# #-#-#-#-# wesnoth.cpp1.po (Battle for Wesnoth VERSION) #-#-#-#-#
# Estonian translations for Battle for Wesnoth package.
# Copyright (C) 2005 Wesnoth development team
# This file is distributed under the same license as the Battle for Wesnoth package.
# Automatically generated, 2005.
#
msgid ""
msgstr ""
"Project-Id-Version: Battle for Wesnoth 0.8.8-CVS\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
"POT-Creation-Date: 2005-09-14 23:24+0200\n"
"PO-Revision-Date: 2005-08-07 22:49+0200\n"
"Last-Translator: Mart Tõnso <mart.tonso@ttu.ee>\n"
"Language-Team: none\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=2; plural=(n != 1);\n"
#: data/amla.cfg:8
msgid "Max HP bonus +"
msgstr ""
#: data/amla.cfg:22
msgid "Full Heal"
msgstr ""
#: data/fonts.cfg:6
#, fuzzy
msgid "DejaVuSans.ttf,FreeSans.ttf,sazanami-gothic.ttf,gkai00mp.ttf"
msgstr "DejaVuSans.ttf,FreeSans.ttf,sazanami-gothic.ttf,gkai00mp.ttf"
#: data/game.cfg:27
msgid "Binary Saves"
msgstr ""
#: data/game.cfg:34
#, fuzzy
msgid "Show Combat"
msgstr "Võitlus"
#: data/help.cfg:9
msgid "Introduction"
msgstr "Tutvustus"
#: data/help.cfg:15
msgid "Gameplay"
msgstr "Mängimine"
#: data/help.cfg:21 src/playturn.cpp:2249
msgid "Traits"
msgstr "Eripärad"
#: data/help.cfg:29 src/playturn.cpp:1791
msgid "Units"
msgstr "Üksused"
#: data/help.cfg:35
msgid "Abilities"
msgstr "Võimed"
#: data/help.cfg:42
msgid "Weapon Specials"
msgstr "Relvade eripärad"
#: data/help.cfg:48
msgid "Terrains"
msgstr "Maastikud"
#: data/help.cfg:54 data/help.cfg:60 data/help.cfg:246
#, fuzzy
msgid "Overview"
msgstr "Üle kirjutada?"
#: 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 ""
"Kindlatel üksustel on võimeid, mis otseselt mõjutavad teisi üksuseid või "
"mõjutavad seda, kuidas üksus teiste üksustega läbi käib. Nende võimete kohta "
"leiad selle teema alt infot, kui sa neid kohtad."
#: data/help.cfg:63
#, fuzzy
msgid ""
"\n"
"\n"
"Battle for Wesnoth is a turn-based fantasy strategy game somewhat unusual "
"among modern strategy games. While other games strive for complexity, Battle "
"for Wesnoth strives for simplicity of both rules and gameplay. This does not "
"make the game simple, however - from these simple rules arise a wealth of "
"strategy, making the game easy to learn but a challenge to master."
msgstr ""
"\n"
"\n"
"Wesnothi Lahing on kordamööda käimisel põhinev fantaasia-strateegiamäng, "
"mõneti ebatavaline kaasaegsete strateegiamängude hulgas. Samas kui teised "
"mängud põhinevad keerukatel reeglitel ja mängu ülesehitusel, üritab Wesnothi "
"Lahing reegleid teha võimalikult lihtsaks. See ei muuda veel mängu ennast "
"lihtsaks - lihtsatel reeglitel baseerub rikkalik strateegia. Mängu aluste "
"õppimine on lihtne, aga selle meisterlik valdamine on omaette kunsttükk."
#: data/help.cfg:68
msgid "Fundamentals of Gameplay"
msgstr "Mängimise põhialused"
#: 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 ""
#: data/help.cfg:71
msgid ""
"\n"
"\n"
"To begin with, it's best to click the <italic>text=Tutorial</italic> button "
"at the main menu. This will take you to the interactive tutorial, which will "
"teach you the basics of Wesnoth. After this, it is recommended that you play "
"the Heir to the Throne campaign first - click <italic>text=Campaign</italic> "
"then <italic>text='Heir to the Throne'</italic>. As Battle for Wesnoth can "
"be quite challenging, you may wish to start on <italic>text=Easy</italic>."
msgstr ""
#: data/help.cfg:74
msgid ""
"While playing, keep in mind that if you mouse-over many items in the game, "
"such as the information displayed in the status pane, a brief description "
"will be shown explaining that item. This is especially useful when you "
"encounter new <ref>dst=abilities text=abilities</ref> for the first time."
msgstr ""
#: data/help.cfg:79
#, fuzzy
msgid "About the Game"
msgstr "Välju mängust"
#: data/help.cfg:80
msgid ""
"The game takes place over a series of battles, called scenarios. Each "
"scenario pits your troops against the troops of one or more adversaries. You "
"can play against the computer, or with friends who each take turns sitting "
"at the computer (hotseat play). If your computer is connected to a computer "
"network, you can also play against other people connected to that network. "
"If your computer has a connection to the Internet, you can play against "
"other people across the Internet."
msgstr ""
#: data/help.cfg:82
msgid ""
"\n"
"\n"
"Each scenario has some objectives, shown as the scenario starts. These "
"objectives list what you need to do to win, and what you should do to avoid "
"losing. Often the objective is to defeat all enemies, but other times you "
"need to reach a destination, to rescue someone, to solve a puzzle, or just "
"to survive a certain number of turns."
msgstr ""
#: data/help.cfg:84
msgid ""
"\n"
"\n"
"Campaigns consist of multiple scenarios that follow on from each other, "
"telling a story. In a campaign, you often need to play more carefully, "
"preserving your best troops so that they can be used again in later "
"scenarios in the campaign."
msgstr ""
#: data/help.cfg:89
msgid "Recruiting and Recalling"
msgstr "Värbamine ja tagasi kutsumine"
#: data/help.cfg:90
msgid ""
"Each side begins with one leader in their keep. At the start of any battle, "
"and at times during it, you will need to recruit <ref>dst=units text=units</"
"ref> into your army. To recruit, you must have your leader (for instance, "
"Konrad in the Heir to the Throne campaign) on the Keep square of a "
"<ref>dst=terrain_castle text=Castle</ref>. Then you may recruit by either "
"choosing Recruit from the menu or right-clicking on a hex and selecting "
"<italic>text=Recruit</italic>. This brings up the recruit menu, which lists "
"units available for recruitment, along with their gold cost. Click on a unit "
"to see its statistics, then press the recruit button to recruit it."
msgstr ""
#: data/help.cfg:92
msgid ""
"\n"
"\n"
"If you right-clicked on a castle hex and selected recruit, the new unit will "
"appear in that square. Otherwise, it will appear in a free square near the "
"keep. You may only recruit as many units as you have free hexes in your "
"castle, and you cannot spend more gold than you actually have on recruiting."
msgstr ""
#: data/help.cfg:94
msgid ""
"\n"
"\n"
"Recruited units come with two random <ref>dst=traits text=Traits</ref> which "
"modify their statistics."
msgstr ""
#: data/help.cfg:96
msgid ""
"\n"
"\n"
"In later scenarios, you may also Recall survivors from earlier battles. "
"Recalling costs a standard 20 gold and presents you with a list of all "
"surviving units from previous scenarios."
msgstr ""
#: data/help.cfg:98
#, fuzzy
msgid ""
"\n"
"\n"
"Units not only cost gold to Recruit or Recall, they also require money to "
"support. See <ref>dst=income_and_upkeep text='Income and Upkeep'</ref> for "
"more information."
msgstr ""
"\n"
"\n"
"Katsu arvestada sellega, et mitte ainult üksuste värbamine ja tagasi "
"kutsumine ei kuluta kulda, raha kulub ka üksuste ülalpidamisele. Vaata "
"peatükki <ref>dst=income_and_upkeep text='Sissetulek ja ülalpidamine'</ref>, "
"et sellest rohkem teada saada."
#: data/help.cfg:103
#, fuzzy
msgid "Orbs"
msgstr "Mäekollid"
#: data/help.cfg:104
msgid ""
"On top of the energy bar shown next to each unit of yours is an orb. For "
"units you control, this orb is:"
msgstr ""
#: data/help.cfg:105
msgid "green if it hasn't moved this turn,"
msgstr ""
#: data/help.cfg:106
msgid "yellow if it has moved, but could still move further or attack, or"
msgstr ""
#: data/help.cfg:107
msgid "red if it has used all its movement this turn."
msgstr ""
#: data/help.cfg:108
msgid "The orb is blue if the unit is an ally you do not control."
msgstr ""
#: data/help.cfg:109
msgid "Enemy units have no orb on top of their energy bar."
msgstr ""
#: data/help.cfg:114
msgid "Hitpoints and Experience"
msgstr ""
#: data/help.cfg:115
msgid ""
"Each unit has a certain number of hitpoints (HP). If the hitpoints of a unit "
"drop below 1, the unit dies. Each unit also has a certain number of "
"experience points (XP). A freshly recruited unit starts with no experience "
"points, and gains experience by fighting enemies."
msgstr ""
#: data/help.cfg:119
msgid ""
"The hitpoints and experience points are both indicated in the status pane "
"using two numbers (the current value and the maximum value the unit can "
"have)."
msgstr ""
#: data/help.cfg:120
msgid ""
"The hitpoints are also indicated by an energy bar next to each unit, which "
"is green, yellow or red. A unit with at least 1 experience point has a blue "
"experience bar, which turns white as the unit is about to "
"<ref>dst=experience_and_advancement text=advance</ref>."
msgstr ""
#: data/help.cfg:125 src/help.cpp:1199
msgid "Movement"
msgstr "Liikumine"
#: data/help.cfg:126
msgid ""
"Movement in Battle for Wesnoth is simple. Click on the unit you wish to move "
"to select it, then click on the hex you wish to move it to. When a unit is "
"selected, everywhere it can move this turn will be highlighted, and all "
"other hexes on the map are made dull. Mousing over a highlighted hex shows "
"the defense rating the unit would have if you moved it to that hex. Mousing "
"over a dull hex will also show the number of turns required to reach it, and "
"clicking will cause the unit to move towards it by the fastest route over "
"this and subsequent turns."
msgstr ""
#: data/help.cfg:128
msgid ""
"\n"
"\n"
"Each unit has a certain number of movement points which are used up when "
"moving into a new hex, depending on the Terrain of that particular hex. For "
"instance, grassland nearly always costs 1 movement point to enter. Exactly "
"how many movement points are spent entering a hex depends on the unit type - "
"in forest, elvish units only spend 1 movement point, most human and orc "
"units spend 2, while horsemen spend 3. You can learn how many movement "
"points a unit requires to enter a certain terrain type by right-clicking on "
"it, selecting Unit Description, and then looking at <italic>text='Terrain "
"Modifiers'</italic>."
msgstr ""
#: data/help.cfg:130
msgid ""
"\n"
"\n"
"Another thing to keep in mind while moving is Zones of Control. Each unit "
"generates a zone of control in the hexes immediately surrounding it, and any "
"enemy unit entering those hexes immediately ends its movement. Learning how "
"to use zones of control to your advantage is an important part of Wesnoth, "
"as only <ref>dst=ability_skirmisher text='Skirmishers'</ref> can ignore "
"zones of control."
msgstr ""
#: data/help.cfg:132
msgid ""
"\n"
"\n"
"To see where the enemy can move to during their next turn, press Ctrl-v or "
"Cmd-v. Ctrl-b or Cmd-b shows where the enemy could move, if your units were "
"not on the map to block their progress."
msgstr ""
#: data/help.cfg:137
msgid "Combat"
msgstr "Võitlus"
#: data/help.cfg:138
msgid ""
"Combat in Battle for Wesnoth always takes place between units in adjacent "
"hexes. Click on your unit, and click on the enemy you want to attack: your "
"unit will move towards the enemy unit, and when they are next to each other, "
"combat will begin. The attacker and defender alternate strikes until each "
"has used their allotted number of strikes. The attacker chooses one of its "
"weapons to attack with, and the defender retaliates with one of its attacks "
"of the same type. There are two types of attacks: melee, which usually "
"involves weapons such as swords, axes or fangs; and ranged, which usually "
"involves weapons such as bows, spears and fireballs."
msgstr ""
#: data/help.cfg:140
#, fuzzy
msgid ""
"\n"
"\n"
"<header>text='Order and number of strikes'</header>"
msgstr ""
"\n"
"\n"
"<header>text=Kahju</header>"
#: data/help.cfg:142
#, fuzzy
msgid ""
"\n"
"\n"
"The attacker gets the first strike, then the defender retaliates. Each "
"strike either hits, doing a given amount of damage, or misses, doing no "
"damage at all. Strikes alternate until each unit has used up all of its "
"strikes. The number of strikes a unit has varies; for instance, an Elvish "
"fighter with a 5-4 attack may strike 4 times, each successful strike dealing "
"5 damage, while an Orcish Grunt with a 9-2 attack can only strike twice (but "
"at 9 damage for each hit)."
msgstr ""
"\n"
"\n"
"Ründaja lööb esimesena, siis kaitsja. See jätkub kordamööda, kuni mõlemad "
"üksused on ära kasutanud kõik oma rünnakud. Rünnakute arv varieerub: näiteks "
"haldjasõdalane 5-4 mõõgarünnakuga võib teha 4 lööki, neist igaüks tekitab 5 "
"punkti kahju, samas kui mäekollide reamees 9-2 rünnakuga saab ainult 2 korda "
"lüüa (aga tekitab löögiga 9 punkti kahju)."
#: data/help.cfg:144
msgid ""
"\n"
"\n"
"<header>text='Chance to hit'</header>"
msgstr ""
#: data/help.cfg:146
msgid ""
"\n"
"\n"
"Every unit has a chance of being hit, based on the Terrain it is in. This is "
"shown in the status pane, and may also be found by right-clicking a unit, "
"selecting Unit Description, and then looking at <italic>text='Terrain "
"Modifiers'</italic>. For instance, many elves have a defense rating of 70% "
"in forest, so a unit attacking them has only a 30% chance of hitting. "
"Conversely, the elf's chance of hitting the attacker in return depends on "
"what terrain the attacker is in."
msgstr ""
#: data/help.cfg:148
msgid ""
"\n"
"\n"
"There are two exceptions to this rule: <ref>dst=weaponspecial_magical "
"text='Magical attacks'</ref> and <ref>dst=weaponspecial_marksman "
"text=Marksmen</ref>. Magical attacks always have a 70% chance to hit, "
"regardless of terrain, and, when used offensively, Marksmen always have at "
"least a 60% chance to hit, regardless of terrain."
msgstr ""
#: data/help.cfg:150
msgid ""
"\n"
"\n"
"<header>text=Damage</header>"
msgstr ""
"\n"
"\n"
"<header>text=Kahju</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 ""
#: data/help.cfg:154
msgid ""
"\n"
"\n"
"A few units have special <ref>dst=abilities text=abilities</ref> which "
"affect damage dealt in combat. The most common of these is "
"<ref>dst=weaponspecial_charge text=Charge</ref>, which doubles the damage "
"dealt by both attacker and defender when the unit with Charge attacks."
msgstr ""
#: data/help.cfg:159
msgid "Damage Types and Resistance"
msgstr "Kahju tüübid ja vastupidavus"
#: data/help.cfg:160
msgid ""
"In Wesnoth, there are three types of damage usually associated with physical "
"attacks: Blade, Pierce and Impact damage. Additionally, there are three "
"further types of damage usually associated with magical attacks: Fire, Cold "
"and Holy attacks. Different units may have resistances which alter the "
"damage which they take from certain damage types."
msgstr ""
#: data/help.cfg:162
msgid ""
"\n"
"\n"
"Resistances work very simply: if a unit has 40% resistance against a damage "
"type, then it will suffer 40% less damage when hit with that damage type. It "
"is also possible for a unit to be vulnerable against some damage types. If a "
"unit has -100% resistance against a damage type, it will suffer 100% more "
"damage when hit by that type."
msgstr ""
#: data/help.cfg:164
msgid ""
"\n"
"\n"
"For example, Skeletons are highly resistant to Blade and Pierce damage, but "
"are vulnerable to Impact and Fire damage, and extremely vulnerable to Holy "
"damage."
msgstr ""
#: data/help.cfg:166
msgid ""
"\n"
"\n"
"If a strike is determined to hit, it will always do at least 1 point of "
"damage. This applies even if the defender has 100% resistance to the damage "
"type."
msgstr ""
#: data/help.cfg:171
msgid "Time of Day"
msgstr "Aeg"
#: data/help.cfg:175
msgid ""
"The time of day affects the damage of certain units as follows:\n"
" Lawful units get +25% damage in daytime, and -25% damage at night\n"
" Chaotic units get +25% damage at night, and -25% in daytime\n"
" Neutral units are unaffected by the time of day."
msgstr ""
#: data/help.cfg:178
msgid ""
"\n"
"\n"
"The current time of day can be observed under the minimap in the status "
"pane. For the usual day/night cycle, Morning and Afternoon count as day, "
"First and Second Watch count as night:\n"
msgstr ""
#: data/help.cfg:178 data/schedules.cfg:5
msgid "Dawn"
msgstr "Koit"
#: data/help.cfg:179 data/schedules.cfg:13 data/schedules.cfg:25
#: data/schedules.cfg:32
msgid "Morning"
msgstr "Hommik"
#: data/help.cfg:180 data/schedules.cfg:42 data/schedules.cfg:49
#: data/schedules.cfg:67
msgid "Afternoon"
msgstr "Pärastlõuna"
#: data/help.cfg:181 data/schedules.cfg:59 data/schedules.cfg:89
#: data/schedules.cfg:111
msgid "Dusk"
msgstr "Hämarik"
#: data/help.cfg:182 data/schedules.cfg:79
msgid "First Watch"
msgstr "Esimene vahtkond"
#: data/help.cfg:183 data/schedules.cfg:101
msgid "Second Watch"
msgstr "Teine vahtkond"
#: data/help.cfg:185
msgid ""
"Keep in mind that some scenarios take place underground, where it is "
"perpetually night!"
msgstr ""
#: data/help.cfg:190
msgid "Experience and Advancement"
msgstr "Elukogemus ja Edutamine"
#: 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 ""
"Kui mõlemad üksused jäävad lahingus ellu, siis nad saavad juurde sama palju "
"kogemuspunkte kui mitmendal tasemel nende vastane oli. Kui üksus surmab oma "
"vastase, siis juba rohkem: 4 punkti null-taseme üksuse eest, 8 esimese "
"taseme eest, 16 teise taseme eest, 24 kolmanda taseme eest ja nii edasi."
