ko je konjenica omejena na 40%. "
"Škratje pa imajo v gričih 60% obrambo."
#: data/help.cfg:350 data/terrain.cfg:310
msgid "Mountains"
msgstr "Gore"
#: 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 ""
"Gore so dovolj strme, da morajo enote dostikrat plezati čez ovire, če se "
"hočejo premakniti. Zaradi tega večini enot nudijo dosti zaščite, a zelo "
"omejijo gibanje. Večina konjenice preprosto še vstopiti ne more v gorat "
"teren, z izjemo vilinske konjenice in goblinskih jezdecev volkov. Tako "
"Škratje kot Troli so doma v gorah in se zato po njih zlahka premikajo.\n"
"\n"
"Večina enot ima 60% obrambo v gorah, Škratje pa 70%."
#: data/help.cfg:360 data/terrain.cfg:55
msgid "Swamp"
msgstr "Močvirje"
# mermen
#: 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 ""
"Močvirja predstavljajo vse tipe mokrišč. Upočasnijo skoraj vsakega in tudi "
"zmanjšajo njihovo sposobnost branjenja. Izjema so vse rase zgrajene za "
"premikanje po vodi - te se lahko prosto premikajo in dobijo tudi bonus k "
"obrambi. Tisti, ki se preživljajo z delom po močvirjih, so tudi spretni pri "
"uporabi tega terena za obrambo.\n"
"\n"
"Večina enot ima le 30% obrambo v močvirjih. Povodni možje, Nage, in Saurijci "
"pa ponavadi 60%."
#: data/help.cfg:370 data/terrain.cfg:34
msgid "Shallow Water"
msgstr "Plitva voda"
# mermen
#: 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 ""
"Plitva voda je vsaka voda, ki je dovolj globoka, da seže do pasu. To je "
"dovolj, da upočasni skoraj vsakogar in ga pusti zelo ranljivega za napade. "
"Še posebej imajo težave Škratje, saj jim voda seže skoraj do glave. Izjema "
"so vse rase zgrajene za plavanjei - te se lahko prosto premikajo in dobijo "
"tudi velik bonus k obrambi.\n"
"\n"
"Večina enot se mora v plitvih vodah zadovoljiti z 20% do 30% obrambo, medtem "
"ko imajo Nage in povodni možje 60%."
#: data/help.cfg:380 data/terrain.cfg:25
msgid "Deep Water"
msgstr "Globoka voda"
# mermen
#: 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 ""
"Globoka voda je vsako vodno telo, ki seže čez glavo. Večina enot ne more "
"niti vstopiti v globoko vodo, to je domena tistih ki znajo leteti ali pa so "
"izjemni plavalci.\n"
"\n"
"Povodni možje in Nage imajo oboji 50% obrambo v globoki vodi, brez omejitve "
"gibanja."
#: data/help.cfg:390 data/terrain.cfg:257
msgid "Snow"
msgstr "Sneg"
#: 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 ""
"Sneg je vsako ravno zmrznjeno površje, trajno (na primer tundra) ali začasno "
"(zasnežena stepa). Večina enot je tam upočasnjenih in se težje brani.\n"
"\n"
"Večina enot ima od 20% do 40% obrambo v snegu."
#: data/help.cfg:400 data/terrain.cfg:265
msgid "Ice"
msgstr "Led"
#: 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 ""
"Led predstavlja vsako zmrznjeno vodo. V smislu igre je enak "
"<ref>dst=terrain_tundra text=snegu</ref>. Upoštevajte pa, da plavajoče "
"enote, tudi tiste ki lahko dihajo pod vodo, ne morejo plavati pod ledom."
#: data/help.cfg:408 data/terrain.cfg:374 data/terrain.cfg:485
msgid "Castle"
msgstr "Grad"
#: 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 ""
"Gradovi so kakršnekoli trajne utrdbe. Skoraj vse enote v njih dobijo bonus k "
"obrambi in vse enote ohranijo svobodo gibanja. Postavljanje enot v grad "
"predstavlja njegovo obrambno sposobnost. Če ne postavite enote v vsako "
"ploščo, se lahko sovražnik zmuzne v grad in dobi enake bonuse kot branilci.\n"
"\n"
"Večina enot ima 60% obrambo v gradovih."
#: data/help.cfg:420 data/terrain.cfg:100
msgid "Sand"
msgstr "Pesek"
#: 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 ""
"Nestabilnost peska pomeni za večino enot težaven prehod, poleg tega jih zelo "
"izpostavi napadom. Kot nasprotje pa široke noge in kačasta telesa plazilskim "
"rasam omogočajo lahek prehod.\n"
"\n"
"Večina enot ima od 20% do 40% obrambo na pesku."
#: data/help.cfg:430 data/terrain.cfg:109
msgid "Desert"
msgstr "Puščava"
#: 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 ""
"Puščave imajo rahlo drugačno zgradbo kot plaže in majhne zaplate peska, a v "
"smislu igranja so enake. Poglejte si <ref>dst=terrain_sand text=Pesek</ref>."
#: data/help.cfg:438 data/terrain.cfg:357
msgid "Cave"
msgstr "Jama"
#: 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 ""
"Jama predstavlja vsako podzemno luknjo z dovolj prostora, da gre enota lahko "
"mimo. Večina enot sploh ne pozna takega terena in so zato tu počasne in "
"šibkejše v obrambi. Škratje in Troli, ki tu živijo, pa nimajo nobenih težav "
"s premikanjem po jamah, sploh Škratje, ki se lahko zaradi svoje velikosti "
"stisnejo mimo mnogih za druge neprehodnih ovir.\n"
"\n"
"Večina enot ima od 20% do 40% obrambo v jamah, Škratje pa 50%."
#: data/help.cfg:448 data/terrain.cfg:151
msgid "Savanna"
msgstr "Savana"
#: 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 ""
"Savane so ravnice z visoko travo, razširjene po bolj toplih predelih sveta. "
"V smislu igranja so identične <ref>dst=terrain_grassland text=stepam</ref>."
#: 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 "Vas"
#: 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 ""
"Vasi predstavljajo kakršnokoli skupino zgradb, človeških ali drugačnih. "
"Skoraj vse enote, celo konjenica, se zlahka premika po njih in večina tudi "
"prejme bonus k obrambi. V vaseh si enote lahko odpočijejo in poskrbijo za "
"svoje rane, zato se enota v vasi vsako potezo pozdravi za 8 HP ali pa izniči "
"strup.\n"
"\n"
"Večina enot ima 50% ali 60% obrambo v vaseh, konjenica pa le 40%."
#: data/help.cfg:467 data/terrain.cfg:423
msgid "Canyon"
msgstr "Kanjon"
#: 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 ""
"Kanjon je kamnita soteska, ki vodi v neznane globine. Kanjoni so znani po "
"svojih strmih stenah, za prečkanje katerih bi potrebovali več dni. Kar se "
"tiče igre, kanjon lahko prečkajo samo leteče enote."
#: data/help.cfg:474 data/terrain.cfg:472
msgid "Lava"
msgstr "Lava"
#: 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 ""
"Nevarnosti pri prečkanju lave so očitne. Preko gredo lahko samo enote, ki so "
"sposobne leteti dovolj visoko nad ognjenim tokom."
#: data/help.cfg:481 data/terrain.cfg:462
msgid "River Ford"
msgstr "Plitvina"
#: 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 ""
"Če je reka zelo plitva, jo kopenske enote zlahka prečkajo. Celo plavajoče "
"enote se lahko prosto premikajo čez take predele reke. Kar se tiče igre, je "
"plitvina smatrana kot stepa ali pa kot plitva voda, odvisno kateri teren "
"ponuja enoti najboljšo obrambo in gibljivost."
#: data/help.cfg:488 data/terrain.cfg:75 data/terrain.cfg:83
#: data/terrain.cfg:91
msgid "Bridge"
msgstr "Most"
#: 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 ""
"Tistim, ki so ga sposobni zgraditi, gradnja mostov omogoča osvoboditev od "
"muhaste narave vodotokov, katerih plitvine izginjajo in se pojavljajo v "
"skladu z vodostajem. Da ne govorimo o razkošnosti suhih nog - mokre noge v "
"mrzlih delih leta niso prav nič smešnega.\n"
"\n"
"Za tiste, ki se znajdejo tako v vodi kot na kopnem, so mostovi najboljše iz "
"obeh svetov. Kar se tiče igre, je most smatran kot stepa ali pa kot plitva "
"voda, odvisno kateri teren ponuja enoti najboljšo obrambo in gibljivost. "
"Vedite pa, da plavajoča in kopenska enota ne moreta biti hkrati na mostu."
#: data/help.cfg:497 data/terrain.cfg:349
msgid "Cave Wall"
msgstr "Jamska stena"
#: data/help.cfg:499
msgid ""
"Cave walls are made of solid stone, renowned for its ability to impede even "
"the most determined traveler."
msgstr ""
"Jamske stene so iz trdne skale, in so znane po tem, da ustavijo še tako "
"zagnanega popotnika."
#: data/items.cfg:264
msgid ""
"You have come across a wishing well.\n"
"What would you like to wish for?"
msgstr ""
"Našli ste vodnjak želja.\n"
"Kaj si boste zaželeli?"
#: data/items.cfg:268
msgid "A swift victory"
msgstr "Hitro zmago"
#: data/items.cfg:276
msgid ""
"With this golden coin, I wish that this battle end in a swift and safe "
"victory."
msgstr ""
"S tem zlatim kovancem si želim, da bi se ta boj končal s hitro in varno "
"zmago."
#: data/items.cfg:283
msgid "Lots of gold"
msgstr "Ogromno zlata"
#: data/items.cfg:291
msgid "I wish this single gold coin be returned ten-fold to me."
msgstr "Želim si, da bi se mi ta zlati kovanec desetkrat povrnil."
#: data/items.cfg:298
msgid "Peace throughout Wesnoth."
msgstr "Mir po vsem Wesnothu."
#: data/items.cfg:306
msgid "The only thing worth wishing for is peace throughout the land."
msgstr "Le mir po vsej deželi je vreden te želje."
#: data/items.cfg:313
msgid "Don't make a wish."
msgstr "Ničesar si ne zaželi."
#: data/items.cfg:336
msgid "Potion of Healing"
msgstr "Napitek Zdravljenja"
#: data/items.cfg:339
msgid "A feeling of well-being overwhelms the drinker."
msgstr "Pivca preplavi občutek dobrega počutja."
#: data/items.cfg:340
msgid "You are not worthy of healing."
msgstr "Niste vredni zdravljenja."
#: data/items.cfg:374
msgid "Poison"
msgstr "Strup"
#: data/items.cfg:377
msgid "Poison is seeping through the veins of this unit at this very moment."
msgstr "Strup se, v tem trenutku, pretaka po žilah te enote."
#: data/items.cfg:412
msgid "Holy Water"
msgstr "Sveta voda"
#: data/items.cfg:415
msgid "This water will make melee weapons holy."
msgstr "Ta voda bo naredila orožja na blizu sveta."
#: data/items.cfg:416
msgid "I am not suited to the use of this item! Let another take it."
msgstr "Jaz nisem primeren za uporabo tega predmeta! Naj ga vzame nekdo drug."
#: data/items.cfg:451 data/scenarios/tutorial/Traits_and_Specialties.cfg:198
msgid "Potion of Strength"
msgstr "Napitek Moči"
#: data/items.cfg:454
msgid "Strength is given to the drinker."
msgstr "Pivec postane močnejši."
#: data/items.cfg:495
msgid "Potion of Decay"
msgstr "Napitek Razpadanja"
#: data/items.cfg:498
msgid "This poor unit drank something really bad."
msgstr "Ta uboga enota je popila nekaj zelo slabega."
#: data/items.cfg:533
msgid "Ring of Regeneration"
msgstr "Prstan Regeneracije"
#: data/items.cfg:536
msgid "This ring will heal the bearer a little each turn."
msgstr "Ta prstan bo, vsako potezo, nosilca rahlo pozdravil."
#: data/items.cfg:556
msgid "Can't set abilities yet, sorry."
msgstr "Oprostite, nastavljanje sposobnosti še ni razvito."
#: data/items.cfg:577
msgid "Ring of Slowness"
msgstr "Prstan Počasnosti"
#: data/items.cfg:580
msgid "The bearer of this ring is slowed."
msgstr "Nosilec tega prstana je upočasnjen."
#: data/items.cfg:615
msgid "Staff of Swiftness"
msgstr "Palica Okretnosti"
#: data/items.cfg:618
msgid "This staff will grant the bearer swift movement."
msgstr "Ta palica bo naredila svojega nosilca hitrejšega."
#: data/items.cfg:619
msgid "Only magical beings can wield such an object."
msgstr "Samo čarobna bitja lahko uporabljajo tak predmet."
#: data/items.cfg:653
msgid "Storm Trident"
msgstr "Nevihtni Trizob"
#: data/items.cfg:656
msgid "This trident allows a merman to shoot electric bolts at his enemies!"
msgstr "Ta trizob povodnemu možu omogoča, da na svoje sovražnike meče strele!"
#: data/items.cfg:657
msgid "Only the mermen can use this item!"
msgstr "Samo povodni možje lahko uporabljajo ta predmet!"
#: data/items.cfg:669
msgid "storm trident"
msgstr "nevihtni trizob"
#: data/items.cfg:709
msgid "Flaming Sword"
msgstr "Goreči Meč"
#: data/items.cfg:713
msgid "Only the leader of an army can wield this sword!"
msgstr "Samo vojskovodja lahko vihti ta meč!"
#: data/items.cfg:725
msgid "flaming sword"
msgstr "goreči meč"
#: data/items.cfg:759
msgid "Scepter of Fire"
msgstr "Ognjeno Žezlo"
#: data/items.cfg:762
msgid ""
"This ancient Scepter was forged by the Dwarves. A symbol of the kingship of "
"Wesnoth, the Scepter has the power to shoot fireballs at enemies of the "
"bearer!"
msgstr ""
"To prastaro Žezlo so skovali Škratje. Je simbol kraljeve vladavine v "
"Wesnothu in ima moč, da strelja ognjene krogle na sovražnike svojega nosilca!"
#: data/items.cfg:763
msgid ""
"This is the Scepter of Fire. Only a true successor to the throne can "
"possibly dare to take this!"
msgstr ""
"To je Ognjeno Žezlo. Samo pravi prestolonaslednik si ga lahko upa vzeti!"
#: data/items.cfg:816
msgid "Zap~"
msgstr "Zap~"
#: data/multiplayer.cfg:3
msgid "User Map"
msgstr "Uporabnikova karta"
#: data/multiplayer.cfg:20
msgid "Default"
msgstr "Privzeto"
#: data/multiplayer.cfg:24 data/multiplayer.cfg:113 data/multiplayer.cfg:215
#: data/multiplayer.cfg:305 src/leader_list.cpp:99
msgid "Random"
msgstr "Naključno"
#: data/multiplayer.cfg:30 data/multiplayer.cfg:221
msgid "Loyalists"
msgstr "Lojalisti"
#: data/multiplayer.cfg:43 data/multiplayer.cfg:234
msgid "Rebels"
msgstr "Uporniki"
#: data/multiplayer.cfg:56 data/multiplayer.cfg:247
msgid "Northerners"
msgstr "Severnjaki"
#: data/multiplayer.cfg:82 data/multiplayer.cfg:273
msgid "Knalgan Alliance"
msgstr "Zavezništvo Knalge"
#: data/multiplayer.cfg:95 data/multiplayer.cfg:184 data/multiplayer.cfg:286
msgid "Drakes"
msgstr ""
#: data/multiplayer.cfg:109
msgid "Classic"
msgstr "Klasična"
#: data/multiplayer.cfg:119 data/translations/english.cfg:127
msgid "Humans"
msgstr "Ljudje"
#: data/multiplayer.cfg:132 data/translations/english.cfg:126
msgid "Elves"
msgstr "Vilini"
#: data/multiplayer.cfg:145 data/translations/english.cfg:128
msgid "Orcs"
msgstr "Orki"
#: data/multiplayer.cfg:171
msgid "Dwarves"
msgstr "Škratje"
#: data/multiplayer.cfg:197 data/units/Saurian.cfg:5
msgid "Saurian"
msgstr "Saurijci"
#: data/multiplayer.cfg:211
msgid "Age of Heroes"
msgstr "Doba junakov"
#: data/multiplayer.cfg:301
msgid "Great War"
msgstr "Velika Vojna"
#: data/multiplayer.cfg:311
msgid "Alliance of Light"
msgstr "Zavezništvo Luči"
#: data/multiplayer.cfg:324
msgid "Alliance of Darkness"
msgstr "Zavezništvo Teme"
#: data/scenario-test.cfg:37
msgid ""
"You can come if you wish, but the leader is only interested in speaking to "
"Baldras."
msgstr ""
"Lahko prideš, če želiš, ampak voditelj se zanima samo za pogovor z Baldras-"
"om."
#: data/scenarios/multiplayer/2p_Blitz.cfg:7
msgid "2p - Blitz"
msgstr "2p - Blitz"
#: data/scenarios/multiplayer/2p_Blitz.cfg:9
#: data/scenarios/multiplayer/2p_Charge.cfg:9
msgid "A duel map for super fast play. Recommended setting of 2g per village."
msgstr ""
#: data/scenarios/multiplayer/2p_Charge.cfg:7
msgid "2p - Charge"
msgstr "2p - Naskok"
#: data/scenarios/multiplayer/2p_Den_of_Onis.cfg:3
msgid "2p - Den of Onis"
msgstr "2p - Onisov brlog"
#: data/scenarios/multiplayer/2p_Den_of_Onis.cfg:4
msgid ""
"Danger lurks around every corner in this underground battlefield, a duel map "
"where force and subterfuge meet. Recommended settings of 2G per village."
msgstr ""
#: data/scenarios/multiplayer/2p_Divide_and_Conquer.cfg:3
msgid "2p - Divide and Conquer"
msgstr "2p - Razdeli in vladaj"
#: data/scenarios/multiplayer/2p_Divide_and_Conquer.cfg:4
msgid ""
"This small duel map divides the field of battle into three segments. "
"Recommended settings of 2G per village."
msgstr ""
#: data/scenarios/multiplayer/2p_Hamlets.cfg:3
msgid "2p - Hamlets"
msgstr "2p - Čelade"
#: data/scenarios/multiplayer/2p_Hamlets.cfg:4
msgid ""
"Warfare transforms the simple farms and villages of a peaceful region into a "
"subtly parceled battlefield. Recommended settings of 2G per village."
msgstr ""
#: data/scenarios/multiplayer/2p_Hornshark_Island.cfg:3
msgid "2p - Hornshark Island"
msgstr "2p - Otok rogatih morskih psov"
#: data/scenarios/multiplayer/2p_Hornshark_Island.cfg:4
msgid ""
"Players must navigate the dispersive terrain of this small but "
"topographically dense island. Recommended settings of 2G per village."
msgstr ""
#: data/scenarios/multiplayer/2p_Meteor_Lake.cfg:3
msgid "2p - Meteor Lake"
msgstr "2p - Meteorsko jezero "
#: data/scenarios/multiplayer/2p_Meteor_Lake.cfg:4
msgid ""
"Long ago, a great meteor fell from the heavens, leaving its mark on this "
"coniferous region. Recommended settings of 2G per village."
msgstr ""
#: data/scenarios/multiplayer/2p_Sablestone_Delta.cfg:3
msgid "2p - Sablestone Delta"
msgstr ""
#: data/scenarios/multiplayer/2p_Sablestone_Delta.cfg:4
msgid ""
"Two armies collide on this disjointed coastal landscape of hidden caves and "
"jagged rivers. Recommended settings of 2G per village."
msgstr ""
#: data/scenarios/multiplayer/2p_Silverhead_Crossing.cfg:3
msgid "2p - Silverhead Crossing"
msgstr ""
#: data/scenarios/multiplayer/2p_Silverhead_Crossing.cfg:4
msgid ""
"Players must traverse all manner of terrain in pursuit of victory on this "
"multi-fronted duel map. Recommended settings of 2G per village."
msgstr ""
#: data/scenarios/multiplayer/2p_Sullas_Ruins.cfg:3
msgid "2p - Sullas Ruins"
msgstr "2p - Razvaline Sullasa"
#: data/scenarios/multiplayer/2p_Sullas_Ruins.cfg:4
msgid ""
"Flooded by the seas and battered by the winter elements, only ruins, water "
"and ice now remain in the shadow of this once mighty empire. Recommended "
"settings of 2G per village."
msgstr ""
#: data/scenarios/multiplayer/2p_Wesbowl.cfg:3
msgid "2p - Wesbowl"
msgstr "2p - Wesbowl"
#: data/scenarios/multiplayer/2p_Wesbowl.cfg:6
msgid ""
"In Wesbowl, a player must get their ball to the other player's end zone. "
"However, the other player can attack your units. Wesbowl is played with "
"blunt weapons, and healers are on hand, so when units are killed, they "
"return to that player's end zone with an injury."
msgstr ""
#: data/scenarios/multiplayer/2p_Wesbowl.cfg:11
msgid ""
"\n"
"Victory:\n"
"@Move either ball to your opponent's endzone more times than they move their "
"ball to yours\n"
"Defeat:\n"
"#Opponent moves the balls to your endzone more times than you move them to "
"theirs"
msgstr ""
"\n"
"Zmaga:\n"
"@Premakni eno od žog v nasprotnikovo bazo večkrat kot to uspe njemu\n"
"Defeat:\n"
"#Nasprotnik premakne žoge v vašo bazo večkrat kot to uspe vam"
#: data/scenarios/multiplayer/2p_Wesbowl.cfg:199
#: data/scenarios/multiplayer/2p_Wesbowl.cfg:476
msgid "Red scores! Current score is $redscore-$bluescore"
msgstr "Rdeči je zadel! Trenutni rezultat je $redscore-$bluescore"
#: data/scenarios/multiplayer/2p_Wesbowl.cfg:247
#: data/scenarios/multiplayer/2p_Wesbowl.cfg:524
msgid "Blue scores! Current score is $redscore-$bluescore"
msgstr "Modri je zadel! Trenutni rezultat je $redscore-$bluescore"
#: data/scenarios/multiplayer/2p_Wesbowl.cfg:337
#: data/scenarios/multiplayer/2p_Wesbowl.cfg:614
msgid "Should I pass the ball to $passto.type ($xloc,$yloc)?"
msgstr "Ali naj $passto.type ($xloc,$yloc) podam žogo?"
#: data/scenarios/multiplayer/2p_Wesbowl.cfg:339
#: data/scenarios/multiplayer/2p_Wesbowl.cfg:616
msgid "Yes!"
msgstr "Da!"
#: data/scenarios/multiplayer/2p_Wesbowl.cfg:361
#: data/scenarios/multiplayer/2p_Wesbowl.cfg:638
#: data/scenarios/tutorial/Basic_Training.cfg:318
#: data/scenarios/tutorial/Traits_and_Specialties.cfg:269
msgid "No"
msgstr "Ne"
#: data/scenarios/multiplayer/2p_Wesbowl.cfg:661
msgid "Blue team wins! Final score: $redscore-$bluescore"
msgstr "Modra ekipa je zmagala! Končni rezultat: $redscore-$bluescore"
#: data/scenarios/multiplayer/2p_Wesbowl.cfg:673
msgid "Red team wins! Final score: $redscore-$bluescore"
msgstr "Rdeča ekipa je zmagala! Končni rezultat: $redscore-$bluescore"
#: data/scenarios/multiplayer/2p_Wesbowl.cfg:685
msgid "Draw! Final score: $redscore-$bluescore"
msgstr "Neodločeno! Končni rezultat: $redscore-$bluescore"
#: data/scenarios/multiplayer/3p_1v1v1Hex.cfg:3
msgid "3p - 1v1v1Hex"
msgstr ""
#: data/scenarios/multiplayer/3p_1v1v1Hex.cfg:4
msgid ""
"Three players do battle in this small, enclosed region. Recommended settings "
"of 2G per village."
msgstr ""
#: data/scenarios/multiplayer/3p_Morituri.cfg:3
msgid "3p - Morituri"
msgstr "3p - Morituri"
#: data/scenarios/multiplayer/3p_Morituri.cfg:4
msgid ""
"Only one faction will emerge victorious from this tightly bordered three-"
"player map. Recommended settings of 2G per village."
msgstr ""
#: data/scenarios/multiplayer/3p_Triple_Blitz.cfg:3
msgid "3p - Triple Blitz"
msgstr "3p - Trojni Blitz"
#: data/scenarios/multiplayer/3p_Triple_Blitz.cfg:4
msgid ""
"Three players come head to head on this water-cut battlefield. Recommended "
"settings of 2G per village."
msgstr ""
#: data/scenarios/multiplayer/4p_An_Island.cfg:7
msgid "4p - An Island"
msgstr "4p - Otok"
#: data/scenarios/multiplayer/4p_An_Island.cfg:10
msgid ""
"A 4 player map that is suitable for individual or team play, victory rests "
"of dominating the centre island. North-West: Forest dominated area, North-"
"East: Mixed snow plains, South-West: Mixed desert plains, South-East: "
"Mountain dominated area."
msgstr ""
#: data/scenarios/multiplayer/4p_Bluewater_Province.cfg:3
msgid "4p - Blue Water Province"
msgstr ""
#: data/scenarios/multiplayer/4p_Bluewater_Province.cfg:4
msgid ""
"It has been said that Bluewater Province has been destroyed and rebuilt some "
"twenty times. Now, as armies once again converge on the rocky streams and "
"snowcapped mountains of this small province, its villagers hardly seem to "
"take notice. Recommended settings of 2 gold per village."
msgstr ""
#: data/scenarios/multiplayer/4p_CastleHoppingIsle.cfg:9
msgid "4p - Castle Hopping Isle"
msgstr "4p - Otok Preskakovanja Gradov"
#: data/scenarios/multiplayer/4p_CastleHoppingIsle.cfg:11
msgid ""
"Many closely placed and strategically located castles. Small map for fast "
"play. Recommended setting of 2 gold per village, and players 1, 3 vs players "
"2, 4 for 2v2."
msgstr ""
#: data/scenarios/multiplayer/4p_Clash.cfg:3
msgid "4p - Clash"
msgstr "4p - Trk"
#: data/scenarios/multiplayer/4p_Clash.cfg:5
msgid ""
"Small map for 2v2. Teams should be player 1 and 3, vs player 2 and 4. "
"Recommended setting of 2 gold per village."
msgstr ""
#: data/scenarios/multiplayer/4p_King_of_the_Hill.cfg:3
msgid "4p - King of the Hill"
msgstr "4p - Kralj Hriba"
#: data/scenarios/multiplayer/4p_King_of_the_Hill.cfg:5
msgid ""
"Who will remain standing as King of the Hill? Best played as a free-for-all "
"(with everyone fighting everyone else)."
msgstr ""
#: data/scenarios/multiplayer/4p_Lagoon.cfg:3
msgid "4p - Lagoon"
msgstr "4p - Laguna"
#: data/scenarios/multiplayer/4p_Lagoon.cfg:4
msgid ""
"Four factions contend for dominance over this watery settlement. Recommended "
"settings of 1G per village."
msgstr ""
#: data/scenarios/multiplayer/4p_Siege_Castles.cfg:7
msgid "4p - Siege Castles"
msgstr "4p - Oblegani Gradovi"
#: data/scenarios/multiplayer/4p_Siege_Castles.cfg:9
msgid "Take control of this huge river delta."
msgstr ""
#: data/scenarios/multiplayer/4p_The_Valley_of_Death.cfg:3
msgid "4p - The Valley of Death"
msgstr "4p - Dolina Smrti"
#: data/scenarios/multiplayer/4p_The_Valley_of_Death.cfg:5
msgid "Can you defeat all enemies and declare victory in this desolate valley?"
msgstr ""
#: data/scenarios/multiplayer/4p_The_Wilderlands.cfg:3
msgid "4p - The Wilderlands"
msgstr ""
#: data/scenarios/multiplayer/4p_The_Wilderlands.cfg:4
msgid ""
"A vast region of wild, untamed wilderness, its terrain dotted with forests, "
"caves, rivers, and the ruins of ancient fortresses. Recommended settings of "
"1G per village."
msgstr ""
#: data/scenarios/multiplayer/5p_ForestOfFear.cfg:3
msgid "5p - Forest of Fear"
msgstr "5p - Gozd Strahu"
#: data/scenarios/multiplayer/5p_ForestOfFear.cfg:5
msgid "In this mixed landscape, five armies battle for supremacy."
msgstr ""
#: data/scenarios/multiplayer/6p_Hexcake.cfg:3
msgid "6p - Hexcake"
msgstr "6p - Hexcake"
#: data/scenarios/multiplayer/6p_Hexcake.cfg:5
msgid "2 vs. 2 or 3 vs. 3 team game."
msgstr ""
#: data/scenarios/multiplayer/6p_Smallolof.cfg:3
msgid "6p - Smallolof"
msgstr "6p - Mali Olof"
#: data/scenarios/multiplayer/6p_Smallolof.cfg:4
msgid ""
"Only a true tactician will survive in this deadly and confining battlefield, "
"where six boxed-in armies come to a head. Recommended settings of 2 gold per "
"village."
msgstr ""
#: data/scenarios/multiplayer/7p_battleworld.cfg:7
msgid "7p - Battle World"
msgstr "7p - Svet Bojev"
#: data/scenarios/multiplayer/7p_battleworld.cfg:9
msgid ""
"Up to 7 armies thrash about in this peaceful land. Prepare for a long battle."
msgstr ""
#: data/scenarios/multiplayer/Random_Scenario.cfg:3
#: data/scenarios/multiplayer/Random_Scenario.cfg:17
msgid "Random map"
msgstr "Naključna karta"
#: data/scenarios/multiplayer/Random_Scenario.cfg:4
msgid ""
"Randomly generated map. Note: random maps are often unbalanced, but if you "
"have time, you can regenerate them until you get a good one."
msgstr ""
#: data/scenarios/multiplayer/Random_Scenario_Desert.cfg:3
#: data/scenarios/multiplayer/Random_Scenario_Desert.cfg:17
msgid "Random map (Desert)"
msgstr "Naključna karta (puščavska)"
#: data/scenarios/multiplayer/Random_Scenario_Desert.cfg:5
msgid ""
"A random map with sand as the primary terrain. Note: random maps are often "
"unbalanced, but if you have time, you can regenerate them until you get a "
"good one."
msgstr ""
#: data/scenarios/multiplayer/Random_Scenario_Marsh.cfg:3
#: data/scenarios/multiplayer/Random_Scenario_Marsh.cfg:17
msgid "Random map (Marsh)"
msgstr "Naključna karta (močvirnata)"
#: data/scenarios/multiplayer/Random_Scenario_Marsh.cfg:5
msgid ""
"A random map with swamp as the primary terrain. Note: random maps are often "
"unbalanced, but if you have time, you can regenerate them until you get a "
"good one."
msgstr ""
#: data/scenarios/multiplayer/Random_Scenario_Winter.cfg:3
#: data/scenarios/multiplayer/Random_Scenario_Winter.cfg:17
msgid "Random map (Winter)"
msgstr "Naključna karta (zimska)"
#: data/scenarios/multiplayer/Random_Scenario_Winter.cfg:4
msgid ""
"A random map set in the break between spring and winter, mainly with snowy "
"terrains. Note: random maps are often unbalanced, but if you have time, you "
"can regenerate them until you get a good one."
msgstr ""
#: data/scenarios/multiplayer/scenarios.cfg:3
msgid "2p - Across The River"
msgstr "2p - Čez Reko"
#: data/scenarios/multiplayer/scenarios.cfg:5
msgid ""
"This map is a convenient way to do some testing with two factions, as it is "
"pretty well balanced towards both sides.\n"
"You can use it AI vs AI to see how well a faction fares against another."
msgstr ""
#: data/scenarios/tutorial/Basic_Training.cfg:4
msgid "Basic Training"
msgstr "Osnovna vadba"
#: data/scenarios/tutorial/Basic_Training.cfg:71
msgid ""
"I am here to learn how to fight in a battle. As an experienced elder mage, "
"surely you can explain the art of combat to me..."
msgstr ""
"Tukaj sem, da se naučim bojevanja. Kot izkušeni čarovnik, me lahko zagotovo "
"podučiš o tej umetnosti."