#: 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"
"Üksused vajavad edutamiseks kindla arvu kogemuspunkte (intelligentsed "
"üksused vajavad 20% vähem). Kui nad suudavad vajalikud punktid koguda, siis "
"edutatakse nad koheselt järgmisele tasemele, selle käigus ravitakse nad "
"täiesti terveks. Mõnel juhul saad sa erinevate edutamisvariantide vahel "
"valida."
#: data/help.cfg:196
msgid ""
"\n"
"\n"
"While most units have three levels, not all do. Occasional units (such as "
"<ref>dst=unit_Mage text=Magi</ref>) may have four. Once a unit has reached "
"its maximum level, it may have an After Maximum Level Advancement (AMLA) "
"available to it.\n"
"The AMLA will modify the unit each time the unit reaches the experience "
"goal, but the unit will remain the same level. The typical AMLA effect is "
"for the unit to raise the maximum HP by 3 for every 100 XP gained. Note that "
"only a small number of units, for example the Necrophage, will actually heal "
"with AMLA effects. Most units just gain the bonus to the Maximum HP."
msgstr ""
#: data/help.cfg:201
msgid "Healing"
msgstr "Ravimine"
#: data/help.cfg:202
msgid ""
"In combat, your units will inevitably take damage. When a unit "
"<ref>dst=experience_and_advancement text=advances</ref>, it will heal fully. "
"This can happen as you finish fighting an enemy, whether it is your turn or "
"not. Wesnoth offers several other ways for your units to heal, all of which "
"take place at the beginning of your turn, before you take action."
msgstr ""
#: data/help.cfg:204
msgid ""
"\n"
"\n"
"Resting: A unit which neither moves, attacks, nor is attacked will heal 2HP "
"in its next turn."
msgstr ""
#: data/help.cfg:205
msgid ""
"\n"
"Villages: A unit which starts a turn in a village will heal 8HP."
msgstr ""
#: data/help.cfg:206
msgid ""
"\n"
"<ref>dst=ability_regenerates text=Regeneration</ref>: Certain units (such as "
"trolls) will automatically heal 8HP every turn."
msgstr ""
#: data/help.cfg:207
msgid ""
"\n"
"Healing units: Units with the <ref>dst=ability_heals text=Heals</ref> "
"ability will heal up to 8HP of damage per turn, as well as preventing Poison "
"from causing damage. Only those units will be healed that are adjacent to "
"and are fighting on the same side as the healing unit, and only up to 4HP "
"per unit."
msgstr ""
#: data/help.cfg:208
msgid ""
"\n"
"Curing units: Units with the <ref>dst=ability_cures text=Cures</ref> ability "
"will heal all up to 18HP of damage per turn, as well as curing Poison. Only "
"those units will be healed or cured that are adjacent to and are fighting on "
"the same side as the healing unit, and only up to 8HP per unit."
msgstr ""
#: data/help.cfg:210
msgid ""
"\n"
"\n"
"Resting can be combined with other forms of healing, but villages, "
"regeneration, healing and curing cannot combine with each other. A healing "
"or curing unit whose attention is split between many wounded will be less "
"effective at healing their individual wounds. Finally, units heal fully "
"between scenarios."
msgstr ""
#: data/help.cfg:215
msgid "Income and Upkeep"
msgstr "Sissetulek ja ülalpidamine"
#: 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 ""
"Wesnothis ei piisa ainult üksuste värbamisest ja võitlemisest. Sa pead "
"hoidma silma peal ka oma kullavarudel, eriti kampaaniates, kus kuld kandub "
"ühest osast järgmisesse edasi. Seejuures peab arvestama kahe asjaga: "
"sissutulekute ja ülalpidamiskuludega."
#: data/help.cfg:218
#, fuzzy
msgid ""
"\n"
"\n"
"Income is simple. You have a base income of 2 gold per turn. For every "
"village you control, you gain one additional gold each turn. 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"
"Sissetulekuga on lihtne. Iga küla eest, mida sa kontrollid, saad sa ühe "
"kullatüki igal käigul. Kui sul oleks kümme küla, siis sa saaksid kümme "
"kullatükki. Paraku võetakse sinu sissetulekutest maha ülalpidamiskulud."
#: data/help.cfg:220
msgid ""
"\n"
"\n"
"Upkeep is also fairly simple. Each unit requires an amount of Upkeep equal "
"to its level. You can support as many levels <italic>text=worth</italic> of "
"units as you have villages, without paying any upkeep. However, for each "
"level of unit beyond the number of villages you have, you must pay one gold "
"per turn. For example, if you have twelve level one units and ten villages, "
"you would have to pay two gold each turn in upkeep."
msgstr ""
#: data/help.cfg:222
msgid ""
"\n"
"\n"
"Upkeep costs are subtracted from your Income, so in the case of twelve "
"levels of units and ten villages, your resultant Income would be 10 gold per "
"turn."
msgstr ""
#: data/help.cfg:223
msgid ""
"\n"
"There is one important exception to Upkeep: units with the Loyal trait never "
"incur upkeep. Units you begin the scenario with (such as Konrad or "
"Delfador), or units who join you during a scenario (such as the Horseman in "
"the second scenario of Heir to the Throne) will usually have the Loyal trait."
msgstr ""
#: data/help.cfg:228
msgid "Wrap Up"
msgstr "Saur"
#: data/help.cfg:229
msgid ""
"This concludes the fundamentals of Wesnoth. You might want to read up on "
"Basic Strategy, or familiarise yourself with <ref>dst=traits text=Traits</"
"ref> and <ref>dst=abilities text=Abilities</ref>, but you now know "
"everything you need to know to play the Heir to the Throne scenario. Have "
"fun, and good luck!"
msgstr ""
#: data/help.cfg:234
#, fuzzy
msgid "Contributors"
msgstr "+ Toetajad"
#: data/help.cfg:240
msgid "License"
msgstr ""
#: data/help.cfg:247
msgid ""
"Most units have two traits. However, Undead units are assigned the single "
"trait 'Undead', and Woses do not receive any traits. Traits are "
"modifications that change a unit's attributes slightly. They are usually "
"randomly assigned to a unit when it is recruited."
msgstr ""
#: data/help.cfg:249
msgid ""
"\n"
"\n"
"The traits that are available to all non-Undead units are "
"<ref>dst=traits_intelligent text=Intelligent</ref>, <ref>dst=traits_quick "
"text=Quick</ref>, <ref>dst=traits_resilient text=Resilient</ref>, and "
"<ref>dst=traits_strong text=Strong</ref>."
msgstr ""
#: data/help.cfg:251
msgid ""
"\n"
"\n"
"Other traits that may be assigned to units are <ref>dst=traits_loyal "
"text=Loyal</ref>, <ref>dst=traits_undead text=Undead</ref>, and "
"<ref>dst=traits_dextrous text=Dextrous</ref>."
msgstr ""
#: data/help.cfg:256
#, fuzzy
msgid "Intelligent"
msgstr "intelligentne"
#: data/help.cfg:257
msgid "Intelligent units require 20% less experience than usual to advance."
msgstr ""
#: data/help.cfg:259
msgid ""
"\n"
"\n"
"Intelligent units are very useful at the beginning of a campaign as they can "
"advance to higher levels more quickly. Later in campaigns Intelligent is not "
"quite as useful because the After Maximum Level Advancement (AMLA) is not as "
"significant a change as advancing a level. If you have many 'maximum level' "
"units you may wish to recall units with more desirable traits."
msgstr ""
#: data/help.cfg:264
#, fuzzy
msgid "Quick"
msgstr "väle"
#: data/help.cfg:265
msgid "Quick units have 1 extra movement point, but 10% less HP than usual."
msgstr ""
#: data/help.cfg:267
msgid ""
"\n"
"\n"
"Quick is the most noticeable trait, particularly in slower moving units such "
"as trolls or heavy infantry. Units with the Quick trait often have greatly "
"increased mobility in rough terrain, which can be important to consider when "
"deploying your forces. Also, Quick units aren't quite as tough as units "
"without this trait and are subsequently less good at holding contested "
"positions."
msgstr ""
#: data/help.cfg:272
#, fuzzy
msgid "Resilient"
msgstr "vastupidav"
#: data/help.cfg:273
msgid "Resilient units have 7 more HP than usual."
msgstr ""
#: data/help.cfg:275
msgid ""
"\n"
"\n"
"Resilient units can be useful at all stages of a campaign, and this is a "
"useful trait for all units. Resilient is often most helpful as a trait when "
"it occurs in a unit that has some combination of low hitpoints, good "
"defense, or high resistances. Resilient units are especially useful for "
"holding strategic positions against opponents."
msgstr ""
#: data/help.cfg:280
#, fuzzy
msgid "Strong"
msgstr "tugev"
#: data/help.cfg:281
msgid ""
"Strong units do 1 more damage for every successful strike in melee combat, "
"and have 2 more HP."
msgstr ""
#: data/help.cfg:283
msgid ""
"\n"
"\n"
"While useful for any close-combat unit, Strong is most effective for units "
"who have a high number of swings such as the Elvish Fighter. Strong units "
"can be very useful when a tiny bit of extra damage is all that is needed to "
"turn a damaging stroke into a killing blow."
msgstr ""
#: data/help.cfg:288
#, fuzzy
msgid "Loyal"
msgstr "lojaalne"
#: data/help.cfg:289
msgid ""
"Loyal units don't incur upkeep. Most units incur an upkeep cost at the end "
"of every turn, which is equal to their level. Loyal units do not incur this "
"cost."
msgstr ""
#: data/help.cfg:291
msgid ""
"\n"
"\n"
"During campaigns, certain units may opt to join the player's forces of their "
"own volition. These units are marked with the Loyal trait. Although they may "
"require payment to be recalled, they never incur any upkeep costs. This can "
"make them invaluable during a long campaign, when gold is in short supply. "
"This trait is never given to recruited units, so it may be unwise to dismiss "
"such units or to send them to a foolish death."
msgstr ""
#: data/help.cfg:296 data/multiplayer.cfg:69 data/multiplayer.cfg:158
#: data/multiplayer.cfg:260 data/translations/english.cfg:129
msgid "Undead"
msgstr "Kooljad"
#: data/help.cfg:297
msgid "Undead units are immune to poison."
msgstr ""
#: data/help.cfg:299
msgid ""
"\n"
"\n"
"Undead units generally have 'Undead' as their only trait. Since Undead units "
"are the bodies of the dead, risen to fight again, poison has no effect upon "
"them. This can make them invaluable in dealing with foes who use poison in "
"conjunction with their attacks."
msgstr ""
#: data/help.cfg:304
msgid "Dextrous"
msgstr ""
#: data/help.cfg:305
msgid "Dextrous units do 1 more damage for every successful strike with a bow."
msgstr ""
#: data/help.cfg:307
msgid ""
"\n"
"\n"
"Dextrous is a trait possessed only by Elves. The Elven people are known for "
"their uncanny grace, and their great facility with the bow. Some, however, "
"are gifted with natural talent that exceeds their brethren. These elves "
"inflict an additional point of damage with each arrow."
msgstr ""
#: data/help.cfg:312 data/terrain.cfg:144
msgid "Grassland"
msgstr "Rohumaa"
#: data/help.cfg:317
msgid ""
"Grassland represents open plains, whether cultivated, cut back for grazing, "
"or wild. Being open ground, Grassland is both very easy to move across, but "
"is also difficult to defend oneself in. Typically, those units that perform "
"best on grassland are either cavalry, or very agile units which take "
"advantage of the open space.\n"
"\n"
"Most units have defense of 30 to 40% on grassland."
msgstr ""
#: data/help.cfg:322 data/terrain.cfg:118 data/terrain.cfg:126
msgid "Road"
msgstr "Tee"
#: data/help.cfg:325
msgid ""
"Roads are beaten paths of dirt, formed by many travelers passing over them. "
"As far as gameplay is concerned, Roads are identical to "
"<ref>dst=terrain_grassland text=Grassland</ref>."
msgstr ""
#: data/help.cfg:330 data/terrain.cfg:325
msgid "Forest"
msgstr "Mets"
#: data/help.cfg:335
msgid ""
"Forests represent any woodland with significant undergrowth, enough to "
"hinder passage. Though they slow nearly everyone down, forests do offer "
"better defense to most units than open ground. Cavalry, however, have so "
"much trouble navigating them that any benefit gained by stealth is negated. "
"Elves are an exception to this general rule for forests. Not only do they "
"possess full movement in forests, but they also gain a considerable "
"defensive bonus. Dwarves are another exception to this rule; though they are "
"able to plow through the forests without much loss of speed, their utter "
"unfamiliarity with the terrain causes them to receive no defensive bonus.\n"
"\n"
"Most units have 50% defense in forests, but cavalry are limited to 40%. "
"Elves, on the other hand, enjoy 60 to 70% defense, even their mounted units. "
"Dwarves generally receive only 30% defense in forests."
msgstr ""
#: data/help.cfg:340 data/terrain.cfg:286
msgid "Hills"
msgstr "Künkad"
#: data/help.cfg:345
msgid ""
"Hills represent any reasonably rough terrain, with enough dips and rises in "
"the ground to provide some cover. Hills are difficult for most troops to "
"navigate. Dwarves, Trolls, and Orcs have enough familiarity with the terrain "
"that they can pass through it without being slowed down. Cavalry have enough "
"trouble navigating the terrain that any defensive aid lent by cover is "
"negated.\n"
"\n"
"Most units have about 50% defense in hills, whereas cavalry are limited to "
"40%. Dwarves enjoy 60% defense in hills."
msgstr ""
#: data/help.cfg:350 data/terrain.cfg:310
msgid "Mountains"
msgstr "Mäed"
#: data/help.cfg:355
msgid ""
"Mountains are steep enough that units often have to climb over obstacles to "
"move. By this nature, they provide a considerable defensive bonus for most "
"troops, but they also severely impede any passage through them. Most cavalry "
"simply cannot enter mountainous terrain; however, elvish cavalry is an "
"exception to this, as are the goblin wolf riders. Both Dwarves and Trolls "
"are native to mountainous terrain, and have a very easy time getting "
"around.\n"
"\n"
"Most units receive about 60% defense in mountains, whereas Dwarves enjoy 70%."
msgstr ""
#: data/help.cfg:360 data/terrain.cfg:55
msgid "Swamp"
msgstr "Soo"
#: data/help.cfg:365
msgid ""
"Swamps represent any sort of wetlands. Swamps slow down nearly everyone, and "
"inhibit their ability to defend themselves. An exception to this is any race "
"bodily skilled in navigating water; these receive both full movement and a "
"defensive bonus. Those that make their living in the wetlands are also adept "
"at using this terrain for cover.\n"
"\n"
"Most units make do with 30% defense in swamps. Mermen, Naga, and Saurians "
"all generally enjoy 60%."
msgstr ""
#: data/help.cfg:370 data/terrain.cfg:34
msgid "Shallow Water"
msgstr "Madal vesi"
#: data/help.cfg:375
msgid ""
"Shallow water represents any body of water deep enough to come up to roughly "
"a man's waist. This is enough to slow down nearly anyone and leave them wide "
"open to attack. Dwarves, given that the water reaches up almost to their "
"heads, have an extremely hard time of this. The exception is any race whose "
"bodies naturally lend themselves to swimming, for which they receive a "
"considerable defensive bonus and full movement.\n"
"\n"
"Most units make do with 20 to 30% defense in shallow water, whereas both "
"Naga and Mermen enjoy 60%."
msgstr ""
#: data/help.cfg:380 data/terrain.cfg:25
msgid "Deep Water"
msgstr "Sügav vesi"
#: data/help.cfg:385
msgid ""
"Deep water represents any body of water deep enough to cover a man's head. "
"Most units cannot enter deep water: it is the domain of units which can "
"either fly, or are exceptionally strong swimmers.\n"
"\n"
"Mermen and Naga both receive 50% defense in deep water, with full movement."
msgstr ""
#: data/help.cfg:390 data/terrain.cfg:257
msgid "Snow"
msgstr "Lumi"
#: data/help.cfg:395
msgid ""
"Snow represents any flat area that is frozen, either permanently (like "
"tundra), or temporarily (like snow-covered grassland). Most units are slowed "
"down by snow, and have a harder time defending themselves.\n"
"\n"
"Most units have 20 to 40% defense in snow."
msgstr ""
#: data/help.cfg:400 data/terrain.cfg:265
msgid "Ice"
msgstr "Jää"
#: data/help.cfg:403
msgid ""
"Ice represents any body of frozen water. For gameplay purposes, it is "
"identical to <ref>dst=terrain_tundra text=Snow</ref>. Note that swimming "
"units, even those who can breathe underwater, cannot swim underneath ice."
msgstr ""
#: data/help.cfg:408 data/terrain.cfg:374 data/terrain.cfg:485
msgid "Castle"
msgstr "Loss"
#: data/help.cfg:413
msgid ""
"Castles are any sort of permanent fortification. Nearly all units receive a "
"considerable bonus to their defense by being stationed in a castle, and all "
"units receive full movement in a castle. Stationing units in a castle "
"represents its defensive capability. Without a unit in each wall hex, an "
"enemy can simply sneak into the castle unchallenged, gaining the same "
"defensive bonus as everyone inside.\n"
"\n"
"Most units have about 60% defense in a castle."
msgstr ""
#: data/help.cfg:420 data/terrain.cfg:100
msgid "Sand"
msgstr "Liiv"
#: data/help.cfg:425
msgid ""
"The instability of sand makes it harder for most units to cross, and leaves "
"them wide open to attack. In contrast, the wide feet or snakelike bodies of "
"the lizardly races make sand much easier for them to navigate.\n"
"\n"
"Most units receive 20 to 40% defense in Sand."
msgstr ""
#: data/help.cfg:430 data/terrain.cfg:109
#, fuzzy
msgid "Desert"
msgstr "Kõrbekünkad"
#: data/help.cfg:433
msgid ""
"Deserts have a somewhat different composition than small sand pits or "
"beaches, however for gameplay purposes they are identical. See "
"<ref>dst=terrain_sand text=Sand</ref>."
msgstr ""
#: data/help.cfg:438 data/terrain.cfg:357
msgid "Cave"
msgstr "Koobas"
#: data/help.cfg:443
msgid ""
"Cave terrain represents any underground cavern with enough room for a unit "
"to pass. Most units are wholly unfamiliar with the terrain, and thus are "
"both slowed down and hindered in defense. Dwarves and Trolls, who make their "
"homes in caves, both have a relatively easy time navigating this terrain, "
"especially dwarves, who by dint of their small size can navigate many "
"obstacles that other races cannot.\n"
"\n"
"Most units receive 20 to 40% defense in Caves, whereas dwarves have 50%."
msgstr ""
#: data/help.cfg:448 data/terrain.cfg:151
msgid "Savanna"
msgstr "Savann"
#: data/help.cfg:450
msgid ""
"Savannas are plains of tall grass, found in the warmer climates of the "
"world. For gameplay purposes, they are identical to "
"<ref>dst=terrain_grassland text=Grassland</ref>."
msgstr ""
#: data/help.cfg:455 data/terrain.cfg:43 data/terrain.cfg:64
#: data/terrain.cfg:159 data/terrain.cfg:168 data/terrain.cfg:179
#: data/terrain.cfg:190 data/terrain.cfg:203 data/terrain.cfg:364
#: src/reports.cpp:323
msgid "Village"
msgstr "Küla"
#: data/help.cfg:460
msgid ""
"Villages represent any group of buildings, human or otherwise. Almost all "
"units, even cavalry, have any easy time navigating villages, and most units "
"gain a defensive bonus from being stationed in a village. Villages allow "
"units the resources to clean and tend to their wounds, which allows any unit "
"stationed therein to heal eight hitpoints each turn, or to be cured of "
"poison.\n"
"\n"
"Most units have 50 to 60% defense in villages, whereas cavalry receive only "
"40%."
msgstr ""
#: data/help.cfg:467 data/terrain.cfg:423
msgid "Canyon"
msgstr "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 ""
#: data/help.cfg:474 data/terrain.cfg:472
msgid "Lava"
msgstr "Laava"
#: data/help.cfg:476
msgid ""
"The dangers inherent in trying to walk on lava are fairly obvious. This "
"terrain can only be crossed by those units capable of flying a considerable "
"distance above it."
msgstr ""
#: data/help.cfg:481 data/terrain.cfg:462
msgid "River Ford"
msgstr ""
#: data/help.cfg:483
msgid ""
"When a river happens to be extremely shallow, passing over it is a trivial "
"matter for land based units. Moreover, any creature best adapted to swimming "
"has full mobility even at such places in the river. As far as gameplay is "
"concerned, a river ford is treated as either grassland or shallow water, "
"choosing whichever one offers the best defensive and movement bonuses for "
"the unit on it."
msgstr ""
#: data/help.cfg:488 data/terrain.cfg:75 data/terrain.cfg:83
#: data/terrain.cfg:91
msgid "Bridge"
msgstr "Sild"
#: data/help.cfg:492
msgid ""
"To those capable of building one, the ability to lay a bridge offers a "
"liberation from the fickle nature of waterways, whose fords come and go with "
"the rise and fall of the waterline. This is to say nothing of the luxury of "
"dry feet, the loss of which is no laughing matter in the cold months of the "
"year.\n"
"\n"
"For those who go by land or sea, a bridge is the best of both worlds - for "
"gameplay purposes, it is treated either as grassland or shallow water, "
"whichever offers the best movement and defensive bonuses for the unit "
"occupying the bridge hex. Note that a swimming unit and a land unit are not "
"capable of occupying a bridge hex at the same time."
msgstr ""
#: data/help.cfg:497 data/terrain.cfg:349
#, fuzzy
msgid "Cave Wall"
msgstr "Koopasein"
#: data/help.cfg:499
msgid ""
"Cave walls are made of solid stone, renowned for its ability to impede even "
"the most determined traveler."
msgstr ""
#: data/items.cfg:264
msgid ""
"You have come across a wishing well.\n"
"What would you like to wish for?"
msgstr ""
#: data/items.cfg:268
msgid "A swift victory"
msgstr "Kiire võit"
#: data/items.cfg:276
msgid ""
"With this golden coin, I wish that this battle end in a swift and safe "
"victory."
msgstr ""
#: data/items.cfg:283
msgid "Lots of gold"
msgstr "Palju kulda"
#: data/items.cfg:291
msgid "I wish this single gold coin be returned ten-fold to me."
msgstr ""
#: data/items.cfg:298
msgid "Peace throughout Wesnoth."
msgstr "Rahu terves Wesnothis"
#: data/items.cfg:306
msgid "The only thing worth wishing for is peace throughout the land."
msgstr ""
#: data/items.cfg:313
msgid "Don't make a wish."
msgstr "Ära lootma hakka."
#: data/items.cfg:336
msgid "Potion of Healing"
msgstr "Raviv võlujook"
#: data/items.cfg:339
msgid "A feeling of well-being overwhelms the drinker."
msgstr "Heaolutunne valdab joojat."
#: data/items.cfg:340
msgid "You are not worthy of healing."
msgstr "Sa ei vääri ravimist."
#: data/items.cfg:374
msgid "Poison"
msgstr "Mürk"
#: data/items.cfg:377
msgid "Poison is seeping through the veins of this unit at this very moment."
msgstr ""
#: data/items.cfg:412
msgid "Holy Water"
msgstr "Püha vesi"
#: data/items.cfg:415
msgid "This water will make melee weapons holy."
msgstr ""
#: data/items.cfg:416
msgid "I am not suited to the use of this item! Let another take it."
msgstr ""
"Mina ei oska selle asjaga midagi peale hakata! Las keegi teine võtab selle."
#: data/items.cfg:451 data/scenarios/tutorial/Traits_and_Specialties.cfg:198
msgid "Potion of Strength"
msgstr "Jõudu andev võlujook"
#: data/items.cfg:454
msgid "Strength is given to the drinker."
msgstr "Jooja saab jõudu juurde."
#: data/items.cfg:495
msgid "Potion of Decay"
msgstr "Kõdundav võlujook"
#: data/items.cfg:498
msgid "This poor unit drank something really bad."
msgstr "See vaene tegelane jõi midagi väga halba."
#: data/items.cfg:533
msgid "Ring of Regeneration"
msgstr "Taastumise Sõrmus"
#: data/items.cfg:536
msgid "This ring will heal the bearer a little each turn."
msgstr "See sõrmus tervendab natukene kandjat igal käigul."
#: data/items.cfg:556
msgid "Can't set abilities yet, sorry."
msgstr "Oskuste seadmine ebaõnnestus, vabandust."
#: data/items.cfg:577
msgid "Ring of Slowness"
msgstr "Aegluse Sõrmus"
#: data/items.cfg:580
msgid "The bearer of this ring is slowed."
msgstr "Selle sõrmuse kandja liikumine on aeglustatud."
#: data/items.cfg:615
msgid "Staff of Swiftness"
msgstr "Väleduse sau"
#: data/items.cfg:618
msgid "This staff will grant the bearer swift movement."
msgstr "See sau annab kandjale väleda liikumise."
#: data/items.cfg:619
msgid "Only magical beings can wield such an object."
msgstr "Ainult maagilised olendid saavad seda objekti kanda."
#: data/items.cfg:653
msgid "Storm Trident"
msgstr "Tormikolmhark"
#: data/items.cfg:656
msgid "This trident allows a merman to shoot electric bolts at his enemies!"
msgstr ""
"Selle kolmhargiga saavad merimehed oma vastaste pihta elektrivälke lasta!"
#: data/items.cfg:657
msgid "Only the mermen can use this item!"
msgstr "Ainult merineitsid saavad seda asja kasutada!"
#: data/items.cfg:669
msgid "storm trident"
msgstr "tormikolmhark"
#: data/items.cfg:709
msgid "Flaming Sword"
msgstr "Leegitsev mõõk"
#: data/items.cfg:713
msgid "Only the leader of an army can wield this sword!"
msgstr "Ainult väejuht võib seda mõõka kasutada!"
#: data/items.cfg:725
msgid "flaming sword"
msgstr "leegitsev mõõk"
#: data/items.cfg:759
msgid "Scepter of Fire"
msgstr "tuleskepter"
#: 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 ""
"Selle iidse valitsuskeppi sepistasid kääbused. Wesnothi kuninga sümbolina "
"omab see valitsuskepp võimet kandja vaenlaste pihta tulepalle tulistada!"
#: 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 ""
"See on leegitsev valitsuskepp. Ainult tõeline troonipärija julgeb seda võtta!"
#: data/items.cfg:816
msgid "Zap~"
msgstr ""
#: data/multiplayer.cfg:3
msgid "User Map"
msgstr "Kasutaja kaart"
#: data/multiplayer.cfg:20
msgid "Default"
msgstr "Vaikimisi"
#: data/multiplayer.cfg:24 data/multiplayer.cfg:113 data/multiplayer.cfg:215
#: data/multiplayer.cfg:305 src/leader_list.cpp:99
msgid "Random"
msgstr "Juhuslik"
#: data/multiplayer.cfg:30 data/multiplayer.cfg:221
msgid "Loyalists"
msgstr "Lojalistid"
#: data/multiplayer.cfg:43 data/multiplayer.cfg:234
msgid "Rebels"
msgstr "Mässajad"
#: data/multiplayer.cfg:56 data/multiplayer.cfg:247
msgid "Northerners"
msgstr "Põhjamaalased"
#: data/multiplayer.cfg:82 data/multiplayer.cfg:273
msgid "Knalgan Alliance"
msgstr "Knalgani liit"
#: data/multiplayer.cfg:95 data/multiplayer.cfg:184 data/multiplayer.cfg:286
msgid "Drakes"
msgstr "Lohed"
#: data/multiplayer.cfg:109
msgid "Classic"
msgstr "Klassikud"
#: data/multiplayer.cfg:119 data/translations/english.cfg:127
msgid "Humans"
msgstr "Inimesed"
#: data/multiplayer.cfg:132 data/translations/english.cfg:126
msgid "Elves"
msgstr "Haldjad"
#: data/multiplayer.cfg:145 data/translations/english.cfg:128
msgid "Orcs"
msgstr "Mäekollid"
#: data/multiplayer.cfg:171
msgid "Dwarves"
msgstr "Kääbused"
#: data/multiplayer.cfg:197 data/units/Saurian.cfg:5
msgid "Saurian"
msgstr "Saur"
#: data/multiplayer.cfg:211
msgid "Age of Heroes"
msgstr "Kangelaste aeg"
#: data/multiplayer.cfg:301
msgid "Great War"
msgstr "Suur sõda"
#: data/multiplayer.cfg:311
msgid "Alliance of Light"
msgstr "Valguse liit"
#: data/multiplayer.cfg:324
msgid "Alliance of Darkness"
msgstr "Pimeduse liit"
#: data/scenario-test.cfg:37
msgid ""
"You can come if you wish, but the leader is only interested in speaking to "
"Baldras."
msgstr "Sa võid tulla, kui tahad, aga juht soovib rääkida ainult Baldrasega."
#: data/scenarios/multiplayer/2p_Blitz.cfg:7
#, fuzzy
msgid "2p - Blitz"
msgstr "Äkkrünnak"
#: 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
#, fuzzy
msgid "2p - Charge"
msgstr "Söösta lahingusse"
#: data/scenarios/multiplayer/2p_Den_of_Onis.cfg:3
msgid "2p - Den of Onis"
msgstr ""
#: 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 ""
#: 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 ""
#: 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 ""
#: 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 ""
#: 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 ""
#: 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
#, fuzzy
msgid "2p - Wesbowl"
msgstr "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 ""
#: data/scenarios/multiplayer/2p_Wesbowl.cfg:199
#: data/scenarios/multiplayer/2p_Wesbowl.cfg:476
msgid "Red scores! Current score is $redscore-$bluescore"
msgstr ""
#: data/scenarios/multiplayer/2p_Wesbowl.cfg:247
#: data/scenarios/multiplayer/2p_Wesbowl.cfg:524
msgid "Blue scores! Current score is $redscore-$bluescore"
msgstr ""
#: 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 ""
#: data/scenarios/multiplayer/2p_Wesbowl.cfg:339
#: data/scenarios/multiplayer/2p_Wesbowl.cfg:616
msgid "Yes!"
msgstr "Jah!"
#: 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 "Ei"
#: data/scenarios/multiplayer/2p_Wesbowl.cfg:661
msgid "Blue team wins! Final score: $redscore-$bluescore"
msgstr ""
#: data/scenarios/multiplayer/2p_Wesbowl.cfg:673
msgid "Red team wins! Final score: $redscore-$bluescore"
msgstr ""
#: data/scenarios/multiplayer/2p_Wesbowl.cfg:685
msgid "Draw! Final score: $redscore-$bluescore"
msgstr "Viik! Lõpptulemus: $redscore-$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 ""
#: 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 ""
#: 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
#, fuzzy
msgid "4p - An Island"
msgstr "Saar"
#: 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
#, fuzzy
msgid "4p - Castle Hopping Isle"
msgstr "Hoppingi lossi saar"
#: 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
#, fuzzy
msgid "4p - Clash"
msgstr "Klassikud"
#: 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
#, fuzzy
msgid "4p - King of the Hill"
msgstr "Mäekuningas"
#: 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 ""
#: 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
#, fuzzy
msgid "4p - Siege Castles"
msgstr "Losside piiramine"
#: 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
#, fuzzy
msgid "4p - The Valley of Death"
msgstr "Surmaorg"
#: 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
#, fuzzy
msgid "5p - Forest of Fear"
msgstr "Hirmu Mets"
#: 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 ""
#: 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 ""
#: 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
#, fuzzy
msgid "7p - Battle World"
msgstr "Lahingumaailm"
#: 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 "Juhuslik kaart"
#: 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 "Juhuslik kaart (Kõrb)"
#: 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 "Juhuslik kaart (Soo)"
#: 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 "Juhuslik kaart (Talv)"
#: 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
#, fuzzy
msgid "2p - Across The River"
msgstr "Üle jõe"
#: 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 "Põhioskuste treenimine"
#: 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 ""
"Ma olen siin, et õppida kuidas lahingus võidelda. Sinusugune elukogenud vana "
"maag oskab kindlasti mulle võitlemise kunsti selgitada..."
#: data/scenarios/tutorial/Basic_Training.cfg:75
#, fuzzy
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 ""
"Enne lahingu alustamist on sul vaja värvata üksuseid. Värbamiseks tee parem "
"klõps lossil, kuhu sa üksuse värvata tahad. Siis vali Värba ja siis 'Nõus'. "
"Sa saad värvata ainult nendes lossides kus su juht parajasti pesas asub."
#: data/scenarios/tutorial/Basic_Training.cfg:78
msgid "Recruit a unit"
msgstr "Värba üksus"
#: data/scenarios/tutorial/Basic_Training.cfg:85
#, fuzzy
msgid "Excellent! You have recruited an Elvish Fighter."
msgstr "Suurepärane! Sul õnnestus värvata haldjasõdalane."
#: 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 "Mis edasi saab?"
#: 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 ""
#: data/scenarios/tutorial/Basic_Training.cfg:102
msgid "End your turn"
msgstr "Lõpeta oma käik."
#: data/scenarios/tutorial/Basic_Training.cfg:109
#, fuzzy
msgid "You have successfully ended your turn."
msgstr "Sa oled edukalt oma käigu lõpetanud."
#: 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 ""
#: data/scenarios/tutorial/Basic_Training.cfg:121
msgid "Move your Elvish Fighter next to Merle"
msgstr ""
#: data/scenarios/tutorial/Basic_Training.cfg:147
#, fuzzy
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 ""
"Suurepärane! Sa oled edukalt oma haldjasõdalast liigutanud. Aga et ta liikus "
"vaenuliku üksuse mõjualasse, siis ta selle käigu jooksul enam liikuda ei "
"saa. "
#: 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 ""
#: data/scenarios/tutorial/Basic_Training.cfg:159
msgid "Attack Merle"
msgstr "Ründa Merlet"
#: data/scenarios/tutorial/Basic_Training.cfg:177
msgid "You have successfully attacked Merle."
msgstr "Sa oled Merlet edukalt rünnanud."
#: data/scenarios/tutorial/Basic_Training.cfg:186
msgid "End your turn, and wait for Merle to attack you."
msgstr ""
#: data/scenarios/tutorial/Basic_Training.cfg:194
#, fuzzy
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 ""
"Sinu võitleja elas Merle rünnaku üle. Kui üksus jääb lahingus ellu, siis ta "
"saab kogemuspunkte. Kui üksus on piisavalt kogenud, siis ta edutatakse "
"järgmisele tasemele ja ta muutub võimsamaks."
#: data/scenarios/tutorial/Basic_Training.cfg:203
#: data/scenarios/tutorial/Basic_Training.cfg:206
msgid "Move your fighter onto a village."
msgstr ""
#: data/scenarios/tutorial/Basic_Training.cfg:220
msgid "Villages heal the units on them."
msgstr "Küla ravib nendes peatuvaid üksusi."
#: 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 ""
#: data/scenarios/tutorial/Basic_Training.cfg:232
msgid "Defeat Merle"
msgstr "Tapa 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 ""
#: 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 ""
#: 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 ""
#: data/scenarios/tutorial/Basic_Training.cfg:290
msgid "You have successfully completed the first training scenario."
msgstr ""
#: data/scenarios/tutorial/Basic_Training.cfg:293
#: data/scenarios/tutorial/Traits_and_Specialties.cfg:287
msgid "Hooray!"
msgstr "Hurraa!"
#: data/scenarios/tutorial/Basic_Training.cfg:299
#: data/scenarios/tutorial/Traits_and_Specialties.cfg:249
#, fuzzy
msgid "Do you want to review any of the skills learned in this scenario?"
msgstr "Kas sa tahad sellel tasemel õpitut üle korrata?"
#: data/scenarios/tutorial/Basic_Training.cfg:302
#: data/scenarios/tutorial/Traits_and_Specialties.cfg:252
msgid "Yes"
msgstr "Jah"
#: data/scenarios/tutorial/Basic_Training.cfg:304
#: data/scenarios/tutorial/Traits_and_Specialties.cfg:254
msgid "I'm done reviewing skills!"
msgstr ""
#: 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 ""
#: data/scenarios/tutorial/Traits_and_Specialties.cfg:4
msgid "Traits and Specialties"
msgstr "Eripärad ja Erialad"
#: 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 ""
#: 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 ""
#: data/scenarios/tutorial/Traits_and_Specialties.cfg:71
msgid "Defeat Delfador"
msgstr "Alista Delfador"
#: data/scenarios/tutorial/Traits_and_Specialties.cfg:75
#: data/scenarios/tutorial/utils.cfg:51
msgid "Death of Konrad"
msgstr ""
#: data/scenarios/tutorial/Traits_and_Specialties.cfg:79
#: data/scenarios/tutorial/utils.cfg:59
msgid "Turns run out"
msgstr ""
#: data/scenarios/tutorial/Traits_and_Specialties.cfg:94
msgid "You have successfully recalled your Elvish Fighter."
msgstr "Sa oled edukalt oma haldjasõdalase tagasi kutsunud."
#: 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 ""
"Päike loojub Wesnothi kohal. Kellaaeg mõjutab seda kui palju erinevate "
"meelelaadidega üksused üksteisele viga võivad teha."
#: data/scenarios/tutorial/Traits_and_Specialties.cfg:143
msgid "Each hex has a terrain, which gives the hex distinctive properties."
msgstr ""
#: 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 "See oli väga hea selgitus! Aga..."