#: data/scenarios/tutorial/Basic_Training.cfg:75
msgid ""
"Before entering any battle, you need to recruit units. To recruit a unit, "
"right click on the castle tile on which you wish to recruit the unit. Then "
"select Recruit, and select 'OK'. You can only recruit units on castle tiles "
"connected to the keep your leader is on."
msgstr ""
"Pred začetkom vsakega boja moraš najprej novačiti enote. Enote lahko novačiš "
"tako, da z desnim gumbom klikneš na grad, v katerem jo želiš novačiti. Nato "
"izberi Novači in klikni na 'V redu'. Enote lahko novačiš samo na ploščah "
"gradu, ki so povezane s trdnjavo, kjer je tvoj voditelj."
#: data/scenarios/tutorial/Basic_Training.cfg:78
msgid "Recruit a unit"
msgstr "Novači enoto"
#: data/scenarios/tutorial/Basic_Training.cfg:85
msgid "Excellent! You have recruited an Elvish Fighter."
msgstr "Odlično! Novačil si Vilinskega bojevnika."
#: data/scenarios/tutorial/Basic_Training.cfg:88
#: data/scenarios/tutorial/Basic_Training.cfg:112
#: data/scenarios/tutorial/Basic_Training.cfg:150
#: data/scenarios/tutorial/Basic_Training.cfg:180
#: data/scenarios/tutorial/Basic_Training.cfg:197
#: data/scenarios/tutorial/Basic_Training.cfg:223
msgid "What do I do next?"
msgstr "Kaj pa zdaj?"
#: data/scenarios/tutorial/Basic_Training.cfg:99
msgid ""
"Since units cannot move on the turn they are recruited, you must end your "
"turn. To do this, simply click the 'End Turn' button in the lower-right hand "
"corner."
msgstr ""
"Ker se enote še ne morejo premikati v potezi, ko so bile novačene, morate "
"končati potezo. To storite, tako da kliknete na gumb 'Končaj Potezo' v "
"spodnjem desnem kotu."
#: data/scenarios/tutorial/Basic_Training.cfg:102
msgid "End your turn"
msgstr "Končaj potezo"
#: data/scenarios/tutorial/Basic_Training.cfg:109
msgid "You have successfully ended your turn."
msgstr "Uspešno ste končali potezo."
#: data/scenarios/tutorial/Basic_Training.cfg:118
msgid ""
"Your next task is to move your Elvish Fighter. To move a unit, first select "
"it, then select his destination. In this case, his destination is the forest "
"next to the Elvish Shaman, Merle."
msgstr ""
"Naslednje opravilo je premik tvojega Vilinskega bojevnika. Da enoto "
"premakneš, jo moraš najprej označiti, potem pa izbrati cilj. V tem primeru "
"je njegov cilj gozd ob Vilinski šamanki, Merle."
#: data/scenarios/tutorial/Basic_Training.cfg:121
msgid "Move your Elvish Fighter next to Merle"
msgstr "Premaknite Vilinskega bojevnika do Merle"
#: data/scenarios/tutorial/Basic_Training.cfg:147
msgid ""
"Excellent! You have successfully moved your Elvish Fighter. However, since "
"he moved next to an enemy unit, he has lost all his movement for this turn; "
"this is called the 'zone of control'."
msgstr ""
"Odlično! Vilinski bojevnik se je uspešno premaknil. Ampak, ker je zdaj ob "
"sovražniku, se to potezo ne more več premikati. Temu se reče 'območje "
"nadzora'."
#: data/scenarios/tutorial/Basic_Training.cfg:156
msgid ""
"Now, you need to attack with your fighter. To attack, first select a unit, "
"then select its target, which must be next to the attacking unit. You will "
"then see the attack options box, where you must select an attack to use."
msgstr ""
"Zdaj moraš napasti - izberite enoto in potem še njeno tarčo. Ta mora biti v "
"sosednji plošči. Pokazalo se bo pogovorno okno za napad, kjer morate izbrati "
"tip napada."
#: data/scenarios/tutorial/Basic_Training.cfg:159
msgid "Attack Merle"
msgstr "Napadi Merle"
#: data/scenarios/tutorial/Basic_Training.cfg:177
msgid "You have successfully attacked Merle."
msgstr "Uspešno si napadel Merle."
#: data/scenarios/tutorial/Basic_Training.cfg:186
msgid "End your turn, and wait for Merle to attack you."
msgstr "Končajte svojo potezo in počakajte na Merlin napad."
#: data/scenarios/tutorial/Basic_Training.cfg:194
msgid ""
"Your fighter has survived Merle's attack. Whenever a unit survives a battle, "
"it gets experience from the combat. Once a unit gains enough experience, it "
"advances to the next level, and becomes more powerful."
msgstr ""
"Tvoj bojevnik je preživel Merlin napad. Kadarkoli enota preživi spopad, dobi "
"nekaj izkušenj. Ko jih ima enkrat dovolj, napreduje na naslednji izkustveni "
"nivo in s tem postane močnejša."
#: data/scenarios/tutorial/Basic_Training.cfg:203
#: data/scenarios/tutorial/Basic_Training.cfg:206
msgid "Move your fighter onto a village."
msgstr "Premaknite svojega bojevnika v vas."
#: data/scenarios/tutorial/Basic_Training.cfg:220
msgid "Villages heal the units on them."
msgstr "Vasi zdravijo enote, ki so v njih."
#: data/scenarios/tutorial/Basic_Training.cfg:229
msgid ""
"Now, you must defeat Merle by reducing her to 0 HP or lower. Just attack "
"repeatedly."
msgstr ""
"Zdaj moraš premagati Merle, tako da jo spraviš na 0 HP ali manj. Samo "
"napadaj jo dokler ti ne uspe."
#: data/scenarios/tutorial/Basic_Training.cfg:232
msgid "Defeat Merle"
msgstr "Premagaj Merle"
#: data/scenarios/tutorial/Basic_Training.cfg:251
msgid ""
"Oops! You moved your leader off of the keep. Remember, when your leader is "
"not on a keep, you cannot recruit. Also remember that if your leader dies, "
"you lose. In order to continue the tutorial, I will have to teleport you "
"back onto your keep."
msgstr ""
"Ups! Svojega voditelja ste premaknili izven trdnjave. Ne pozabite, da to "
"pomeni, da ne more več novačiti enot. Zapomnite si tudi, da boste igro takoj "
"izgubili, če voditelj umre. Da lahko nadaljujemo vadbo, ga bom teleportiral "
"nazaj v trdnjavo."
#: data/scenarios/tutorial/Basic_Training.cfg:270
#: data/scenarios/tutorial/Traits_and_Specialties.cfg:229
msgid ""
"Unfortunately, you lost, because your leader was defeated. Hopefully you "
"have gained wisdom from my teachings anyway."
msgstr ""
"Na žalost ste izgubili, ker je bil vaš voditelj poražen. Upam, da ste z "
"mojim poučevanjem vseeno dobili nekaj znanja."
#: data/scenarios/tutorial/Basic_Training.cfg:278
#: data/scenarios/tutorial/Traits_and_Specialties.cfg:237
msgid ""
"Unfortunately, you lost, because you ran out of time. Hopefully you have "
"gained wisdom from my teachings anyway."
msgstr ""
"Na žalost ste izgubili, ker vam je zmanjkalo časa. Upam, da ste z mojim "
"poučevanjem vseeno pridobili na izkušenosti."
#: data/scenarios/tutorial/Basic_Training.cfg:290
msgid "You have successfully completed the first training scenario."
msgstr "Uspešno ste opravili prvo vadbo."
#: data/scenarios/tutorial/Basic_Training.cfg:293
#: data/scenarios/tutorial/Traits_and_Specialties.cfg:287
msgid "Hooray!"
msgstr "Hura!"
#: data/scenarios/tutorial/Basic_Training.cfg:299
#: data/scenarios/tutorial/Traits_and_Specialties.cfg:249
msgid "Do you want to review any of the skills learned in this scenario?"
msgstr "Ali hočete pregledati nova spoznanja iz tega scenarija?"
#: data/scenarios/tutorial/Basic_Training.cfg:302
#: data/scenarios/tutorial/Traits_and_Specialties.cfg:252
msgid "Yes"
msgstr "Da"
#: data/scenarios/tutorial/Basic_Training.cfg:304
#: data/scenarios/tutorial/Traits_and_Specialties.cfg:254
msgid "I'm done reviewing skills!"
msgstr "Končal sem s pregledovanjem!"
#: data/scenarios/tutorial/Basic_Training.cfg:324
msgid ""
"Although you have completed your first scenario, your training is not yet "
"over. We will now proceed to the next scenario, in which you will fight me "
"in a mock battle."
msgstr ""
"Čeprav ste končal prvo vadbo, vašega treninga še ni konec. V naslednjem "
"scenariju se bova spopadla v zaigranem boju."
#: data/scenarios/tutorial/Traits_and_Specialties.cfg:4
msgid "Traits and Specialties"
msgstr "Značilnosti in posebnosti"
#: data/scenarios/tutorial/Traits_and_Specialties.cfg:46
msgid ""
"Now you will be subject to a more difficult test. You must defeat me in mock "
"battle."
msgstr "Sedaj te čaka težji preizkus. Premagati me moraš v zaigranem boju."
#: data/scenarios/tutorial/Traits_and_Specialties.cfg:50
msgid ""
"You can win most scenarios simply by defeating all enemy leaders. Win this "
"scenario by defeating me. Your fighter from the previous scenario can help "
"you in this battle. To recall him, right-click on a castle tile, select "
"Recall, select your fighter, then select 'OK'. You should also recruit "
"Elvish Fighters and Elvish Archers."
msgstr ""
#: data/scenarios/tutorial/Traits_and_Specialties.cfg:69
msgid ""
"Skills covered:\n"
"Recalling\n"
"Traits\n"
"Gold\n"
"Time of day\n"
"Terrains\n"
"Resistance\n"
"Specialties\n"
"Objects"
msgstr ""
"Obdelane teme:\n"
"Priklicovanje\n"
"Značilnosti\n"
"Zlato\n"
"Čas dneva\n"
"Teren\n"
"Odpornosti\n"
"Posebnosti\n"
"Predmeti"
#: data/scenarios/tutorial/Traits_and_Specialties.cfg:71
msgid "Defeat Delfador"
msgstr "Premagaj Delfadora"
#: data/scenarios/tutorial/Traits_and_Specialties.cfg:75
#: data/scenarios/tutorial/utils.cfg:51
msgid "Death of Konrad"
msgstr "Smrt Konrada"
#: data/scenarios/tutorial/Traits_and_Specialties.cfg:79
#: data/scenarios/tutorial/utils.cfg:59
msgid "Turns run out"
msgstr "Poteze se iztečejo"
#: data/scenarios/tutorial/Traits_and_Specialties.cfg:94
msgid "You have successfully recalled your Elvish Fighter."
msgstr "Uspešno ste priklicali vašega Vilinskega bojevnika."
#: data/scenarios/tutorial/Traits_and_Specialties.cfg:97
#: data/scenarios/tutorial/Traits_and_Specialties.cfg:109
#: data/scenarios/tutorial/Traits_and_Specialties.cfg:122
#: data/scenarios/tutorial/Traits_and_Specialties.cfg:134
#: data/scenarios/tutorial/Traits_and_Specialties.cfg:146
#: data/scenarios/tutorial/Traits_and_Specialties.cfg:158
#: data/scenarios/tutorial/Traits_and_Specialties.cfg:170
#: data/scenarios/tutorial/Traits_and_Specialties.cfg:202
msgid "En garde!"
msgstr "En garde!"
#: data/scenarios/tutorial/Traits_and_Specialties.cfg:106
msgid ""
"You may notice that your units have slightly different statistics than the "
"statistics shown before you recruited them. This is because they have been "
"assigned traits."
msgstr ""
#: data/scenarios/tutorial/Traits_and_Specialties.cfg:119
msgid ""
"When you recruit and recall units, you lose gold. If this would cause you to "
"have less than 0 gold, you cannot recruit or recall."
msgstr ""
#: data/scenarios/tutorial/Traits_and_Specialties.cfg:131
msgid ""
"The sun is setting over Wesnoth. The time of day affects how much damage "
"units of different alignments can inflict upon each other."
msgstr ""
#: data/scenarios/tutorial/Traits_and_Specialties.cfg:143
msgid "Each hex has a terrain, which gives the hex distinctive properties."
msgstr "Vsaka plošča ima svoj teren, ki ji da značilne lastnosti."
#: data/scenarios/tutorial/Traits_and_Specialties.cfg:155
msgid ""
"Each attack has a damage type which affects how much damage different units "
"take from that attack."
msgstr ""
#: data/scenarios/tutorial/Traits_and_Specialties.cfg:167
msgid ""
"Many units have a specialty which changes the rules of play in some way."
msgstr ""
#: data/scenarios/tutorial/Traits_and_Specialties.cfg:189
msgid ""
"Some objects change the statistics of the unit that triggered them. One of "
"your units found a potion which will make him do more damage on his attack. "
"To see his new combat statistics, look at the Status Table."
msgstr ""
#: data/scenarios/tutorial/Traits_and_Specialties.cfg:197
msgid "This potion increases the damage of all the drinker's attacks by four."
msgstr ""
#: data/scenarios/tutorial/Traits_and_Specialties.cfg:218
msgid ""
"Remember to try to prevent the enemy from capturing villages, and to "
"recapture the ones that they already have. This will cut off their gold "
"supply and make them unable to recruit."
msgstr ""
#: data/scenarios/tutorial/Traits_and_Specialties.cfg:284
msgid "Next, you may want to begin a campaign, or play multiplayer."
msgstr ""
#: data/scenarios/tutorial/utils.cfg:11
msgid "That was explained well! But.."
msgstr "To je bilo dobro razloženo! Ampak..."
#: data/scenarios/tutorial/utils.cfg:44
msgid ""
"Skills covered:\n"
"Recruiting units\n"
"Moving units\n"
"Attacking enemy units\n"
"Gaining experience\n"
"Winning scenarios"
msgstr ""
"Obdelane teme:\n"
"Novačenje\n"
"Premikanje\n"
"Napadanje\n"
"Izkušnje\n"
"Zmagovanje"
#: data/scenarios/tutorial/utils.cfg:45
msgid "Current objective:"
msgstr "Trenutni cilj:"
#: data/scenarios/tutorial/utils.cfg:55
msgid "Death of Delfador"
msgstr "Smrt Delfadora"
#: data/scenarios/tutorial/utils.cfg:66
msgid "How do I recruit units?"
msgstr "Kako naj novačim enote?"
#: data/scenarios/tutorial/utils.cfg:66
msgid ""
"To recruit a unit, right click on the castle tile on which you wish to "
"recruit the unit. Then select Recruit, or just hold your cursor over the "
"tile and press 'Ctrl-R'. Next, select the type of unit that you want to "
"recruit, and select 'OK'. In order to recruit faster, you can use 'Ctrl-"
"Shift-R' to re-recruit the last type of unit you recruited."
msgstr ""
#: data/scenarios/tutorial/utils.cfg:67
msgid ""
"A leader is a unit that can recruit. This means that when the leader is on a "
"keep, he can recruit units on the surrounding castle tiles. Leaders are "
"usually powerful units that each side only controls one of. Also, your "
"leader is usually the first unit that your side controls, and starts on a "
"keep. You can select your leader quickly by pressing 'l'. If your leader "
"dies, you lose the game. You can win most scenarios by defeating all enemy "
"leaders."
msgstr ""
#: data/scenarios/tutorial/utils.cfg:67
msgid "What's a leader?"
msgstr "Kaj je voditelj?"
#: data/scenarios/tutorial/utils.cfg:68
msgid "How should I choose what kind of units to recruit?"
msgstr "Kako naj se odločim, katere vrste enot naj novačim?"
#: data/scenarios/tutorial/utils.cfg:68
msgid ""
"You have to carefully review their skills, which are displayed to the left "
"of the unit selection box, and cost, which is displayed after the name of "
"the unit. You will learn more about these statistics throughout the tutorial."
msgstr ""
#: data/scenarios/tutorial/utils.cfg:69
msgid "What happens when I recruit a unit?"
msgstr "Kaj se zgodi, ko novačim enoto?"
#: data/scenarios/tutorial/utils.cfg:69
msgid ""
"When you recruit a unit, it appears at full health on a castle tile of your "
"choice. It also receives two traits, which will be discussed later. It "
"cannot move or attack until you end your turn."
msgstr ""
#: data/scenarios/tutorial/utils.cfg:73
msgid "How do I end my turn?"
msgstr "Kako končam potezo?"
#: data/scenarios/tutorial/utils.cfg:73
msgid ""
"One way to end your turn is to press 'Alt-Space'. Alternatively, you can "
"right-click and select End Turn, or select the End Turn button in the lower-"
"right hand corner."
msgstr ""
"En načina da končate potezo je, da pritisnete 'Alt+space'. Kot alternativa, "
"lahko desno-kliknete in izberete 'Končaj Potezo', ali pa kliknete na gumb "
"'Končaj Potezo' v spodnjem desnem kotu."
#: data/scenarios/tutorial/utils.cfg:74
msgid "What happens when I end my turn?"
msgstr "Kaj se zgodi ko končam svojo potezo?"
#: data/scenarios/tutorial/utils.cfg:74
msgid ""
"When you end your turn, it becomes another side's turn and only that side "
"has the right to move, until that side ends its turn. After all sides end "
"their turns, the next turn begins. This has various effects, including "
"causing all units to regain their full movement potential. The number of the "
"current turn is displayed on the status bar next to the image of a flag. "
"When this number exceeds the maximum number of turns, you lose the game."
msgstr ""
#: data/scenarios/tutorial/utils.cfg:78
msgid "How far can my Elvish Fighter move?"
msgstr "Kako daleč se lahko premakne moj Vilinski bojevnik?"
#: data/scenarios/tutorial/utils.cfg:78
msgid ""
"Your Elvish Fighter begins with a certain number of move points each turn; "
"this is called his speed. When your Elvish Fighter moves along a path, each "
"hex he goes through costs him move points; this includes his destination. "
"When you select your Elvish Fighter, all hexes he can't move onto within one "
"turn will be shaded. If the destination is far enough away that he needs "
"more than one turn to reach it, a number will appear showing how many turns "
"it will take him. Clicking on a far-away space will set the unit on a course "
"for that space, which means it automatically moves as far as it can towards "
"that space every turn. If you accidentally set a unit on a course, select it "
"twice to remove the course."
msgstr ""
#: data/scenarios/tutorial/utils.cfg:79
msgid ""
"A unit's zone of control is the location consisting of all hexes the unit is "
"adjacent to. Units cannot move through opponent's zones of control; they can "
"only move into it. When they do this, they lose all of their remaining "
"movement. Zones of control can be used to block enemies from reaching your "
"weak and wounded units."
msgstr ""
#: data/scenarios/tutorial/utils.cfg:79
msgid "What's the zone of control?"
msgstr "Kaj je območje nadzora?"
#: data/scenarios/tutorial/utils.cfg:80
msgid "How do I tell who is allied and who is an enemy?"
msgstr "Kako naj vem kdo je zaveznik in kdo je sovražnik?"
#: data/scenarios/tutorial/utils.cfg:80
msgid ""
"Units you control have a green, yellow, or red energy circle above their "
"health bar, the green vertical bar next to them. Units with full movement "
"have green: ones with some movement yellow, ones with no movement red. Units "
"controlled by the enemy do not have an energy circle. Allied units you do "
"not control, like me, have a blue energy circle. Also, the option 'Show Team "
"Colors', in Preferences, causes the color of a unit's controller is "
"displayed as a disc below the unit."
msgstr ""
#: data/scenarios/tutorial/utils.cfg:84
msgid "Can Merle retaliate from my attack?"
msgstr "Ali me lahko Merle udari nazaj, ko jo napadem?"
#: data/scenarios/tutorial/utils.cfg:84
msgid ""
"Whenever a unit is attacked, it retaliates with one of their own weapons. "
"This means that after each blow from the attacker, the defender retaliates "
"with one blow. This continues until one side runs out of blows, in which "
"case the other unit continues attacking until its blows are depleted as "
"well. However, any unit can only retaliate by using a weapon of the same "
"range as the one used to attack. This means that a ranged attack can only be "
"countered by a ranged attack and a melee attack can only be countered by a "
"melee attack. Most units have more powerful melee attacks than ranged "
"attacks. Units with strong ranged attacks are useful in retaliation against "
"melee oriented units. Some melee units without ranged attacks won't be able "
"to retaliate at all. However ranged units cannot shoot across multiple "
"hexes; this is one of the distinctive features of Wesnoth."
msgstr ""
#: data/scenarios/tutorial/utils.cfg:85
msgid ""
"Every attack does a certain amount of damage per hit, and can be used a "
"certain number of times per battle. These numbers, called the attack's "
"damage and strike numbers, are displayed in order under the name of the "
"attack on the unit's status table and next to it on the attack options menu. "
"To quickly find the maximum damage an attack can inflict, multiply the "
"damage by the number of strikes. For example, my lightning attack does 14 "
"damage per blow and has 4 blows, so it can deal up to 56 damage in a single "
"combat."
msgstr ""
#: data/scenarios/tutorial/utils.cfg:85
msgid "How can you tell how powerful a unit's attacks are?"
msgstr "Kako ugotoviš kako močni so enotini napadi?"
#: data/scenarios/tutorial/utils.cfg:86
msgid ""
"Units have the ability to block blows. The chance that a unit has to hit is "
"based on the defender's skill at defending blows, and is listed on the "
"attack options menu after the damage and strike numbers for the bow attack."
msgstr ""
#: data/scenarios/tutorial/utils.cfg:86
msgid "Will my fighter hit every time when he attacks?"
msgstr "Bo moj bojevnik zadel vsakič, ko napade?"
#: data/scenarios/tutorial/utils.cfg:90
msgid "What's experience?"
msgstr "Kaj so izkušnje?"
#: data/scenarios/tutorial/utils.cfg:90
msgid ""
"When a unit fights another unit, it gains experience, denoted 'XP', from the "
"combat. The amount of experience gained is equal to the opponent's level, "
"which is usually a representation of that unit's power. However, much more "
"experience is gained from defeating an enemy unit. The amount of XP gained "
"from killing an enemy is equal to 8 times the enemy's level."
msgstr ""
#: data/scenarios/tutorial/utils.cfg:91
msgid "What happens when a unit advances?"
msgstr "Kaj se zgodi, ko enota napreduje?"
#: data/scenarios/tutorial/utils.cfg:91
msgid ""
"When a unit advances, it transforms into a different unit type. This unit "
"type is dependent on what the unit was originally, but occasionally there "
"will be more than one choice of what to advance into. Advanced units are "
"usually more powerful and 1 level higher than they were originally. Also, "
"when a unit advances, it is healed completely and any handicaps that have "
"been cast on it are removed. This is known as 'advance-heal'."
msgstr ""
#: data/scenarios/tutorial/utils.cfg:95
msgid "What happens when a unit moves onto a village?"
msgstr "Kaj se zgodi, ko se enota premakne v vas?"
#: data/scenarios/tutorial/utils.cfg:95
msgid ""
"Whenever a unit moves onto a village, he flags the village for his side. "
"This action takes all of the unit's remaining movement. Villages flagged for "
"a side give the side several benefits, including giving the side an extra "
"gold coin every turn, and reducing the total upkeep cost of that side's "
"units by one. The total number of villages you control is also displayed on "
"the status bar after the picture of a house. In addition to the economic "
"benefit of villages, villages can be used in battle. Villages heal the units "
"on them 8 HP per turn."
msgstr ""
#: data/scenarios/tutorial/utils.cfg:96
msgid "How do I heal when there aren't any villages nearby?"
msgstr "Kako se lahko pozdravim, če v bližini ni nobene vasi?"
#: data/scenarios/tutorial/utils.cfg:96
msgid ""
"There are ways to heal even without villages. If a unit does not move or "
"attack for 1 turn, he heals 2 HP from resting. However if an enemy attacks "
"him he cannot receive rest-heal. Also, there are some units which heal the "
"units surrounding them. The Elvish Shaman is one such unit; units next to an "
"Elvish Shaman are healed 4 HP per turn. Finally, whenever you beat a "
"scenario all of your units are fully healed."
msgstr ""
#: data/scenarios/tutorial/utils.cfg:100
msgid "How do I know how to complete a scenario? Will you always tell me?"
msgstr "Kako naj vem kako končati scenarij? Mi boš vedno povedal?"
#: data/scenarios/tutorial/utils.cfg:100
msgid ""
"Sometimes it is not clear how to win a scenario just by listening to the "
"dialog. In this case you need to look at the scenario objectives, which "
"appear after the opening dialog. It can also be accessed by clicking "
"'Objectives' on the menu. The scenario objectives are a list of victory "
"conditions and defeat conditions, and when any of the conditions are met, "
"the scenario is over. Hopefully, it was a victory condition that was met."
msgstr ""
#: data/scenarios/tutorial/utils.cfg:101
msgid "What happens when I win a scenario?"
msgstr "Kaj se zgodi ko zmagam?"
#: data/scenarios/tutorial/utils.cfg:101
msgid ""
"When you win a scenario, all of your units survive and are revived to full "
"health, and you do not have to pay them for the remaining turns. Also, if "
"your army remains in the area after you win, all villages surrender to you "
"immediately after you win. However between scenarios, 20% of your gold is "
"lost."
msgstr ""
#: data/scenarios/tutorial/utils.cfg:105
msgid ""
"First, you must pay 20 pieces of gold for each unit you recall, regardless "
"of the type of unit. Other than that, recalled units are basically like "
"recruited units, except that instead of a new unit appearing, a unit from a "
"previous scenario will appear."
msgstr ""
#: data/scenarios/tutorial/utils.cfg:105
msgid "What happens when I recall a unit?"
msgstr "Kaj se zgodi, ko prikličem enoto?"
#: data/scenarios/tutorial/utils.cfg:106
msgid "How should I decide which units to recall?"
msgstr "Kako naj se odločim katere enote priklicati?"
#: data/scenarios/tutorial/utils.cfg:106
msgid ""
"You should usually recall units that have already advanced to the next "
"level. However, you may also want to recall units that have high experience, "
"and are thus likely to advance. You should recall units that will be useful "
"for the scenario you are in; for example in a forest scenario, recall elves."
msgstr ""
#: data/scenarios/tutorial/utils.cfg:110
msgid ""
"The function of traits is add variety by making units of the same type "
"different from each other. This is done by randomly assigning each unit "
"traits when they are recruited. The traits that a unit has are displayed on "
"the Status Table, and the function of a specific trait can be found by "
"putting your cursor over that trait."
msgstr ""
#: data/scenarios/tutorial/utils.cfg:110
msgid "What do traits do?"
msgstr "Kaj so značilnosti?"
#: data/scenarios/tutorial/utils.cfg:111
msgid ""
"There are four distinct traits, which have effects ranging from increasing a "
"unit's hit points to decreasing the amount of XP required to advance. "
"However all traits are designed to improve unit's power; there are no "
"'negative' traits. Most units have an equal chance to get any two different "
"traits when they are recruited. Also, some races and units may have traits "
"that are unique to them."
msgstr ""
#: data/scenarios/tutorial/utils.cfg:111
msgid "What kind of traits can my units get?"
msgstr "Kakšne značilnosti lahko dobijo enote?"
#: data/scenarios/tutorial/utils.cfg:115
msgid "How much gold do my units cost?"
msgstr "Koliko zlata stanejo moje enote?"
#: data/scenarios/tutorial/utils.cfg:115
msgid ""
"You need to pay each unit you recruit or recall gold when you recruit it. "
"The cost of recruiting a unit is displayed under the unit's name. The cost "
"of recalling a unit is always 20 gold. A unit also costs gold for each turn "
"it is under your control. This cost, called 'upkeep', is equal to the level "
"of the unit. However, units you do not recruit or recall such as your leader "
"do not cost any gold at all. The total upkeep cost of your units is "
"displayed on the status bar at the top after a picture of gold and then a "
"red arrow."
msgstr ""
#: data/scenarios/tutorial/utils.cfg:116
msgid "How do I get gold?"
msgstr "Kako dobim zlato?"
#: data/scenarios/tutorial/utils.cfg:116
msgid ""
"You begin each scenario with a percentage of gold from the previous "
"scenario. If this is less than 100 gold, you begin with 100 gold instead. "
"The amount of gold you have is displayed on the status bar after the picture "
"of gold. After the start of a scenario, you receive 2 gold every turn. Since "
"you usually need more gold than that, you should flag villages, which give "
"you 1 gold per turn."
msgstr ""
#: data/scenarios/tutorial/utils.cfg:120
msgid ""
"There are 3 alignments: Lawful, Neutral, and Chaotic. There are also 3 times "
"of day: day, twilight, and night. During day, units of the alignment Lawful, "
"such as humans, do 25% more damage, while Chaotic units such as undead do "
"25% less. At night it is reversed. During twilight, all units do their "
"normal damage. Neutral units such as elves are unaffected by day and night."
msgstr ""
#: data/scenarios/tutorial/utils.cfg:120
msgid "What are the different alignments and times of day?"
msgstr "Kaj so različne poravnave in deli dneva?"
#: data/scenarios/tutorial/utils.cfg:121
msgid "How do I know what time of day it is?"
msgstr "Kako vem kateri del dneva je?"
#: data/scenarios/tutorial/utils.cfg:121
msgid ""
"The times of day usually progress in a sequence: dawn- identical to "
"twilight, morning- day, evening- day, dusk- twilight, first-watch- night, "
"second-watch- night, then repeat. This is represented by the sun and moon "
"which each rise in the east and set in the west. However some scenarios have "
"a different sequence, such as underground where it is perpetually night. You "
"can find out the current time of day by looking at the Status Table."
msgstr ""
#: data/scenarios/tutorial/utils.cfg:125
msgid ""
"Two terrains have properties which have already been described; namely "
"villages and castle. However the properties of most terrains are more "
"subtle, and have to do with the advantages and disadvantages different units "
"have when they move onto them. The first property of a terrain is the number "
"of move points it takes each unit to move through the hex. The second "
"property is the defense that the terrain gives units standing on it. This is "
"a percentage which determines the unit's chance to be hit on that terrain. "
"For example; many elves have 70% defense in woods, and are therefore hit 30% "
"of the time."
msgstr ""
#: data/scenarios/tutorial/utils.cfg:125
msgid "What are the different properties that terrains have?"
msgstr "Katere so različne terenske lastnosti?"
#: data/scenarios/tutorial/utils.cfg:126
msgid "How do I find out the properties of a specific terrain?"
msgstr "Kako ugotovim lastnosti določenega terena?"
#: data/scenarios/tutorial/utils.cfg:126
msgid ""
"To find out the properties of a terrain with respect to a specific unit, "
"right-click on the unit, select Unit Description, then look at Terrain "
"Modifiers. To find out which terrain is on a particular hex, move your "
"cursor over that hex and look in the upper-right hand corner of the screen. "
"This will display, in order, the name of the terrain, then the coordinates "
"of the hex, then the selected unit's defense, then the number of move points "
"it will cost the selected unit to move through that hex."
msgstr ""
#: data/scenarios/tutorial/utils.cfg:130
msgid ""
"Each unit has a certain resistance against each attack type. This resistance "
"is a percentage which is subtracted from the damage of opponent's weapons of "
"that type. For example, if an Elvish Scout is attacked by an Elvish Archer, "
"the archer does 20% more damage than normal, since Elvish Scouts have -20% "
"resistance to pierce. This bonus/penalty is calculated additively with other "
"bonuses/penalties like time of day, so two -50% penalties would add up to -"
"100%."
msgstr ""
#: data/scenarios/tutorial/utils.cfg:130
msgid "How does resistance affect attack damage?"
msgstr "Kako odpornost vpliva na škodo?"
#: data/scenarios/tutorial/utils.cfg:131
msgid ""
"There are 6 different damage types: blade, pierce, impact, fire, cold, and "
"holy. Heavily armored units have high resistance to the physical types: "
"blade, pierce, and impact, but low resistance to the magical types: fire and "
"cold. All living units have resistance to holy while undead are extremely "
"weak to it. To find out a specific unit's resistance, right-click on the "
"unit, select Unit Description, then look at Resistances."
msgstr ""
#: data/scenarios/tutorial/utils.cfg:131
msgid "What are the different damage types?"
msgstr ""
#: data/scenarios/tutorial/utils.cfg:135
msgid ""
"Each specialty does something different; that's the whole point of a "
"specialty. To find a description of a unit's specialty, put your cursor over "
"the name of the specialty."
msgstr ""
#: data/scenarios/tutorial/utils.cfg:135
msgid "What do specialties do?"
msgstr ""
#: data/scenarios/tutorial/utils.cfg:136
msgid ""
"The specialties a unit gets are determined by the unit type; for example all "
"generals have the specialty leadership. There are two kinds of specialties: "
"abilities, and attack specials. Abilities apply to units while attack "
"specials only apply to one of the unit's attacks."
msgstr ""
#: data/scenarios/tutorial/utils.cfg:136
msgid "Which units get specialties?"
msgstr ""
#: data/scenarios/tutorial/utils.cfg:137
msgid ""
"There are many different specialties, and learning about them is one of the "
"interesting parts of playing Wesnoth. The two most common specialties are "
"called 'magical' and 'leadership'. Magical attacks have a 70% chance of "
"hitting enemies regardless of what terrain they are on. Units do more damage "
"while next to a unit of higher level with leadership."
msgstr ""
#: data/scenarios/tutorial/utils.cfg:137
msgid "What kinds of specialties can my units get?"
msgstr ""
#: data/scenarios/tutorial/utils.cfg:138
msgid "How do I use specialties?"
msgstr ""
#: data/scenarios/tutorial/utils.cfg:138
msgid ""
"To use a specialty, you just have to move and/or attack with your units in a "
"way which triggers the specialty. For example, in order to use leadership, "
"you must move a unit with leadership next to another unit, then attack with "
"the other unit."
msgstr ""
#: data/scenarios/tutorial/utils.cfg:142
msgid ""
"The objects you encounter are put in by the scenario designer, so they vary "
"from campaign to campaign. In Heir to the Throne, most objects give the unit "
"who picks them up a new weapon. However there are usually not that many "
"objects in a campaign."
msgstr ""
#: data/scenarios/tutorial/utils.cfg:142
msgid "What kind of objects am I likely to encounter?"
msgstr ""
#: data/scenarios/tutorial/utils.cfg:143
msgid "How long do these objects last?"
msgstr ""
#: data/scenarios/tutorial/utils.cfg:143
msgid ""
"Most objects are permanent changes to the unit that receives them. However a "
"few objects, such as holy water, last only until the end of the scenario."
msgstr ""
#: data/scenarios/tutorial/utils.cfg:147
msgid "How do I play a campaign?"
msgstr ""
#: data/scenarios/tutorial/utils.cfg:147
msgid ""
"To begin a campaign, run Wesnoth, select 'Campaign', select which campaign "
"to play, then select Easy, Normal, or Hard. Heir to the Throne is the "
"suggested for newcomers to Wesnoth."
msgstr ""
#: data/scenarios/tutorial/utils.cfg:148
msgid "How do I play multiplayer?"
msgstr ""
#: data/scenarios/tutorial/utils.cfg:148
msgid ""
"To play Wesnoth against other people, select 'Multiplayer'. Then select "
"'Join Official Server'. This will connect you to the official Wesnoth "
"server, where you can join a game by selecting it, then selecting 'Join "
"Game'."
msgstr ""
#: data/schedules.cfg:123 data/schedules.cfg:130
msgid "Underground"
msgstr "Podzemlje"
#: data/terrain.cfg:11 src/multiplayer_create.cpp:52
#: src/multiplayer_lobby.cpp:311 src/multiplayer_lobby.cpp:317
msgid "Shroud"
msgstr "Koprena"
#: data/terrain.cfg:18 src/multiplayer_lobby.cpp:307
msgid "Fog"
msgstr "Megla"
#: data/terrain.cfg:134
msgid "Dirt"
msgstr "Blato"
#: data/terrain.cfg:213 data/terrain.cfg:224
msgid "Desert Village"
msgstr "Puščavska vas"
#: data/terrain.cfg:235
msgid "Tropical Forest Village"
msgstr "Tropska vas"
#: data/terrain.cfg:246
msgid "Oasis"
msgstr "Oaza"
#: data/terrain.cfg:275
msgid "Snow Village"
msgstr "Zasnežena vas"
#: data/terrain.cfg:293
msgid "Desert Hills"
msgstr "Puščavski griči"
#: data/terrain.cfg:301
msgid "Snow Hills"
msgstr "Zasneženi griči"
#: data/terrain.cfg:317
msgid "Desert Mountains"
msgstr "Puščavkse gore"
#: data/terrain.cfg:332
msgid "Tropical Forest"
msgstr "Tropski gozd"
#: data/terrain.cfg:341
msgid "Snow Forest"
msgstr "Zasnežen gozd"
#: data/terrain.cfg:383
msgid "Encampment"
msgstr "Tabor"
#: data/terrain.cfg:393
msgid "Dwarven Castle"
msgstr "Škratji grad"
#: data/terrain.cfg:403
msgid "Keep"
msgstr "Trdnjava"
#: data/terrain.cfg:430
msgid "Ruin"
msgstr "Razvalina"
#: data/terrain.cfg:440
msgid "Sunken Ruin"
msgstr "Potopljena razvalina"
#: data/terrain.cfg:451
msgid "Swamp Ruin"
msgstr "Močvirska razvalina"
#: data/themes/default.cfg:78
msgid "Menu"
msgstr "Meni"
#: data/themes/default.cfg:89
msgid "Actions"
msgstr "Dejanja"
#: data/themes/default.cfg:111
msgid "End Turn"
msgstr "Končaj potezo"
#: data/themes/default.cfg:167 src/playturn.cpp:2247 src/unit.cpp:1091
msgid "HP"
msgstr "HP"
#: data/themes/default.cfg:176 src/playturn.cpp:2068 src/playturn.cpp:2248
msgid "XP"
msgstr "XP"
#: data/themes/default.cfg:186
msgid "gold"
msgstr "zlato"
#: data/themes/default.cfg:195
msgid "villages"
msgstr "vasi"
#: data/themes/default.cfg:204
msgid "units"
msgstr "enote"
#: data/themes/default.cfg:213
msgid "upkeep"
msgstr "plače"
#: data/themes/default.cfg:222
msgid "income"
msgstr "prihodek"
#: data/themes/default.cfg:358
msgid "statuspanel^level"
msgstr "stopnja"
#: data/themes/default.cfg:389
msgid "statuspanel^movement"
msgstr "premiki"
#: data/themes/default.cfg:520
msgid "Act."
msgstr "Akc."
#: data/themes/default.cfg:553
msgid "short end-turn^End"
msgstr "Konec"
#: data/tips.cfg:1
msgid ""
"Lawful units fight better at day, and chaotic units fight better at night. "
"Neutral units are unaffected by day and night."
msgstr ""
"Zakonite enote se bolje bojujejo podnevi, kaotične pa ponoči. Na nevtralne "
"enote čas dneva nima učinka."
#: data/tips.cfg:2
msgid ""
"In a campaign, you can use veteran units from previous scenarios by using "
"the 'recall' option."
msgstr ""
"V kampanjah lahko uporabite veterane iz prejšnjih scenarijev, tako da jih "
"prikličete."
#: data/tips.cfg:3
msgid ""
"There are six types of attacks: pierce, blade, impact, fire, cold, and holy. "
"Different units have weaknesses against different types of attacks. Right-"
"click on a unit, and then select 'Unit Description', and then click "
"'Resistance' to see how much resistance a unit has against different attack "
"types."
msgstr ""
"Obstaja šest vrst napadov: koničasti, ostri, topi, ognjeni, mrzli in sveti. "
"Enote imajo različne odpornosti/ranljivosti na različne tipe napadov. Te si "
"lahko ogledate, tako da desnokliknete na enoto, izberete 'Opis enote' in si "
"preberete del 'Odpornosti'."
#: data/tips.cfg:4
msgid ""
"The terrain your units are on determines the chance your opponents have of "
"hitting them in battle. The defensive rating for the currently selected unit "
"in the currently selected terrain is displayed in the top-right corner of "
"the screen."
msgstr ""
"Teren na katerem so vaše enote, vpliva na sovražnikovo zmožnost da jih "
"zadane. Obramba trenutno izbrane enote na trenutno izbranem terenu je "
"prikazana v zgornjem desnem kotu zaslona."
#: data/tips.cfg:5
msgid ""
"Poisoned units lose 8 hitpoints every turn, but they will not die from "
"poison: poison will never reduce them below 1 hitpoint. Poisoned units can "
"be cured by moving them to a village, or placing them next to a unit with "
"the 'cure' ability."
msgstr ""
"Zastrupljene enote vsako potezo izgubijo 8 HP, a od tega nikoli ne bodo "
"umrle. Strupa se lahko ozdravijo v vaseh ali pa pri zdravilcih (enote s "
"sposobnostjo 'zdravi')."
#: data/tips.cfg:6
msgid ""
"You can use units from a previous scenario by selecting 'Recall' by the game "
"menu. By recalling the same units over and over, you can build up a powerful "
"and experienced army."
msgstr ""
"Enote iz prejšnjih scenarijev lahko uporabite, tako da v meniju izberete "
"'Prikliči'. S ponavljajočim priklicovanjem vedno istih enot si boste "
"ustvarili močno in dobro izkušeno vojsko."
#: data/tips.cfg:7
msgid ""
"Units have a Zone of Control in each of the hexes next to them. If a unit "
"moves into an enemy's Zone of Control, it may not move any further that "
"turn. Level 0 units are too frail to control a zone; and skirmisher units "
"are skilled enough to ignore these zones."
msgstr ""
"Enotino območje nadzora obsega vse sosednje plošče. Če se enota premakne v "
"sovražno območje nadzora, se tisto potezo ne more več premikati. Enote "
"stopnje 0 so prešibke, da bi nadzorovale svojo okolico. Poleg tega so "
"izogibalci dovolj gibčni, da ta območja povsem ignorirajo."
#: data/tips.cfg:8
msgid ""
"The chance to hit a unit usually depends on how well that unit can defend "
"itself in the terrain it is standing in, however magical attacks have a 70% "
"chance to hit both when attacking and defending, and marksman attacks have "
"at least 60% chance to hit when attacking."
msgstr ""
"Verjetnost da je enota zadeta je ponavadi odvisna samo od njene obrambe na "
"terenu na katerem stoji. Izjema so čarobni napadi in obrambe, ki imajo 70% "
"možnost da zadanejo in ostrostrelci, ki imajo v napadu vsaj 60% verjetnost "
"zadetka."
#: data/tips.cfg:9
msgid ""
"Units stationed in villages heal 8 hitpoints at the beginning of their turn."
msgstr "Enote v vaseh se bodo na začetku svoje poteze pozdravile za 8 HP."
#: data/tips.cfg:10
msgid ""
"Units that do not move or attack during their turn rest, and will recover 2 "
"hitpoints at the beginning of their next turn."
msgstr ""
"Enote, ki se med svojo potezo niso premaknile in bojevale, bodo počivale in "
"se na začetku nasledje poteze pozdravile za 2 HP."
#: data/tips.cfg:11
msgid ""
"Most foot units defend better in villages and castles than in most other "
"terrain, while most mounted units don't get any defensive advantage in "
"villages and castles."
msgstr ""
"Večina pešakov se dosti bolje brani v vaseh in gradovih kot pa na drugih "
"terenih. Večina konjenice pa v njih ne dobi nikakršnega bonusa k obrambi."
#: data/tips.cfg:12
msgid ""
"Horse based units are generally resistant to attacks with bladed or impact "
"weapons, but are vulnerable to attacks with piercing weapons, including bows "
"and spears."
msgstr ""
"Konjeniki so ponavadi odporni na ostre in tope napade, jim pa več škode "
"delajo koničasta orožja, recimo loki in sulice."
#: data/tips.cfg:13
msgid ""
"Inflicting the killing blow on an enemy unit is the best way to gain "
"experience. Units killing an enemy will gain 8 experience for every level of "
"the unit they kill."
msgstr ""
"Ubijanje sovražnikov je najboljši način za pridobivanje izkušenj. Enota, ki "
"jo ubije, bo dobila 8 XP za vsak izkušenjsi nivo žrtve."
#: data/tips.cfg:14
msgid ""
"Elvish units move and fight very well in forest. Dwarvish units move and "
"fight very well in hills and mountains."
msgstr ""
"Vilinske enote se v gozdu zelo dobro premikajo in branijo. Škratje enote pa "
"v gorah in hribih."
#: data/tips.cfg:15
msgid ""
"Patience is often key. Rather than attacking in bad conditions, or with few "
"troops, wait for better conditions and then attack."
msgstr ""
"Potrpežljivost je ključnega pomena. Namesto da bi napadli v slabih razmerah "
"ali s premalo enotami, rajši počakajte na boljše razmere in šele takrat "
"napadite."
#: data/tips.cfg:16
msgid ""
"If you are attacked from several directions, it may be a good idea to send "
"expendable units in some directions to delay enemy units."
msgstr ""
"Če vas napadajo iz večih strani, je dobro vsaj v eno od njih poslati par "
"pogrešljivih enot, da zadržijo sovražnika."
#: data/tips.cfg:17
msgid ""
"Do not be afraid to retreat and regroup, it is often the key to victory."
msgstr ""
"Zbežite, če je treba, in enote na novo organizirajte. To je dostikrat "
"ključno za zmago."
#: data/tips.cfg:18
msgid ""
"In most campaigns you will receive a gold bonus for finishing early, "
"depending on the number of villages on the map, and the number of turns you "
"finish early. You will always earn more gold this way than through capturing "
"villages and waiting for turns to run out."
msgstr ""
"V večini kampanj boste za predčasno končanje scenarija dobili bonus zlato. "
"Količina je odvisna od števila vasi na karti in števila potez, ki jih je "
"ostalo. Na ta način boste vedno dobili več zlata, kot pa če bi zavzeli vse "
"vasi in počakali na konec igre."
#: data/tips.cfg:19
msgid ""
"Your leader can recruit or recall units from any keep inside a castle, not "
"just the keep they start on. You can capture a keep from an enemy and "
"recruit from there. Also, some of your allies may be willing to make room "
"for you on their keep so you can recruit there."
msgstr ""
"Vaš voditelj lahko novači in priklicuje enote iz poljubne trdnjave, ne samo "
"iz tiste kjer začne igro. Lahko zavzamete sovražno trdnjavo in novačite od "
"tam. Poleg tega vam bo mogoče kak zaveznik (začasno) odstopil svojo."
#: data/tips.cfg:20
msgid ""
"Skeletons are resistant to piercing and bladed attacks, but vulnerable to "
"impact, fire, and holy attacks."
msgstr ""
"Okostnjaki so odporni na ostro in koničasto, a ranljivi za topo in ognjeno "
"ter izjemno ranljivi za sveto škodo."
#: data/tips.cfg:21
msgid ""
"Units with leadership ability make lower level adjacent units on the same "
"side fight better."
msgstr ""
"Enote s sposobnostjo vodenje pripravijo sosednje enote nižjega nivoja, da se "
"bojujejo bolje."
#: data/tips.cfg:22
msgid ""
"Generally avoid moving next to an unoccupied village. An enemy unit may move "
"onto the village and attack you, while enjoying the defense and healing of "
"the village."
msgstr ""
"Načeloma se izogibajte premikanju enot zraven nezasedenih vasi. Sovražnik "
"jih lahko zasede in vas napade, pri tem pa ima v vasi na voljo boljšo "
"obrambo in zdravljenje."
#: data/tips.cfg:23
msgid ""
"Holding the mouse cursor on an ability or trait shows a description of that "
"ability or trait."
msgstr ""
"Če z miško pokažete na sposobnost ali značilnost, se bo pokazal kratek opis. "
#: data/tips.cfg:24
msgid "Use lines of units to screen injured units to let them recover."
msgstr ""
"Uporabljajte linije za varovanje ranjenih enot, da si te lahko v miru "
"opomorejo."
#: data/tips.cfg:25
msgid "Read the hotkeys list in the preferences menu."
msgstr "V nastavitvah si preberite seznam hitrih tipk."
#: data/tips.cfg:26
msgid ""
"If you move a unit, but don't attack or discover any additional information, "
"you can undo your move by pressing 'u'."
msgstr ""
"Če premaknete enoto, a nikogar ne napadete in ne odkrijete ničesar novega, "
"lahko s pritiskom na 'u' razveljavite potezo."
#: data/tips.cfg:27
msgid ""
"You can see how far enemy units can move by moving the mouse cursor over "
"them."
msgstr ""
"Če želite videti kako daleč se lahko premaknejo sovražne enote, jih "
"preletite z miško."
#: data/tips.cfg:28
msgid ""
"Use healers to support your attacks - they will win you battles without "
"needing to attack anything themselves."
msgstr ""
"Uporabljajte zdravilce - zmagali vam bodo bitke brez da bi sami koga napadli."
#: data/tips.cfg:29
msgid ""
"The 'slow' attack ability makes enemy units move slower, but it also gives "
"them one less attack than they would normally have. It is thus very "
"effective against units that have a few powerful attacks."
msgstr ""
"Napad, ki 'upočasni' sovražnika, ga ne le upočasni, ampak jim tudi vzame en "
"napad. To je še posebej učinkovito proti enotam, ki imajo malo zelo močnih "
"udarcev."
#: data/tips.cfg:30
msgid "Holy attacks are very powerful against undead."
msgstr "Sveti napadi so zelo močni proti nemrtvim."
#: data/tips.cfg:31
msgid ""
"Units are healed when they advance a level. Used wisely, this can turn a "
"fight."
msgstr ""
"Ko enota napreduje, se popolnoma pozdravi. Z dobrim načrtovanjem lahko to "
"obrne boj v vaš prid."
#: data/tips.cfg:32
msgid ""
"Charging units are best used against enemies they can kill with a single "
"blow."
msgstr ""
"Naskakujoče enote je najbolje uporabiti proti enotam, katere lahko ubijejo z "
"enim udarcem."
#: data/traits.cfg:6 data/translations/english.cfg:61
msgid "loyal"
msgstr "zvest"
#: data/traits.cfg:7
msgid "Zero upkeep"
msgstr "Brez plače"
#: data/traits.cfg:17
msgid "undead"
msgstr "nemrtev"
#: data/traits.cfg:18
msgid "Immune to poison"
msgstr "Imun na strup"
#: data/traits.cfg:25
msgid "strong"
msgstr "močan"
#: data/traits.cfg:41
msgid "dextrous"
msgstr "spreten"
#: data/traits.cfg:53
msgid "quick"
msgstr "hiter"
#: data/traits.cfg:68
msgid "intelligent"
msgstr "pameten"
#: data/traits.cfg:79
msgid "resilient"
msgstr "odporen"
#: data/translations/english.cfg:2
msgid "Easy"
msgstr "Lahko"
#: data/translations/english.cfg:3
msgid "Medium"
msgstr "Srednje"
#: data/translations/english.cfg:4
msgid "Hard"
msgstr "Težko"
#: data/translations/english.cfg:9
msgid ""
"Lawful units fight better at day, and worse at night.\n"
"\n"
"Day: +25% Damage\n"
"Night: -25% Damage"
msgstr ""
"Zakonite enote se bolje bojujejo podnevi in slabše ponoči.\n"
"\n"
"Dan: +25% škode\n"
"Noč: -25% škode"
#: data/translations/english.cfg:10
msgid ""
"Neutral units are unaffected by day and night, fighting equally well under "
"both conditions."
msgstr ""
"Nevtralne enote niso pod vplivom časa dneva in se bojujejo enako dobro v "
"obeh pogojih."
#: data/translations/english.cfg:14
msgid ""
"Chaotic units fight better at night, and worse at day.\n"
"\n"
"Day: -25% Damage\n"
"Night: +25% Damage"
msgstr ""
"Kaotične enote se bolje bojujejo ponoči in slabše podnevi.\n"
"\n"
"Dan: -25% škode\n"
"Noč: +25% škode"
#: data/translations/english.cfg:21
msgid ""
"Ambush:\n"
"This unit can hide in forest, and remain undetected by its enemies.\n"
"\n"
"Enemy units cannot see or attack this unit when it is in forest, except for "
"any turn immediately after this unit has attacked, or if there are enemy "
"units next to this unit."
msgstr ""
"Zaseda:\n"
"Ta enota se lahko skrije v gozdu in postane nevidna.\n"
"\n"
"Sovražne enote te enote, ko je v gozdu, ne morejo niti videti niti napasti, "
"razen takoj po njenem napadu ali če so poleg nje."
#: data/translations/english.cfg:23 data/units/Elvish_Avenger.cfg:20
#: data/units/Elvish_Avenger.cfg:136 data/units/Elvish_Ranger.cfg:20
#: data/units/Elvish_Ranger.cfg:135
msgid "ambush"
msgstr "zaseda"
#: data/translations/english.cfg:31
msgid ""
"Cures:\n"
"This unit combines herbal remedies with magic to heal units more quickly "
"than is normally possible on the battlefield.\n"
"\n"
"This unit will care for all adjacent friendly units that are injured at the "
"beginning of the turn.\n"
"A unit cared for by a curer may heal up to 8 HP per turn.\n"
"A curer may heal a total of 18 HP per turn, for all units it cares for.\n"
"A curer can cure a unit of poison, although that unit will receive no "
"additional healing on the turn it is cured of the poison."
msgstr ""
"Zdravi:\n"
"Ta enota s pomočjo zelišč in čarovnij zdravi druge hitreje, kot je ponavadi "
"možno na bojišču.\n"
"\n"
"Ta enota bo na začetku poteze zdravila vse sosednje prijateljske enote, ki "
"so poškodovane.\n"
"Enota, ki jo oskrbuje zdravnik se lahko pozdravi za do 8 HP na potezo.\n"
"Zdravnik lahko skupaj zaceli največ 18 HP na potezo.\n"
"Zdravnik lahko enote ozdravi strupa, toda tisto potezo se potem ne bodo več "
"zdravile."