#: 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 ""
#: data/scenarios/tutorial/utils.cfg:45
msgid "Current objective:"
msgstr "Eesmärk:"
#: data/scenarios/tutorial/utils.cfg:55
msgid "Death of Delfador"
msgstr "Delfadori surm"
#: data/scenarios/tutorial/utils.cfg:66
msgid "How do I recruit units?"
msgstr "Kuidas ma üksuseid värban?"
#: 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 "Misasi see juht on?"
#: data/scenarios/tutorial/utils.cfg:68
msgid "How should I choose what kind of units to recruit?"
msgstr ""
#: 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 "Mis juhtub, kui ma värban üksuse?"
#: 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 "Kuidas ma oma käiku lõpetada saan?"
#: 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 ""
#: data/scenarios/tutorial/utils.cfg:74
msgid "What happens when I end my turn?"
msgstr ""
#: 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 "Kui kaugele minu haldjasõdalane liikuda saab?"
#: 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 "Misasi see kontrollitud piirkond on?"
#: data/scenarios/tutorial/utils.cfg:80
msgid "How do I tell who is allied and who is an enemy?"
msgstr "Kuidas ma aru saan, kes on liitlased ja kes vaenlased?"
#: 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 "Kas Merle saab mind vastu ka rünnata?"
#: 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 ""
#: 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 ""
#: data/scenarios/tutorial/utils.cfg:90
msgid "What's experience?"
msgstr "Misasi see elukogemus on?"
#: 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 "Mis juhtub, kui üksust edutatakse?"
#: 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 ""
#: 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 ""
#: 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 ""
#: 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 "Mis juhtub, kui ma võidan stsenaariumi?"
#: 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 "Mis juhtub, kui ma üksuse tagasi kutsun?"
#: data/scenarios/tutorial/utils.cfg:106
msgid "How should I decide which units to recall?"
msgstr ""
#: 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 "Mida kalduvused teevad?"
#: 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 ""
#: data/scenarios/tutorial/utils.cfg:115
msgid "How much gold do my units cost?"
msgstr ""
#: 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 "Kuidas ma kulda saan?"
#: 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 ""
"Meelelaade on kolm: kuulekas, neutraalne ja kaootiline. Päev jagatakse "
"samuti kolmeks osaks: päev, hämarik ja öö. Päevasel ajal teevad kuulekad "
"üksused, näiteks inimesed, 25% rohkem kahju, samal ajal kui kaootilised "
"teevad 25% vähem. Öösel on asjad täpselt vastupidi. Hämariku ajal teevad "
"kõik üksused tavalist kahju. Neutraalseid üksuseid, näiteks haldjaid, päev "
"ja öö üldse ei mõjuta."
#: data/scenarios/tutorial/utils.cfg:120
msgid "What are the different alignments and times of day?"
msgstr "Millised on erinevad meelelaadid ja kellaajad?"
#: data/scenarios/tutorial/utils.cfg:121
msgid "How do I know what time of day it is?"
msgstr "Kuidas ma teada saan, mis kell parajasti on?"
#: 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 ""
#: data/scenarios/tutorial/utils.cfg:126
msgid "How do I find out the properties of a specific terrain?"
msgstr ""
#: 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 ""
#: 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 "Millised on erinevad kahjutüübid?"
#: 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 "Mida erialad teevad?"
#: 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 "Kuidas ma erialasid kasutan?"
#: 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 "Kui kaua need objektid kestavad?"
#: 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 "Kuidas ma kampaaniad mängida saan?"
#: 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 "Kuidas me mitmekesi mängida saaksime?"
#: 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 "Maa-alune"
#: data/terrain.cfg:11 src/multiplayer_create.cpp:52
#: src/multiplayer_lobby.cpp:311 src/multiplayer_lobby.cpp:317
msgid "Shroud"
msgstr "Udu"
#: data/terrain.cfg:18 src/multiplayer_lobby.cpp:307
msgid "Fog"
msgstr "Udu"
#: data/terrain.cfg:134
msgid "Dirt"
msgstr "Muld"
#: data/terrain.cfg:213 data/terrain.cfg:224
msgid "Desert Village"
msgstr "Kõrbeküla"
#: data/terrain.cfg:235
msgid "Tropical Forest Village"
msgstr "Troopiline metsaküla"
#: data/terrain.cfg:246
msgid "Oasis"
msgstr "Oaas"
#: data/terrain.cfg:275
msgid "Snow Village"
msgstr "Lumeküla"
#: data/terrain.cfg:293
msgid "Desert Hills"
msgstr "Kõrbekünkad"
#: data/terrain.cfg:301
msgid "Snow Hills"
msgstr "Lumekünkad"
#: data/terrain.cfg:317
msgid "Desert Mountains"
msgstr "Kõrbemäed"
#: data/terrain.cfg:332
msgid "Tropical Forest"
msgstr "Troopiline mets"
#: data/terrain.cfg:341
msgid "Snow Forest"
msgstr "Lumine mets"
#: data/terrain.cfg:383
msgid "Encampment"
msgstr "Laagriplats"
#: data/terrain.cfg:393
#, fuzzy
msgid "Dwarven Castle"
msgstr "Kääbuste loss"
#: data/terrain.cfg:403
msgid "Keep"
msgstr "Pesa"
#: data/terrain.cfg:430
msgid "Ruin"
msgstr "Varemed"
#: data/terrain.cfg:440
msgid "Sunken Ruin"
msgstr "Uppunud varemed"
#: data/terrain.cfg:451
msgid "Swamp Ruin"
msgstr "Soovaremed"
#: data/themes/default.cfg:78
msgid "Menu"
msgstr "Menüü"
#: data/themes/default.cfg:89
msgid "Actions"
msgstr "Tegevused"
#: data/themes/default.cfg:111
msgid "End Turn"
msgstr "Lõpeta käik"
#: 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 "kuld"
#: data/themes/default.cfg:195
msgid "villages"
msgstr "külad"
#: data/themes/default.cfg:204
msgid "units"
msgstr "üksused"
#: data/themes/default.cfg:213
msgid "upkeep"
msgstr "elatis"
#: data/themes/default.cfg:222
msgid "income"
msgstr "sissetulek"
#: data/themes/default.cfg:358
msgid "statuspanel^level"
msgstr "tase"
#: data/themes/default.cfg:389
msgid "statuspanel^movement"
msgstr "liikumine"
#: data/themes/default.cfg:520
msgid "Act."
msgstr ""
#: data/themes/default.cfg:553
msgid "short end-turn^End"
msgstr "Lõpeta"
#: 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 ""
"Kuulekad üksused võitlevad paremini päeval, korratud öösel. Neutraalseid "
"üksusi päev ja öö ei mõjuta."
#: data/tips.cfg:2
msgid ""
"In a campaign, you can use veteran units from previous scenarios by using "
"the 'recall' option."
msgstr ""
#: 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 ""
#: 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 ""
#: 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 ""
#: 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 ""
#: 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 ""
#: 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 ""
#: data/tips.cfg:9
msgid ""
"Units stationed in villages heal 8 hitpoints at the beginning of their turn."
msgstr ""
#: 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 ""
#: 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 ""
#: 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 ""
#: 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 ""
#: 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 ""
#: 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 ""
#: 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 ""
#: data/tips.cfg:17
msgid ""
"Do not be afraid to retreat and regroup, it is often the key to victory."
msgstr ""
#: 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 ""
#: 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 ""
#: data/tips.cfg:20
msgid ""
"Skeletons are resistant to piercing and bladed attacks, but vulnerable to "
"impact, fire, and holy attacks."
msgstr ""
#: data/tips.cfg:21
msgid ""
"Units with leadership ability make lower level adjacent units on the same "
"side fight better."
msgstr ""
#: 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 ""
#: data/tips.cfg:23
msgid ""
"Holding the mouse cursor on an ability or trait shows a description of that "
"ability or trait."
msgstr ""
#: data/tips.cfg:24
msgid "Use lines of units to screen injured units to let them recover."
msgstr ""
#: data/tips.cfg:25
msgid "Read the hotkeys list in the preferences menu."
msgstr ""
#: 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 ""
#: data/tips.cfg:27
msgid ""
"You can see how far enemy units can move by moving the mouse cursor over "
"them."
msgstr ""
#: data/tips.cfg:28
msgid ""
"Use healers to support your attacks - they will win you battles without "
"needing to attack anything themselves."
msgstr ""
#: 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 ""
#: data/tips.cfg:30
msgid "Holy attacks are very powerful against undead."
msgstr ""
#: data/tips.cfg:31
msgid ""
"Units are healed when they advance a level. Used wisely, this can turn a "
"fight."
msgstr ""
#: data/tips.cfg:32
msgid ""
"Charging units are best used against enemies they can kill with a single "
"blow."
msgstr ""
#: data/traits.cfg:6 data/translations/english.cfg:61
msgid "loyal"
msgstr "lojaalne"
#: data/traits.cfg:7
msgid "Zero upkeep"
msgstr "Null elatis"
#: data/traits.cfg:17
msgid "undead"
msgstr "kooljad"
#: data/traits.cfg:18
msgid "Immune to poison"
msgstr "Mürgi suhtes immuunne"
#: data/traits.cfg:25
msgid "strong"
msgstr "tugev"
#: data/traits.cfg:41
msgid "dextrous"
msgstr ""
#: data/traits.cfg:53
msgid "quick"
msgstr "väle"
#: data/traits.cfg:68
msgid "intelligent"
msgstr "intelligentne"
#: data/traits.cfg:79
msgid "resilient"
msgstr "vastupidav"
#: data/translations/english.cfg:2
msgid "Easy"
msgstr "Lihtne"
#: data/translations/english.cfg:3
msgid "Medium"
msgstr "Keskmine"
#: data/translations/english.cfg:4
msgid "Hard"
msgstr "Raske"
#: 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 ""
"Kuulekad üksused võitlevad päeval paremini ja öösel halvemini.\n"
"\n"
"Päeval: +25% kahju\n"
"Öösel: -25% kahju"
#: data/translations/english.cfg:10
msgid ""
"Neutral units are unaffected by day and night, fighting equally well under "
"both conditions."
msgstr ""
#: 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 ""
"Korratud üksused võitlevad päeval halvemini ja öösel paremini.\n"
"\n"
"Päeval: -25% kahju\n"
"Öösel: +25% kahju"
#: 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 ""
#: 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 "varitsus"
#: 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 ""
#: 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 "ravib"
#: 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 ""
#: 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 "taastab"
#: 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 ""
#: data/translations/english.cfg:49
msgid "illuminates"
msgstr "valgustab"
#: 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 ""
#: 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 "juhtimisvõime"
#: data/translations/english.cfg:59
msgid ""
"Loyal:\n"
"Never more than 1 upkeep."
msgstr ""
#: 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 ""
#: data/translations/english.cfg:68 data/units/Nightgaunt.cfg:21
#: data/units/Shadow.cfg:16
msgid "nightstalk"
msgstr "öine varitseja"
#: 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 ""
#: 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 "taastub"
#: 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 ""
#: 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 "kähmleja"
#: data/translations/english.cfg:81
msgid ""
"Steadfast:\n"
"This unit's resistance is doubled, up to a maximum of 50%, when defending."
msgstr ""
#: 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 "vankumatu"
#: data/translations/english.cfg:86
msgid ""
"Teleport:\n"
"This unit may teleport between any two friendly villages using one of its "
"moves."
msgstr ""
#: data/translations/english.cfg:88 data/units/Silver_Mage.cfg:22
#: data/units/Silver_Mage.cfg:158
msgid "teleport"
msgstr "teleport"
#: 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 ""
#: 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 ""
#: 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 ""
#: 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 ""
#: data/translations/english.cfg:105
msgid ""
"First Strike:\n"
"This unit always strikes first with this attack, even if they are defending."
msgstr ""
#: data/translations/english.cfg:108
msgid ""
"Magical:\n"
"This attack always has a 70% chance to hit."
msgstr ""
"Maagiline:\n"
"Sellel rünnakul on alati 70% tabamistõenäosus."
#: data/translations/english.cfg:111
msgid ""
"Marksman:\n"
"When used offensively, this attack always has at least a 60% chance to hit."
msgstr ""
#: 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 ""
#: 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 ""
"Mürk:\n"
"See rünnak mürgitab ohvri. Mürgitatud üksused kaotavad iga käiguga 8 HP-d "
"kuni nad terveks ravitakse või kuni nende elud kahanevad ühe HP-ni. "
#: 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 ""
#: 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 ""
#: data/translations/english.cfg:132
msgid "$name's Bridge,$name's Crossing"
msgstr "$name's sild,$name's ülekäik"
#: 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 $name"
msgstr "$name Jõgi, Jõgi $name"
#: data/translations/english.cfg:135
msgid "$name Forest,$name's Forest"
msgstr "$name Mets, $name-i Mets"
#: data/translations/english.cfg:136
msgid "$name Lake"
msgstr "$name järv"
#: data/translations/english.cfg:137
msgid "$name|bury,$name|ham,$name|ton"
msgstr ""
#: data/translations/english.cfg:138
msgid "$name|harbor,$name|port"
msgstr "$name|sadam,$name|sadam"
#: 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 "Iidne kooljas"
#: 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 "puudutus"
#: 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 "külm"
#: 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 "kurnama"
#: 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 "maagia"
#: 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 "maagiline"
#: data/units/Ancient_Wose.cfg:3
msgid "Ancient Wose"
msgstr "Iidne voos"
#: data/units/Ancient_Wose.cfg:7 data/units/Elder_Wose.cfg:7
#: data/units/Wose.cfg:7
msgid "ambush,regenerates"
msgstr "varitseb, taastub"
#: 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 "lõmastama"
#: 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 "löök"
#: data/units/Arch_Mage.cfg:3
msgid "Arch Mage"
msgstr "Arhimaag"
#: 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 "sau"
#: 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 "tulepall"
#: 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 "tuli"
#: data/units/Arch_Mage.cfg:113
msgid "female^Arch Mage"
msgstr "Arhimaag"
#: data/units/Assassin.cfg:3
msgid "Assassin"
msgstr "Palgamõrvar"
#: 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 "pistoda"
#: 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 "mõõk"
#: 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 "pussitama"
#: data/units/Assassin.cfg:68 data/units/Assassin.cfg:150
#: data/units/Rogue.cfg:41 data/units/Rogue.cfg:103
msgid "knife"
msgstr "nuga"
#: 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 "mürk"
#: data/units/Assassin.cfg:98
msgid "female^Assassin"
msgstr "Palgamõrvar"
#: data/units/Bandit.cfg:3
msgid "Bandit"
msgstr "Bandiit"
#: 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 "oganui"
#: data/units/Battle_Princess.cfg:3 data/units/Battle_Princess.cfg:55
#, fuzzy
msgid "female^Battle Princess"
msgstr "Lindpriide printsess"
#: data/units/Battle_Princess.cfg:19 data/units/Battle_Princess.cfg:70
msgid "leadership,skirmisher"
msgstr "juhivõime, kähmleja"
#: data/units/Battle_Princess.cfg:21 data/units/Battle_Princess.cfg:72
#, fuzzy
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 ""
"Aadlisoost prinsess on mõõgakunsti õppinud võimsatelt väepealikelt ning "
"lahingutaktikat suurtelt tarkadelt. Tänu sellele on ta osav võitleja ning "
"hea väejuht. Madalama taseme üksused võitlevad printsessi läheduses "
"paremini. Printsess on lisaks veel väle ja osav nagu varas."
#: 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 "mõõk"
#: 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 "tuleskepter"
#: data/units/Blood_Bat.cfg:3
msgid "Blood Bat"
msgstr "Verejanuline nahkhiir"
#: 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 "kihvad"
#: data/units/Bone_Shooter.cfg:3
msgid "Bone Shooter"
msgstr "Konditulistaja"
#: 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 "pussitama"
#: 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 "vibu"
#: 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 "torge"
#: data/units/Bowman.cfg:3
msgid "Bowman"
msgstr "Vibumees"
#: 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 "Ratsutaja"
#: 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 "amb"
#: data/units/Cavalryman.cfg:3
msgid "Cavalryman"
msgstr "Ratsamees"
#: 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 "Hiiglaslik ämblik"
#: 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 "võrk"
#: 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 "aeglustus"
#: data/units/Chocobone.cfg:3
msgid "Chocobone"
msgstr ""
#: 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 "oda"
#: 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 "rünnak"
#: data/units/Cockatrice.cfg:3
msgid "Cockatrice"
msgstr "Sulismadu"
#: 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 "jõllitus"
#: data/units/Cockatrice.cfg:38 src/actions.cpp:898 src/actions.cpp:1065
msgid "stone"
msgstr "kivi"
#: data/units/Commander.cfg:3 data/units/Commander.cfg:90
msgid "Commander"
msgstr "Komandör"
#: 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 ""
#: 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 "kombits"
#: data/units/Cuttle_Fish.cfg:69
msgid "ink"
msgstr "tint"
#: data/units/Dark_Adept.cfg:4
msgid "Dark Adept"
msgstr "Pimeduse arbuja"
#: 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 "külmajudin"
#: data/units/Dark_Adept.cfg:66
#, fuzzy
msgid "female^Dark Adept"
msgstr "Pimeduse kuninganna"
#: data/units/Dark_Queen.cfg:3
msgid "female^Dark Queen"
msgstr "Pimeduse kuninganna"
#: 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 "valitsuskepp"
#: data/units/Dark_Sorcerer.cfg:3
msgid "Dark Sorcerer"
msgstr ""
#: 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
#, fuzzy
msgid "plague(Walking Corpse)"
msgstr "Kõndiv laip"
#: data/units/Dark_Spirit.cfg:3
msgid "Dark Spirit"
msgstr "Pimeduse vaim"
#: 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 ""
#: data/units/Dark_Spirit.cfg:49 data/units/Ghost.cfg:35
#: data/units/Spectre.cfg:69 data/units/Wraith.cfg:45
msgid "wail"
msgstr "ulgumine"
#: data/units/Death_Knight.cfg:3
msgid "Death Knight"
msgstr "Surmarüütel"
#: 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 "sõjakirves"
#: data/units/Deathblade.cfg:3
msgid "Deathblade"
msgstr "Surnumõõk"
#: 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 "Surmaisand"
#: 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 ""
#: 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 "Maruhundi ratsanik"
#: 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 "küünised"
#: data/units/Dragoon.cfg:3
msgid "Dragoon"
msgstr "Dragun"
#: 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
#, fuzzy
msgid "Drake Blademaster"
msgstr "Gladiaator lohe"
#: 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 "tulehingus"
#: data/units/Drake_Burner.cfg:3
msgid "Drake Burner"
msgstr "Tuld purskav lohe"
#: 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 "Lahmija lohe"
#: 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
#, fuzzy
msgid "Drake Enforcer"
msgstr "Tuld purskav lohe"
#: 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 "Lohesõdalane"
#: 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 "skimitar"
#: data/units/Drake_Fire.cfg:3
msgid "Fire Drake"
msgstr "Tulelohe"
#: 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 "Leegitseva südamega lohe"
#: 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 "Tu"
#: 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 "Gladiaator lohe"
#: 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 "Hõljuja lohe"
#: 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 "obadus"
#: data/units/Drake_Hurricane.cfg:3
#, fuzzy
msgid "Hurricane Drake"
msgstr "Tulelohe"
#: 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 "Põrgulik lohe"
#: 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 "Taevalik lohe"
#: 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 "Raiuja lohe"
#: 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 "hellebard"
#: 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 "esimene rünnak"
#: data/units/Drake_Warden.cfg:4
#, fuzzy
msgid "Drake Warden"
msgstr "Tu"
#: 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 "Lohesõdalane"
#: 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 "kirves"
#: data/units/Dread_Lich.cfg:3
msgid "Dread Lich"
msgstr ""
#: 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 "Duellant"
#: 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 "rapiir"
#: data/units/Dwarvish_Berserker.cfg:3
msgid "Dwarvish Berserker"
msgstr "Hullunud kääbus"
#: 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 ""
"Kääbused on iidne võimsate sõjameeste rass. Hulludes unustavad nad enda "
"pärast muretsemise ja tekitavad vaenlastele tohutut kahju. Kui lahing on "
"kord juba alanud, siis ründavad hullunud kääbused raevukalt, kuni kas nemad "
"või nende vastased lebavad surnult."