#: data/translations/english.cfg:33 data/units/Elvish_Druid.cfg:19
#: data/units/Elvish_Shyde.cfg:21 data/units/Mermaid_Priestess.cfg:10
#: data/units/Saurian_Soothsayer.cfg:22 data/units/White_Mage.cfg:13
#: data/units/White_Mage.cfg:88
msgid "cures"
msgstr "zdravi"
#: data/translations/english.cfg:40
msgid ""
"Heals:\n"
"Allows the unit to heal adjacent friendly units at the beginning of the "
"turn.\n"
"\n"
"A unit cared for by a healer may heal up to 4 HP per turn.\n"
"A healer may heal a total of 8 HP per turn, for all units it cares for.\n"
"A poisoned unit cannot be cured of its poison by a healer, and must seek the "
"care of a village or a unit that can cure."
msgstr ""
"Celi rane:\n"
"Enota bo vsako potezo celila rane sosednjim zavezniškim enotam.\n"
"\n"
"Enota, ki jo oskrbuje ranocelnik se lahko pozdravi za do 4 HP na potezo.\n"
"Ranocelnik lahko skupaj zaceli največ 8 HP na potezo.\n"
"Zastrupljenih enot ne more ozdraviti strupa, te morajo poiskati pomoč v vasi "
"ali pri zdravniku."
#: data/translations/english.cfg:42 data/units/Elvish_Shaman.cfg:11
#: data/units/Paladin.cfg:24 data/units/Saurian_Icecaster.cfg:21
#: data/units/Saurian_Tribalist.cfg:21
msgid "heals"
msgstr "celi rane"
#: data/translations/english.cfg:47
msgid ""
"Illuminates:\n"
"This unit illuminates the surrounding area, making lawful units fight "
"better, and chaotic units fight worse.\n"
"\n"
"Any units adjacent to this unit will fight as if it were dusk when it is "
"night, and as if it were day when it is dusk."
msgstr ""
"Osvetljuje:\n"
"Ta enota osvetljuje svojo okolico, tako da se zakonite enote bojujejo bolje, "
"kaotične pa slabše.\n"
"\n"
"Vsaka sosednja enota se bo ponoči bojevala, kot da je mrak, in v mraku, kot "
"da je dan."
#: data/translations/english.cfg:49
msgid "illuminates"
msgstr "osvetljuje"
#: data/translations/english.cfg:54
msgid ""
"Leadership:\n"
"This unit can lead friendly units that are next to it, making them fight "
"better.\n"
"\n"
"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 ""
"Vodenje:\n"
"Ta enota vodi sosednje enote, tako da se bojujejo boljše.\n"
"\n"
"Sosednje enote nižjih nivojev in iste strani bodo v boju naredile 25% več "
"škode za vsak izkustveni nivo razlike."
#: data/translations/english.cfg:56 data/units/Commander.cfg:11
#: data/units/Commander.cfg:98 data/units/Death_Knight.cfg:17
#: data/units/Drake_Flameheart.cfg:15 data/units/Drake_Flare.cfg:10
#: data/units/Elvish_Captain.cfg:11 data/units/Elvish_Marshal.cfg:12
#: data/units/Fire_Dragon.cfg:7 data/units/General.cfg:24
#: data/units/Grand_Marshal.cfg:20 data/units/Lieutenant.cfg:19
#: data/units/Lord.cfg:10 data/units/Lord.cfg:86
#: data/units/Noble_Commander.cfg:15 data/units/Noble_Lord.cfg:15
#: data/units/Orcish_Leader.cfg:9 data/units/Orcish_Ruler.cfg:9
#: data/units/Orcish_Sovereign.cfg:9 data/units/Princess.cfg:18
#: data/units/Princess.cfg:56 data/units/Sergeant.cfg:20
#: data/units/Warrior_King.cfg:21 src/actions.cpp:471 src/actions.cpp:587
msgid "leadership"
msgstr "vodenje"
#: data/translations/english.cfg:59
msgid ""
"Loyal:\n"
"Never more than 1 upkeep."
msgstr ""
"Zvest:\n"
"Nikoli ne zahteva plače."
#: data/translations/english.cfg:66
msgid ""
"Nightstalk:\n"
"The unit becomes invisible during night.\n"
"\n"
"Enemy units cannot see or attack this unit at night, except for any turn "
"immediately after this unit has attacked, or if there are enemy units next "
"to this unit."
msgstr ""
"Nočni zalezovalec:\n"
"Ponoči je enota nevidna.\n"
"\n"
"Sovražne enote te enote ponoči ne vidijo in je ne morejo napasti, razen "
"takoj po njenem napadu ali če so poleg nje."
#: data/translations/english.cfg:68 data/units/Nightgaunt.cfg:21
#: data/units/Shadow.cfg:16
msgid "nightstalk"
msgstr "nočni zalezovalec"
#: data/translations/english.cfg:71
msgid ""
"Regenerates:\n"
"The unit will heal itself 8 hp per turn. If it is poisoned, it will remove "
"the poison instead of healing."
msgstr ""
"Regeneracija:\n"
"Enota se bo vsako potezo pozdravila za 8 HP. Če je zastrupljena, se bo "
"namesto zdravljenja, strup izničil."
#: data/translations/english.cfg:73 data/units/Great_Troll.cfg:7
#: data/units/Tentacle.cfg:7 data/units/Troll.cfg:7
#: data/units/Troll_Hero.cfg:7 data/units/Troll_Rocklobber.cfg:7
#: data/units/Troll_Warrior.cfg:7 data/units/Troll_Whelp.cfg:7
msgid "regenerates"
msgstr "regeneracija"
#: data/translations/english.cfg:76
msgid ""
"Skirmisher:\n"
"This unit is skilled in moving past enemies quickly, and ignores all Enemy "
"Zones of Control."
msgstr ""
"Izogibalec:\n"
"Ta enota se je sposobna hitro premikati mimo sovražnih enot in ignorira "
"sovražnikova območja nadzora."
#: data/translations/english.cfg:78 data/units/Assassin.cfg:18
#: data/units/Assassin.cfg:113 data/units/Duelist.cfg:16
#: data/units/Fencer.cfg:17 data/units/Master_at_Arms.cfg:17
#: data/units/Outlaw_Princess.cfg:20 data/units/Rogue.cfg:17
#: data/units/Rogue.cfg:79 data/units/Saurian.cfg:22
#: data/units/Saurian_Ambusher.cfg:20 data/units/Saurian_Flanker.cfg:22
#: data/units/Saurian_Skirmisher.cfg:20 data/units/Saurian_Warrior.cfg:23
msgid "skirmisher"
msgstr "izogibalec"
#: data/translations/english.cfg:81
msgid ""
"Steadfast:\n"
"This unit's resistance is doubled, up to a maximum of 50%, when defending."
msgstr ""
"Neomajen:\n"
"Ta enota ima v obrambi podvojene odpornosti, do največ 50%."
#: data/translations/english.cfg:83 data/units/Dwarvish_Guardsman.cfg:16
#: data/units/Dwarvish_Sentinel.cfg:18 data/units/Dwarvish_Stalwart.cfg:18
#: data/units/Merman_Hoplite.cfg:26
msgid "steadfast"
msgstr "neomajen"
#: data/translations/english.cfg:86
msgid ""
"Teleport:\n"
"This unit may teleport between any two friendly villages using one of its "
"moves."
msgstr ""
"Teleportiranje:\n"
"Ta enota se lahko teleportira med zavezniškimi vasmi, tako da porabi en "
"premik."
#: data/translations/english.cfg:88 data/units/Silver_Mage.cfg:22
#: data/units/Silver_Mage.cfg:158
msgid "teleport"
msgstr "teleportiranje"
#: data/translations/english.cfg:93
msgid ""
"Backstab:\n"
"This attack deals double damage if a friendly unit is on the opposite side "
"of the target. (This doesn't work with allied units.)"
msgstr ""
"Vbod v hrbet:\n"
"Ta napad naredi dvojno škodo, če je na tarčini nasprotni strani prijateljska "
"enota. (To ne dela z zavezniki.)"
#: data/translations/english.cfg:96
msgid ""
"Berserk:\n"
"Whether used offensively or defensively, this attack presses the engagement "
"until one of the combatants is slain."
msgstr ""
"Berserk:\n"
"Ob napadu ali pri obrambi se bo boj nadaljeval, dokler eden od udeležencev "
"ne umre."
#: data/translations/english.cfg:99
msgid ""
"Charge:\n"
"This attack deals double damage to the target. It also causes this unit to "
"take double damage from the target's counterattack."
msgstr ""
"Naskok:\n"
"Ta napad naredi dvojno škodo. Povzroči pa, da tudi napadalec ob protinapadu "
"prejme dvojno škodo."
#: data/translations/english.cfg:102
msgid ""
"Drain:\n"
"This unit drains health from living units, healing itself for half the "
"amount of damage it deals."
msgstr ""
"Črpa:\n"
"Ta enota črpa energijo živim nasprotnikom in se pri tem pozdravi za polovico "
"storjene škode."
#: data/translations/english.cfg:105
msgid ""
"First Strike:\n"
"This unit always strikes first with this attack, even if they are defending."
msgstr ""
"Prvi napad:\n"
"Ta enota vedno napade prva, tudi če se brani."
#: data/translations/english.cfg:108
msgid ""
"Magical:\n"
"This attack always has a 70% chance to hit."
msgstr ""
"Čaroben:\n"
"Ta napad ima vedno 70% možnosti da zadane."
#: data/translations/english.cfg:111
msgid ""
"Marksman:\n"
"When used offensively, this attack always has at least a 60% chance to hit."
msgstr ""
"Marksman:\n"
"V napadu (ne v obrambi) ima enota vedno vsaj 60% možnosti da zadane."
#: data/translations/english.cfg:114
msgid ""
"Plague:\n"
"When a unit is killed by a Plague attack, that unit is replaced with a unit "
"identical to and on the same side as the unit with the Plague attack. (This "
"doesn't work on Undead or units in villages.)"
msgstr ""
"Kuga:\n"
"Ko je enota ubita s kužnim napadom, vstane od mrtvih kot enaka enota in na "
"isti strani, kot enota, ki jo je ubila. (To ne deluje na nemrtvih in enotah "
"v vaseh.)"
#: data/translations/english.cfg:117
msgid ""
"Poison:\n"
"This attack poisons the target. Poisoned units lose 8 HP every turn until "
"they are cured or are reduced to 1 HP."
msgstr ""
"Strup:\n"
"Ta napad zastrupi tarčo. Zastrupljene enote vsako potezo izgubijo 8 HP, "
"razen če so vmes ozdravljene ali poškodovane do 1 HP."
#: data/translations/english.cfg:120
msgid ""
"Slow:\n"
"This attack slows the target. Slowed units move at half normal speed and "
"receive one less attack than normal in combat until the end of their "
"controllers' turn."
msgstr ""
"Upočasni:\n"
"Ta napad upočasni tarčo. Upočasnjene enote se premikajo se pri polovični "
"hitrosti in imajo en napad manj. Traja do konca poteze prvotnega napadalca."
#: data/translations/english.cfg:123
msgid ""
"Stone:\n"
"This attack turns the target to stone. Units that have been turned to stone "
"may not move or attack."
msgstr ""
"Okamèni:\n"
"Ta napad spremeni tarčo v kamen. Okamenele enote se ne morejo premikati in "
"napadati."
#: data/translations/english.cfg:132
msgid "$name's Bridge,$name's Crossing"
msgstr "most $name,križišče pri $name"
#: data/translations/english.cfg:133
msgid "$name's Highway,$name's Pass,Path of $name"
msgstr ""
#: data/translations/english.cfg:134
msgid "$name River,River $name"
msgstr "reka $name, reka $name"
#: data/translations/english.cfg:135
msgid "$name Forest,$name's Forest"
msgstr ""
#: data/translations/english.cfg:136
msgid "$name Lake"
msgstr "Jezero $name"
#: data/translations/english.cfg:137
msgid "$name|bury,$name|ham,$name|ton"
msgstr ""
#: data/translations/english.cfg:138
msgid "$name|harbor,$name|port"
msgstr ""
#: data/translations/english.cfg:139
msgid "$name|ham,$name|ford,$name|cross,$river|ford,$river|cross"
msgstr ""
#: data/translations/english.cfg:140
msgid "$river|bridge,$river|bridge,$river|bridge,$name|ham,$name|bridge"
msgstr ""
#: data/translations/english.cfg:141
msgid "$name|ham,$name|ton,$name|field"
msgstr ""
#: data/translations/english.cfg:142
msgid "$name|ham,$name|ton,$name|wood,$name Forest"
msgstr ""
#: data/translations/english.cfg:143
msgid "$name|ham,$name|bury,$name|ton,$name|hill,$name|crest"
msgstr ""
#: data/translations/english.cfg:144
msgid ""
"$name|ham,$name|bury,$name|ton,$name|mont,$name|mont,$name|cliff,$name|cliff"
msgstr ""
#: data/units/Ancient_Lich.cfg:3
msgid "Ancient Lich"
msgstr "Starodavni lič"
#: data/units/Ancient_Lich.cfg:22
msgid ""
"A being of this order is a herald of the age long past. Anyone who "
"encounters an Ancient Lich likely has far worse things to worry about than "
"death.\n"
"\n"
"Special Notes: The ranged attacks of a lich are magical, and always have a "
"high chance of hitting an opponent. The touch of a lich drains the victim's "
"life to renew the lich."
msgstr ""
#: data/units/Ancient_Lich.cfg:44 data/units/Demilich.cfg:32
#: data/units/Dread_Lich.cfg:21 data/units/Ghost.cfg:23 data/units/Lich.cfg:24
msgid "touch"
msgstr "dotik"
#: data/units/Ancient_Lich.cfg:45 data/units/Ancient_Lich.cfg:58
#: data/units/Cockatrice.cfg:34 data/units/Dark_Adept.cfg:40
#: data/units/Dark_Adept.cfg:102 data/units/Dark_Queen.cfg:47
#: data/units/Dark_Queen.cfg:48 data/units/Dark_Sorcerer.cfg:48
#: data/units/Dark_Spirit.cfg:50 data/units/Deathmaster.cfg:54
#: data/units/Demilich.cfg:33 data/units/Demilich.cfg:46
#: data/units/Dread_Lich.cfg:22 data/units/Dread_Lich.cfg:35
#: data/units/Elvish_Enchantress.cfg:118 data/units/Elvish_High_Lord.cfg:44
#: data/units/Elvish_Lord.cfg:39 data/units/Elvish_Sorceress.cfg:118
#: data/units/Elvish_Sylph.cfg:85 data/units/Ghost.cfg:24
#: data/units/Ghost.cfg:36 data/units/Initiate.cfg:21 data/units/Lich.cfg:25
#: data/units/Lich.cfg:38 data/units/Necromancer.cfg:39
#: data/units/Saurian_Icecaster.cfg:43 data/units/Saurian_Soothsayer.cfg:42
#: data/units/Saurian_Tribalist.cfg:41 data/units/Spectre.cfg:70
#: data/units/Wraith.cfg:46
msgid "cold"
msgstr "mrzel"
#: data/units/Ancient_Lich.cfg:49 data/units/Blood_Bat.cfg:38
#: data/units/Dark_Spirit.cfg:37 data/units/Demilich.cfg:37
#: data/units/Dread_Lich.cfg:26 data/units/Lich.cfg:29
#: data/units/Orcish_Shaman.cfg:45 data/units/Orcish_Shaman.cfg:108
#: data/units/Orcish_Shaman.cfg:171 data/units/Skeletal_Dragon.cfg:34
#: data/units/Spectre.cfg:57 data/units/Vampire_Bat.cfg:24
#: data/units/Vampire_Lady.cfg:27 data/units/Vampire_Lady.cfg:40
#: data/units/Wraith.cfg:33
msgid "drain"
msgstr "črpa"
#: data/units/Ancient_Lich.cfg:57 data/units/Deathmaster.cfg:53
#: data/units/Demilich.cfg:45 data/units/Dread_Lich.cfg:34
#: data/units/Initiate.cfg:20 data/units/Lich.cfg:37
msgid "magic"
msgstr "čarovnija"
#: data/units/Ancient_Lich.cfg:59 data/units/Arch_Mage.cfg:64
#: data/units/Arch_Mage.cfg:176 data/units/Battle_Princess.cfg:94
#: data/units/Commander.cfg:135 data/units/Dark_Adept.cfg:41
#: data/units/Dark_Adept.cfg:103 data/units/Dark_Queen.cfg:49
#: data/units/Dark_Sorcerer.cfg:49 data/units/Deathmaster.cfg:55
#: data/units/Demilich.cfg:47 data/units/Dread_Lich.cfg:36
#: data/units/Dwarvish_Runemaster.cfg:48 data/units/Elder_Mage.cfg:43
#: data/units/Elvish_Druid.cfg:68 data/units/Elvish_Enchantress.cfg:122
#: data/units/Elvish_High_Lord.cfg:46 data/units/Elvish_Lord.cfg:41
#: data/units/Elvish_Shyde.cfg:30 data/units/Elvish_Shyde.cfg:77
#: data/units/Elvish_Sorceress.cfg:122 data/units/Elvish_Sylph.cfg:27
#: data/units/Elvish_Sylph.cfg:86 data/units/Fighter.cfg:86
#: data/units/Fireball.cfg:22 data/units/Great_Mage.cfg:52
#: data/units/Great_Mage.cfg:150 data/units/Initiate.cfg:22
#: data/units/Lich.cfg:39 data/units/Lord.cfg:119 data/units/Mage.cfg:50
#: data/units/Mage.cfg:133 data/units/Mage_of_Light.cfg:54
#: data/units/Mage_of_Light.cfg:131 data/units/Mermaid_Diviner.cfg:51
#: data/units/Mermaid_Enchantress.cfg:44 data/units/Mermaid_Initiate.cfg:46
#: data/units/Mermaid_Priestess.cfg:46 data/units/Mermaid_Siren.cfg:30
#: data/units/Mermaid_Siren.cfg:73 data/units/Necromancer.cfg:40
#: data/units/Princess.cfg:80 data/units/Red_Mage.cfg:51
#: data/units/Red_Mage.cfg:148 data/units/Saurian_Icecaster.cfg:44
#: data/units/Saurian_Soothsayer.cfg:43 data/units/Saurian_Tribalist.cfg:42
#: data/units/Sea_Hag.cfg:35 data/units/Silver_Mage.cfg:103
#: data/units/Silver_Mage.cfg:239 data/units/White_Mage.cfg:52
#: data/units/White_Mage.cfg:127
msgid "magical"
msgstr "čaroben"
#: data/units/Ancient_Wose.cfg:3
msgid "Ancient Wose"
msgstr "Starodavni ent"
#: data/units/Ancient_Wose.cfg:7 data/units/Elder_Wose.cfg:7
#: data/units/Wose.cfg:7
msgid "ambush,regenerates"
msgstr "zaseda,regeneracija"
#: data/units/Ancient_Wose.cfg:22
msgid ""
"There is a curious story of a farmer who had a great oak in his lawn, a tree "
"which had stood when his father first broke the soil on that land, and under "
"which his family had many memories. It was thus a shock to him, one morning, "
"when he awoke to find it somehow spirited away, with nothing but a bare "
"patch of earth where it once stood. The poor farmer was never quite the "
"same, afterwards.\n"
"\n"
"Such encounters are all that is known of what are presumably the most "
"ancient of woses.\n"
"\n"
"Special Notes: Woses regenerate by using natural resources around them, "
"without needing to huddle in villages to obtain sustenance and aid."
msgstr ""
#: data/units/Ancient_Wose.cfg:43 data/units/Elder_Wose.cfg:24
#: data/units/Wose.cfg:24
msgid "crush"
msgstr "top"
#: data/units/Ancient_Wose.cfg:44 data/units/Arch_Mage.cfg:41
#: data/units/Arch_Mage.cfg:153 data/units/Bandit.cfg:35
#: data/units/Cave_Spider.cfg:48 data/units/Cuttle_Fish.cfg:34
#: data/units/Dark_Queen.cfg:37 data/units/Dark_Sorcerer.cfg:25
#: data/units/Deathmaster.cfg:33 data/units/Drake_Enforcer.cfg:44
#: data/units/Drake_Gladiator.cfg:62 data/units/Drake_Glider.cfg:24
#: data/units/Drake_Hurricane.cfg:28 data/units/Drake_Sky.cfg:29
#: data/units/Dwarvish_Dragonguard.cfg:22 data/units/Dwarvish_Fighter.cfg:40
#: data/units/Dwarvish_Lord.cfg:46 data/units/Dwarvish_Runemaster.cfg:22
#: data/units/Dwarvish_Steelclad.cfg:46 data/units/Elder_Mage.cfg:25
#: data/units/Elder_Wose.cfg:25 data/units/Elvish_Druid.cfg:28
#: data/units/Elvish_Druid.cfg:46 data/units/Elvish_Enchantress.cfg:26
#: data/units/Elvish_Enchantress.cfg:66 data/units/Elvish_Lady.cfg:22
#: data/units/Elvish_Shaman.cfg:29 data/units/Elvish_Shaman.cfg:47
#: data/units/Elvish_Shyde.cfg:29 data/units/Elvish_Shyde.cfg:55
#: data/units/Elvish_Sorceress.cfg:26 data/units/Elvish_Sorceress.cfg:66
#: data/units/Elvish_Sylph.cfg:26 data/units/Elvish_Sylph.cfg:53
#: data/units/Fire_Dragon.cfg:43 data/units/Footpad.cfg:21
#: data/units/Footpad.cfg:39 data/units/Footpad.cfg:87
#: data/units/Footpad.cfg:105 data/units/Galleon.cfg:20 data/units/Gate.cfg:24
#: data/units/Giant_Mudcrawler.cfg:46 data/units/Giant_Mudcrawler.cfg:68
#: data/units/Giant_Scorpion.cfg:39 data/units/Goblin_Pillager.cfg:41
#: data/units/Great_Mage.cfg:29 data/units/Great_Mage.cfg:127
#: data/units/Great_Troll.cfg:25 data/units/Heavy_Infantryman.cfg:20
#: data/units/Horse_Lord.cfg:45 data/units/Iron_Mauler.cfg:23
#: data/units/Mage.cfg:27 data/units/Mage.cfg:110
#: data/units/Mage_of_Light.cfg:36 data/units/Mage_of_Light.cfg:113
#: data/units/Mermaid_Diviner.cfg:32 data/units/Mermaid_Enchantress.cfg:24
#: data/units/Mermaid_Enchantress.cfg:42 data/units/Mermaid_Initiate.cfg:26
#: data/units/Mermaid_Initiate.cfg:44 data/units/Mermaid_Priestess.cfg:27
#: data/units/Mermaid_Siren.cfg:28 data/units/Mermaid_Siren.cfg:71
#: data/units/Merman_Entangler.cfg:31 data/units/Merman_Netcaster.cfg:30
#: data/units/Mounted_Fighter.cfg:45 data/units/Mounted_Warrior.cfg:45
#: data/units/Mudcrawler.cfg:45 data/units/Necromancer.cfg:22
#: data/units/Noble_Youth.cfg:25 data/units/Orcish_Shaman.cfg:24
#: data/units/Orcish_Shaman.cfg:87 data/units/Orcish_Shaman.cfg:150
#: data/units/Outlaw.cfg:22 data/units/Outlaw.cfg:40 data/units/Outlaw.cfg:96
#: data/units/Outlaw.cfg:114 data/units/Outlaw_Princess.cfg:54
#: data/units/Outlaw_Princess.cfg:78 data/units/Outlaw_Queen.cfg:56
#: data/units/Outlaw_Queen.cfg:79 data/units/Red_Mage.cfg:28
#: data/units/Red_Mage.cfg:125 data/units/Saurian_Icecaster.cfg:25
#: data/units/Saurian_Soothsayer.cfg:25 data/units/Saurian_Tribalist.cfg:24
#: data/units/Sea_Hag.cfg:33 data/units/Shock_Trooper.cfg:20
#: data/units/Silver_Mage.cfg:85 data/units/Silver_Mage.cfg:221
#: data/units/Skeleton_Archer.cfg:25 data/units/Soulless.cfg:40
#: data/units/Tentacle.cfg:23 data/units/Thug.cfg:21 data/units/Troll.cfg:24
#: data/units/Troll_Hero.cfg:24 data/units/Troll_Rocklobber.cfg:25
#: data/units/Troll_Rocklobber.cfg:43 data/units/Troll_Warrior.cfg:25
#: data/units/Troll_Whelp.cfg:24 data/units/Walking_Corpse.cfg:41
#: data/units/Warrior_King.cfg:27 data/units/White_Mage.cfg:34
#: data/units/White_Mage.cfg:109 data/units/Wose.cfg:25 data/units/Yeti.cfg:35
#: data/units/Youth.cfg:22
msgid "impact"
msgstr "top"
#: data/units/Arch_Mage.cfg:3
msgid "Arch Mage"
msgstr "Nadčarovnik"
#: data/units/Arch_Mage.cfg:24 data/units/Arch_Mage.cfg:134
msgid ""
"The title of Arch Mage is conferred only after a lifetime of study and "
"achievement to match. Arch Magi are often employed in positions of "
"education, or as advisors to those wise enough to seek the fruits of their "
"wisdom. Many tend to wealthy patrons, a profitable enterprise for both as, "
"outside of the occasional task or word of advice, it gives the mage leave to "
"pursue their research undisturbed. Certain others shun civilization, "
"spending their days as hermits, often to study something which most would "
"tend to frown upon.\n"
"\n"
"Though not trained for any sort of combat, if need arises an Arch Mage can "
"unleash the full power of their art, something which is not to be taken "
"lightly.\n"
"\n"
"Special Notes: the arch mage's fireballs are magical, and always have a high "
"chance of hitting an opponent."
msgstr ""
#: data/units/Arch_Mage.cfg:40 data/units/Arch_Mage.cfg:152
#: data/units/Dark_Sorcerer.cfg:24 data/units/Deathmaster.cfg:32
#: data/units/Elder_Mage.cfg:24 data/units/Elvish_Druid.cfg:27
#: data/units/Elvish_Enchantress.cfg:25 data/units/Elvish_Shaman.cfg:28
#: data/units/Elvish_Sorceress.cfg:25 data/units/Great_Mage.cfg:28
#: data/units/Great_Mage.cfg:126 data/units/Mage.cfg:26
#: data/units/Mage.cfg:109 data/units/Mermaid_Diviner.cfg:31
#: data/units/Mermaid_Enchantress.cfg:23 data/units/Mermaid_Initiate.cfg:25
#: data/units/Mermaid_Priestess.cfg:26 data/units/Necromancer.cfg:21
#: data/units/Orcish_Shaman.cfg:23 data/units/Orcish_Shaman.cfg:86
#: data/units/Orcish_Shaman.cfg:149 data/units/Outlaw_Princess.cfg:53
#: data/units/Outlaw_Queen.cfg:55 data/units/Red_Mage.cfg:27
#: data/units/Red_Mage.cfg:124 data/units/Saurian_Icecaster.cfg:24
#: data/units/Saurian_Soothsayer.cfg:24 data/units/Saurian_Tribalist.cfg:23
#: data/units/Silver_Mage.cfg:84 data/units/Silver_Mage.cfg:220
#: data/units/White_Mage.cfg:33 data/units/White_Mage.cfg:108
msgid "staff"
msgstr "palica"
#: data/units/Arch_Mage.cfg:61 data/units/Arch_Mage.cfg:173
#: data/units/Great_Mage.cfg:49 data/units/Great_Mage.cfg:147
#: data/units/Red_Mage.cfg:48 data/units/Red_Mage.cfg:145
msgid "fireball"
msgstr "ognjena krogla"
#: data/units/Arch_Mage.cfg:62 data/units/Arch_Mage.cfg:174
#: data/units/Battle_Princess.cfg:92 data/units/Commander.cfg:133
#: data/units/Drake_Blademaster.cfg:48 data/units/Drake_Burner.cfg:55
#: data/units/Drake_Fighter.cfg:58 data/units/Drake_Fire.cfg:56
#: data/units/Drake_Flameheart.cfg:57 data/units/Drake_Flare.cfg:46
#: data/units/Drake_Glider.cfg:48 data/units/Drake_Hurricane.cfg:52
#: data/units/Drake_Inferno.cfg:45 data/units/Drake_Sky.cfg:53
#: data/units/Drake_Warrior.cfg:47 data/units/Dwarvish_Runemaster.cfg:43
#: data/units/Elder_Mage.cfg:41 data/units/Fighter.cfg:84
#: data/units/Fire_Dragon.cfg:61 data/units/Fireball.cfg:19
#: data/units/Fireball.cfg:20 data/units/Goblin_Pillager.cfg:25
#: data/units/Great_Mage.cfg:50 data/units/Great_Mage.cfg:148
#: data/units/Lord.cfg:117 data/units/Mage.cfg:48 data/units/Mage.cfg:131
#: data/units/Orcish_Archer.cfg:68 data/units/Orcish_Crossbowman.cfg:67
#: data/units/Orcish_Slurbow.cfg:68 data/units/Princess.cfg:78
#: data/units/Red_Mage.cfg:49 data/units/Red_Mage.cfg:146
#: data/units/Silver_Mage.cfg:101 data/units/Silver_Mage.cfg:237
msgid "fire"
msgstr "ognjen"
#: data/units/Arch_Mage.cfg:113
msgid "female^Arch Mage"
msgstr "Nadčarovnica"
#: data/units/Assassin.cfg:3
msgid "Assassin"
msgstr "Atentator"
#: data/units/Assassin.cfg:21 data/units/Assassin.cfg:116
msgid ""
"The greatest of thieves are sometimes tasked to take far more than their "
"victim's belongings. Masters of knife-fighting and uncannily light on their "
"feet, these menacing figures employ any means to silently dispatch their "
"victims, be it poisoned knives thrown from afar, or a dagger planted in the "
"back. Deadly at night, these assassins are somewhat uncomfortable fighting "
"under the open sun.\n"
"\n"
"Special Notes: while a unit with the same allegiance as the assassin "
"distracts an enemy, the assassin may backstab, inflicting double damage, by "
"creeping around behind that enemy. Their throwing knives are also poisoned, "
"which will continually sap away an enemy's strength."