#: data/units/Dwarvish_Berserker.cfg:27 data/units/Dwarvish_Ulfserker.cfg:26
msgid "berserker frenzy"
msgstr "hullunud märatsemine"
#: data/units/Dwarvish_Berserker.cfg:30 data/units/Dwarvish_Ulfserker.cfg:29
msgid "berserk"
msgstr "hullus"
#: data/units/Dwarvish_Dragonguard.cfg:3
msgid "Dwarvish Dragonguard"
msgstr "Kääbuste draakonivalvur"
#: 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 "draakonisau"
#: data/units/Dwarvish_Fighter.cfg:3
msgid "Dwarvish Fighter"
msgstr "Kääbuste võitleja"
#: 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 "vasar"
#: data/units/Dwarvish_Guardsman.cfg:3
msgid "Dwarvish Guardsman"
msgstr "Kääbuste valvur"
#: 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 "Kääbuste isand"
#: 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 "väike kirves"
#: data/units/Dwarvish_Runemaster.cfg:3
msgid "Dwarvish Runemaster"
msgstr "Kääbuste ruunimeister"
#: 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 "ruunidega vasar"
#: data/units/Dwarvish_Runemaster.cfg:42
msgid "Lightning bolt"
msgstr "Välgunool"
#: data/units/Dwarvish_Sentinel.cfg:3
msgid "Dwarvish Sentinel"
msgstr "Kääbuste vahimees"
#: 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 ""
"Vapper torn-kilbiga varustatud vahimees ei anna alla ka kõige võimsamate "
"rünnakute surve all."
#: data/units/Dwarvish_Stalwart.cfg:3
msgid "Dwarvish Stalwart"
msgstr ""
#: 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 ""
#: 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 ""
#: data/units/Dwarvish_Thunderer.cfg:3
msgid "Dwarvish Thunderer"
msgstr "Kääbuste kõmistaja"
#: 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 "kõuekepp"
#: data/units/Dwarvish_Thunderguard.cfg:3
msgid "Dwarvish Thunderguard"
msgstr "Hullunud kõuevalvur"
#: 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 "draakonikepp"
#: data/units/Dwarvish_Ulfserker.cfg:3
msgid "Dwarvish Ulfserker"
msgstr "Märatsev kääbus"
#: 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 "Vana Maag"
#: 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 "välk"
#: data/units/Elder_Wose.cfg:3
msgid "Elder Wose"
msgstr "Vana voos"
#: 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 "Haldjate vibukütt"
#: 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 "Haldjate vibukütt"
#: data/units/Elvish_Avenger.cfg:3
msgid "Elvish Avenger"
msgstr "Tasuja Haldjas"
#: 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 "Tasuja Haldjas"
#: data/units/Elvish_Captain.cfg:3
msgid "Elvish Captain"
msgstr "Haldjakapten"
#: 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 "Haldjate ratsutaja"
#: 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 "Haldjadruiid"
#: 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 "lõksu meelitama"
#: data/units/Elvish_Druid.cfg:66 data/units/Elvish_Shyde.cfg:75
msgid "thorns"
msgstr "okkad"
#: data/units/Elvish_Enchantress.cfg:3
msgid "female^Elvish Enchantress"
msgstr "Haldjate loitsija"
#: 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 "köitmine"
#: 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
#, fuzzy
msgid "faerie fire"
msgstr "haldja puudutus"
#: data/units/Elvish_Fighter.cfg:3
msgid "Elvish Fighter"
msgstr "Haldjasõdalane"
#: 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 "Haldjakangelane"
#: 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 "Haldjate suurisand"
#: 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 "Haldjadaam"
#: 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 "labidas"
#: data/units/Elvish_Lord.cfg:3
msgid "Elvish Lord"
msgstr "Haljdate isand"
#: 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 "Haldjate täpsuskütt"
#: 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 "pikkvibu"
#: 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 "laskur"
#: data/units/Elvish_Marksman.cfg:123
msgid "female^Elvish Marksman"
msgstr "Haldjate täpsuskütt"
#: data/units/Elvish_Marshal.cfg:3
msgid "Elvish Marshal"
msgstr "Haldjate väejuht"
#: 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 "Haldjate teejuht"
#: 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 "Haldjate metsavaht"
#: 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 "Haldjate metsavaht"
#: data/units/Elvish_Rider.cfg:3
msgid "Elvish Rider"
msgstr "Haldjate ratsanik"
#: 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 "Haldjate luuraja"
#: 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 "Haldjate šamaan"
#: 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 "Haldjate täpsuskütt"
#: 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 "Haldjate täpsuskütt"
#: data/units/Elvish_Shyde.cfg:3
msgid "female^Elvish Shyde"
msgstr ""
#: 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 "haldja puudutus"
#: data/units/Elvish_Sorceress.cfg:3
msgid "female^Elvish Sorceress"
msgstr "Haldjate manaja"
#: 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 "Haldjate sülf"
#: 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 ""
#: data/units/Fencer.cfg:3
msgid "Fencer"
msgstr "Vehkleja"
#: 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 "Sõdalane"
#: 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 "Tuledraakon"
#: 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 "hammustus"
#: data/units/Fire_Dragon.cfg:40
msgid "tail"
msgstr "saba"
#: data/units/Fireball.cfg:4
msgid "Fireball"
msgstr "Tulepall"
#: data/units/Fireball.cfg:17
msgid ""
"A Fireball. This is not to be used for anything else than a 'Move_Unit_Fake'!"
msgstr "Tulepall. Seda ei kasutata mitte millekski muuks kui 'Move_Unit_Fake'!"
#: data/units/Footpad.cfg:3
msgid "Footpad"
msgstr "Kannupoiss"
#: 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 "nui"
#: 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 "ling"
#: data/units/Footpad.cfg:69
msgid "female^Footpad"
msgstr "Kannupoiss"
#: data/units/Galleon.cfg:4
msgid "Galleon"
msgstr "Galeoon"
#: 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 ""
"Isegi inimesed, kes õnnelikult oma kodudes elavad, vajavad mingil hetkel "
"meretransporti, isegi kui nad lähevad ainult kalale või kauplema. Galeoon on "
"nendeks otstarveteks ideaalne: see on kiire ja vastupidav ning kohandatav "
"paljudeks otstarveteks, aga ta ei kõlba eriti võitlemiseks."
#: data/units/Galleon.cfg:19
msgid "dummy"
msgstr "fiktiivne"
#: data/units/Gate.cfg:3
msgid "Gate"
msgstr "Värav"
#: data/units/Gate.cfg:19
msgid "The door will not open for any who are not allied with it."
msgstr ""
#: data/units/Gate.cfg:21
msgid "bump"
msgstr "müksama"
#: data/units/General.cfg:3
msgid "General"
msgstr "Üldine"
#: 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 "Vaim"
#: 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 "Kodukäija"
#: 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 "Hiiglaslik mudaelukas"
#: data/units/Giant_Mudcrawler.cfg:17
#, fuzzy
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 ""
"Mudaelukad on maagilised pinnase ja vee ühendid. Nad ründavad vastaste pihta "
"keeva vett pritsides."
#: 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 "rusikas"
#: data/units/Giant_Mudcrawler.cfg:66 data/units/Mudcrawler.cfg:43
msgid "mud glob"
msgstr ""
#: data/units/Giant_Scorpion.cfg:3
msgid "Giant Scorpion"
msgstr "Hiiglaslik skorpion"
#: 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 "nõel"
#: data/units/Giant_Scorpion.cfg:38
msgid "pincers"
msgstr "näpitsad"
#: data/units/Goblin_Impaler.cfg:4
msgid "Goblin Impaler"
msgstr "Vardasse ajav goblin"
#: 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 "Goblinite rüütel"
#: 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 "Goblinite rüüstaja"
#: 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 "tõrvik"
#: data/units/Goblin_Pillager.cfg:40 data/units/Merman_Entangler.cfg:30
#: data/units/Merman_Netcaster.cfg:29
msgid "net"
msgstr "võrk"
#: data/units/Goblin_Spearman.cfg:4
msgid "Goblin Spearman"
msgstr "Goblinite odamees"
#: 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 "Suur-rüütel"
#: 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 "piik"
#: data/units/Grand_Marshal.cfg:3
msgid "Grand Marshal"
msgstr "Suue väejuht"
#: 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 "Suur Maag"
#: 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 "Suur maag"
#: data/units/Great_Troll.cfg:3
msgid "Great Troll"
msgstr "Suur Troll"
#: 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 "Grifoon"
#: data/units/Gryphon.cfg:16
#, fuzzy
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 ""
"Pooleldi lõvid, pooleldi linnud - need majesteetlikud olendid valitsevad "
"maailma taevaid. Kuna nad suhtuvad teistesse intelligentsetesse rassidesse "
"suure ettevaatusega ei tasu grifoone ilma hea põhjuseta segada."
#: data/units/Gryphon_Master.cfg:3
msgid "Gryphon Master"
msgstr "Grifooni-isand"
#: 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 "Grifooniratsanik"
#: 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 ""
"Väga vähesed oskavad grifoonidega ringi käia. Neist, kellel see õnnestub, "
"saavad grifooniratsanikud ja nad võivad uurida taevaseid maailmu nende "
"lendavate elukate seljas."
#: data/units/Halbardier.cfg:3
msgid "Halberdier"
msgstr "Hellebardiga sõdur"
#: 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 "Raskejalaväelane"
#: 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 "Hobuste isand"
#: 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 ""
"Kõigist tasandiku meestest võimsaimad on hobuste isandad oma majade juhid ja "
"neid austavad kõik, nii sõbrad kui vaenlased. Nende mõõk surmab lihtsamad "
"vaenlased ja morgernstern lömastab ülejäänud."
#: data/units/Horse_Lord.cfg:44 data/units/Mounted_Fighter.cfg:44
#: data/units/Mounted_Warrior.cfg:44
msgid "morning star"
msgstr "morgernstern"
#: data/units/Horseman.cfg:3
msgid "Horseman"
msgstr "Hobusemees"
#: 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 "Noviits"
#: 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 ""
#: 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 "Odaloopija"
#: 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 "Rüütel"
#: 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 "Piigimees"
#: 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 "Kooljas"
#: 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 "Leitnant"
#: 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 "Pikkvibumehed"
#: 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 "Isand"
#: 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 "Maag"
#: 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 "mürsk"
#: data/units/Mage.cfg:86
msgid "female^Mage"
msgstr "Maag"
#: data/units/Mage_of_Light.cfg:3
msgid "Mage of Light"
msgstr "Valguse Maag"
#: data/units/Mage_of_Light.cfg:14 data/units/Mage_of_Light.cfg:91
#: data/units/Mermaid_Diviner.cfg:11
msgid "illuminates,cures"
msgstr "valgustab, ravib"
#: 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 "valguskiir"
#: 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 "püha"
#: data/units/Mage_of_Light.cfg:83
msgid "female^Mage of Light"
msgstr "Valguse maag"
#: data/units/Master_Bowman.cfg:3
msgid "Master Bowman"
msgstr "Osav vibumees"
#: 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 ""
#: 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 "Merinetiside ennustaja"
#: 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 "Merinetiside loitsija"
#: 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 "veepritse"
#: data/units/Mermaid_Initiate.cfg:3
msgid "female^Mermaid Initiate"
msgstr "Merinetiside noviits"
#: 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 "Merineitside preestrinna"
#: 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 "Sireen"
#: 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
#, fuzzy
msgid "naia touch"
msgstr "nümfi puudutus"
#: data/units/Merman.cfg:6
msgid "Merman"
msgstr "Merimees"
#: 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 "kolmhark"
#: data/units/Merman_Entangler.cfg:3
msgid "Merman Entangler"
msgstr "Merimeeste mässija"
#: 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 "Merimeeste võitleja"
#: data/units/Merman_Hoplite.cfg:3
msgid "Merman Hoplite"
msgstr "Merimeeste suurvalvur"
#: 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 "Merimeeste kütt"
#: 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 "Merimeeste odaloopija"
#: 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 "Merimeeste võrguheitja"
#: 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 "Merimeeste odamees"
#: 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 "Merimeeste triiton"
#: 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 "Merimeeste sõdalane"
#: 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 "Ratsutav võitleja"
#: 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 "Ratsutav sõdalane"
#: 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 "Mudaelukas"
#: data/units/Mudcrawler.cfg:18
#, fuzzy
msgid ""
"Mudcrawlers are magical constructs of soil and water. They attack by "
"belching lumps of mud at their foes."
msgstr ""
"Mudaelukad on maagilised pinnase ja vee ühendid. Nad ründavad vastaste pihta "
"keeva vett pritsides."
#: data/units/Naga-Fighter.cfg:3
msgid "Naga Fighter"
msgstr "Naga võitleja"
#: 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 "Nagini võitleja"
#: data/units/Naga-Myrmidon.cfg:3
msgid "Naga Myrmidon"
msgstr "Naga 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 "Nagini 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 "Naga sõdalane"
#: 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 "Nagini sõdalane"
#: data/units/Naga.cfg:6
msgid "female^Naga"
msgstr "Naga"
#: 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 "Surnumanaja"
#: 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 "Surnusööja"
#: 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 ""
#: 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:3
msgid "Noble Commander"
msgstr "Aadlike komandör"
#: data/units/Noble_Commander.cfg:24
msgid ""
"The rank of a noble 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/Noble_Fighter.cfg:3
msgid "Noble Fighter"
msgstr "Aadlikust võitleja"
#: data/units/Noble_Fighter.cfg:20
msgid ""
"Young and brash, Fighters fight with a sword, and are vulnerable to ranged "
"attacks from enemies. However they have the potential to become great "
"Commanders one day."
msgstr ""
#: data/units/Noble_Lord.cfg:3
msgid "Noble Lord"
msgstr "Aadlike isand"
#: data/units/Noble_Youth.cfg:3
msgid "Noble Youth"
msgstr "Aadlike nooruk"
#: data/units/Noble_Youth.cfg:20
msgid ""
"Today he is a young man, by his devotion to the crown he is seeking to "
"become a Lord -- to join the elite of humanity."
msgstr ""
#: data/units/Noble_Youth.cfg:23 data/units/Youth.cfg:20
msgid "training sword"
msgstr "treeningmõõk"
#: data/units/Ogre.cfg:3
msgid "Ogre"
msgstr "Sookoll"
#: data/units/Ogre.cfg:17
msgid ""
"Ogres are giant creatures that usually live alone in the wilderness, "
"remarkably similar to humans in form, though large and misshapen. While they "
"can be easily outrun or outsmarted, their strength is not to be "
"underestimated."
msgstr ""
#: data/units/Ogre.cfg:20 data/units/Young_Ogre.cfg:41
msgid "cleaver"
msgstr "lihakirves"
#: data/units/Orcish_Archer.cfg:3
msgid "Orcish Archer"
msgstr "Mäekollide vibukütt"
#: data/units/Orcish_Archer.cfg:17
msgid ""
"Orcish Archers are considered by many of their fellow orcs to be a lesser "
"caste of warrior, for attacking their enemies from a distance. However, "
"since most orcs won't learn how to handle a bow, he is an indispensable part "
"of the orcish army."
msgstr ""
#: data/units/Orcish_Assassin.cfg:3
msgid "Orcish Assassin"
msgstr "Mäekollide palgamõrvar"
#: data/units/Orcish_Assassin.cfg:18
msgid ""
"Though some consider it cowardly to use, poison is a weapon favored by orcs "
"- especially those weak of frame. Orcish assassins, who use it on throwing "
"knives, are typically a bit frail, although surprisingly nimble. Though "
"rarely the ones who deal the killing blow, their tactics are a considerable "
"aid to their larger and more brutal kin.\n"
"\n"
"Special Notes: Orcish Assassins use poison on their throwing knives, and "
"victims of this poison will continually take damage until they can be cured "
"in town or by a healer."
msgstr ""
#: data/units/Orcish_Assassin.cfg:38 data/units/Orcish_Slayer.cfg:44
msgid "throwing knives"
msgstr ""
#: data/units/Orcish_Crossbowman.cfg:3
msgid "Orcish Crossbowman"
msgstr "Mäekollide ammumees"
#: data/units/Orcish_Crossbowman.cfg:17
msgid ""
"Orcish Crossbowmen try to compensate for their lack of skill with the raw "
"power of their weapon. While they are not as effective as the Elvish "
"Marksmen in long-range combat, they are sturdier and can handle themselves a "
"little better than the Elves in close combat."
msgstr ""
#: data/units/Orcish_Crossbowman.cfg:20 data/units/Orcish_Slurbow.cfg:21
msgid "short sword"
msgstr "lühike mõõk"
#: data/units/Orcish_Grunt.cfg:3
msgid "Orcish Grunt"
msgstr "Mäekollide reamees"
#: data/units/Orcish_Grunt.cfg:16
msgid ""
"Orcish Grunts form the core of the orcish forces. Although slower than human "
"or elven fighters, Grunts can deliver much more powerful blows, and take "
"more hits before falling."
msgstr ""
"Mäekollide reamehed moodustavad mäekollide sõjaväe tuumiku. Kuigi "
"aeglasemad, kui inimeste või haldjate sõjamehed, löövad reamehed võimsamalt "
"ja peavad enne langemist kauem vastu."