msgstr ""
#: data/units/Assassin.cfg:37 data/units/Assassin.cfg:119
#: data/units/Dwarvish_Thunderer.cfg:38
#: data/units/Dwarvish_Thunderguard.cfg:22 data/units/Orcish_Archer.cfg:21
#: data/units/Orcish_Assassin.cfg:21 data/units/Orcish_Slayer.cfg:22
#: data/units/Poacher.cfg:25 data/units/Rogue.cfg:23 data/units/Rogue.cfg:85
#: data/units/Thief.cfg:86 data/units/Thief.cfg:189 data/units/Trapper.cfg:26
msgid "dagger"
msgstr "bodalo"
#: data/units/Assassin.cfg:38 data/units/Assassin.cfg:69
#: data/units/Assassin.cfg:120 data/units/Assassin.cfg:151
#: data/units/Battle_Princess.cfg:37 data/units/Battle_Princess.cfg:76
#: data/units/Blood_Bat.cfg:34 data/units/Bone_Shooter.cfg:38
#: data/units/Bowman.cfg:34 data/units/Cavalier.cfg:42
#: data/units/Cavalryman.cfg:44 data/units/Cave_Spider.cfg:34
#: data/units/Commander.cfg:36 data/units/Commander.cfg:111
#: data/units/Dark_Spirit.cfg:33 data/units/Death_Knight.cfg:35
#: data/units/Deathblade.cfg:41 data/units/Direwolf_Rider.cfg:27
#: data/units/Direwolf_Rider.cfg:39 data/units/Dragoon.cfg:46
#: data/units/Drake_Blademaster.cfg:24 data/units/Drake_Burner.cfg:35
#: data/units/Drake_Clasher.cfg:36 data/units/Drake_Enforcer.cfg:26
#: data/units/Drake_Fighter.cfg:34 data/units/Drake_Fire.cfg:37
#: data/units/Drake_Flameheart.cfg:27 data/units/Drake_Flare.cfg:26
#: data/units/Drake_Gladiator.cfg:25 data/units/Drake_Inferno.cfg:26
#: data/units/Drake_Slasher.cfg:26 data/units/Drake_Warden.cfg:27
#: data/units/Drake_Warrior.cfg:23 data/units/Draug.cfg:38
#: data/units/Duelist.cfg:68 data/units/Dwarvish_Berserker.cfg:29
#: data/units/Dwarvish_Fighter.cfg:23 data/units/Dwarvish_Lord.cfg:29
#: data/units/Dwarvish_Lord.cfg:62 data/units/Dwarvish_Steelclad.cfg:29
#: data/units/Dwarvish_Thunderer.cfg:39
#: data/units/Dwarvish_Thunderguard.cfg:23
#: data/units/Dwarvish_Ulfserker.cfg:28 data/units/Elvish_Archer.cfg:46
#: data/units/Elvish_Archer.cfg:148 data/units/Elvish_Avenger.cfg:52
#: data/units/Elvish_Avenger.cfg:168 data/units/Elvish_Captain.cfg:27
#: data/units/Elvish_Champion.cfg:24 data/units/Elvish_Fighter.cfg:25
#: data/units/Elvish_Hero.cfg:23 data/units/Elvish_High_Lord.cfg:23
#: data/units/Elvish_Lord.cfg:23 data/units/Elvish_Marksman.cfg:50
#: data/units/Elvish_Marksman.cfg:170 data/units/Elvish_Marshal.cfg:29
#: data/units/Elvish_Outrider.cfg:33 data/units/Elvish_Ranger.cfg:49
#: data/units/Elvish_Ranger.cfg:164 data/units/Elvish_Rider.cfg:35
#: data/units/Elvish_Scout.cfg:34 data/units/Elvish_Sharpshooter.cfg:49
#: data/units/Elvish_Sharpshooter.cfg:169 data/units/Fencer.cfg:79
#: data/units/Fighter.cfg:21 data/units/Fighter.cfg:62
#: data/units/Fire_Dragon.cfg:24 data/units/General.cfg:32
#: data/units/Ghoul.cfg:31 data/units/Goblin_Knight.cfg:24
#: data/units/Grand_Knight.cfg:27 data/units/Grand_Marshal.cfg:28
#: data/units/Gryphon.cfg:23 data/units/Gryphon_Master.cfg:24
#: data/units/Gryphon_Rider.cfg:23 data/units/Halbardier.cfg:71
#: data/units/Horse_Lord.cfg:23 data/units/Knight.cfg:25
#: data/units/Lieutenant.cfg:27 data/units/Longbowman.cfg:23
#: data/units/Lord.cfg:24 data/units/Lord.cfg:100
#: data/units/Master_Bowman.cfg:23 data/units/Master_at_Arms.cfg:39
#: data/units/Merman_Triton.cfg:37 data/units/Mounted_Fighter.cfg:23
#: data/units/Mounted_Warrior.cfg:23 data/units/Naga-Fighter.cfg:22
#: data/units/Naga-Fighter.cfg:57 data/units/Naga-Myrmidon.cfg:27
#: data/units/Naga-Myrmidon.cfg:67 data/units/Naga-Warrior.cfg:26
#: data/units/Naga-Warrior.cfg:65 data/units/Necrophage.cfg:31
#: data/units/Nightgaunt.cfg:51 data/units/Noble_Commander.cfg:29
#: data/units/Noble_Fighter.cfg:24 data/units/Noble_Lord.cfg:29
#: data/units/Ogre.cfg:21 data/units/Orcish_Archer.cfg:22
#: data/units/Orcish_Assassin.cfg:22 data/units/Orcish_Assassin.cfg:39
#: data/units/Orcish_Crossbowman.cfg:21 data/units/Orcish_Grunt.cfg:20
#: data/units/Orcish_Leader.cfg:22 data/units/Orcish_Ruler.cfg:22
#: data/units/Orcish_Slayer.cfg:23 data/units/Orcish_Slayer.cfg:45
#: data/units/Orcish_Slurbow.cfg:22 data/units/Orcish_Sovereign.cfg:23
#: data/units/Orcish_Warlord.cfg:21 data/units/Orcish_Warrior.cfg:20
#: data/units/Poacher.cfg:26 data/units/Princess.cfg:24
#: data/units/Princess.cfg:62 data/units/Revenant.cfg:37
#: data/units/Rogue.cfg:24 data/units/Rogue.cfg:42 data/units/Rogue.cfg:86
#: data/units/Rogue.cfg:104 data/units/Royal_Guard.cfg:26
#: data/units/Sea_Orc.cfg:21 data/units/Sergeant.cfg:25
#: data/units/Shadow.cfg:25 data/units/Skeletal_Dragon.cfg:32
#: data/units/Skeletal_Dragon.cfg:51 data/units/Skeleton.cfg:38
#: data/units/Sleeping_Gryphon.cfg:20 data/units/Spectre.cfg:53
#: data/units/Swordsman.cfg:25 data/units/Thief.cfg:87
#: data/units/Thief.cfg:190 data/units/Trapper.cfg:27
#: data/units/Vampire_Bat.cfg:20 data/units/Vampire_Lady.cfg:22
#: data/units/Wolf_Rider.cfg:24 data/units/Wraith.cfg:29
#: data/units/Young_Ogre.cfg:42
msgid "blade"
msgstr "oster"
#: data/units/Assassin.cfg:42 data/units/Assassin.cfg:124
#: data/units/Nightgaunt.cfg:55 data/units/Rogue.cfg:28
#: data/units/Rogue.cfg:90 data/units/Shadow.cfg:29 data/units/Thief.cfg:91
#: data/units/Thief.cfg:194 src/actions.cpp:605
msgid "backstab"
msgstr "vbod v hrbet"
#: data/units/Assassin.cfg:68 data/units/Assassin.cfg:150
#: data/units/Rogue.cfg:41 data/units/Rogue.cfg:103
msgid "knife"
msgstr "nož"
#: data/units/Assassin.cfg:71 data/units/Assassin.cfg:153
#: data/units/Cave_Spider.cfg:38 data/units/Cuttle_Fish.cfg:74
#: data/units/Direwolf_Rider.cfg:43 data/units/Ghoul.cfg:35
#: data/units/Giant_Scorpion.cfg:23 data/units/Necrophage.cfg:35
#: data/units/Orcish_Assassin.cfg:44 data/units/Orcish_Slayer.cfg:50
msgid "poison"
msgstr "strup"
#: data/units/Assassin.cfg:98
msgid "female^Assassin"
msgstr "Atentatorka"
#: data/units/Bandit.cfg:3
msgid "Bandit"
msgstr "Razbojnik"
#: data/units/Bandit.cfg:18
msgid ""
"Bandits are a motley collection of men, most of dubious background. They are "
"the strong arm of any organized group of criminals, and though they may lack "
"in finesse, or intelligence, they excel at their preferred task of pummeling "
"victims into submission. Like any sort of outlaw, they're not comfortable "
"fighting in broad daylight, being used to working at night."
msgstr ""
#: data/units/Bandit.cfg:34 data/units/Drake_Enforcer.cfg:43
#: data/units/Drake_Gladiator.cfg:61 data/units/Great_Troll.cfg:24
#: data/units/Heavy_Infantryman.cfg:19 data/units/Iron_Mauler.cfg:22
#: data/units/Mage_of_Light.cfg:35 data/units/Mage_of_Light.cfg:112
#: data/units/Outlaw.cfg:21 data/units/Outlaw.cfg:95
#: data/units/Shock_Trooper.cfg:19 data/units/Warrior_King.cfg:26
msgid "mace"
msgstr "buzdovan"
#: data/units/Battle_Princess.cfg:3 data/units/Battle_Princess.cfg:55
msgid "female^Battle Princess"
msgstr "Bojevniška princesa"
#: data/units/Battle_Princess.cfg:19 data/units/Battle_Princess.cfg:70
msgid "leadership,skirmisher"
msgstr "vodenje,izogibalec"
#: data/units/Battle_Princess.cfg:21 data/units/Battle_Princess.cfg:72
msgid ""
"A noble by birth, the Princess has learnt swordplay with the greatest "
"generals, and battle tactics with the greatest sages, making her both a "
"great combatant and leader. Now battle-hardened and strong of will, she can "
"now aid those around her in the art of combat."
msgstr ""
#: data/units/Battle_Princess.cfg:36 data/units/Battle_Princess.cfg:75
#: data/units/Bowman.cfg:33 data/units/Cavalier.cfg:41
#: data/units/Cavalryman.cfg:43 data/units/Commander.cfg:35
#: data/units/Commander.cfg:110 data/units/Deathblade.cfg:40
#: data/units/Dragoon.cfg:45 data/units/Drake_Blademaster.cfg:23
#: data/units/Drake_Clasher.cfg:35 data/units/Drake_Enforcer.cfg:25
#: data/units/Drake_Flameheart.cfg:26 data/units/Drake_Flare.cfg:25
#: data/units/Drake_Gladiator.cfg:24 data/units/Drake_Warrior.cfg:22
#: data/units/Elvish_Archer.cfg:45 data/units/Elvish_Archer.cfg:147
#: data/units/Elvish_Avenger.cfg:51 data/units/Elvish_Avenger.cfg:167
#: data/units/Elvish_Captain.cfg:26 data/units/Elvish_Champion.cfg:23
#: data/units/Elvish_Fighter.cfg:24 data/units/Elvish_Hero.cfg:22
#: data/units/Elvish_High_Lord.cfg:22 data/units/Elvish_Lord.cfg:22
#: data/units/Elvish_Marksman.cfg:49 data/units/Elvish_Marksman.cfg:169
#: data/units/Elvish_Marshal.cfg:28 data/units/Elvish_Outrider.cfg:32
#: data/units/Elvish_Ranger.cfg:48 data/units/Elvish_Ranger.cfg:163
#: data/units/Elvish_Rider.cfg:34 data/units/Elvish_Scout.cfg:33
#: data/units/Elvish_Sharpshooter.cfg:48
#: data/units/Elvish_Sharpshooter.cfg:168 data/units/Fighter.cfg:20
#: data/units/Fighter.cfg:61 data/units/General.cfg:31
#: data/units/Grand_Knight.cfg:25 data/units/Grand_Marshal.cfg:27
#: data/units/Horse_Lord.cfg:22 data/units/Knight.cfg:24
#: data/units/Lieutenant.cfg:26 data/units/Longbowman.cfg:22
#: data/units/Lord.cfg:23 data/units/Lord.cfg:99
#: data/units/Master_Bowman.cfg:22 data/units/Mounted_Fighter.cfg:22
#: data/units/Mounted_Warrior.cfg:22 data/units/Naga-Fighter.cfg:21
#: data/units/Naga-Fighter.cfg:56 data/units/Naga-Myrmidon.cfg:26
#: data/units/Naga-Myrmidon.cfg:66 data/units/Naga-Warrior.cfg:25
#: data/units/Naga-Warrior.cfg:64 data/units/Noble_Commander.cfg:28
#: data/units/Noble_Fighter.cfg:23 data/units/Noble_Lord.cfg:28
#: data/units/Orcish_Grunt.cfg:19 data/units/Orcish_Leader.cfg:21
#: data/units/Orcish_Ruler.cfg:21 data/units/Orcish_Sovereign.cfg:22
#: data/units/Orcish_Warlord.cfg:20 data/units/Orcish_Warrior.cfg:19
#: data/units/Paladin.cfg:30 data/units/Princess.cfg:23
#: data/units/Princess.cfg:61 data/units/Royal_Guard.cfg:25
#: data/units/Sea_Orc.cfg:20 data/units/Sergeant.cfg:24
#: data/units/Swordsman.cfg:24
msgid "sword"
msgstr "meč"
#: data/units/Battle_Princess.cfg:91 data/units/Commander.cfg:132
#: data/units/Fighter.cfg:83 data/units/Lord.cfg:116
#: data/units/Princess.cfg:77
msgid "scepter of fire"
msgstr "ognjeno žezlo "
#: data/units/Blood_Bat.cfg:3
msgid "Blood Bat"
msgstr "Krvni netopir"
#: data/units/Blood_Bat.cfg:17
msgid ""
"Blood Bats are fast and can drain the blood of those they attack, thereby "
"healing themselves, even to the point where they become stronger than they "
"began the battle. Such is their fury that the fur of these undead flying "
"beasts is tainted red with the blood of their victims."
msgstr ""
#: data/units/Blood_Bat.cfg:33 data/units/Cave_Spider.cfg:33
#: data/units/Direwolf_Rider.cfg:26 data/units/Goblin_Knight.cfg:23
#: data/units/Sea_Serpent.cfg:20 data/units/Vampire_Bat.cfg:19
#: data/units/Wolf_Rider.cfg:23
msgid "fangs"
msgstr "čekani"
#: data/units/Bone_Shooter.cfg:3
msgid "Bone Shooter"
msgstr "Strelec kosti"
#: data/units/Bone_Shooter.cfg:15
msgid ""
"Of a necromancer's creations, some take more strongly to the false life "
"given them. Potency of life is given equipment to match; archers, in "
"particular are often outfitted with a truly vile arsenal. Their quivers are "
"filled with shafts made not of wood, but of the bones of their victims. "
"Dubbed simply 'Bone-Shooters' by their unfortunate enemies, these "
"abominations are a terror to all who live."
msgstr ""
#: data/units/Bone_Shooter.cfg:36 data/units/Soul_Shooter.cfg:27
msgid "stab"
msgstr "vbod"
#: data/units/Bone_Shooter.cfg:50 data/units/Bowman.cfg:50
#: data/units/Commander.cfg:57 data/units/Elvish_Archer.cfg:62
#: data/units/Elvish_Archer.cfg:164 data/units/Elvish_Avenger.cfg:67
#: data/units/Elvish_Avenger.cfg:183 data/units/Elvish_Captain.cfg:42
#: data/units/Elvish_Champion.cfg:42 data/units/Elvish_Fighter.cfg:41
#: data/units/Elvish_Hero.cfg:41 data/units/Elvish_Marshal.cfg:44
#: data/units/Elvish_Outrider.cfg:48 data/units/Elvish_Ranger.cfg:65
#: data/units/Elvish_Ranger.cfg:180 data/units/Elvish_Rider.cfg:55
#: data/units/Elvish_Scout.cfg:54 data/units/Longbowman.cfg:39
#: data/units/Lord.cfg:40 data/units/Master_Bowman.cfg:38
#: data/units/Noble_Commander.cfg:46 data/units/Noble_Lord.cfg:46
#: data/units/Orcish_Archer.cfg:37 data/units/Orcish_Archer.cfg:67
#: data/units/Orcish_Leader.cfg:37 data/units/Orcish_Ruler.cfg:38
#: data/units/Orcish_Sovereign.cfg:43 data/units/Orcish_Warlord.cfg:41
#: data/units/Poacher.cfg:42 data/units/Skeleton_Archer.cfg:41
#: data/units/Soul_Shooter.cfg:41 data/units/Trapper.cfg:43
msgid "bow"
msgstr "lok"
#: data/units/Bone_Shooter.cfg:51 data/units/Bowman.cfg:51
#: data/units/Cavalier.cfg:63 data/units/Chocobone.cfg:34
#: data/units/Commander.cfg:58 data/units/Cuttle_Fish.cfg:70
#: data/units/Death_Knight.cfg:52 data/units/Dragoon.cfg:67
#: data/units/Drake_Clasher.cfg:54 data/units/Drake_Enforcer.cfg:62
#: data/units/Drake_Gladiator.cfg:43 data/units/Drake_Slasher.cfg:44
#: data/units/Drake_Warden.cfg:45 data/units/Duelist.cfg:84
#: data/units/Dwarvish_Dragonguard.cfg:40 data/units/Dwarvish_Guardsman.cfg:32
#: data/units/Dwarvish_Guardsman.cfg:45 data/units/Dwarvish_Sentinel.cfg:35
#: data/units/Dwarvish_Sentinel.cfg:48 data/units/Dwarvish_Stalwart.cfg:34
#: data/units/Dwarvish_Stalwart.cfg:47 data/units/Dwarvish_Thunderer.cfg:64
#: data/units/Dwarvish_Thunderguard.cfg:49 data/units/Elvish_Archer.cfg:63
#: data/units/Elvish_Archer.cfg:165 data/units/Elvish_Avenger.cfg:68
#: data/units/Elvish_Avenger.cfg:184 data/units/Elvish_Captain.cfg:43
#: data/units/Elvish_Champion.cfg:43 data/units/Elvish_Druid.cfg:67
#: data/units/Elvish_Fighter.cfg:42 data/units/Elvish_Hero.cfg:42
#: data/units/Elvish_Marksman.cfg:66 data/units/Elvish_Marksman.cfg:186
#: data/units/Elvish_Marshal.cfg:45 data/units/Elvish_Outrider.cfg:49
#: data/units/Elvish_Ranger.cfg:66 data/units/Elvish_Ranger.cfg:181
#: data/units/Elvish_Rider.cfg:56 data/units/Elvish_Scout.cfg:55
#: data/units/Elvish_Sharpshooter.cfg:66
#: data/units/Elvish_Sharpshooter.cfg:186 data/units/Elvish_Shyde.cfg:76
#: data/units/General.cfg:55 data/units/Giant_Scorpion.cfg:21
#: data/units/Goblin_Impaler.cfg:24 data/units/Goblin_Impaler.cfg:43
#: data/units/Goblin_Spearman.cfg:23 data/units/Goblin_Spearman.cfg:36
#: data/units/Grand_Knight.cfg:43 data/units/Grand_Marshal.cfg:51
#: data/units/Halbardier.cfg:30 data/units/Horseman.cfg:25
#: data/units/Javelineer.cfg:24 data/units/Javelineer.cfg:52
#: data/units/Knight.cfg:41 data/units/Lancer.cfg:26
#: data/units/Lieutenant.cfg:44 data/units/Longbowman.cfg:40
#: data/units/Lord.cfg:41 data/units/Master_Bowman.cfg:39
#: data/units/Master_at_Arms.cfg:55 data/units/Merman.cfg:24
#: data/units/Merman_Entangler.cfg:23 data/units/Merman_Fighter.cfg:24
#: data/units/Merman_Hoplite.cfg:38 data/units/Merman_Hunter.cfg:21
#: data/units/Merman_Hunter.cfg:61 data/units/Merman_Javelineer.cfg:22
#: data/units/Merman_Javelineer.cfg:62 data/units/Merman_Netcaster.cfg:22
#: data/units/Merman_Spearman.cfg:21 data/units/Merman_Spearman.cfg:61
#: data/units/Merman_Triton.cfg:25 data/units/Merman_Warrior.cfg:24
#: data/units/Naga.cfg:25 data/units/Noble_Commander.cfg:47
#: data/units/Noble_Lord.cfg:47 data/units/Orcish_Archer.cfg:38
#: data/units/Orcish_Crossbowman.cfg:40 data/units/Orcish_Leader.cfg:38
#: data/units/Orcish_Ruler.cfg:39 data/units/Orcish_Shaman.cfg:41
#: data/units/Orcish_Shaman.cfg:104 data/units/Orcish_Shaman.cfg:167
#: data/units/Orcish_Slurbow.cfg:41 data/units/Orcish_Sovereign.cfg:44
#: data/units/Orcish_Warlord.cfg:42 data/units/Paladin.cfg:48
#: data/units/Peasant.cfg:22 data/units/Peasant.cfg:35
#: data/units/Pikeman.cfg:26 data/units/Pirate_Galleon.cfg:19
#: data/units/Poacher.cfg:43 data/units/Saurian.cfg:26
#: data/units/Saurian.cfg:44 data/units/Saurian_Ambusher.cfg:24
#: data/units/Saurian_Ambusher.cfg:42 data/units/Saurian_Flanker.cfg:26
#: data/units/Saurian_Flanker.cfg:44 data/units/Saurian_Skirmisher.cfg:24
#: data/units/Saurian_Skirmisher.cfg:42 data/units/Saurian_Warrior.cfg:27
#: data/units/Saurian_Warrior.cfg:45 data/units/Sea_Hag.cfg:25
#: data/units/Sea_Serpent.cfg:21 data/units/Sergeant.cfg:42
#: data/units/Skeleton_Archer.cfg:42 data/units/Soul_Shooter.cfg:29
#: data/units/Soul_Shooter.cfg:42 data/units/Spearman.cfg:62
#: data/units/Spearman.cfg:113 data/units/Transport_Galleon.cfg:19
#: data/units/Trapper.cfg:44 data/units/Triton.cfg:27
#: data/units/Vampire_Lady.cfg:36 data/units/Wall_Guard.cfg:38
#: data/units/Watch_Tower.cfg:20
msgid "pierce"
msgstr "koničast"
#: data/units/Bowman.cfg:3
msgid "Bowman"
msgstr "Lokostrelec"
#: data/units/Bowman.cfg:18
msgid ""
"The use of archery in shooting something other than game was seen from its "
"inception, and archers have been indispensable in warfare since time "
"immemorial. Usually of humble origins, hailing from the peasantry or the odd "
"woodsman, bowmen have reasonable prowess with both a bow and a short sword, "
"and are very common on the battlefield."
msgstr ""
#: data/units/Cavalier.cfg:3
msgid "Cavalier"
msgstr "Kavalir"
#: data/units/Cavalier.cfg:26
msgid ""
"A triumphant sight on the battlefield, cavaliers are masters at the use of "
"both sword and crossbow from horseback. Their facility with ranged weapons "
"allows them to strike at many a foe with impunity, and their mettle has "
"turned the tide of some of the greatest battles in known history."
msgstr ""
#: data/units/Cavalier.cfg:62 data/units/Death_Knight.cfg:51
#: data/units/Dragoon.cfg:66 data/units/Duelist.cfg:83
#: data/units/General.cfg:54 data/units/Grand_Marshal.cfg:50
#: data/units/Lieutenant.cfg:43 data/units/Master_at_Arms.cfg:54
#: data/units/Orcish_Crossbowman.cfg:39 data/units/Orcish_Crossbowman.cfg:66
#: data/units/Orcish_Slurbow.cfg:40 data/units/Orcish_Slurbow.cfg:67
#: data/units/Sergeant.cfg:41 data/units/Wall_Guard.cfg:37
msgid "crossbow"
msgstr "samostrel"
#: data/units/Cavalryman.cfg:3
msgid "Cavalryman"
msgstr "Jezdec"
#: data/units/Cavalryman.cfg:28
msgid ""
"Cavalrymen are distinguished from horsemen by their tactics and equipment. A "
"cavalryman wears heavier armor, and carries a sword and shield, rather than "
"a lance. Their tactics do not include charging, but instead maneuvers like "
"hit and run slashes with their sword, using both horse and rider as an "
"effective tool of melee.\n"
"\n"
"Cavalrymen are very useful for taking and holding positions on open ground, "
"for screening friendly soldiers, and also for scoutwork."
msgstr ""
#: data/units/Cave_Spider.cfg:3
msgid "Giant Spider"
msgstr "Ogromni pajek"
#: data/units/Cave_Spider.cfg:17
msgid ""
"Giant Spiders are said to roam the depths of Knalga, devouring many victims. "
"They can bite at close range, thereby poisoning their enemies, and also can "
"attack with a web at long range, slowing their foes down."
msgstr ""
#: data/units/Cave_Spider.cfg:47
msgid "web"
msgstr "pajčevina"
#: data/units/Cave_Spider.cfg:63 data/units/Elvish_Druid.cfg:47
#: data/units/Elvish_Enchantress.cfg:67 data/units/Elvish_Shaman.cfg:48
#: data/units/Elvish_Shyde.cfg:56 data/units/Elvish_Sorceress.cfg:67
#: data/units/Elvish_Sylph.cfg:54 data/units/Goblin_Pillager.cfg:42
#: data/units/Merman_Entangler.cfg:33 data/units/Merman_Netcaster.cfg:32
msgid "slow"
msgstr "upočasni"
#: data/units/Chocobone.cfg:3
msgid "Chocobone"
msgstr "Čokobon"
#: data/units/Chocobone.cfg:18
msgid ""
"Riding the bones of ostrich-like large birds once used as mounts by a lost "
"civilization, the skeletal Chocobones can move faster than most cavalry "
"units."
msgstr ""
#: data/units/Chocobone.cfg:33 data/units/Drake_Clasher.cfg:53
#: data/units/Drake_Enforcer.cfg:61 data/units/Drake_Gladiator.cfg:42
#: data/units/Dwarvish_Guardsman.cfg:30 data/units/Dwarvish_Guardsman.cfg:44
#: data/units/Dwarvish_Sentinel.cfg:33 data/units/Dwarvish_Sentinel.cfg:47
#: data/units/Dwarvish_Stalwart.cfg:32 data/units/Dwarvish_Stalwart.cfg:46
#: data/units/Goblin_Impaler.cfg:23 data/units/Goblin_Impaler.cfg:42
#: data/units/Goblin_Spearman.cfg:22 data/units/Goblin_Spearman.cfg:35
#: data/units/Horseman.cfg:24 data/units/Javelineer.cfg:23
#: data/units/Javelineer.cfg:51 data/units/Merman_Entangler.cfg:22
#: data/units/Merman_Hunter.cfg:20 data/units/Merman_Hunter.cfg:60
#: data/units/Merman_Javelineer.cfg:21 data/units/Merman_Javelineer.cfg:61
#: data/units/Merman_Netcaster.cfg:21 data/units/Merman_Spearman.cfg:20
#: data/units/Merman_Spearman.cfg:60 data/units/Saurian.cfg:24
#: data/units/Saurian.cfg:42 data/units/Saurian_Ambusher.cfg:22
#: data/units/Saurian_Ambusher.cfg:40 data/units/Saurian_Flanker.cfg:24
#: data/units/Saurian_Flanker.cfg:42 data/units/Saurian_Skirmisher.cfg:22
#: data/units/Saurian_Skirmisher.cfg:40 data/units/Saurian_Warrior.cfg:25
#: data/units/Saurian_Warrior.cfg:43 data/units/Spearman.cfg:61
#: data/units/Spearman.cfg:112
msgid "spear"
msgstr "kopje"
#: data/units/Chocobone.cfg:36 data/units/Grand_Knight.cfg:44
#: data/units/Horseman.cfg:26 data/units/Knight.cfg:42
#: data/units/Lancer.cfg:27 data/units/Paladin.cfg:49 src/actions.cpp:481
#: src/actions.cpp:596
msgid "charge"
msgstr "naskok"
#: data/units/Cockatrice.cfg:3
msgid "Cockatrice"
msgstr "Bazilisk"
#: data/units/Cockatrice.cfg:17
msgid ""
"Sometimes known as 'basilisks', these mystical creatures are said to be able "
"to turn the living to stone. Needless to say, this makes them extremely "
"dangerous."