#: data/units/Orcish_Leader.cfg:3
msgid "Orcish Leader"
msgstr "Mäekollide juht"
#: data/units/Orcish_Leader.cfg:18
msgid ""
"Orcish Leaders are the chiefs of their tribe. They make the important "
"decisions and lead their people into battle. They carry a bow out of "
"necessity, but are much more skilled with the sword; all in all, they are "
"powerful fighters. Their natural leadership skills make them very precious "
"in battle: if the Leader is lost, so is the battle."
msgstr ""
#: data/units/Orcish_Ruler.cfg:3
msgid "Orcish Ruler"
msgstr "Mäekollide valitseja"
#: data/units/Orcish_Ruler.cfg:18
msgid ""
"Orcish Rulers are the chiefs of their tribe. They make the important "
"decisions and lead their people into battle. They carry a bow out of "
"necessity, but are much more skilled with the sword; all in all, they are "
"powerful fighters. Their natural leadership skills make them very precious "
"in battle: if the Ruler is lost, so is the battle."
msgstr ""
#: data/units/Orcish_Shaman.cfg:3
msgid "Orcish Shaman"
msgstr "Mäekollide Å¡amaan"
#: data/units/Orcish_Shaman.cfg:20
msgid ""
"Orcish Shamans are the guardians of orcish magic. Respected among orcish "
"tribes, they form the Orcish Council, which makes important decisions for "
"the whole Orcish community and arbitrates the many conflicts that arise "
"between tribes of this argumentative race. Although physically weak (for "
"Orcs), Orcish Shamans are good spell casters and can curse their enemies, "
"draining their life."
msgstr ""
#: data/units/Orcish_Shaman.cfg:40 data/units/Orcish_Shaman.cfg:103
#: data/units/Orcish_Shaman.cfg:166 data/units/Vampire_Lady.cfg:35
msgid "curse"
msgstr "needus"
#: data/units/Orcish_Shaman.cfg:66
msgid "Novice Orcish Shaman"
msgstr "Noor mäekollide Å¡amaan"
#: data/units/Orcish_Shaman.cfg:83
msgid ""
"Orcish Shamans are the guardians of orcish magic. Respected among orcish "
"tribes, they form the Orcish Council, which makes important decisions for "
"the whole Orcish community and arbitrates the many conflicts that arise "
"between tribes of this argumentative race. Although physically weak (for "
"Orcs), Orcish Shamans are good spell casters and can curse their enemies, "
"draining their life. Novice Shamans are still young and vigorous, but their "
"spell-casting ability still needs improvement."
msgstr ""
#: data/units/Orcish_Shaman.cfg:129
msgid "Old Orcish Shaman"
msgstr "Vana mäekollide Å¡amaan"
#: data/units/Orcish_Shaman.cfg:146
msgid ""
"Orcish Shamans are the guardians of orcish magic. Respected among orcish "
"tribes, they form the Orcish Council, which makes important decisions for "
"the whole Orcish community and arbitrates the many conflicts that arise "
"between tribes of this argumentative race. Although physically weak (for "
"Orcs), Orcish Shamans are good spell casters and can curse their enemies, "
"draining their life. Old Orcish Shamans are shamans that have mastered "
"magic, although their physical strength has declined with age."
msgstr ""
#: data/units/Orcish_Slayer.cfg:3
msgid "Orcish Slayer"
msgstr "Mäekollide kütt"
#: data/units/Orcish_Slayer.cfg:19
msgid ""
"The larger, and often more skilled orcish assassins are called 'Slayers' by "
"their enemies, though this distinction is somewhat unclear. Slayers are fast "
"on their feet, and quite nimble in combat, although they achieve that end by "
"forgoing armor. Their choice weapon, poison, is a vicious tool, and its "
"common use on the battlefield is often the real cause of orcish supremacy.\n"
"\n"
"Special Notes: Orcish Slayers use poison on their throwing knives, and "
"victims of this poison will continually take damage until they can be cured "
"in town or by a healer."
msgstr ""
#: data/units/Orcish_Slurbow.cfg:3
#, fuzzy
msgid "Orcish Slurbow"
msgstr "Mäekollide kütt"
#: data/units/Orcish_Slurbow.cfg:18
msgid ""
"Slurbowmen have managed to improve their crossbow with the addition of a "
"cranequin and a metal barrel. As a result they are able to launch lead shot "
"with deadly power and accuracy. Although they remain weaker in ranged combat "
"than their Elven and Human counterparts, they still maintain an edge in "
"melee strength and stamina."
msgstr ""
#: data/units/Orcish_Sovereign.cfg:3
msgid "Orcish Sovereign"
msgstr "Mäekollide maavalitseja"
#: data/units/Orcish_Sovereign.cfg:19
msgid ""
"Orcish Sovereigns are the chiefs of their tribe. They make the important "
"decisions and lead their people into battle. They carry a bow out of "
"necessity, but are much more skilled with the sword; all in all, they are "
"powerful fighters. Their natural leadership skills make them very precious "
"in battle: if the Sovereign is lost, so is the battle."
msgstr ""
#: data/units/Orcish_Warlord.cfg:3
msgid "Orcish Warlord"
msgstr "Mäekollide sõjapealik"
#: data/units/Orcish_Warlord.cfg:17
msgid ""
"Only orcs with both great cunning and unsurpassed strength can become "
"Warlords. Masters of the sword, and even possessing some skill with the bow, "
"these beast-warriors lead their brethren with an iron hand."
msgstr ""
#: data/units/Orcish_Warrior.cfg:3
msgid "Orcish Warrior"
msgstr "Mäekollide sõdalane"
#: data/units/Orcish_Warrior.cfg:16
msgid ""
"Having mastered the art of dual-sword fighting, Orcish Warriors are highly "
"respected among the Orcs, and highly feared by their foes. Their only "
"weakness is their inability to wield the bow."
msgstr ""
#: data/units/Outlaw.cfg:3
msgid "Outlaw"
msgstr "Lindprii"
#: data/units/Outlaw.cfg:18 data/units/Outlaw.cfg:91
msgid ""
"After some years of service, former 'footpads' rise up in the ranks of their "
"fellow outlaws. Having proven themselves in combat, they are given more "
"dangerous tasks, and a greater share of the spoils. Though many opponents "
"would mock their choice of weaponry, the outlaws are well aware of its "
"deadly capacity, and also of the ready availability of ammunition. Outlaws "
"are somewhat ill at ease fighting during the day, preferring the cover of "
"nightfall."
msgstr ""
#: data/units/Outlaw.cfg:76
msgid "female^Outlaw"
msgstr "Lindprii"
#: data/units/Outlaw_Princess.cfg:4
msgid "female^Outlaw Princess"
msgstr "Lindpriide printsess"
#: data/units/Outlaw_Princess.cfg:22
msgid ""
"A noble by birth, the Outlaw Princess has learnt swordplay with the greatest "
"generals, but she is the product of a failed aristocracy who has opted for "
"the life of an Outlaw. She dreams of founding her own Queendom with the "
"plunder she finds on the road."
msgstr ""
#: data/units/Outlaw_Queen.cfg:3
msgid "female^Outlaw Queen"
msgstr "Lindpriide kuninganna"
#: data/units/Outlaw_Queen.cfg:21
msgid "skirmisher,leadership"
msgstr "kähmleb, juhivõime"
#: data/units/Outlaw_Queen.cfg:24
msgid ""
"A noble by birth, the Outlaw Queen has learnt swordplay with the greatest "
"generals and battle tactics with the greatest sages, making her both a great "
"combatant and leader. However, she is the product of a failed aristocracy "
"who has opted for the life of an Outlaw. She dreams of founding her own "
"Queendom with the plunder she finds on the road, and she is ever so close to "
"that goal."
msgstr ""
#: data/units/Paladin.cfg:3
msgid "Paladin"
msgstr ""
#: data/units/Paladin.cfg:25
msgid ""
"Knights of the highest virtue, Paladins have sworn themselves to monastic "
"orders, pledging their might to the cause of righteousness. Though not as "
"imposing on the battlefield as a Grand Knight, a Paladin is a powerful force "
"in combat, and their piety grants them other gifts. A Paladin is a bane to "
"the unworldly, and has trained in ministering to the wounds of his comrades."
msgstr ""
#: data/units/Paladin.cfg:27
msgid ""
"\n"
"\n"
"Special Notes: the Paladin's charging lance attack doubles both damage dealt "
"and received. This does not affect his defensive retaliation. The Paladin's "
"holy attack with his sword deals tremendous damage to the undead, and even "
"some to living creatures. Paladins are capable of some healing, though they "
"can only delay the effects of poison, not cure them entirely."
msgstr ""
#: data/units/Peasant.cfg:3
msgid "Peasant"
msgstr "Talumees"
#: data/units/Peasant.cfg:18
msgid ""
"Peasants are the backbone of the rural economy, and the soldiers of last "
"resort. While not fearsome by nature, they will stubbornly defend their "
"homes. However, if you're hurling peasants at your foes, you're clearly out "
"of superior forces."
msgstr ""
#: data/units/Peasant.cfg:21 data/units/Peasant.cfg:34
msgid "pitchfork"
msgstr "sitahark"
#: data/units/Pikeman.cfg:3
msgid "Pikeman"
msgstr "Odamees"
#: data/units/Pikeman.cfg:22
msgid ""
"Promising spearmen in the armies of Wesnoth are often graduated to wielding "
"pikes, and are outfitted with something far superior to the motley "
"collection of leather armor they wore as recruits. A pike is a much longer "
"weapon than a spear, and thus facilitates different combat tactics. A wall "
"of pikemen is the bane of any cavalry charge, and with proper discipline and "
"tactics, pikemen can also hold most infantry at bay.\n"
"\n"
"Special Notes: the length of their weapon allows a pikeman to strike first "
"in melee, even in defense."
msgstr ""
#: data/units/Pikeman.cfg:25
msgid "pike"
msgstr "oda"
#: data/units/Pirate_Galleon.cfg:3
msgid "Pirate Galleon"
msgstr "Piraatite galeoon"
#: data/units/Pirate_Galleon.cfg:15
msgid ""
"Pirate galleons are to transport ships what wolves are to sheep. Ships full "
"of goods shouldn't be lonely, far away from any land, better to help them to "
"avoid it being sunk from overloading..."
msgstr ""
"Piraatide galeoonid on kaubalaevadele umbes sama, mis hundid lammastele. "
"Kaupu täis laevad ei tohiks olla üksikuna kaugel maast. Parem aidata neid "
"igaks juhuks, et nad liigse koormaga põhja ei läheks..."
#: data/units/Pirate_Galleon.cfg:17 data/units/Transport_Galleon.cfg:17
#: data/units/Watch_Tower.cfg:18
msgid "ballista"
msgstr "ballista"
#: data/units/Poacher.cfg:3
msgid "Poacher"
msgstr "Salakütt"
#: data/units/Poacher.cfg:17
msgid ""
"Poachers rely on their hunting experience and are most valuable at night and "
"in forests and swamps."
msgstr ""
"Salakütid juhinduvad oma jahikogemustest ja on kõige väärtuslikumad öösiti "
"ja metsades ning soodes."
#: data/units/Princess.cfg:3
msgid "female^Princess"
msgstr "Printsess"
#: data/units/Princess.cfg:20 data/units/Princess.cfg:58
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. The units of lower level around the Princess will "
"fight better due to her presence. The Princess is also nimble and dextrous, "
"having skills like that of a thief."
msgstr ""
"Aadlisoost prinsess on mõõgakunsti õppinud võimsatelt väepealikelt ning "
"lahingutaktikat suurtelt tarkadelt. Tänu sellele on ta osav võitleja ning "
"hea väejuht. Madalama taseme üksused võitlevad printsessi läheduses "
"paremini. Printsess on lisaks veel väle ja osav nagu varas."
#: data/units/Princess.cfg:42
msgid "Princess"
msgstr "Printsess"
#: data/units/Red_Mage.cfg:3
msgid "Red Mage"
msgstr "Punane Maag"
#: data/units/Red_Mage.cfg:24 data/units/Red_Mage.cfg:121
msgid ""
"Upon the successful termination of their apprenticeship, a mage is stripped "
"of the blue robes of an apprentice, and given the red robes of a master. The "
"significance of this change is often lost on the peasantry, who mistakenly "
"title Master Magi as 'Red Magi'. Likewise, the symbolism of the change in "
"colors is often mistaken to signify the mage's ability to seemingly conjure "
"fire from nothing but thin air, a trick which, although undeniably useful, "
"is viewed as a crass application of the knowledge which they have "
"painstakingly accrued.\n"
"\n"
"Though physically frail, and untrained as warriors, the 'Red Magi' have a "
"number of tricks up their sleeves, including the gouts of fire which may "
"have cemented their colloquial name.\n"
"\n"
"Special Notes: the red mage's fireballs are magical, and always have a high "
"chance of hitting an opponent."
msgstr ""
#: data/units/Red_Mage.cfg:100
msgid "female^Red Mage"
msgstr "Punane maag"
#: data/units/Revenant.cfg:3
msgid "Revenant"
msgstr "Viirastus"
#: data/units/Revenant.cfg:16
msgid ""
"Given false life to do battle once more, the creatures known as Revenants "
"were clearly great warriors in their time, though the memory of that time is "
"now long gone. Even the sorcerers who raised them can only speculate on "
"their past. Such questions aside, a Revenant is a powerful tool in combat: a "
"fearless warrior that feels no pain, and which will fight to the bitter end."
msgstr ""
#: data/units/Rogue.cfg:3
msgid "Rogue"
msgstr "Hulkur"
#: data/units/Rogue.cfg:20 data/units/Rogue.cfg:82
msgid ""
"The ringleaders of any group of thieves earn their positions by skill. These "
"rogues have spent many an unpleasant moment darting through crowds and "
"dodging away from those who wish them ill, a set of skills which is very "
"handy in a fight. Masters of knifework, they can also throw knives with "
"reliable accuracy, and their long hours of prowling around at night leave "
"them more comfortable fighting in the dark.\n"
"\n"
"Special Notes: while a unit with the same allegiance as the rogue distracts "
"an enemy, the rogue may backstab, inflicting double damage, by creeping "
"around behind that enemy."
msgstr ""
#: data/units/Rogue.cfg:65
msgid "female^Rogue"
msgstr "Hulkur"
#: data/units/Royal_Guard.cfg:3
msgid "Royal Guard"
msgstr "Kuninglik Valvur"
#: data/units/Royal_Guard.cfg:22
msgid ""
"Royal Guards are picked from the best swordsmen in Wesnoth. Serving under "
"any of the higher nobility, they function as bodyguards, and partly as a "
"badge of office for their employers. A special force of Royal Guards is "
"stationed at the capitol, guarding the palace grounds and the royal family. "
"Because of their trusted relationship to their superiors, they, rather than "
"mercenaries, are often deployed on missions of crucial import. Their "
"reliability and mastery of close combat are their best assets, for which "
"they are well-renowned."
msgstr ""
#: data/units/Saurian.cfg:20
msgid ""
"Saurians are skilled in the use of the spear. Despite their lethargic cold "
"blooded heritage, and their relative frailty, they are highly valued as "
"scouts as the can navigate through rough terrain and around opponents. The "
"best Saurians go on to become Saurian Warriors."
msgstr ""
#: data/units/Saurian_Ambusher.cfg:4
msgid "Saurian Ambusher"
msgstr "Sauri varitseja"
#: data/units/Saurian_Ambusher.cfg:18
msgid ""
"Saurian Ambushers are highly skilled in the use of the spear. Despite their "
"lethargic cold blooded heritage, and their relative frailty, they are highly "
"valued as scouts as they can navigate through rough terrain and around "
"opponents. Saurian Ambushers possess the strength to take full advantage of "
"this fact. The best Ambushers go on to become Saurian Flankers."
msgstr ""
#: data/units/Saurian_Flanker.cfg:4
msgid "Saurian Flanker"
msgstr "Sauri ründaja"
#: data/units/Saurian_Flanker.cfg:20
msgid ""
"Saurian Flankers are highly skilled in the use of the spear. Despite their "
"lethargic cold blooded heritage, and their relative frailty, they are highly "
"valued as scouts as they can navigate through rough terrain and around "
"opponents. Saurian Flankers possess the strength to take full advantage of "
"this fact."
msgstr ""
#: data/units/Saurian_Icecaster.cfg:4
msgid "Saurian Icecaster"
msgstr "Sauri jäämanaja"
#: data/units/Saurian_Icecaster.cfg:19
msgid ""
"Saurian Icecasters have eschewed any further training in healing and curing "
"in order to refine their skills with the dark arts. While frail, they can "
"call forth the magic of the cold north, and the do retain their basic "
"healing ability."
msgstr ""
#: data/units/Saurian_Icecaster.cfg:42 data/units/Saurian_Soothsayer.cfg:41
#: data/units/Saurian_Tribalist.cfg:40
msgid "frost blast"
msgstr "külmalöök"
#: data/units/Saurian_Skirmisher.cfg:4
msgid "Saurian Skirmisher"
msgstr "Sauri kähmleja"
#: data/units/Saurian_Skirmisher.cfg:18
msgid ""
"Saurian Skirmishers are skilled in the use of the spear. Despite their "
"lethargic cold blooded heritage, and their relative frailty, they are highly "
"valued as scouts as they can navigate through rough terrain and around "
"opponents. The best Skirmishers go on to become Saurian Ambushers."
msgstr ""
#: data/units/Saurian_Soothsayer.cfg:4
msgid "Saurian Soothsayer"
msgstr "Sauri soolapuhuja"
#: data/units/Saurian_Soothsayer.cfg:20
msgid ""
"Saurian Soothsayers are highly valued as healers because they can provide "
"aid to their friends regardless of terrain or opposition. In addition to "
"curing their allies they possess knowledge of cold magic."
msgstr ""
#: data/units/Saurian_Tribalist.cfg:4
msgid "Saurian Tribalist"
msgstr "Sauri hõimlane"
#: data/units/Saurian_Tribalist.cfg:19
msgid ""
"Despite their lethargic cold blooded heritage, and their relative frailty, "
"Saurian Tribalists are valued as healers because they can provide aid to "
"their allies regardless of terrain or opposition. In addition to healing "
"they possess knowledge of cold magic."
msgstr ""
#: data/units/Saurian_Warrior.cfg:5
msgid "Saurian Warrior"
msgstr "Sauri sõdalane"
#: data/units/Saurian_Warrior.cfg:21
msgid ""
"Saurian Warriors are highly skilled in the use of the spear. Despite their "
"lethargic cold blooded heritage, and their relative frailty, they are highly "
"valued as scouts as they can navigate through rough terrain and around "
"opponents. Saurian Warriors possess the strength to take full advantage of "
"this fact."
msgstr ""
#: data/units/Sea_Hag.cfg:6
msgid "female^Sea Hag"
msgstr "Meremoor"
#: data/units/Sea_Hag.cfg:21
msgid ""
"Sea Hags are older and more experienced Nagas who have learned to control "
"the water magic."
msgstr "Meremoorid on veemaagiat valdavad vanad ja kogenud nagad."