msgstr ""
#: data/units/Cockatrice.cfg:33
msgid "gaze"
msgstr "bolščanje"
#: data/units/Cockatrice.cfg:38 src/actions.cpp:898 src/actions.cpp:1065
msgid "stone"
msgstr "okamèni"
#: data/units/Commander.cfg:3 data/units/Commander.cfg:90
msgid "Commander"
msgstr "Poveljnik"
#: data/units/Commander.cfg:20 data/units/Commander.cfg:107
msgid ""
"The rank of Commander is held by those who lead battle groups into combat. "
"Possessing leadership skills, they give lower-level units in adjacent hexes "
"improved performance in combat. Commanders are best skilled with the sword, "
"although they also carry a bow to use when necessary. If the Commander is "
"lost, so is the battle."
msgstr ""
#: data/units/Cuttle_Fish.cfg:3
msgid "Cuttle Fish"
msgstr "Ligenj"
#: data/units/Cuttle_Fish.cfg:17
msgid ""
"Cuttle Fish are gigantic creatures of the seas. They can grab their "
"opponents with strong tentacles, or spit a poisonous black ink from a "
"distance. The best way to survive an encounter with these monsters is to "
"remain ashore."
msgstr ""
#: data/units/Cuttle_Fish.cfg:33 data/units/Tentacle.cfg:21
msgid "tentacle"
msgstr "lovka"
#: data/units/Cuttle_Fish.cfg:69
msgid "ink"
msgstr "črnilo"
#: data/units/Dark_Adept.cfg:4
msgid "Dark Adept"
msgstr "Temni vajenec"
#: data/units/Dark_Adept.cfg:24 data/units/Dark_Adept.cfg:86
msgid ""
"To attract any practitioners, the lure of black magic must be a great prize "
"indeed, for anyone caught practicing the art in the civilized world is "
"subject to a death sentence. And yet there are those who pursue this art, "
"for the prize offered is nothing less than immortality. Hidden away in "
"secret cults, or initiated into the dark orders of the underworld, the "
"training which these fanatics must endure often drives them to exhaustion "
"and enfeeblement.\n"
"\n"
"In such condition, their only weapon is the craft they have so committed "
"themselves to learning.\n"
"\n"
"Special Notes: The attacks of a dark adept are magical, and always have a "
"high chance of hitting an opponent."
msgstr ""
#: data/units/Dark_Adept.cfg:39 data/units/Dark_Adept.cfg:101
#: data/units/Dark_Sorcerer.cfg:47 data/units/Necromancer.cfg:38
msgid "chill wave"
msgstr "val mrazu"
#: data/units/Dark_Adept.cfg:66
msgid "female^Dark Adept"
msgstr "Temna vajenka"
#: data/units/Dark_Queen.cfg:3
msgid "female^Dark Queen"
msgstr "Temna Kraljica"
#: data/units/Dark_Queen.cfg:18
msgid ""
"The evil queen mother Asheviere has terrorized Wesnoth for many years. Her "
"knowledge of magic makes her a worthy foe in combat, although her power is "
"mostly derived from those she commands."
msgstr ""
#: data/units/Dark_Queen.cfg:35
msgid "scepter"
msgstr "žezlo"
#: data/units/Dark_Sorcerer.cfg:3
msgid "Dark Sorcerer"
msgstr "Temni čarodej"
#: data/units/Dark_Sorcerer.cfg:21
msgid ""
"The dread inspired by black magic comes chiefly from how little is known "
"about it, to the common man. If immortality is truly what it grants, then "
"the transformation to lichdom would seem something to be achieved as soon as "
"possible, lest disease or infirmity claim the mage. Yet, on occasion, a dark "
"sorcerer has been seen who was quite aged, and yet clearly powerful enough "
"to rival a lich.\n"
"\n"
"One can only speculate why such a person would delay, or forgo that path "
"entirely. It is surmised that either lichdom falls short of the true "
"immortality it is claimed to be, or that there is a terrible and unspoken "
"price for becoming one.\n"
"\n"
"Special Notes: the ranged attacks of a dark sorcerer are magical, and always "
"have a high chance of hitting an opponent. The staff of a dark sorcerer is "
"marked with the plague, and any foe struck down by it will rise again in "
"unlife."
msgstr ""
#: data/units/Dark_Sorcerer.cfg:29 data/units/Soulless.cfg:44
msgid "plague(Walking Corpse)"
msgstr "kuga(Hodeče truplo)"
#: data/units/Dark_Spirit.cfg:3
msgid "Dark Spirit"
msgstr "Temni duh"
#: data/units/Dark_Spirit.cfg:17
msgid ""
"Dark Spirits are messengers and bearers of tidings from the realm of the "
"dead, and a force of dread in this world. Happily, they have rarely been "
"seen in Wesnoth."
msgstr ""
#: data/units/Dark_Spirit.cfg:32 data/units/Spectre.cfg:52
#: data/units/Wraith.cfg:28
msgid "baneblade"
msgstr "pogubni meč"
#: data/units/Dark_Spirit.cfg:49 data/units/Ghost.cfg:35
#: data/units/Spectre.cfg:69 data/units/Wraith.cfg:45
msgid "wail"
msgstr "tuljenje"
#: data/units/Death_Knight.cfg:3
msgid "Death Knight"
msgstr "Vitez smrti"
#: data/units/Death_Knight.cfg:19
msgid ""
"Tales are told of the mightiest warriors and generals, who, cursed with hate "
"and a sense of betrayal, came back to this world as Death Knights. Wielding "
"the same weapons as they did before, they command the Undead in their quest "
"for revenge."
msgstr ""
#: data/units/Death_Knight.cfg:34 data/units/Dwarvish_Lord.cfg:28
#: data/units/Dwarvish_Steelclad.cfg:27
msgid "battle axe"
msgstr "bojna sekira"
#: data/units/Deathblade.cfg:3
msgid "Deathblade"
msgstr "Kosec"
#: data/units/Deathblade.cfg:17
msgid ""
"In life, the abominations known as 'Deathblades' were masters of combat, "
"soldiers who were both lithe and deadly. Their new masters will often "
"recognize this, and try to take advantage of it by outfitting them to match "
"the skills they once had. Though frail, these monsters are much faster than "
"the rest of their kind, both on foot and with their blades."
msgstr ""
#: data/units/Deathmaster.cfg:3
msgid "Deathmaster"
msgstr "Mojster smrti"
#: data/units/Deathmaster.cfg:17
msgid ""
"His wanderings on a dark path have given him power normally not granted to "
"mortals, but with a terrible cost: the undead that he gave his soul to are "
"gradually claiming his mortal shell too, and with time, he will be a true "
"undead and a terror to all that lives."
msgstr ""
#: data/units/Demilich.cfg:3
msgid "Demilich"
msgstr "Demilič"
#: data/units/Demilich.cfg:17
msgid ""
"After too much time dabbling with forbidden magics and dark arts, these magi "
"have begun to pay a heavy price. Demiliches have started losing their "
"bodies, becoming undead themselves. With time, they may become fully undead, "
"and feared by all alike."
msgstr ""
#: data/units/Direwolf_Rider.cfg:3
msgid "Direwolf Rider"
msgstr "Jezdec Strašnih volkov"
#: data/units/Direwolf_Rider.cfg:23
msgid ""
"'Dire wolves' differ from the garden variety only in size and color. They "
"typically stand taller than a horse at the shoulder, and have an appetite to "
"match. Only a madman would willingly encounter them; the goblins, at great "
"cost to themselves, have managed to tame them, if such can be said.\n"
"\n"
"The claws of a wolf are not generally regarded as being the more dangerous "
"parts, but on a beast this large, they are thicker and longer than iron "
"nails. Their riders smear a poison on the front set, not unlike that used by "
"the orcish assassins, making a swipe from these beasts' paws into a most "
"deadly stroke.\n"
"\n"
"Special Notes: anyone struck by a direwolf's claws will be poisoned, and "
"victims of this poison will continually take damage until they can be cured "
"in town or by a healer."
msgstr ""
#: data/units/Direwolf_Rider.cfg:38 data/units/Drake_Burner.cfg:34
#: data/units/Drake_Fire.cfg:36 data/units/Drake_Inferno.cfg:25
#: data/units/Ghoul.cfg:30 data/units/Gryphon.cfg:22
#: data/units/Gryphon_Master.cfg:23 data/units/Gryphon_Rider.cfg:22
#: data/units/Necrophage.cfg:30 data/units/Nightgaunt.cfg:50
#: data/units/Shadow.cfg:24 data/units/Skeletal_Dragon.cfg:50
#: data/units/Sleeping_Gryphon.cfg:19
msgid "claws"
msgstr "kremplji"
#: data/units/Dragoon.cfg:3
msgid "Dragoon"
msgstr "Dragonec"
#: data/units/Dragoon.cfg:25
msgid ""
"The more talented cavalrymen in the armies of Wesnoth are trained in the use "
"of the crossbow, and outfitted with much more powerful steeds. Well-armored, "
"and skilled in the use of their swords, these soldiers can drive forward and "
"hold the ground they take. Their mobility and resilience make them of great "
"value on the battlefield."
msgstr ""
#: data/units/Drake_Blademaster.cfg:4
msgid "Drake Blademaster"
msgstr ""
#: data/units/Drake_Blademaster.cfg:20
msgid ""
"The drakes who master the use of a sword are sworn into a special order. The "
"mark of this is the black and white warpaint they display in battle."
msgstr ""
#: data/units/Drake_Blademaster.cfg:46 data/units/Drake_Burner.cfg:53
#: data/units/Drake_Fighter.cfg:56 data/units/Drake_Fire.cfg:54
#: data/units/Drake_Flameheart.cfg:55 data/units/Drake_Flare.cfg:44
#: data/units/Drake_Glider.cfg:46 data/units/Drake_Hurricane.cfg:50
#: data/units/Drake_Inferno.cfg:43 data/units/Drake_Sky.cfg:51
#: data/units/Drake_Warrior.cfg:45 data/units/Fire_Dragon.cfg:59
msgid "fire breath"
msgstr "ognjeni dih"
#: data/units/Drake_Burner.cfg:3
msgid "Drake Burner"
msgstr ""
#: data/units/Drake_Burner.cfg:18
msgid ""
"Drake Burners are the few and the proud, who have inherited most truly the "
"strengths of their remote ancestors, especially the ability to breathe fire. "
"This, coupled with their sheer size and clawed hands makes for a dangerous "
"foe in combat."
msgstr ""
#: data/units/Drake_Clasher.cfg:3
msgid "Drake Clasher"
msgstr ""
#: data/units/Drake_Clasher.cfg:20
msgid ""
"A Drake Clasher is incapable of both flight and fire-breathing, and most "
"assume their relegation to melee combat is because of disability - an "
"attempt to garner use from what otherwise would be a liability. It is "
"possible that they have some mild deficiency in those skills, but those who "
"support this theory have failed to consider how uniquely well-suited they "
"are to combat a fellow drake.\n"
"\n"
"They are, in fact, the Judicators of the Drake Hierarchy, and though their "
"armament is now largely ceremonial, it is none the less effective. In their "
"encounters with lesser races, they discovered that their natural size and "
"strength were themselves powerful weapons, and when combined with the "
"armament worn by this caste, the resulting warriors lack some of the typical "
"weaknesses of their kind, such as the strong vulnerability to spears and "
"arrows."
msgstr ""
#: data/units/Drake_Enforcer.cfg:3
msgid "Drake Enforcer"
msgstr ""
#: data/units/Drake_Enforcer.cfg:19
msgid ""
"The great Drake Enforcers epitomize the raw strength of their kind. Long "
"hours at the forge have provided them with a bristling array of weaponry, "
"and have clad them head to toe in shining armor."
msgstr ""
#: data/units/Drake_Fighter.cfg:3
msgid "Drake Fighter"
msgstr ""
#: data/units/Drake_Fighter.cfg:18
msgid ""
"Drake Fighters wield curved scimitars with deadly skill, and possess the "
"fire breathing skills of their ancestors. The most skilled Fighters go on to "
"join the ranks of the elite Drake Warriors."
msgstr ""
#: data/units/Drake_Fighter.cfg:33
msgid "scimitar"
msgstr "handžar"
#: data/units/Drake_Fire.cfg:3
msgid "Fire Drake"
msgstr ""
#: data/units/Drake_Fire.cfg:18
msgid ""
"The great fire drakes are masters of their internal fire. Clad in shining "
"armor, they belch columns of flame at any who oppose them, a testament to "
"the strength and majesty of their kind."
msgstr ""
#: data/units/Drake_Flameheart.cfg:3
msgid "Drake Flameheart"
msgstr ""
#: data/units/Drake_Flameheart.cfg:23
msgid ""
"It is said that the eldest lines of drakes - the direct descendants of the "
"dragons themselves, have veins which course with fire rather than blood. "
"That they can breathe fire as they do lends credence to this belief, though, "
"for some reason, no one has tried cutting one open to find out.\n"
"\n"
"Special Notes: the leadership of a Flameheart enables friendly units next to "
"it to deal more damage in combat, though this only applies to units of lower "
"level."
msgstr ""
#: data/units/Drake_Flare.cfg:3
msgid "Drake Flare"
msgstr ""
#: data/units/Drake_Flare.cfg:22
msgid ""
"Drakes are an old race, wise enough to hearken to their own natural leaders. "
"Those who are called 'flares' by their enemies are the drakes who aspire to "
"be such leaders, both in war and in peace.\n"
"\n"
"Special Notes: the leadership of a Flare enables friendly units next to it "
"to deal more damage in combat, though this only applies to units of lower "
"level."
msgstr ""
#: data/units/Drake_Gladiator.cfg:3
msgid "Drake Gladiator"
msgstr ""
#: data/units/Drake_Gladiator.cfg:18
msgid ""
"The Gladiator has taken a completely different path from the Slashers. "
"Rather than emphasize training, they have chosen to focus on the craft of "
"their weaponry. They are the smiths of Drake society, and it follows that "
"they possess the best weaponry - the sharpest blades and spears, and the "
"maces which complement their already impressive array. Their intense focus "
"on their weapons comes at the slight expense of their defensive abilities."
msgstr ""
#: data/units/Drake_Glider.cfg:3
msgid "Drake Glider"
msgstr ""
#: data/units/Drake_Glider.cfg:20
msgid ""
"Drake Gliders wear as little armor as possible so they can quickly escape "
"their foes when they leave their caves. These Drakes are competent fighters, "
"possessing the internal fire common to many of their kin. Gliders can also "
"effectively use their speed to viciously slam their opponents into "
"submission. The best gliders can look forward to being accepted into the "
"ranks of the high flying Sky Drakes."
msgstr ""
#: data/units/Drake_Glider.cfg:23 data/units/Drake_Hurricane.cfg:27
#: data/units/Drake_Sky.cfg:28
msgid "slam"
msgstr "trk"
#: data/units/Drake_Hurricane.cfg:3
msgid "Hurricane Drake"
msgstr ""
#: data/units/Drake_Hurricane.cfg:19
msgid ""
"Masters of the aerial realm, the Hurricane Drakes are the elite amongst "
"those drakes which are gifted with flight. Soaring high in the air, they can "
"see past most defensive cover and spit fire at their foes with impunity."
msgstr ""
#: data/units/Drake_Inferno.cfg:3
msgid "Inferno Drake"
msgstr ""
#: data/units/Drake_Inferno.cfg:19
msgid ""
"The flying configurations known as Drake Infernos are the masters of the "
"fire they breathe, and rival their predecessors the Dragons in their ability "
"to use it. This natural ability renders them nearly immune to fire. Their "
"shining, flame-colored armor is a mark of their proud and powerful caste, "
"the ideal to which their brethren aspire."
msgstr ""
#: data/units/Drake_Sky.cfg:3
msgid "Sky Drake"
msgstr ""
#: data/units/Drake_Sky.cfg:20
msgid ""
"Sky drakes are truly the kings of the sky. Using their momentum and fire "
"breath as weapons these drakes are the bane of many. They can swiftly swoop "
"down on prey, and are usually long gone before anyone can stop them."
msgstr ""
#: data/units/Drake_Slasher.cfg:4
msgid "Drake Slasher"
msgstr ""
#: data/units/Drake_Slasher.cfg:19
msgid ""
"Slashers are clashers who have chosen to master the use of a Halberd instead "
"of carrying a sword and the spear. Their great size allows them to use a "
"weapon of matching scale, large enough to skewer a horse as a man would a "
"boar. Their training has also enhanced their stamina and defensive skills, "
"which is a major advantage over their close cousins the Gladiators."
msgstr ""
#: data/units/Drake_Slasher.cfg:25 data/units/Drake_Slasher.cfg:43
#: data/units/Drake_Warden.cfg:26 data/units/Drake_Warden.cfg:44
#: data/units/Halbardier.cfg:28 data/units/Halbardier.cfg:69
msgid "halberd"
msgstr "helebarda"
#: data/units/Drake_Slasher.cfg:46 data/units/Drake_Warden.cfg:47
#: data/units/Goblin_Impaler.cfg:29 data/units/Halbardier.cfg:34
#: data/units/Halbardier.cfg:75 data/units/Javelineer.cfg:28
#: data/units/Pikeman.cfg:30 data/units/Spearman.cfg:67
msgid "firststrike"
msgstr "prvi napad"
#: data/units/Drake_Warden.cfg:4
msgid "Drake Warden"
msgstr ""
#: data/units/Drake_Warden.cfg:20
msgid ""
"The Warden represents the pinnacle of the clasher caste, being picked from "
"the most able Slashers. They have forged their might such that few warriors "
"on this earth would dare stand against them. The Wardens' weapon of choice "
"is the halberd, which they use to great effect."
msgstr ""
#: data/units/Drake_Warrior.cfg:4
msgid "Drake Warrior"
msgstr ""
#: data/units/Drake_Warrior.cfg:19
msgid ""
"Drake Warriors wield swords with great skill, and possess the fire breathing "
"skills of their ancestors. The great strength of their kind allows them to "
"strike withering blows, and to withstand punishment in equal measure."
msgstr ""
#: data/units/Draug.cfg:3
msgid "Draug"
msgstr ""
#: data/units/Draug.cfg:17
msgid ""
"Towering remains of what once were legendary warriors, the Draug strike fear "
"in the hearts of all who oppose them. They are driven not by malice, but are "
"forever bound within the dream of unlife, wandering through the greatest "
"battles of their memory, and fighting desperately for release, for a peace "
"bought only by strength of arms. The memory of their enemy, and the purpose "
"of their struggle have long faded into oblivion."
msgstr ""
#: data/units/Draug.cfg:37 data/units/Dwarvish_Fighter.cfg:22
#: data/units/Revenant.cfg:36 data/units/Skeleton.cfg:37
msgid "axe"
msgstr "sekira"
#: data/units/Dread_Lich.cfg:3
msgid "Dread Lich"
msgstr "Strašni lič"
#: data/units/Dread_Lich.cfg:18
msgid ""
"At long last, Ha'atel has paid the ultimate sacrifice for the dark arts into "
"which he has delved, and has, himself, entered into undeath. At the apex of "
"his power, he has become a lich, a waking embodiment of dread. He has, "
"beyond any doubt, passed the point of no return, and his power and "
"immortality will have to provide consolation for what he has lost in his "
"quest to achieve them."
msgstr ""
#: data/units/Duelist.cfg:3
msgid "Duelist"
msgstr "Dvobojevalec"
#: data/units/Duelist.cfg:21
msgid ""
"It is a peculiar fashion of Wesnoth's nobility, in that they typically "
"enroll their sons into one of two orders of armigers, training them either "
"in the art of horsemanship, or fencing. Duelists are so named for an "
"unfortunately common practice of young aristocrats, for whom the heat of "
"insult can sometimes incite a rash demonstration of their natural right.\n"
"\n"
"Experienced fencers, who often look the part of nobility if not always "
"actually of noble birth, carry with them a small crossbow that is easily "
"concealed under a coat or cape. Slow to load and often thought dishonorable "
"to use, it is in fact very useful, and those of their ranks who live long "
"enough to be veterans typically do so by making such concessions to utility "
"and survival.\n"
"\n"
"Special Notes: their skill at skirmishing allows these fencers to dart right "
"past an opponent, ignoring zones of control."
msgstr ""
#: data/units/Duelist.cfg:67 data/units/Fencer.cfg:78
#: data/units/Master_at_Arms.cfg:38
msgid "rapier"
msgstr "rapir"
#: data/units/Dwarvish_Berserker.cfg:3
msgid "Dwarvish Berserker"
msgstr "Škratji berserker"
#: data/units/Dwarvish_Berserker.cfg:17
msgid ""
"Dwarves are an ancient race of powerful fighters. Their Berserkers forget "
"all defense in exchange for massive damage against their enemies. Once a "
"battle is entered, Dwarvish Berserkers attack ferociously, continuing to "
"push the attack until either they or their enemy lies dead."
msgstr ""
#: data/units/Dwarvish_Berserker.cfg:27 data/units/Dwarvish_Ulfserker.cfg:26
msgid "berserker frenzy"
msgstr "berserkerova besnost"
#: data/units/Dwarvish_Berserker.cfg:30 data/units/Dwarvish_Ulfserker.cfg:29
msgid "berserk"
msgstr "berserk"
#: data/units/Dwarvish_Dragonguard.cfg:3
msgid "Dwarvish Dragonguard"
msgstr "Škratji zmajstražar"
#: data/units/Dwarvish_Dragonguard.cfg:17
msgid ""
"It is not clear why the Dragonguards are called what they are, a name given "
"by their dwarven brethren. Some speculate that the name comes from their "
"weapon of choice, these strange staves that belch fire and death. Others "
"have surmised that it is because such weapons would be a threat against even "
"a true Dragon, should such a thing be seen again in the known world. "
"Whatever the case, it is for these weapons that the guardians of the great "
"Dwarven citadels are both renowned and feared; weapons that have broken the "
"mightiest of warriors in a single blow."
msgstr ""
#: data/units/Dwarvish_Dragonguard.cfg:21
#: data/units/Dwarvish_Dragonguard.cfg:39
msgid "dragonstaff"
msgstr "zmajska palica"
#: data/units/Dwarvish_Fighter.cfg:3
msgid "Dwarvish Fighter"
msgstr "Škratji bojevnik"
#: data/units/Dwarvish_Fighter.cfg:19
msgid ""
"Dwarvish Fighters wield mighty battle axes and hammers, which make them "
"feared opponents in close range combat. They are excellent in mountainous "
"terrain or underground. Though not swift, their power and endurance more "
"than compensate."
msgstr ""
#: data/units/Dwarvish_Fighter.cfg:39 data/units/Dwarvish_Lord.cfg:45
#: data/units/Dwarvish_Steelclad.cfg:45 data/units/Troll_Warrior.cfg:24
msgid "hammer"
msgstr "kladivo"
#: data/units/Dwarvish_Guardsman.cfg:3
msgid "Dwarvish Guardsman"
msgstr "Škratji stražar"
#: data/units/Dwarvish_Guardsman.cfg:22
msgid ""
"The most resilient dwarves sometimes join the Dwarvish army as Guardsmen. "
"Slow and without a strong attack, they guard the Army's flank, soaking up a "
"lot of damage, and hurling heavy spears for defense."
msgstr ""
#: data/units/Dwarvish_Lord.cfg:3
msgid "Dwarvish Lord"
msgstr "Škratji vladar"
#: data/units/Dwarvish_Lord.cfg:25
msgid ""
"Clad in shining armor, these dwarves look like kings from under the "
"mountains. They wield axe and hammer with masterful skill, and can hit a "
"target with a thrown hand axe at several paces. Though slow on their feet, "
"these dwarves are a testament to the prowess of their kin."
msgstr ""
#: data/units/Dwarvish_Lord.cfg:61
msgid "hatchet"
msgstr "tomahawk"
#: data/units/Dwarvish_Runemaster.cfg:3
msgid "Dwarvish Runemaster"
msgstr "Škratji mojster run"
#: data/units/Dwarvish_Runemaster.cfg:17
msgid ""
"Dwarven magic, inasmuch as is known, most often manifests itself by the "
"inscription of runes in the surface of an object, which by their mere "
"presence somehow imbue it with power. Though rarely seen in combat, a master "
"of these runes can put them to terrifying use."
msgstr ""
#: data/units/Dwarvish_Runemaster.cfg:21
msgid "runic hammer"
msgstr "runsko kladivo"
#: data/units/Dwarvish_Runemaster.cfg:42
msgid "Lightning bolt"
msgstr "Strela"
#: data/units/Dwarvish_Sentinel.cfg:3
msgid "Dwarvish Sentinel"
msgstr "Škratji čuvaj"
#: data/units/Dwarvish_Sentinel.cfg:25
msgid ""
"The Sentinel, with his tower shield and great courage, refuses to yield "
"under even the strongest of enemy attacks."
msgstr ""
#: data/units/Dwarvish_Stalwart.cfg:3
msgid "Dwarvish Stalwart"
msgstr "Škratji korenjak"
#: data/units/Dwarvish_Stalwart.cfg:24
msgid ""
"Stalwarts, after years in battle, have fashioned new shields and strong "
"armor from the ruins of their enemies. While slow, they are the feared for "
"their resilience and strength."
msgstr ""
#: data/units/Dwarvish_Steelclad.cfg:3
msgid "Dwarvish Steelclad"
msgstr "Škratji oklepnik"
#: data/units/Dwarvish_Steelclad.cfg:24
msgid ""
"The more experienced Dwarvish Steelclad fighters wear heavy chain mail and "
"plate armor, for which they are rightly famous."
msgstr ""
"Bolj izkušeni Škratji oklepniki nosijo težke verižne srajce in debele "
"oklepe, prav po katerih so znani."
#: data/units/Dwarvish_Thunderer.cfg:3
msgid "Dwarvish Thunderer"
msgstr "Škratji gromovnik"
#: data/units/Dwarvish_Thunderer.cfg:16
msgid ""
"When the men of Wesnoth first encountered the dwarves, they were mystified "
"by the power of the Dwarvish Thunderers, who were able to hurl death from "
"afar through the apparatus of these strange ... 'wands' they carried into "
"battle. After the peace instituted by the Ka'lian came into effect, "
"Haldric's people, not understanding these weapons, and certainly unable to "
"make any of their own, realized they were lucky to no longer be fighting the "
"dwarves, and vowed never to do so again."
msgstr ""
#: data/units/Dwarvish_Thunderer.cfg:63
msgid "thunderstick"
msgstr "gromska palica"
#: data/units/Dwarvish_Thunderguard.cfg:3
msgid "Dwarvish Thunderguard"
msgstr "Škratji gromstražar"
#: data/units/Dwarvish_Thunderguard.cfg:18
msgid ""
"The Dwarven Thunderguards are famed for their curious weaponry, these "
"strange staves of wood and iron that make a thunderous noise in their anger. "
"The machinations behind this weaponry are a mystery, a secret taken to the "
"grave by the dwarves of Knalga who wield them, and are assumed to have even "
"forged them. The most that is known are reports of dwarves pouring a strange "
"black dust into the mouth of their weapons, which some say is a food to fuel "
"the beast imprisoned within.\n"
"\n"
"Though a single shot from these 'thundersticks' can take several minutes to "
"prepare, the results are seen by the Dwarves as being well worth the wait."
msgstr ""
#: data/units/Dwarvish_Thunderguard.cfg:48
msgid "dragonstick"
msgstr "zmajska palica"
#: data/units/Dwarvish_Ulfserker.cfg:3
msgid "Dwarvish Ulfserker"
msgstr "Škratji ulfserker"
#: data/units/Dwarvish_Ulfserker.cfg:16
msgid ""
"Dwarves are an ancient race of powerful fighters. Ulfserkers are the most "
"ferocious of these in battle: they persist until either their enemy is dead "
"or they themselves perish, no matter how many wounds they receive."
msgstr ""
#: data/units/Elder_Mage.cfg:3
msgid "Elder Mage"
msgstr "Čarovnik starešina"
#: data/units/Elder_Mage.cfg:22
msgid ""
"Once great, Elder Magi have seen their power a little diminished from "
"wearying years of battle. Nevertheless they remain feared on the battlefield "
"on account of their powerful lightning bolts."
msgstr ""
#: data/units/Elder_Mage.cfg:40
msgid "lightning"
msgstr "strela"
#: data/units/Elder_Wose.cfg:3
msgid "Elder Wose"
msgstr "Ent starešina"
#: data/units/Elder_Wose.cfg:21
msgid ""
"Woses have been said to possess many shapes, all of them tree-like in form, "
"and as they age, to increase in size. Tales tell of woses who resemble trees "
"in this respect as well, towering over the creatures who walk beneath them. "
"This is the greater part of why they are so rarely seen - standing in the "
"slumber which they so often do, a wose of that stature appears to be nothing "
"more than an oddly-shaped tree. Even a careless elf can sometimes be "
"fooled.\n"
"\n"
"Woses are not warriors by any means, however the strength they possess is "
"obviously capable of violence, should someone manage to raise the ire of "
"these creatures.\n"
"\n"
"Special Notes: Woses regenerate by using natural resources around them, "
"without needing to huddle in villages to obtain sustenance and aid."
msgstr ""
#: data/units/Elvish_Archer.cfg:3
msgid "Elvish Archer"
msgstr "Vilinski lokostrelec"
#: data/units/Elvish_Archer.cfg:20 data/units/Elvish_Archer.cfg:122
msgid ""
"Elves have always had a reputation for archery, a skill that, for many "
"reasons, comes naturally to them. Even the frail of body can be deadly with "
"a bow in hand, and in times of war, many will take up this weapon. Though "
"their relative inexperience with combat leaves them somewhat vulnerable, "
"their natural grace ensures that they can best any of humanity's fresh "
"recruits."
msgstr ""
#: data/units/Elvish_Archer.cfg:105
msgid "female^Elvish Archer"
msgstr "Vilinska lokostrelka"
#: data/units/Elvish_Avenger.cfg:3
msgid "Elvish Avenger"
msgstr "Vilinski maščevalec"
#: data/units/Elvish_Avenger.cfg:26 data/units/Elvish_Avenger.cfg:142
msgid ""
"The curious name of the elvish 'Avengers' comes from a tactic often employed "
"by these master rangers. The enemy is allowed to break through a feint "
"defense, and when the vulnerable troops behind the front line follow, these "
"archers break cover and attack, cutting the supply lines and surrounding the "
"enemy in one fell stroke.\n"
"\n"
"This has, at times, been interpreted as a form of vengeance for their "
"brethren lost earlier in the battle. Although not so base in design, it is "
"not at all inaccurate.\n"
"\n"
"Special Notes: the avengers' skill as woodsmen render them invisible to an "
"enemy unless they are immediately adjacent, or have revealed themselves by "
"attacking."
msgstr ""
#: data/units/Elvish_Avenger.cfg:119
msgid "female^Elvish Avenger"
msgstr "Vilinska maščevalka"
#: data/units/Elvish_Captain.cfg:3
msgid "Elvish Captain"
msgstr "Vilinski stotnik"
#: data/units/Elvish_Captain.cfg:23
msgid ""
"Elves, unlike many other races, will quickly acknowledge and follow any of "
"their peers who have experience in combat. This is quite at odds with "
"humanity, for whom leadership is often a fickle mess of coercion and "
"intimidation. The combination of their willingness to accept the wisdom of "
"their leaders, and the tendency to choose leaders of merit is one of the "
"quiet strengths of the elves.\n"
"\n"
"Special Notes: the leadership of a Captain enables friendly units next to it "
"to deal more damage in combat, though this only applies to units of lower "
"level."
msgstr ""
#: data/units/Elvish_Champion.cfg:3
msgid "Elvish Champion"
msgstr "Vilinski prvak"
#: data/units/Elvish_Champion.cfg:20
msgid ""
"Those few elves who deliberately hone themselves into weapons of war become "
"something which belies the rather docile reputation of their race. "
"Dedication and skill are matched with purity of form, and the result is a "
"mastery of swordsmanship to which few can compare. Even archery, treated as "
"a secondary pursuit, is executed with a skill that most of humanity can only "
"stare at with wonder."
msgstr ""
#: data/units/Elvish_Druid.cfg:3
msgid "female^Elvish Druid"
msgstr "Vilinska druidinja"
#: data/units/Elvish_Druid.cfg:24
msgid ""
"The magic of the wood elves is poorly suited for combat, but effective "
"nonetheless. The forests in which they live can be quickened by a word of "
"command, and will lash out at those who threaten their peace.\n"
"\n"
"Their chief ability lies in healing, and it is for this skill that the "
"elvish druids are revered by their people.\n"
"\n"
"Special Notes: A druid's entangling attack slows enemies down and reduces by "
"one the strikes they can deliver in combat. Druids are capable of healing "
"units around them, and curing them of poison."
msgstr ""
#: data/units/Elvish_Druid.cfg:45 data/units/Elvish_Shyde.cfg:54
msgid "ensnare"
msgstr "zanka"
#: data/units/Elvish_Druid.cfg:66 data/units/Elvish_Shyde.cfg:75
msgid "thorns"
msgstr "trni"
#: data/units/Elvish_Enchantress.cfg:3
msgid "female^Elvish Enchantress"
msgstr "Vilinska čarovnica"
#: data/units/Elvish_Enchantress.cfg:21
msgid ""
"The Elven Enchantresses are masters of offensive magic, striking at their "
"enemies both with blasts of icy wind drawn from the ethereal plane, and "
"magically animate roots with which they bind their enemies in place."
msgstr ""
#: data/units/Elvish_Enchantress.cfg:65 data/units/Elvish_Shaman.cfg:46
#: data/units/Elvish_Sorceress.cfg:65
msgid "entangle"
msgstr "zavozlanje"
#: data/units/Elvish_Enchantress.cfg:117 data/units/Elvish_High_Lord.cfg:43
#: data/units/Elvish_Lord.cfg:38 data/units/Elvish_Sorceress.cfg:117
#: data/units/Elvish_Sylph.cfg:84
msgid "faerie fire"
msgstr "vilinji ogenj"
#: data/units/Elvish_Fighter.cfg:3
msgid "Elvish Fighter"
msgstr "Vilinski bojevnik"
#: data/units/Elvish_Fighter.cfg:19
msgid ""
"Elves are not warlike by nature, but in times of need, their natural grace "
"and agility serve them well, as does their skillful craftsmanship. An elf "
"can grasp the basics of swordsmanship and archery in an uncannily short "
"time, and put them to effective use on the battlefield."
msgstr ""
#: data/units/Elvish_Hero.cfg:3
msgid "Elvish Hero"
msgstr "Vilinski junak"
#: data/units/Elvish_Hero.cfg:19
msgid ""
"A relatively small amount of experience will turn an elf from a competent "
"fighter into a master of combat. Those who are honored as heroes are strong "
"with both sword and bow, skills that never fade for lack of practice."
msgstr ""
#: data/units/Elvish_High_Lord.cfg:3
msgid "Elvish High Lord"
msgstr "Vilinski Višji mogočnik"
#: data/units/Elvish_High_Lord.cfg:19
msgid ""
"The leaders of the elves do not fall sallow and frail with age. Rather, it "
"is then that they grow to their true potential. Quiet and contemplative in "
"times of peace, a High Lord in the full of his wrath is an awesome sight "
"indeed."
msgstr ""
#: data/units/Elvish_Lady.cfg:4
msgid "female^Elvish Lady"
msgstr "Vilinska dama"
#: data/units/Elvish_Lady.cfg:19
msgid ""
"Elves choose their leaders for their power and wisdom; foresight is what has "
"protected them in times of uncertainty. Their just reign is rewarded by the "
"unflagging fealty of their people, which is the greatest gift any ruler "
"could ask for."
msgstr ""
#: data/units/Elvish_Lady.cfg:21
msgid "shove"
msgstr "sunek"
#: data/units/Elvish_Lord.cfg:3
msgid "Elvish Lord"
msgstr "Vilinski mogočnik"
#: data/units/Elvish_Lord.cfg:19
msgid ""
"The nobility of the elves are possessed of merit to match their standing in "
"society. Elvish Lords are the wisest and strongest of their people, and are "
"fearsome in their command of magic."
msgstr ""
#: data/units/Elvish_Marksman.cfg:3
msgid "Elvish Marksman"
msgstr "Vilinski strelec"
#: data/units/Elvish_Marksman.cfg:24 data/units/Elvish_Marksman.cfg:144
msgid ""
"One of the things which contributes to their skill with the bow is the "
"unusually clear vision of elves. An elf practiced at archery can hit targets "
"that a man couldn't even see, even at night, and can nock a second arrow "
"almost as soon as the first is let fly.\n"
"\n"
"This prodigious skill does come with one cost, that being a lack of practice "
"with the sword.\n"
"\n"
"Special Notes: Their marksmanship gives these elves a high chance of hitting "
"their enemy, but only on the attack."
msgstr ""
#: data/units/Elvish_Marksman.cfg:65 data/units/Elvish_Marksman.cfg:185
#: data/units/Elvish_Sharpshooter.cfg:65
#: data/units/Elvish_Sharpshooter.cfg:185
msgid "longbow"
msgstr "dolgi lok"
#: data/units/Elvish_Marksman.cfg:67 data/units/Elvish_Marksman.cfg:187
#: data/units/Elvish_Sharpshooter.cfg:67
#: data/units/Elvish_Sharpshooter.cfg:187 data/units/Fire_Dragon.cfg:62
msgid "marksman"
msgstr "ostrostrelec"
#: data/units/Elvish_Marksman.cfg:123
msgid "female^Elvish Marksman"
msgstr "Vilinska strelka"
#: data/units/Elvish_Marshal.cfg:3
msgid "Elvish Marshal"
msgstr "Vilinski maršal"
#: data/units/Elvish_Marshal.cfg:25
msgid ""
"The longevity and natural intelligence of elves makes for a vicious aptitude "
"for military matters, enough even to counter their general distaste for such "
"things. Elves remember things much more clearly than humankind, and can "
"often intuit what the other can only be trained to do. Certainly, on those "
"rare occasions when an elf sets his mind to war, the strategy that results "
"is the work of a master.\n"
"\n"
"Special Notes: the leadership of a Marshal enables friendly units next to it "
"to deal more damage in combat, though this only applies to units of lower "
"level"
msgstr ""
#: data/units/Elvish_Outrider.cfg:3
msgid "Elvish Outrider"
msgstr "Vilinski predizvidnik"
#: data/units/Elvish_Outrider.cfg:29
msgid ""
"Elvish Outriders are trained as the royal couriers of the elven kingdoms. "
"Despite the peaceful nature of their people, their experience makes them "
"quite deadly in combat. No man has ever come close to their skill in using a "
"bow on horseback - in fact, most would be hard pressed to equal it standing "
"on solid ground.\n"
"\n"
"The speed of these soldiers allows the elves to strike when and where they "
"choose when fighting on their home ground, a fact that has saved many of "
"their number from death."
msgstr ""
#: data/units/Elvish_Ranger.cfg:2
msgid "Elvish Ranger"
msgstr "Vilinski logar"
#: data/units/Elvish_Ranger.cfg:23 data/units/Elvish_Ranger.cfg:138
msgid ""
"Though a man might spend years in the forest, he will never shake the "
"feeling that he is a guest in a place he is not truly a part of. With elves, "
"this is quite reversed. Any elf that studies the lore of the woods becomes a "
"fitting master of them, and when combined with a considerable skill at "
"archery and swordsmanship, the result is a powerful tool of war.\n"
"\n"
"Special Notes: the rangers' skill as woodsmen render them invisible to an "
"enemy unless they are immediately adjacent, or have revealed themselves by "
"attacking."
msgstr ""
#: data/units/Elvish_Ranger.cfg:117
msgid "female^Elvish Ranger"
msgstr "Vilinska logarka"
#: data/units/Elvish_Rider.cfg:3
msgid "Elvish Rider"
msgstr "Vilinski jezdec"
#: data/units/Elvish_Rider.cfg:31
msgid ""
"The master horsemen of the elves are able to move through forests at a speed "
"which would be suicidal to any man. Though this certainly leaves people in "
"awe of the rider, questions have also been raised about the stock of the "
"horses, for the feats they perform seem almost supernatural.\n"
"\n"
"This combination of incredible mobility, and potent combat strength is one "
"of the greatest assets the elves possess in warfare."
msgstr ""
#: data/units/Elvish_Scout.cfg:3
msgid "Elvish Scout"
msgstr "Vilinski izvidnik"
#: data/units/Elvish_Scout.cfg:30
msgid ""
"The horsemen of the wood elves have some skill with bow and sword, but their "
"true skill lies in their horsemanship. Even other elves are somewhat taken "
"by their uncanny speed in the woods, and their ability to dart through the "
"thick of the forest with nary a scratch. They are, perhaps, some of the only "
"cavalry in existence that fares better in the woods than on open ground."
msgstr ""
#: data/units/Elvish_Shaman.cfg:3
msgid "female^Elvish Shaman"
msgstr "Vilinska šamanka"
#: data/units/Elvish_Shaman.cfg:24
msgid ""
"Being partly faerie in nature, elves have an inherent capability for magic. "
"This is realized in their affinity with the natural world, which they can "
"call upon as an ally in combat. Enemies wandering in their forests may soon "
"find themselves entangled by the very roots they stand on, making them much "
"less of a threat.\n"
"\n"
"The healing abilities of the elves are also remarkable, and of capital use "
"in battle.\n"
"\n"
"Special Notes: A shaman's entangling attack slows enemies down and reduces "
"by one the strikes they can deliver in combat. Shamans are capable of basic "
"healing, though they can only delay the effects of poison, not cure them "
"entirely."
msgstr ""
#: data/units/Elvish_Sharpshooter.cfg:3
msgid "Elvish Sharpshooter"
msgstr "Vilinski ostrostrelec"
#: data/units/Elvish_Sharpshooter.cfg:23
#: data/units/Elvish_Sharpshooter.cfg:143
msgid ""
"A story once wandered about, of an elf who stopped an arrow by shooting it "
"out of the air with one of his own. It is a testament to the skill of the "
"elves that such a story could be taken seriously. The sharpshooters of the "
"elves have, quite simply, mastered the art of archery.\n"
"\n"
"Special Notes: Their marksmanship gives these elves a high chance of hitting "
"their enemy, but only on the attack."
msgstr ""
#: data/units/Elvish_Sharpshooter.cfg:123
msgid "female^Elvish Sharpshooter"
msgstr "Vilinska ostrostrelka"
#: data/units/Elvish_Shyde.cfg:3
msgid "female^Elvish Shyde"
msgstr "Vilinska vila"
#: data/units/Elvish_Shyde.cfg:24
msgid ""
"Devotion to her faerie side will eventually transform an elf maiden into a "
"creature of both worlds. Guided by a nature which is little understood, "
"these beautiful stewards of the elven forests epitomize the grace and "
"mystery of their people.\n"
"\n"
"Special Notes: A shyde's entangling attack slows enemies down and reduces by "
"one the strikes they can deliver in combat. Shydes are capable of healing "
"units around them, and curing them of poison."
msgstr ""
#: data/units/Elvish_Shyde.cfg:28 data/units/Elvish_Sylph.cfg:25
msgid "faerie touch"
msgstr "vilin dotik"
#: data/units/Elvish_Sorceress.cfg:3
msgid "female^Elvish Sorceress"
msgstr "Vilinska čarodejka"
#: data/units/Elvish_Sorceress.cfg:21
msgid ""
"Eschewing the study of healing in favor of more aggressive uses of magic, "
"Elvish Sorceresses have become quite proficient at ranged combat. Their "
"entangling attack is notably more effective than before, and they can call "
"upon bursts of chilling ethereal wind to smite those who oppose them."
msgstr ""
#: data/units/Elvish_Sylph.cfg:3
msgid "female^Elvish Sylph"
msgstr "Vilinska vešča"
#: data/units/Elvish_Sylph.cfg:21
msgid ""
"Elvish Sylphs are scions of beauty in the mortal plane. Having fully "
"developed their faerie side, they transform into creatures of both worlds, "
"wielding powerful magic against their enemies."
msgstr ""
#: data/units/Elvish_Sylph.cfg:52
msgid "gossamer"
msgstr "tanka mrena"
#: data/units/Fencer.cfg:3
msgid "Fencer"
msgstr "Sabljač"
#: data/units/Fencer.cfg:22
msgid ""
"Fencers belong to a school of thought that considers the armor most soldiers "
"wear in combat to be their own worst enemy. While armor can only soften a "
"blow, evading it will completely negate any ill effects. Being able to "
"reliably dodge any offensive move is a luxury only afforded to the fit of "
"body, and then only to those who endure rigorous training.\n"
"\n"
"Outfitted with only a dagger and rapier, fencers are light on their feet and "
"useful in many situations where their armor-bound peers are at a "
"disadvantage. They relish, often literally, in dancing circles around troops "
"like heavy infantry, in mockery of the price they pay for their full plate.\n"
"\n"
"Special Notes: their skill at skirmishing allows fencers to dart right past "
"an opponent, ignoring zones of control."
msgstr ""
#: data/units/Fighter.cfg:3 data/units/Fighter.cfg:44
msgid "Fighter"
msgstr "Bojevnik"
#: data/units/Fighter.cfg:17 data/units/Fighter.cfg:58
msgid ""
"Young and brash, Fighters fight with a sword, and are vulnerable to attack "
"from enemies. However they have the potential to become great warriors one "
"day."
msgstr ""
#: data/units/Fire_Dragon.cfg:3
msgid "Fire Dragon"
msgstr "Rdeči zmaj"
#: data/units/Fire_Dragon.cfg:18
msgid ""
"Long lived and terrifying, the fire dragon is a member of the dragon family "
"that happens to breathe fire. It can put its fire breath to good use in "
"combat. Additionally, it has a ferocious bite, and can crush opponents with "
"its tail. Fire Dragons are cunning and cruel, and often take underlings whom "
"they help lead to victory."
msgstr ""
#: data/units/Fire_Dragon.cfg:22
msgid "bite"
msgstr "ugriz"
#: data/units/Fire_Dragon.cfg:40
msgid "tail"
msgstr "rep"
#: data/units/Fireball.cfg:4
msgid "Fireball"
msgstr "Ognjena krogla"
#: data/units/Fireball.cfg:17
msgid ""
"A Fireball. This is not to be used for anything else than a 'Move_Unit_Fake'!"
msgstr ""
"A Fireball. This is not to be used for anything else than a 'Move_Unit_Fake'!"
#: data/units/Footpad.cfg:3
msgid "Footpad"
msgstr "Tolovaj"
#: data/units/Footpad.cfg:17 data/units/Footpad.cfg:83
msgid ""
"These petty criminals are often derisively called 'footpads' by their "
"superiors, for they are tasked with any job that requires a great deal of "
"running around, often being employed as couriers, or scouts. The endurance "
"and skill on their feet that comes of this serves them well in combat, and "
"despite their pitiable weaponry, they are quite good at harrying their "
"enemies, especially under cover of darkness."
msgstr ""
#: data/units/Footpad.cfg:20 data/units/Footpad.cfg:86 data/units/Thug.cfg:20
#: data/units/Troll.cfg:23 data/units/Troll_Hero.cfg:23
msgid "club"
msgstr "kol"
#: data/units/Footpad.cfg:38 data/units/Footpad.cfg:104
#: data/units/Outlaw.cfg:39 data/units/Outlaw.cfg:113
#: data/units/Outlaw_Princess.cfg:77 data/units/Outlaw_Queen.cfg:78
#: data/units/Troll_Rocklobber.cfg:42
msgid "sling"
msgstr "prača"
#: data/units/Footpad.cfg:69
msgid "female^Footpad"
msgstr "Tolovajka"
#: data/units/Galleon.cfg:4
msgid "Galleon"
msgstr "Galeja"
#: data/units/Galleon.cfg:17
msgid ""
"Even people happily living in their home eventually need some kind of "
"transport through the seas, even if they only go fishing or to trade goods. "
"The galleon is perfect for this purpose: it's fast and resilient, but not "
"prepared to fight, and is able to adapt to many different tasks."
msgstr ""
#: data/units/Galleon.cfg:19
msgid "dummy"
msgstr "lažen"
#: data/units/Gate.cfg:3
msgid "Gate"
msgstr "Vrata"
#: data/units/Gate.cfg:19
msgid "The door will not open for any who are not allied with it."
msgstr "Vrata se ne bodo odprla nikomur, ki ni njihov zaveznik."
#: data/units/Gate.cfg:21
msgid "bump"
msgstr "izboklina"
#: data/units/General.cfg:3
msgid "General"
msgstr "General"
#: data/units/General.cfg:28
msgid ""
"As the leaders of their armies, Generals are responsible for the protection "
"of large or important areas in the kingdoms they swore fealty to. Their "
"training and experience suffice to carry out these orders.\n"
"\n"
"Special Notes: the leadership of a General enables friendly units next to it "
"to deal more damage in combat, though this only applies to units of lower "
"level."
msgstr ""
#: data/units/Ghost.cfg:3
msgid "Ghost"
msgstr "Duh"
#: data/units/Ghost.cfg:20
msgid ""
"It is one of the greater mercies of creation that a human soul is immutable, "
"and cannot be destroyed. However, the many things a necromancer can do, "
"despite this, are entirely horrifying.\n"
"\n"
"Trapped within a shroud of vile enchantments, a spirit likens unto the wind "
"in the sails of a ship. The contrivance that results from this prison is an "
"unfailing servant, which can be bound to whatever task their master sees "
"fit.\n"
"\n"
"Special Notes: Ghosts have very unusual resistances to damage, and move "
"quite slowly over open water."
msgstr ""
#: data/units/Ghoul.cfg:3
msgid "Ghoul"
msgstr "Ghoul"
#: data/units/Ghoul.cfg:20
msgid ""
"Only those who have delved into the circles of necromancy know what must be "
"done to turn a person into a ghoul, and it is a secret they are not telling. "
"Whatever unspeakable rites they have performed, the result is a beast that "
"knows nothing of its days as a human being, a creature that shambles about "
"as naked as the day it was born, and gorges itself on the flesh of the "
"dead.\n"
"\n"
"It is because of such things that necromancy is condemned with an almost "
"primal hatred.\n"
"\n"
"Special Notes: A ghoul's claws are covered in poison, and victims of this "
"poison will continually take damage until they can be cured in town or by a "
"healer."
msgstr ""
#: data/units/Giant_Mudcrawler.cfg:3
msgid "Giant Mudcrawler"
msgstr "Ogromni blatoplazec"
#: data/units/Giant_Mudcrawler.cfg:17
msgid ""
"Giant Mudcrawlers are a larger kind of Mudcrawler, and are magical "
"constructs of soil and water. They attack by belching lumps of mud at their "
"foes, or by slapping them with their fists."
msgstr ""
#: data/units/Giant_Mudcrawler.cfg:44 data/units/Skeleton_Archer.cfg:24
#: data/units/Soulless.cfg:39 data/units/Troll_Rocklobber.cfg:24
#: data/units/Troll_Whelp.cfg:23 data/units/Walking_Corpse.cfg:40
#: data/units/Yeti.cfg:34
msgid "fist"
msgstr "pest"
#: data/units/Giant_Mudcrawler.cfg:66 data/units/Mudcrawler.cfg:43
msgid "mud glob"
msgstr "kepa blata"
#: data/units/Giant_Scorpion.cfg:3
msgid "Giant Scorpion"
msgstr "Ogromni škorpijon"
#: data/units/Giant_Scorpion.cfg:17
msgid ""
"A normal scorpion is dangerous enough - one the size of a man needs little "
"explanation."
msgstr ""
#: data/units/Giant_Scorpion.cfg:20
msgid "sting"
msgstr "želo"
#: data/units/Giant_Scorpion.cfg:38
msgid "pincers"
msgstr "klešče"
#: data/units/Goblin_Impaler.cfg:4
msgid "Goblin Impaler"
msgstr "Goblinski suličar "
#: data/units/Goblin_Impaler.cfg:20
msgid ""
"Goblins are used by the orcs as fodder for their enemy's front line. Those "
"who have somehow managed to survive invariably equip themselves to continue "
"doing so. A much larger spear helps to compensate for their short reach, and "
"better armor helps to shield their tiny frames.\n"
"\n"
"Special Notes: the length of their weapon allows an impaler to strike first "
"in melee, even in defense."
msgstr ""
#: data/units/Goblin_Knight.cfg:3
msgid "Goblin Knight"
msgstr "Goblinski vitez"
#: data/units/Goblin_Knight.cfg:20
msgid ""
"The Goblin 'Knights' have little in common with the men who share that "
"title, and the title is something used only in the parlance of their "
"enemies. The similarity is simply that they are the elite of the wolf "
"riders, likely promoted to their position by their success in some "
"temerarious raid, or something of a similarly base nature.\n"
"\n"
"The wolves they are given are bred for speed and strength, making them quite "
"dangerous in combat."
msgstr ""
#: data/units/Goblin_Pillager.cfg:3
msgid "Goblin Pillager"
msgstr "Goblinski ropar"
#: data/units/Goblin_Pillager.cfg:21
msgid ""
"Some Goblins train their wolves to overcome their fear of fire. In raids, "
"these goblins take a supporting role; they will torch the homes and crops of "
"their foes, and also carry nets to wreak havoc against those attempting to "
"rally a defense or reprisal.\n"
"\n"
"Special Notes: being caught in a net slows enemies down and reduces by one "
"the strikes they can deliver in combat."
msgstr ""
#: data/units/Goblin_Pillager.cfg:24
msgid "torch"
msgstr "bakla"
#: data/units/Goblin_Pillager.cfg:40 data/units/Merman_Entangler.cfg:30
#: data/units/Merman_Netcaster.cfg:29
msgid "net"
msgstr "mreža"
#: data/units/Goblin_Spearman.cfg:4
msgid "Goblin Spearman"
msgstr "Goblinski kopjenosec"
#: data/units/Goblin_Spearman.cfg:19
msgid ""
"In any litter of orcs, several are born much smaller and weaker than the "
"rest. These runts are called 'Goblins' and are looked down on by the rest of "
"their kin. In battle, these are given the most meager of equipment, and are "
"used as a shield to give the Warlords time to prepare the real assault.\n"
"\n"
"Some speculate that the existence of these creatures is the beginning of a "
"failure of the orcish bloodline, though no one knows enough of their history "
"to state anything conclusive."
msgstr ""
#: data/units/Grand_Knight.cfg:3
msgid "Grand Knight"
msgstr "Veliki vitez"
#: data/units/Grand_Knight.cfg:20
msgid ""
"Grand Knights have reached the acme of skill with sword and lance. Wearing "
"full plate, and riding steeds bred more for power than for speed, these "
"warriors form the core of any serious cavalry force. A grand knight at the "
"head of a charge is a terrifying sight for infantry, and is often enough to "
"break right through a defensive line."
msgstr ""
#: data/units/Grand_Knight.cfg:22
msgid ""
"\n"
"\n"
"Special Notes: the Grand Knight's charging lance attack doubles both damage "
"dealt and received. This does not affect his defensive retaliation."
msgstr ""
#: data/units/Grand_Knight.cfg:42 data/units/Knight.cfg:40
#: data/units/Lancer.cfg:25 data/units/Paladin.cfg:47
msgid "lance"
msgstr "kopje"
#: data/units/Grand_Marshal.cfg:3
msgid "Grand Marshal"
msgstr "Veliki maršal"
#: data/units/Grand_Marshal.cfg:24
msgid ""
"The rank of Grand Marshal is one of the most esteemed in the armies of "
"humanity, and those who bear its title have surpassed many trials by fire, "
"proving their tactical facility and their considerable mettle at personal "
"combat.\n"
"\n"
"Special Notes: the leadership of a Grand Marshal enables friendly units next "
"to it to deal more damage in combat, though this only applies to units of "
"lower level."
msgstr ""
#: data/units/Great_Mage.cfg:3
msgid "Great Mage"
msgstr "Sijajen čarovnik"
#: data/units/Great_Mage.cfg:25 data/units/Great_Mage.cfg:123
msgid ""
"Any person who is even considered for the title of Great Mage is quite "
"nearly a legend in their own time, and town criers have forcibly learnt "
"discretion in applying the title. Merit for the title is carefully "
"considered by a council of the leading magi of the age, and the conferment "
"of the title is given only by a majority vote. Regardless, anyone who is "
"seriously nominated for the honor of being called a Great Mage is, without "
"question, a master of their art, and has surpassed almost any of their peers "
"in skill.\n"
"\n"
"Though they are not warriors, by any means, the application of their art to "
"combat is something that often causes other soldiers to stand aside in awe.\n"
"\n"
"Special Notes: the great mage's fireballs are magical, and always have a "
"high chance of hitting an opponent."
msgstr ""
#: data/units/Great_Mage.cfg:101
msgid "female^Great Mage"
msgstr "Sijajna čarovnica"
#: data/units/Great_Troll.cfg:3
msgid "Great Troll"
msgstr "Sijajen trol"
#: data/units/Great_Troll.cfg:20
msgid ""
"When a troll, gifted with abnormal strength of life, matches that with age "
"and wisdom, it becomes something extraordinary, a beast remembered for "
"generations. Their feats of strength and cunning are the source of most "
"tales about trolls, and to see the stories made flesh does nothing to "
"diminish their grandeur.\n"
"\n"
"Special Notes: Trolls possess the regeneration ability, which heals them as "
"though they were always stationed in a village."
msgstr ""
#: data/units/Gryphon.cfg:3
msgid "Gryphon"
msgstr "Grifon"
#: data/units/Gryphon.cfg:16
msgid ""
"These majestic and powerful creatures are masters of the sky. Gryphons are "
"both dangerous and wary of other intelligent creatures, and thus should not "
"be disturbed without a good reason."