#: data/units/Sea_Orc.cfg:3
msgid "Sea Orc"
msgstr "Mere mäekoll"
#: data/units/Sea_Orc.cfg:17
msgid ""
"While often viewed as inferior to their land loving counterparts, Sea Orcs "
"represent a great leap for all goblinoids as they have adapted to aquatic "
"environments. With their curved swords they are competent fighters, although "
"their lack of a ranged attack and poor defence on land do represent "
"strategic weaknesses."
msgstr ""
#: data/units/Sea_Serpent.cfg:3
msgid "Sea Serpent"
msgstr "Meremadu"
#: data/units/Sea_Serpent.cfg:17
msgid ""
"Sea Serpents are gigantic monsters, capable of capsizing boats by themselves."
msgstr ""
#: data/units/Sergeant.cfg:3
msgid "Sergeant"
msgstr "Seersant"
#: data/units/Sergeant.cfg:21
msgid ""
"The Sergeant is an officer in the ranks of the Royal Army. Though "
"academically trained, he will need some experience in the field before his "
"leadership is sound and acknowledged."
msgstr ""
#: data/units/Shadow.cfg:3
msgid "Shadow"
msgstr "Vari"
#: data/units/Shadow.cfg:21
msgid ""
"When light came into the world and gave form to the unknown, fear was forced "
"to retreat into darkness. Since that day, the shadows of the world have held "
"terror for humanity, though it knows not why.\n"
"\n"
"That is a question which is easily answered by a necromancer.\n"
"\n"
"Special Notes: while a unit with the same allegiance as the shadow distracts "
"an enemy, the shadow may strike at the opponent's back, inflicting double "
"damage. Shadows have very unusual resistances to damage, and move quite "
"slowly over open water. Shadows are able to hide at night, leaving no trace "
"of their presence."
msgstr ""
#: data/units/Shock_Trooper.cfg:3
msgid "Shock Trooper"
msgstr ""
#: data/units/Shock_Trooper.cfg:15
msgid ""
"Shock troopers are the elite of the heavy infantry, and half of their use in "
"war is simply a matter of intimidation. The only men who can enter their "
"ranks are prodigiously well-built, and when clad in black plate brimming "
"with spikes, they are a fearsome sight to behold. The sight of Shock "
"Troopers breaking an enemy with their morning stars is often enough to "
"shatter the morale of any opposition, who sometimes wonder if such armor "
"covers monsters, rather than men. The drawback of such heavy armor is, of "
"course, the time it takes to move into and out of combat."
msgstr ""
#: data/units/Silver_Mage.cfg:3
msgid "Silver Mage"
msgstr "Hõbemaag"
#: data/units/Silver_Mage.cfg:29 data/units/Silver_Mage.cfg:165
msgid ""
"The many paths that a mage can take in study lead to strikingly different "
"ends. The silver magi have devoted themselves to a study of the forces that "
"bind reality together, and have managed, somewhat, to unravel the mysteries "
"of a world far more vast than most would ever imagine. Often viewed as "
"sages, or wandering mystics, silver magi act under an agenda which is "
"obscure even to their own colleagues. Though helpful to the magisteriums "
"which often employ them in the field, they remain somewhat aloof.\n"
"\n"
"They have, in fact, their own order amongst the ranks of magi, an order "
"which withholds certain secrets from their peers. One of these is an "
"apparent ability to cross great distances, faster than one could possibly "
"travel on foot. Members of the silver order ardently refuse to discuss the "
"workings of this with any of their fellow magi, and on those rare occasions "
"when others have pried into their work, they have abandoned the endeavor, "
"never to speak of it again.\n"
"\n"
"Silver magi are often more physically adept than other magi, and their "
"skills are of undeniable use on the battlefield, if one can manage to coerce "
"the mage into applying them.\n"
"\n"
"Special Notes: the ranged attack of a silver mage is magical, and always has "
"a high chance of hitting an opponent. Silver Magi are highly resistant to "
"many forms of magical damage. They can also teleport between any two "
"villages instantly, though the player must control both, and the destination "
"village must be unoccupied."
msgstr ""
#: data/units/Silver_Mage.cfg:139
msgid "female^Silver Mage"
msgstr "Hõbemaag"
#: data/units/Skeletal_Dragon.cfg:3
msgid "Skeletal Dragon"
msgstr "Kondidraakon"
#: data/units/Skeletal_Dragon.cfg:18
msgid ""
"Long ago one of the mightiest living creatures, the feared Dragon has become "
"only bones and dark sinew. Long after its death, it was raised through the "
"dark powers of necromancy, which it now serves. The Skeletal Dragon may look "
"like nothing more than a pile of bones, but few people who thought that way "
"lived long enough to change their minds."
msgstr ""
#: data/units/Skeletal_Dragon.cfg:30
msgid "jaw"
msgstr "lõug"
#: data/units/Skeleton.cfg:3
msgid "Skeleton"
msgstr "Kondikubu"
#: data/units/Skeleton.cfg:16
msgid ""
"Skeletons are warriors who have been slain in battle and brought back by "
"dark magics. Nearly mindless, and unwavering in their purpose, they fear "
"neither pain, nor death, and their mere presence will often frighten away "
"any who would challenge their master."
msgstr ""
#: data/units/Skeleton.cfg:61 data/units/Skeleton_Archer.cfg:3
msgid "Skeleton Archer"
msgstr "Kondikubu vibukütt"
#: data/units/Skeleton_Archer.cfg:15
msgid ""
"A skeleton archer is little different from the 'skeletons' which often "
"accompany it - it is a sin against nature, a warrior raised from the dead to "
"fight once again. In their master's hands, these soldiers will do anything "
"to achieve the tasks laid before them, for death holds no fear for one who "
"is already dead."
msgstr ""
#: data/units/Sleeping_Gryphon.cfg:3
msgid "Sleeping Gryphon"
msgstr "Magav grifoon"
#: data/units/Sleeping_Gryphon.cfg:16
msgid "Shhhh! The Gryphon is sleeping! You'd better not wake it up!"
msgstr "Kuss! Grifoon magab! Ära teda parem üles aja!"
#: data/units/Soul_Shooter.cfg:3
msgid "Soul Shooter"
msgstr "Hingetulistaja"
#: data/units/Soul_Shooter.cfg:18
msgid ""
"The most powerful of the undead archers invariably end up being those who "
"were themselves archers in their previous life. They wander the fields of "
"battle, guided by the fading memory of their former skill, neither knowing, "
"nor caring what their purpose, or foes be. They are driven only by a malice "
"borne of the anguish of their empty and incoherent existence."
msgstr ""
#: data/units/Soulless.cfg:5
msgid "Soulless"
msgstr "Hingetu"
#: data/units/Soulless.cfg:19
msgid ""
"These animated walking corpses have become strong from long experience "
"fighting the living."
msgstr ""
"Need kõndivad laibad on üsna tugevaks muutunud tänu pikale elusolenditega "
"sõdimisele."
#: data/units/Spearman.cfg:3
msgid "Spearman"
msgstr "Odamees"
#: data/units/Spearman.cfg:19
msgid ""
"Swords are, for many, an expensive luxury, and one which peasants can ill "
"afford. Spears are much easier to make and will do well even without a head, "
"though most can afford one. Clad in leather armor, and often armed with a "
"shield and a few javelins, spearmen are the staple of most armies, often "
"thrown into the front lines with only basic training.\n"
"\n"
"Special Notes: the length of their weapon allows a spearman to strike first "
"in melee, even in defense."
msgstr ""
#: data/units/Spectre.cfg:3
msgid "Spectre"
msgstr "Spekter"
#: data/units/Spectre.cfg:26
msgid ""
"Sometimes called the 'hollow men', spectres form the right arm of their "
"master's power. These abominations are a rightful terror to the living, and "
"keep a sleepless vigil over their master's domain.\n"
"\n"
"The creation of these is no mean feat; the real danger in encountering one "
"is that it is likely only the harbinger of a much more dangerous force that "
"will follow in its wake.\n"
"\n"
"Special Notes: a strike from their blade will drain life from the victim, to "
"renew the spectre. Spectres have very unusual resistances to damage, and "
"move quite slowly over open water."
msgstr ""
#: data/units/Swordsman.cfg:3
msgid "Swordsman"
msgstr "Mõõgamees"
#: data/units/Swordsman.cfg:21
msgid ""
"An experienced soldier will often save enough to equip a suit of scale or "
"chain armor, and a sturdy broadsword. Though trading their spears for swords "
"is often a somewhat jarring change, most spearmen will leap at the chance, "
"knowing all too well the limitations of the weapon they are leaving behind. "
"A sword is not without its own drawbacks, but is much more maneuverable than "
"a spear, and much better in close quarters."
msgstr ""
#: data/units/Tentacle.cfg:3
msgid "Tentacle of the Deep"
msgstr "Kombits Sügavusest"
#: data/units/Tentacle.cfg:18
msgid ""
"Tentacles of the Deep are the appendages of some larger monster that lurks "
"below the waves."
msgstr ""
#: data/units/Thief.cfg:3
msgid "Thief"
msgstr "Varas"
#: data/units/Thief.cfg:20 data/units/Thief.cfg:123
msgid ""
"For as long as anyone can remember, the members of the various 'guilds' of "
"rat-catchers that spring up in any larger city have had a curious practice "
"of bleaching their hair with lime till it becomes a pale shade of blue. It "
"is a bold thing to do, as their profession often delves into less-than-legal "
"enterprises. Thieves have many skills, and by necessity are both light on "
"their feet, and good with knives. They happily employ less-than-honorable "
"tactics in combat, seeing little purpose in a 'fair fight'.\n"
"\n"
"Special Notes: while a unit with the same allegiance as the thief distracts "
"an enemy, the thief may backstab, inflicting double damage, by creeping "
"around behind that enemy."
msgstr ""
#: data/units/Thief.cfg:106
msgid "female^Thief"
msgstr "Varas"
#: data/units/Thug.cfg:3
msgid "Thug"
msgstr ""
#: data/units/Thug.cfg:17
msgid ""
"Thugs come from a wide variety of sources; while a few are born into "
"thuggery, many are former soldiers deemed unfit to serve in the army or "
"peasants thrown off their lands. They quickly become thugs as a means of "
"sustenance. Regardless of their background, they all share the practice of "
"beating their victims with large clubs."
msgstr ""
#: data/units/Transport_Galleon.cfg:3
msgid "Transport Galleon"
msgstr "Transpordi galeoon"
#: data/units/Transport_Galleon.cfg:14
msgid ""
"Transport Galleons are well-armed ships that carry troops. If they reach the "
"shore, they can deposit the troops to attack."
msgstr ""
#: data/units/Trapper.cfg:3
msgid "Trapper"
msgstr "Kütt"
#: data/units/Trapper.cfg:18
msgid ""
"Trappers usually work supplying food for bandits and outlaws. Their hunting "
"experience makes them most valuable at night and in forests and swamps."
msgstr ""
#: data/units/Triton.cfg:6
msgid "Triton"
msgstr "Triiton"
#: data/units/Troll.cfg:3
msgid "Troll"
msgstr "Troll"
#: data/units/Troll.cfg:19
msgid ""
"Trolls have been a mote to trouble the thoughts of humanity and dwarf-kind, "
"who remain baffled at the origins of these creatures, and perhaps more "
"importantly, the driving force behind their unnatural vitality and strength. "
"A fully-grown troll towers above a man, and, even unarmed, would be a great "
"threat in combat. The large clubs typically favored in fighting act as "
"extensions of their arms, used for the same purpose of mauling their prey "
"into submission.\n"
"\n"
"Special Notes: Trolls possess the regeneration ability, which heals them as "
"though they were always stationed in a village."
msgstr ""
#: data/units/Troll_Hero.cfg:3
msgid "Troll Hero"
msgstr "Trollikangelane"
#: data/units/Troll_Hero.cfg:19
msgid ""
"Some trolls are born with an undue share of the strength and vitality that "
"characterizes their race. In a society where might makes right, those of "
"their ilk revere them as heroes.\n"
"\n"
"Special Notes: Trolls possess the regeneration ability, which heals them as "
"though they were always stationed in a village."
msgstr ""
#: data/units/Troll_Rocklobber.cfg:3
msgid "Troll Rocklobber"
msgstr "Kiviheitja Troll"
#: data/units/Troll_Rocklobber.cfg:21
msgid ""
"The thought of throwing a boulder in combat has certainly occurred to many "
"trolls, and some have taken to them as a weapon of choice. Because such "
"stones are not always easy to find, Rocklobbers have taken to carrying them "
"in sacks slung over their shoulders. The same leather out of which the sack "
"is formed is easily adapted to a crude sling.\n"
"\n"
"Special Notes: though unwieldy, a stone thrown by one of these monsters is "
"much more deadly than any arrow, if it manages to hit. Trolls possess the "
"regeneration ability, which heals them as though they were always stationed "
"in a village."
msgstr ""
#: data/units/Troll_Warrior.cfg:3
msgid "Troll Warrior"
msgstr "Trollisõdalane."
#: data/units/Troll_Warrior.cfg:21
msgid ""
"Trolls typically neither need nor prefer to use any proper armament in "
"combat, as large 'sticks and stones' serve them all too well. However, "
"trolls have been seen on numerous occasions clad in rough-shod armor and "
"bearing metal hammers. It is speculated that their typical orcish allies are "
"the source and often crafters of these, as expeditions into several forcibly-"
"vacated troll holes have shown little evidence of tool use, and certainly no "
"metalworking of any kind. Given how dangerous a troll is in combat, the "
"thought of a troll in full armor is entirely unsettling.\n"
"\n"
"Special Notes: Trolls possess the regeneration ability, which heals them as "
"though they were always stationed in a village."
msgstr ""
#: data/units/Troll_Whelp.cfg:3
msgid "Troll Whelp"
msgstr "Trollinäss"
#: data/units/Troll_Whelp.cfg:20
msgid ""
"Describing a troll as a whelp is something of an oxymoron, given that their "
"bodies are already much hardier than that of a grown man. They are clumsy "
"and not yet capable of walking properly, forced instead to shamble about on "
"all fours, but any inhibition this causes them is more than made up for by "
"the raw strength of their race.\n"
"\n"
"Special Notes: Trolls possess the regeneration ability, which heals them as "
"though they were always stationed in a village."
msgstr ""
#: data/units/Vampire_Bat.cfg:3
msgid "Vampire Bat"
msgstr "Vampiir-nahkhiir"
#: data/units/Vampire_Bat.cfg:16
msgid ""
"Vampire Bats are undead flying beasts that attack by biting their victims. "
"While their fangs are not very powerful, the health of victims is drained "
"away along with their blood, and given to the Bats."
msgstr ""
#: data/units/Vampire_Lady.cfg:3
msgid "female^Vampire Lady"
msgstr "Vampiirineiu"
#: data/units/Vampire_Lady.cfg:18
msgid ""
"Cold and beautiful, she maintains her eternal youthful appearance drinking "
"the blood of the living."
msgstr ""
#: data/units/Vampire_Lady.cfg:21
msgid "blood kiss"
msgstr "verine suudlus"
#: data/units/Walking_Corpse.cfg:5
msgid "Walking Corpse"
msgstr "Kõndiv laip"
#: data/units/Walking_Corpse.cfg:18
msgid ""
"Walking Corpses are the bodies of the dead, re-animated by dark magic. "
"Although weak in combat, these zombies can spread their curse to those they "
"kill, increasing the army of undead."
msgstr ""
#: data/units/Walking_Corpse.cfg:45
msgid "plague"
msgstr "katk"
#: data/units/Wall_Guard.cfg:3
msgid "Wall Guard"
msgstr "Müürivalvur"
#: data/units/Wall_Guard.cfg:32
msgid "skirmisher,regenerates"
msgstr "kähmleb, taastub"
#: data/units/Wall_Guard.cfg:34
msgid ""
"The guardians of the capital city of Weldyn, the Wall Guards patrol the "
"walls of the city, shooting at approaching enemies with their crossbows "
"before their opponent can retaliate even with a ranged attack. Because they "
"are mounted on high walls, they cannot move anywhere except on walls and the "
"roofs of castles."
msgstr ""
#: data/units/Warrior_King.cfg:3
msgid "Warrior King"
msgstr "Sõjakuningas"
#: data/units/Warrior_King.cfg:23
msgid ""
"As the leaders of the human Kingdoms, Kings are responsible for ruling and "
"protecting their subjects. Kings can coordinate the attacks of level 1 and 2 "
"units, thereby increasing their fighting efficiency."
msgstr ""
#: data/units/Watch_Tower.cfg:3
msgid "Watch Tower"
msgstr "Vahitorn"
#: data/units/Watch_Tower.cfg:15
msgid ""
"Watch Towers are good places from which to spot enemies and then shoot "
"miscellaneous items at them with ballistas."
msgstr ""
#: data/units/White_Mage.cfg:3
msgid "White Mage"
msgstr "Valge Maag"
#: data/units/White_Mage.cfg:30 data/units/White_Mage.cfg:105
msgid ""
"Some magi, as they learn about the world around them, and learn the truth of "
"the suffering and squalor in which humanity too often lives, find that they "
"cannot bring themselves to be cloistered into a life of study. These men and "
"women give up the life of a mage, and join monastic orders, dedicating the "
"skills they have been given to the good of all. After their ordination, they "
"often travel the world, ministering to sickness and injury.\n"
"\n"
"Though not trained for combat, there is one enemy against which they are a "
"potent ally. If need arises, they can call on the power of the Light to "
"banish the unworldly from the mortal plane.\n"
"\n"
"Special Notes: the light cast by a white mage is magical in nature, and "
"always has a high chance of hitting an opponent. This light does tremendous "
"damage to the undead, and can even damage living creatures. White magi are "
"capable of healing units around them, and curing them of poison."
msgstr ""
#: data/units/White_Mage.cfg:81
msgid "female^White Mage"
msgstr "Valge maag"
#: data/units/Wolf_Rider.cfg:3
msgid "Wolf Rider"
msgstr "Hundiratsanik"
#: data/units/Wolf_Rider.cfg:20
msgid ""
"No one is quite sure how the practice of taming and riding wolves came into "
"being. Goblins are smaller and much weaker than orcs. Any who can manage to "
"win themselves a mount have a much safer, and daresay, more amusing role in "
"combat.\n"
"\n"
"Wolves, likely, could never support the weight of a man in plate, but a "
"goblin in leather armor is a simple load to bear. Quite unlike horses, these "
"mounts have a rather easy time traversing the mountains, though water and "
"woods will still slow them down."