msgstr ""
#: data/units/Gryphon_Master.cfg:3
msgid "Gryphon Master"
msgstr "Gospodar grifonov"
#: data/units/Gryphon_Master.cfg:17
msgid ""
"Gryphon Masters have long experience flying the Gryphons, which have become "
"an extension of themselves. This special relationship makes the heart of the "
"earth-bound tremble, for these mighty pairs may strike from anywhere."
msgstr ""
#: data/units/Gryphon_Rider.cfg:3
msgid "Gryphon Rider"
msgstr "Jezdec grifonov"
#: data/units/Gryphon_Rider.cfg:16
msgid ""
"Only a few are able to bond with the mighty Gryphons. Those who do may "
"become Gryphon Riders, and discover the world of the skies upon the backs of "
"these flying beasts."
msgstr ""
#: data/units/Halbardier.cfg:3
msgid "Halberdier"
msgstr "Helebardist"
#: data/units/Halbardier.cfg:25
msgid ""
"A halberd is a difficult and very heavy weapon to use, but powerful in the "
"hands of an expert. It is also much more flexible than the spear from which "
"it descended. As any halberdier can tell you, the weapon possesses 4 primary "
"striking points, 2 more than a spear or pike; these are the tip, the blade, "
"the spike at the base of the shaft, and the inner point on the blade, which "
"can be used in a motion pulling back towards the wielder. All this makes for "
"a very versatile weapon in melee, especially against cavalry.\n"
"\n"
"However, a halberd is notably more expensive to craft than a spear, and in "
"the hands of a novice, much less effective. In the armies of Wesnoth, it is "
"customary only to grant these weapons to veteran pikemen, who have proven "
"that they have the skill to employ them properly on the field of war.\n"
"\n"
"Special Notes: the length of their weapon allows a halberdier to strike "
"first in melee, even in defense."
msgstr ""
#: data/units/Heavy_Infantryman.cfg:3
msgid "Heavy Infantryman"
msgstr "Težki pešec"
#: data/units/Heavy_Infantryman.cfg:15
msgid ""
"Heavy infantry are an unusual choice for outfitting troops. They are very "
"difficult to send afield in war, and are typically useful only in the "
"defense of the city or castle in which they are stationed. Clad head to toe "
"in full plate, and armed with large maces, heavy infantry excel at their "
"sole purpose of melee combat. A few of them in the center of a line will "
"shore up its strength considerably. The downsides to this are obvious, both "
"in the weight of the metal, and the great care that must be taken of it, but "
"in certain situations, these troops are well worth the trade-offs."
msgstr ""
#: data/units/Horse_Lord.cfg:3
msgid "Horse Lord"
msgstr "Konjeniški mogočnik"
#: data/units/Horse_Lord.cfg:18
msgid ""
"The greatest of the the men of the plains, these Horse Lords are heads of "
"their houses and are respected by all, friend or foe. Their sword can kill "
"most ordinary enemies, and their morning star crushes those who are left."
msgstr ""
#: data/units/Horse_Lord.cfg:44 data/units/Mounted_Fighter.cfg:44
#: data/units/Mounted_Warrior.cfg:44
msgid "morning star"
msgstr "verižni buzdovan"
#: data/units/Horseman.cfg:3
msgid "Horseman"
msgstr "Konjenik"
#: data/units/Horseman.cfg:19
msgid ""
"Often hailing from the rather untamed regions of Wesnoth, Horsemen are "
"trained from childhood to ride and to follow a strict code of honor. A "
"charge made by a horseman is a powerful but reckless tactic, the worth of "
"which has been proven time and time again on the battlefield. Horsemen excel "
"against most infantry, especially those who have fallen out of line, but "
"must take care against both spearmen and archers, for whom their large size "
"and momentum provide inviting targets."
msgstr ""
#: data/units/Horseman.cfg:21
msgid ""
"\n"
"\n"
"Special Notes: the Horseman's only attack is a charge, which doubles both "
"damage dealt and received. This does not affect his defensive retaliation."
msgstr ""
#: data/units/Initiate.cfg:3
msgid "Initiate"
msgstr "Novinec"
#: data/units/Initiate.cfg:17
msgid ""
"Dabbling in the Death Magic, this young Ha'atel's lust for power has "
"weakened him to the point where he is too weak to attack in regular combat."
msgstr ""
#: data/units/Iron_Mauler.cfg:3
msgid "Iron Mauler"
msgstr "Železni macolar"
#: data/units/Iron_Mauler.cfg:18
msgid ""
"Iron Maulers are given their name for reasons which are all too obvious. The "
"men within these suits of armor can match ogres in contests of strength, and "
"are marked as the champions of the castle guards in which they serve. They "
"are, however, expensive to maintain, and cannot be sent to distant battles "
"without a full convoy of servants to support them.\n"
"\n"
"Though staggering in melee combat, there are many drawbacks to being "
"outfitted in this way; Iron Maulers tire easily, and know all too well that "
"they cannot run on the battlefield. Too often have they seen a distant "
"comrade fall, yet were powerless to reach the scene in time to help."
msgstr ""
#: data/units/Javelineer.cfg:3
msgid "Javelineer"
msgstr "Kopjanik"
#: data/units/Javelineer.cfg:20
msgid ""
"Spearmen almost always equip themselves with a few javelins, to harry, if "
"not kill, enemies at range. Some, however, take to them rather well, finding "
"that they have a natural talent in their use. Javelineers are a valuable "
"asset to an army, being able to supplement their skill in melee combat with "
"an ability to handle distant foes. They can hurl javelins into enemy ranks "
"from a distance, often without retribution, and still hold their ground in "
"melee.\n"
"\n"
"Special Notes: the length of their weapon allows a javelineer to strike "
"first in melee, even in defense."
msgstr ""
#: data/units/Knight.cfg:3
msgid "Knight"
msgstr "Vitez"
#: data/units/Knight.cfg:19
msgid ""
"Horsemen of skill and discipline are promoted to Knights. Veterans of "
"combat, they have seen the often-fatal results of a failed charge, and have "
"learnt discretion in its use. Knights, therefore, carry swords in their "
"armament, and practice tactics which, although requiring of much more "
"patience, are far safer than a charge. Their lances are still at the ready, "
"however, and growing experience with these weapons is only to their benefit."
msgstr ""
#: data/units/Knight.cfg:21
msgid ""
"\n"
"\n"
"Special Notes: the Knight's charging lance attack doubles both damage dealt "
"and received. This does not affect his defensive retaliation."
msgstr ""
#: data/units/Lancer.cfg:3
msgid "Lancer"
msgstr "Ulan"
#: data/units/Lancer.cfg:20
msgid ""
"Lancers are some of the bravest and most feared riders in all of Wesnoth. "
"Clad in minimal armor, they free themselves to ride swiftly, faster than any "
"of their peers. The daring tactics they employ are a double-edged sword, "
"often winning either glory, or a swift death. Lancers excel in hunting down "
"infantrymen who've made the mistake of breaking formation, and in piercing "
"defensive lines. However, they have limited use in defense."
msgstr ""
#: data/units/Lancer.cfg:22
msgid ""
"\n"
"\n"
"Special Notes: the Lancer's charging lance attack doubles both damage dealt "
"and received. This does not affect his defensive retaliation."
msgstr ""
#: data/units/Lich.cfg:3
msgid "Lich"
msgstr "Lič"
#: data/units/Lich.cfg:21
msgid ""
"A lich is the physical embodiment of black magic's first goal: the quest to "
"achieve immortality. Though a great deal is sacrificed in the rebirth, in "
"becoming a lich one cheats death of that which truly gives it terror. For it "
"is the mind that is retained, and the spirit which follows, though the body "
"may wither away.\n"
"\n"
"It is not known, save perhaps by the inner circles of necromancy, whether "
"life is prolonged indefinitely or simply extended. But to even consider such "
"a thing bears tribute to the magnitude of what they have already achieved.\n"
"\n"
"Special Notes: The ranged attacks of a lich are magical, and always have a "
"high chance of hitting an opponent. The touch of a lich drains the victim's "
"life to renew the lich."
msgstr ""
#: data/units/Lieutenant.cfg:3
msgid "Lieutenant"
msgstr "Poročnik"
#: data/units/Lieutenant.cfg:23
msgid ""
"Trained at swords and crossbows, Lieutenants lead small groups of human "
"soldiers, coordinating their attacks.\n"
"\n"
"Special Notes: the leadership of a Lieutenant enables friendly units next to "
"it to deal more damage in combat, though this only applies to units of lower "
"level."
msgstr ""
#: data/units/Longbowman.cfg:3
msgid "Longbowman"
msgstr "Dolgo-loki strelec"
#: data/units/Longbowman.cfg:19
msgid ""
"Longbows are forbidden to beginning archers simply by merit of physical law. "
"It takes great strength to draw one, and the added range and power are "
"useless unless one has good aim with the weapon, a gift that beginners "
"certainly lack. Longbowmen carry their weaponry as a badge of pride, and "
"most bowmen look forward to the day they can begin using one."
msgstr ""
#: data/units/Lord.cfg:3 data/units/Lord.cfg:79
msgid "Lord"
msgstr "Mogočnik"
#: data/units/Lord.cfg:20 data/units/Lord.cfg:96 data/units/Noble_Lord.cfg:25
msgid ""
"The noble leaders of many troops, Lords are especially strong in melee "
"combat, and also possess skill with the bow. Like Commanders, Lords possess "
"leadership skills, and improve the fighting ability of all adjacent lower-"
"level units."
msgstr ""
#: data/units/Mage.cfg:3
msgid "Mage"
msgstr "Čarovnik"
#: data/units/Mage.cfg:23 data/units/Mage.cfg:106
msgid ""
"Humans have often pondered the workings of the world in which they live. "
"Some endeavor to take this beyond idle musing, to set it as the primary "
"enterprise of their lives. Magi have spent several years in study, and have "
"amassed a sum of knowledge which sets them apart. In a world where few "
"people can read and write, these men and women have committed themselves "
"fully to the pursuit of knowledge. Their ranks are filled with the children "
"of hopeful nobility, or those who sought an escape from the intellectual "
"void begotten by a life of manual labor.\n"
"\n"
"It is an irony that, with all the knowledge they have amassed and their "
"unassuming monopoly of it, the collective community of magi could likely "
"rule society, were they ever to try. However, their true love is neither "
"money, nor power, and those who see the study of magic as a means to such "
"ends often lack the very conviction that is required for true mastery.\n"
"\n"
"Physically frail, and lacking familiarity with combat, magi do possess "
"certain arts which are of great utility in battle.\n"
"\n"
"Special Notes: the ranged attack of a mage is magical, and always has a high "
"chance of hitting an opponent."
msgstr ""
#: data/units/Mage.cfg:47 data/units/Mage.cfg:130
#: data/units/Silver_Mage.cfg:100 data/units/Silver_Mage.cfg:236
msgid "missile"
msgstr "izstrelek"
#: data/units/Mage.cfg:86
msgid "female^Mage"
msgstr "Čarovnica"
#: data/units/Mage_of_Light.cfg:3
msgid "Mage of Light"
msgstr "Čarovnik svetlobe"
#: data/units/Mage_of_Light.cfg:14 data/units/Mage_of_Light.cfg:91
#: data/units/Mermaid_Diviner.cfg:11
msgid "illuminates,cures"
msgstr "osvetljuje,zdravi"
#: data/units/Mage_of_Light.cfg:32 data/units/Mage_of_Light.cfg:109
msgid ""
"After years of experience, the most devout of white magi are bestowed with "
"vast spiritual powers. By strict devotion to the path of the light, they can "
"call upon its aid to chase away the shadows of the night.\n"
"\n"
"Following a strict code of piety and honor, these men and women work "
"tirelessly to bring life and order to the troubled world in which they "
"live.\n"
"\n"
"Special Notes: the light cast by a mage of light is magical in nature, and "
"always has a high chance of hitting an opponent. This light does tremendous "
"damage to the undead, and even does some to living creatures. Magi of Light "
"are capable of healing units around them, and curing them of poison. They "
"also have the power of Illumination, which increases the lighting level in "
"the area adjacent to the mage."
msgstr ""
#: data/units/Mage_of_Light.cfg:51 data/units/Mage_of_Light.cfg:128
#: data/units/Mermaid_Diviner.cfg:48 data/units/Mermaid_Priestess.cfg:43
#: data/units/White_Mage.cfg:49 data/units/White_Mage.cfg:124
msgid "lightbeam"
msgstr "žarek svetlobe"
#: data/units/Mage_of_Light.cfg:52 data/units/Mage_of_Light.cfg:129
#: data/units/Mermaid_Diviner.cfg:49 data/units/Mermaid_Priestess.cfg:44
#: data/units/Paladin.cfg:32 data/units/White_Mage.cfg:50
#: data/units/White_Mage.cfg:125
msgid "holy"
msgstr "svet"
#: data/units/Mage_of_Light.cfg:83
msgid "female^Mage of Light"
msgstr "Čarovnica svetlobe"
#: data/units/Master_Bowman.cfg:3
msgid "Master Bowman"
msgstr "Lokostrelski mojster"
#: data/units/Master_Bowman.cfg:19
msgid ""
"Master bowmen have reached the zenith of their art, inasmuch as any man is "
"capable. Armed with both a sword, and a great yew bow, these warriors crown "
"battalions of archers with their presence, bringing down many a foe with "
"their well-aimed shots. Their skill with the sword is also not to be "
"discounted; they are easily as good with it as any novice swordsman. Of the "
"many races in the world, only the elves surpass humanity in archery, and "
"their human counterparts have speculated, perhaps in envy, that this is only "
"by dint of age."
msgstr ""
#: data/units/Master_at_Arms.cfg:3
msgid "Master at Arms"
msgstr "Mušketir"
#: data/units/Master_at_Arms.cfg:22
msgid ""
"Master fencers have an envied place in life. Though theirs is a reckless and "
"dangerous way of life, they have reached the time wherein they reap its "
"rewards. Famed for their skill, and their rakish manner, these gentlemen "
"have the bearing of natural aristocrats, and are followed by the eyes of "
"many a high born lady.\n"
"\n"
"They often have the luxury of choosing their appointments, and are free to "
"roam the land should they so choose. Often, they will be found as the "
"captains of a castle guard, or as the master of a military academy, "
"positions in which their flamboyant nature is not only accepted, but is "
"perhaps even useful.\n"
"\n"
"Special Notes: their skill at skirmishing allows these master fencers to "
"dart right past an opponent, ignoring zones of control."
msgstr ""
#: data/units/Mermaid_Diviner.cfg:3
msgid "female^Mermaid Diviner"
msgstr ""
#: data/units/Mermaid_Diviner.cfg:28
msgid ""
"Mermaid Priestesses meet their calling with a fervor that leaves their human "
"counterparts somewhat taken aback. This may have its roots in a legend they "
"recite, telling of a nameless, shadowy horror which was once the bane of "
"their people. Though little is told about it, it is clear that it was the "
"power of the light which somehow defeated it, and made their people safe.\n"
"\n"
"Special Notes: the light cast by a diviner is magical in nature, and always "
"has a high chance of hitting an opponent. This light does tremendous damage "
"to the undead, and even does some to living creatures. Diviners are capable "
"of healing units around them, and curing them of poison. They also have the "
"power of Illumination, which increases the lighting level in the area "
"adjacent to the mermaid."
msgstr ""
#: data/units/Mermaid_Enchantress.cfg:3
msgid "female^Mermaid Enchantress"
msgstr ""
#: data/units/Mermaid_Enchantress.cfg:20
msgid ""
"Mermaids, like elves, have a powerful and native ability in magic, though "
"theirs is considerably different. Those who master this ability are held in "
"high regard, and their skill is used in a multitude of crafts, many of which "
"are things that humanity would never dream of. The obvious use in war is "
"forbidden against their own race - this power is the greater part of what "
"protects their people from the monsters that wander out of the abyss.\n"
"\n"
"Special Notes: The blasts of water conjured by mermaids are magical in "
"nature, and always have a high chance of hitting their opponents."
msgstr ""
#: data/units/Mermaid_Enchantress.cfg:40 data/units/Mermaid_Initiate.cfg:42
#: data/units/Mermaid_Siren.cfg:69 data/units/Sea_Hag.cfg:31
msgid "water spray"
msgstr "brizg vode"
#: data/units/Mermaid_Initiate.cfg:3
msgid "female^Mermaid Initiate"
msgstr ""
#: data/units/Mermaid_Initiate.cfg:22
msgid ""
"Young Mermaids are often initiated into the water magics native to their "
"people. The wondrous abilities this grants are inimitable by any other race, "
"a mark of the faerie side of these creatures.\n"
"\n"
"Despite their frailty, this makes them quite formidable in combat, as they "
"can call upon the very water about them to smite their enemies.\n"
"\n"
"Special Notes: the blasts of water conjured by mermaids are magical in "
"nature, and always have a high chance of hitting their opponents."
msgstr ""
#: data/units/Mermaid_Priestess.cfg:3
msgid "female^Mermaid Priestess"
msgstr ""
#: data/units/Mermaid_Priestess.cfg:23
msgid ""
"Mermen share the creed that much of humanity follows, though for cultural "
"reasons, the upholding of this is left to the mermaids, who are more "
"intellectually inclined. It is they who dedicate themselves to the ideal of "
"bringing peace and life to the world, and they who study the arts of "
"battling sickness and injury, maladies which they share in no small part "
"with humanity. Their diligence and piety also grant them certain spiritual "
"powers, allowing them to guard their people against the unworldly.\n"
"\n"
"Special Notes: the light cast by a priestess is magical in nature, and "
"always has a high chance of hitting an opponent. This light does tremendous "
"damage to the undead, and even does some to living creatures. Priestesses "
"are capable of healing units around them, and curing them of poison."
msgstr ""
#: data/units/Mermaid_Siren.cfg:3
msgid "Siren"
msgstr "Sirena"
#: data/units/Mermaid_Siren.cfg:23
msgid ""
"The faerie nature of the mermaids is strongest in the Sirens, whose "
"connection to naia often causes them to be mistaken for naiads themselves. "
"Though certainly far from the truth, the mistake is understandable, as true "
"naiads are rarely seen even by mermaids. The manifestation of their magic is "
"certainly very similar; the water about a siren can be commanded at whim, "
"like an extension of herself.\n"
"\n"
"The myriad applications of this rarely occur to land dwellers, who simply "
"regard it with wonder.\n"
"\n"
"Special Notes: the attacks of a siren are magical in nature, and always have "
"a high chance of hitting their opponents."
msgstr ""
#: data/units/Mermaid_Siren.cfg:27
msgid "naia touch"
msgstr "najadin dotik"
#: data/units/Merman.cfg:6
msgid "Merman"
msgstr "Povodni mož"
#: data/units/Merman.cfg:20 data/units/Merman_Fighter.cfg:20
msgid ""
"Skilled creatures of the sea, Mermen are powerful and quick in any watery "
"environment, but struggle greatly to move on land."
msgstr ""
#: data/units/Merman.cfg:23 data/units/Merman_Fighter.cfg:23
#: data/units/Merman_Hoplite.cfg:37 data/units/Merman_Triton.cfg:24
#: data/units/Merman_Triton.cfg:36 data/units/Merman_Warrior.cfg:23
#: data/units/Naga.cfg:24 data/units/Sea_Hag.cfg:24 data/units/Triton.cfg:26
msgid "trident"
msgstr "trizob"
#: data/units/Merman_Entangler.cfg:3
msgid "Merman Entangler"
msgstr ""
#: data/units/Merman_Entangler.cfg:19
msgid ""
"The weighted nets used by mermen in warfare are a difficult weapon to use "
"well; those who master it are valued and revered by their comrades. This "
"weapon helps to cement the utter superiority of a merman in his own element, "
"and makes their race a threat even to enemies who merely approach the "
"water.\n"
"\n"
"Special Notes: being caught in a net slows enemies down and reduces by one "
"the strikes they can deliver in combat."
msgstr ""
#: data/units/Merman_Fighter.cfg:3
msgid "Merman Fighter"
msgstr ""
#: data/units/Merman_Hoplite.cfg:3
msgid "Merman Hoplite"
msgstr ""
#: data/units/Merman_Hoplite.cfg:34
msgid ""
"With their towering shields, the Merman Hoplites form the elite guard of the "
"watery realm. Their powerful armor and rigid discipline allow them to hold a "
"steadfast line against the rages of battle. In times of desperation, they "
"can even do so on land, though not nearly as well as a creature with legs."
msgstr ""
#: data/units/Merman_Hunter.cfg:3
msgid "Merman Hunter"
msgstr ""
#: data/units/Merman_Hunter.cfg:17
msgid ""
"The skills employed by mermen in spear-fishing are easily translated into "
"warfare, especially against those who are not at home in the water. In times "
"of need, many mermen of that occupation will volunteer to swell the ranks of "
"their military."
msgstr ""
#: data/units/Merman_Javelineer.cfg:3
msgid "Merman Javelineer"
msgstr ""
#: data/units/Merman_Javelineer.cfg:18
msgid ""
"Those mermen who master the art of javelinry can become nearly as effective "
"as an archer - though the heft of their weapons impedes their range, the "
"impact of one is considerably greater. In the water, the mobility of the "
"mermen more than makes up for this when facing foes who cannot swim."
msgstr ""
#: data/units/Merman_Netcaster.cfg:3
msgid "Merman Netcaster"
msgstr ""
#: data/units/Merman_Netcaster.cfg:18
msgid ""
"Fishing, as practiced by mermen, is largely a matter of chasing schools of "
"fish into waiting nets. These are not very damaging in themselves, but they "
"can be used to great effect against troops attempting to ford a river. "
"Smaller, weighted nets can be cast through the air; though these are not "
"designed for peacetime use, they are especially effective in warfare. Mermen "
"use such weapons both to immobilize troops in water, and more importantly, "
"to level the playing field against troops on land, who would otherwise be at "
"a great advantage.\n"
"\n"
"Special Notes: being caught in a net slows enemies down and reduces by one "
"the strikes they can deliver in combat."
msgstr ""
#: data/units/Merman_Spearman.cfg:3
msgid "Merman Spearman"
msgstr ""
#: data/units/Merman_Spearman.cfg:17
msgid ""
"Archery is little favored by the mermen, for whom javelinry serves the same "
"function. Though thrown javelins are of little use under the water, they are "
"extremely useful at the surface, where their weight allows them to plunge "
"several feet below the water while retaining enough momentum to remain "
"effective. They are also useful in melee, even deep under the surface, which "
"is something that certainly cannot be said of arrows."
msgstr ""
#: data/units/Merman_Triton.cfg:3
msgid "Merman Triton"
msgstr ""
#: data/units/Merman_Triton.cfg:21 data/units/Triton.cfg:23
msgid ""
"Tritons are masters of the sea. Skilled in use of the trident, Tritons "
"easily defeat any enemy foolish enough to wander into their preferred "
"environment."
msgstr ""
#: data/units/Merman_Warrior.cfg:3
msgid "Merman Warrior"
msgstr ""
#: data/units/Merman_Warrior.cfg:20
msgid ""
"The Mermen Warriors form the core of the mermen armies. Wielding powerful "
"tridents, they are a bane to any who dare enter their waters."
msgstr ""
#: data/units/Mounted_Fighter.cfg:3
msgid "Mounted Fighter"
msgstr "Konjeniški bojevnik"
#: data/units/Mounted_Fighter.cfg:18
msgid ""
"The nobles of the men of the plains are trained with the rest of the "
"horsemen to become great warriors. However, they are also trained in "
"commanding their comrades, and they are the ones that become the captains of "
"the armies of the Clans."
msgstr ""
#: data/units/Mounted_Warrior.cfg:3
msgid "Mounted Warrior"
msgstr "Konjeniški vojščak"
#: data/units/Mounted_Warrior.cfg:18
msgid ""
"Leaders of the plains, Mounted Warriors are skilled with the use of the "
"sword and the morning star. Riding horses, they are able to move around the "
"battlefield with great speed, and can provide much needed assistance to "
"different fronts."
msgstr ""
#: data/units/Mudcrawler.cfg:3
msgid "Mudcrawler"
msgstr "Blatoplazec"
#: data/units/Mudcrawler.cfg:18
msgid ""
"Mudcrawlers are magical constructs of soil and water. They attack by "
"belching lumps of mud at their foes."
msgstr ""
#: data/units/Naga-Fighter.cfg:3
msgid "Naga Fighter"
msgstr "Nagini vojščakinja"
#: data/units/Naga-Fighter.cfg:18 data/units/Naga-Fighter.cfg:53
msgid ""
"The serpentine naga are one of the few races capable of any meaningful "
"mobility in water, giving them a whole world forbidden to land dwellers. "
"Still, they are not true creatures of the sea, and their inability to "
"breathe water leaves them in trepidation of the abyss. They are small, and "
"somewhat frail in form, but often much more nimble than their opponents."
msgstr ""
#: data/units/Naga-Fighter.cfg:39
msgid "Nagini Fighter"
msgstr "Naga vojščak"
#: data/units/Naga-Myrmidon.cfg:3
msgid "Naga Myrmidon"
msgstr "Nagini Myrmidon"
#: data/units/Naga-Myrmidon.cfg:23
msgid ""
"The most practiced of the naga blademasters are initiated into the caste of "
"the Myrmidon, masters of their twin-bladed art. They strike as fast as the "
"snakes which they resemble, and dance away from attacks with grace. Not only "
"are they potent enemies on any open terrain, but their ability to swim "
"allows them a deadly mobility."
msgstr ""
#: data/units/Naga-Myrmidon.cfg:44
msgid "Nagini Myrmidon"
msgstr "Naga Myrmidon"
#: data/units/Naga-Myrmidon.cfg:63
msgid ""
"The most practiced of the nagini blademasters are initiated into the caste "
"of the Myrmidon, masters of their twin-bladed art. They strike as fast as "
"the snakes which they resemble, and dance away from attacks with grace. Not "
"only are they potent enemies on any open terrain, but their ability to swim "
"allows them a deadly mobility."
msgstr ""
#: data/units/Naga-Warrior.cfg:3
msgid "Naga Warrior"
msgstr "Nagini bojevnica"
#: data/units/Naga-Warrior.cfg:22 data/units/Naga-Warrior.cfg:61
msgid ""
"Many of the young warriors of the naga aspire for the day when they merit "
"their second blade. Their martial practice of using twin blades is wholly "
"unlike that of the Orcs and other races, for they have begun to learn the "
"art of using their serpentine form to best effect, twisting and turning to "
"dodge from blows. This makes them potent on land, but the friction of water "
"greatly impedes their ability to do this."
msgstr ""
#: data/units/Naga-Warrior.cfg:43
msgid "Nagini Warrior"
msgstr "Naga bojevnik"
#: data/units/Naga.cfg:6
msgid "female^Naga"
msgstr "Nage"
#: data/units/Naga.cfg:21
msgid ""
"Like the Mermen, Nagas are inhabitants of the seas. Smaller and more nimble "
"than their counterparts, they share a distaste for dry land."
msgstr ""
#: data/units/Necromancer.cfg:3
msgid "Necromancer"
msgstr "Nekromant"
#: data/units/Necromancer.cfg:18
msgid ""
"One of the greatest circles of what is considered 'black magic' is the art "
"of necromancy, the terrible ability to awaken the dead with false life. This "
"ability, in all aspects, was the first step towards cheating death of its "
"ultimate prize; though not the fulfillment of what they had hoped for, it "
"was a discovery that nonetheless had terrible ramifications. This art alone "
"may have caused humanity's condemnation of what is now known as 'black "
"magic', and has given fear a vast new arsenal.\n"
"\n"
"Special Notes: The ranged attacks of a necromancer are magical, and always "
"have a high chance of hitting an opponent."
msgstr ""
#: data/units/Necrophage.cfg:3
msgid "Necrophage"
msgstr "Nekrofag"
#: data/units/Necrophage.cfg:20
msgid ""
"Driven ravenous by an unholy hunger for dead flesh, Necrophages attack their "
"hoped-for food with beast-like ferocity. When they are sated with the flesh "
"of their victims, they simply shrug off all damage sustained as if they had "
"been freshly summoned, to begin their search for flesh again.\n"
"\n"
"Special Notes: A Necrophage's claws are covered in poison, and victims of "
"this poison will continually take damage until they can be cured in town or "
"by a healer."
msgstr ""
#: data/units/Nightgaunt.cfg:3
msgid "Nightgaunt"
msgstr "Nočna groza"
#: data/units/Nightgaunt.cfg:19
msgid ""
"The purpose of the masks that these creatures wear is unknown, as is the "
"countenance that they obscure. These terrible forms are rarely seen by the "
"living, and those who live to speak of them had no leisure to study their "
"foe.\n"
"\n"
"Special Notes: while a unit with the same allegiance as the nightgaunt "
"distracts an enemy, the nightgaunt may strike at the opponent's back, "
"inflicting double damage. Nightgaunts have very unusual resistances to "
"damage, and move quite slowly over open water. Nightgaunts are able to hide "
"at night, leaving no trace of their presence."
msgstr ""
#: data/units/Noble_Commander.cfg