msgstr ""
#: data/units/Wose.cfg:3
msgid "Wose"
msgstr "Voos"
#: data/units/Wose.cfg:21
msgid ""
"Rarely seen, even by elves, a Wose is an order of creature about which "
"little is known. The elves are the source of most of this knowledge; they "
"know that these beings are not descended from trees, despite the similarity "
"in form, and they know that a wose is more closely tied to the faerie world "
"than the elves themselves, though in a different way. The motives and "
"workings of their kind are unknown, though most posit the obvious idea that "
"woses are wardens of the natural world.\n"
"\n"
"Woses are utterly unwarlike, but possess a great strength. They are, "
"however, neither used to, nor quick at moving around.\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/Wraith.cfg:3
msgid "Wraith"
msgstr "Surnuvaim"
#: data/units/Wraith.cfg:25
msgid ""
"These tortured forms of what were once warriors are among the most "
"terrifying things a necromancer can create, for a sword will cleave right "
"through them, as through air itself. What inspires such fear is the thought "
"that these beasts are invincible, a belief that is actually far from the "
"truth.\n"
"\n"
"Because of this, a means was made by which the enchantments that drive these "
"creatures could renew themselves through the very thing which threatened "
"them.\n"
"\n"
"Special Notes: a strike from their blade will drain life from the victim, to "
"renew the wraith. Wraiths have very unusual resistances to damage, and move "
"quite slowly over open water."
msgstr ""
#: data/units/Yeti.cfg:3
msgid "Yeti"
msgstr "Lumeinimene"
#: data/units/Yeti.cfg:31
msgid ""
"Little is known about Yetis, ape-like creatures said to live in remote and "
"snow-covered mountains. Few profess to have seen one, and their existence is "
"doubted by many."
msgstr ""
#: data/units/Young_Ogre.cfg:3
msgid "Young Ogre"
msgstr "Noor sookoll"
#: data/units/Young_Ogre.cfg:16
msgid ""
"When still young, Ogres are sometimes captured and taken into the army to be "
"trained. They cannot manage weapons skillfully, but that is of little "
"concern given their strength."
msgstr ""
#: data/units/Youth.cfg:3
msgid "Youth"
msgstr "Nooruk"
#: data/units/Youth.cfg:17
msgid ""
"Today almost a boy, by his devotion to the crown he is seeking to become a "
"Lord -- to join the elite of human fighters."
msgstr ""
#: src/about.cpp:33
msgid "+Core Developers"
msgstr "+Põhiarendajad"
#: src/about.cpp:34
msgid "- Main Developer"
msgstr "- Pea-arendaja"
#: src/about.cpp:37
msgid "- Artwork and graphics designer"
msgstr "- Kunst ja graafika"
#: src/about.cpp:40
msgid "+Developers"
msgstr "+Arendajad"
#: src/about.cpp:59
msgid "+General Purpose Administrators"
msgstr "+Üldotstarbelised administraatorid"
#: src/about.cpp:63
msgid "+Artwork and graphics designers"
msgstr "+ Kunst ja graafika"
#: src/about.cpp:91
msgid "+Music"
msgstr "+Muusika"
#: src/about.cpp:97
msgid "+Scenario Designers"
msgstr "+Stsenaariumite disainerid"
#: src/about.cpp:106
msgid "+Multiplayer Maps"
msgstr "+Mitmemängija kaardid"
#: src/about.cpp:111
msgid "+Packagers"
msgstr "+ Pakettide koostajad"
#: src/about.cpp:121
msgid "+Miscellaneous"
msgstr "+ Mitmesugust"
#: src/about.cpp:127
msgid "+Internationalization Managers"
msgstr "+ Rahvusvahelised koordinaatorid"
#: src/about.cpp:134
msgid "+Afrikaans Translation"
msgstr "+ Afrikaanikeelne tõlge"
#: src/about.cpp:138
msgid "+Basque Translation"
msgstr "+ Baski keelne tõlge"
#: src/about.cpp:143
msgid "+Bulgarian Translation"
msgstr "+ Bulgaaria keelne tõlge"
#: src/about.cpp:147
msgid "+Catalan Translation"
msgstr "+ Katalaani keelne tõlge"
#: src/about.cpp:156
msgid "+Chinese Translation"
msgstr "+ Hiinakeelne tõlge"
#: src/about.cpp:159
msgid "+Czech Translation"
msgstr "+ TÅ¡ehhi keelne tõlge"
#: src/about.cpp:171
msgid "+Danish Translation"
msgstr "+ Taani keelne tõlge"
#: src/about.cpp:178
msgid "+Dutch Translation"
msgstr "+ Hollandikeelne tõlge"
#: src/about.cpp:186
msgid "+English (GB) Translation"
msgstr "+ Inglise keelne (GB) tõlge"
#: src/about.cpp:189
msgid "+Estonian Translation"
msgstr "+ Eesti keelne tõlge"
#: src/about.cpp:192
msgid "+Finnish Translation"
msgstr "+ Soomekeelne tõlge"
#: src/about.cpp:198
msgid "+French Translation"
msgstr "+ Prantsuse keelne tõlge"
#: src/about.cpp:217
msgid "+German Translation"
msgstr "+ Saksakeelne tõlge"
#: src/about.cpp:229
msgid "+Greek Translation"
msgstr "+ Kreekakeelne tõlge"
#: src/about.cpp:235
msgid "+Hungarian Translation"
msgstr "+ Hungari keelne tõlge"
#: src/about.cpp:248
msgid "+Italian Translation"
msgstr "+ Itaalia keelne tõlge"
#: src/about.cpp:257
msgid "+Japanese Translation"
msgstr "+ Jaapanikeelne tõlge"
#: src/about.cpp:262
msgid "+Latin Translation"
msgstr "+ Ladinakeelne tõlge"
#: src/about.cpp:265
msgid "+Norwegian Translation"
msgstr "+ Norrakeelne tõlge"
#: src/about.cpp:271
msgid "+Polish Translation"
msgstr "+ Poola keelne tõlge"
#: src/about.cpp:281
msgid "+Portuguese (Brazil) Translation"
msgstr "+ Portugali (Brasiilia) keelne tõlge"
#: src/about.cpp:290
msgid "+Russian Translation"
msgstr "+ Venekeelne tõlge"
#: src/about.cpp:296
#, fuzzy
msgid "+Serbian Translation"
msgstr "+ Saksakeelne tõlge"
#: src/about.cpp:299
msgid "+Slovak Translation"
msgstr "+ Slovakikeelne tõlge"
#: src/about.cpp:302
msgid "+Slovenian Translation"
msgstr "+ Sloveeniakeelne tõlge"
#: src/about.cpp:305
msgid "+Spanish Translation"
msgstr "+ Hispaania keelne tõlge"
#: src/about.cpp:313
msgid "+Swedish Translation"
msgstr "+ Rootsi keelne tõlge"
#: src/about.cpp:320
msgid "+Turkish Translation"
msgstr "+ Türgikeelne tõlge"
#: src/about.cpp:326
msgid "+Contributors"
msgstr "+ Toetajad"
#: src/about.cpp:329
msgid "+Bots"
msgstr "+ Robotid"
#: src/about.cpp:365 src/help.cpp:2662
msgid "Close"
msgstr "Sulge"
#: src/actions.cpp:125
msgid "You don't have a leader to recruit with."
msgstr "Sul ei ole juhti, kes saaks värvata."
#: src/actions.cpp:132
msgid "You must have your leader on a keep to recruit or recall units."
msgstr ""
"Sinu juht peab asuma pesas kui sa tahad üksusi värvata või tagasi kutsuda."
#: src/actions.cpp:151
msgid "There are no vacant castle tiles in which to recruit a unit."
msgstr "Lossis ei ole vaba ruumi, kuhu värvatud üksusi paigutada."
#: src/actions.cpp:323 src/multiplayer_lobby.cpp:321
msgid "none"
msgstr "mitte midagi"
#: src/actions.cpp:399 src/dialogs.cpp:760 src/help.cpp:1143
#: src/reports.cpp:248
msgid "melee"
msgstr "lähivõitlus"
#: src/actions.cpp:399 src/dialogs.cpp:760 src/help.cpp:1143
#: src/reports.cpp:249
msgid "ranged"
msgstr "kauge"
#: src/actions.cpp:451 src/actions.cpp:566
msgid "base damage"
msgstr "baaskahju"
#: src/actions.cpp:481 src/actions.cpp:596 src/actions.cpp:605
msgid "Doubled"
msgstr "Kahekordne"
#: src/actions.cpp:489
msgid "attacker resistance vs"
msgstr "ründaja vastupanu vs"
#: src/actions.cpp:489
msgid "attacker vulnerability vs"
msgstr "ründaja nõrkus vs"
#: src/actions.cpp:503 src/actions.cpp:633
msgid "total damage"
msgstr "kogukahju"
#: src/actions.cpp:613
msgid "defender resistance vs"
msgstr "kaitsja vastupanu vs"
#: src/actions.cpp:613
msgid "defender vulnerability vs"
msgstr "kaitsja nõrkus vs"
#: src/actions.cpp:616
#, fuzzy
msgid " (+steadfast)"
msgstr "vankumatu"
#: src/actions.cpp:676
msgid "(both should survive)"
msgstr ""
#: src/actions.cpp:678
msgid "% Pr[kills/killed by/both survive]"
msgstr ""
#: src/actions.cpp:882 src/actions.cpp:1048
msgid "poisoned"
msgstr "mürgitatud"
#: src/actions.cpp:887 src/actions.cpp:1053
msgid "slowed"
msgstr "aeglustatud"
#: src/actions.cpp:1934
msgid "Ambushed!"
msgstr "Varitsus!"
#: src/actions.cpp:1968
msgid "Friendly unit sighted"
msgstr "Sõbralikku üksust on märgatud!"
#: src/actions.cpp:1970
msgid "Enemy unit sighted!"
msgstr "Vaenlase üksust on märgatud!"
#: src/actions.cpp:1975
msgid "$friends Friendly units sighted"
msgstr "$friends sõbralikku üksust märgatud"
#: src/actions.cpp:1977
msgid "$enemies Enemy units sighted!"
msgstr "$enemies vaenlase üksust märgatud!"
#: src/actions.cpp:1981
msgid "Units sighted! ($friends friendly, $enemies enemy)"
msgstr "Märkasime üksusi! ($friends sõbralikke, $enemies vaenulikke)"
#: src/actions.cpp:1996
msgid "(press $hotkey to continue)"
msgstr "(jätkamiseks vajuta $hotkey)"
#: src/dialogs.cpp:100
msgid "Advance Unit"
msgstr "Üksuse edutamine"
#: src/dialogs.cpp:101
msgid "What should our victorious unit become?"
msgstr "Mis peaks meie võidukast üksusest saama?"
#: src/dialogs.cpp:170
msgid "No objectives available"
msgstr "Eesmärke pole."
#: src/dialogs.cpp:184
msgid "Save Game"
msgstr "Salvesta mäng"
#: src/dialogs.cpp:186
msgid "Overwrite?"
msgstr "Üle kirjutada?"
#: src/dialogs.cpp:187
msgid "Save already exists. Do you want to overwrite it ?"
msgstr "Salvestus on juba olemas. Kas sa tahad selle üle kirjutada?"
#: src/dialogs.cpp:216 src/dialogs.cpp:499
msgid "Don't ask me again!"
msgstr "Ära minu käest enam küsi!"
#: src/dialogs.cpp:218
msgid "Do you really want to delete this game?"
msgstr "Kas sa tahad päriselt ka seda mängu kustutada?"
#: src/dialogs.cpp:355
msgid "%a %b %d %H:%M %Y"
msgstr "%a %b %d %H:%M %Y"
#: src/dialogs.cpp:368
msgid "#(Invalid)"
msgstr "#(Vigane)"
#: src/dialogs.cpp:373 src/game.cpp:759
msgid "Campaign"
msgstr "Kampaania"
#: src/dialogs.cpp:375 src/game.cpp:1146
msgid "Multiplayer"
msgstr "Mitu mängijat"
#: src/dialogs.cpp:377
msgid "Tutorial"
msgstr "Õpetus"
#: src/dialogs.cpp:385
msgid "replay"
msgstr "kordus"
#: src/dialogs.cpp:387 src/multiplayer_lobby.cpp:295 src/playturn.cpp:1633
msgid "Turn"
msgstr "Käik"
#: src/dialogs.cpp:389
msgid "Scenario Start"
msgstr "Stsenaariumi algus"
#: src/dialogs.cpp:392
msgid "Difficulty: "
msgstr "Raskusaste:"
#: src/dialogs.cpp:394
msgid "Version: "
msgstr "Versioon:"
#: src/dialogs.cpp:418 src/dialogs.cpp:434
msgid "%b %d %y"
msgstr ""
#: src/dialogs.cpp:424
msgid "%H:%M"
msgstr ""
#: src/dialogs.cpp:427
msgid "%A, %H:%M"
msgstr ""
#: src/dialogs.cpp:430
msgid "%b %d"
msgstr ""
#: src/dialogs.cpp:454
msgid "No Saved Games"
msgstr "Salvestatud mänge pole"
#: src/dialogs.cpp:455
msgid ""
"There are no saved games to load.\n"
"(Games are saved automatically when you complete a scenario)"
msgstr ""
"Salvestatud mängud puuduvad.\n"
"(Mänge salvestatakse automaatselt iga stsenaariumi lõpus)"
#: src/dialogs.cpp:474
msgid "Delete Save"
msgstr "Kustuta salvestus"
#: src/dialogs.cpp:489
msgid "Import Saved Games"
msgstr "Impordi salvestatud mäng"
#: src/dialogs.cpp:490
msgid ""
"Your saves directory contains some files from an old version of Battle for "
"Wesnoth. Would you like to update these to the latest version? This may take "
"some time."
msgstr ""
"Sinu salvestatud mängude kataloog sisaldab faile Wesnothi lahingu vanematest "
"versioonidest. Kas sa tahaksid need uuendada viimase versiooni jaoks? See "
"võib natukene aega võtta."
#: src/dialogs.cpp:495
msgid ""
"Your saves directory contains some files that don't appear to have been "
"generated by this version of Battle for Wesnoth. Would you like to register "
"these files with the game?"
msgstr ""
"Sinu salvestatud mängude kataloog sisaldab faile, mis ei tundu olevat selle "
"Wesnothi lahingu genereeritud. Kas sa tahaksid need failid mängu jaoks ära "
"registreerida?"
#: src/dialogs.cpp:550
#, fuzzy
msgid "Date"
msgstr "Värav"
#: src/dialogs.cpp:550 src/game.cpp:892 src/help.cpp:1119
#: src/multiplayer_lobby.cpp:29 src/playturn.cpp:2066 src/playturn.cpp:2246
msgid "Name"
msgstr "Nimi"
#: src/dialogs.cpp:576
msgid "Show replay"
msgstr "Näita mängude korduseid"
#: src/dialogs.cpp:579 src/multiplayer_create.cpp:75
msgid "Load Game"
msgstr "Lae mäng"
#: src/dialogs.cpp:580
msgid "Choose the game to load"
msgstr "Vali milline mäng laadida"
#: src/dialogs.cpp:616 src/dialogs.cpp:628
msgid "Profile"
msgstr "profiil"
#: src/dialogs.cpp:708 src/help.cpp:1037
msgid "level"
msgstr "tase"
#: src/dialogs.cpp:729 src/help.cpp:1095
msgid "HP: "
msgstr "HP:"
#: src/dialogs.cpp:733 src/dialogs.cpp:741
msgid "XP: "
msgstr "XP:"
#: src/dialogs.cpp:746 src/help.cpp:1096
msgid "Moves: "
msgstr "Käigud:"
#: src/display.cpp:465
msgid "Screenshot"
msgstr ""
#: src/filechooser.cpp:51 src/multiplayer_create.cpp:55
msgid "OK"
msgstr "Nõus"
#: src/filechooser.cpp:52 src/multiplayer_connect.cpp:507
#: src/multiplayer_create.cpp:54 src/multiplayer_wait.cpp:148
msgid "Cancel"
msgstr "Tühista"
#: src/game.cpp:400
msgid "The Battle for Wesnoth"
msgstr "Wesnothi Lahing"
#: src/game.cpp:629
msgid "Warning: The file you have tried to load is corrupt. Loading anyway.\n"
msgstr "Hoiatus: Fail, mida sa proovisid laadida, on vigane. Laen ikkagi.\n"
#: src/game.cpp:651 src/multiplayer_connect.cpp:928
msgid ""
"This save is from a different version of the game. Do you want to try to "
"load it?"
msgstr ""
"See salvestus on pärit mängu mõnest teisest versioonist. Kas sa tahad "
"proovida seda laadida?"
#: src/game.cpp:659 src/game.cpp:662 src/multiplayer_connect.cpp:913
msgid "The file you have tried to load is corrupt: '"
msgstr "Fail, mida sa proovisid laadida, on vigane."
#: src/game.cpp:665
msgid "File I/O Error while reading the game"
msgstr "Faili I/O viga mängu lugedes"
#: src/game.cpp:749
msgid "Get More Campaigns..."
msgstr "Hangi veel kampaaniaid..."
#: src/game.cpp:750
msgid "Download more campaigns from a server on Internet."
msgstr "Lae uusi kampaaniad Internetist."
#: src/game.cpp:760
msgid "Choose the campaign you want to play:"
msgstr "Vali mängimiseks kampaania:"
#: src/game.cpp:788
msgid "Difficulty"
msgstr "Raskusaste"
#: src/game.cpp:789
msgid "Select difficulty level:"
msgstr "Vali raskusaste:"
#: src/game.cpp:814
msgid "B"
msgstr "B"
#: src/game.cpp:817
msgid "KB"
msgstr "KB"
#: src/game.cpp:820
msgid "MB"
msgstr "MB"
#: src/game.cpp:847
msgid "Connect to Server"
msgstr "Ühenda serveriga"
#: src/game.cpp:848
msgid "You will now connect to a campaign server to download campaigns."
msgstr ""
"Nüüd sa võtad ühendust kampaaniaserveriga, et kampaaniaid alla laadida."
#: src/game.cpp:849
msgid "Server: "
msgstr "Server: "
#: src/game.cpp:862
msgid "Could not connect to host."
msgstr "Võõrustajaga ei õnnestu ühendust luua."
#: src/game.cpp:870
msgid "Awaiting response from server"
msgstr "Ootan serverilt vastust"
#: src/game.cpp:883
msgid "Error communicating with the server."
msgstr "Viga serveriga suhtlemisel."
#: src/game.cpp:892 src/titlescreen.cpp:183
msgid "Version"
msgstr "Versioon"
#: src/game.cpp:893
msgid "Author"
msgstr "Autor"
#: src/game.cpp:893
msgid "Downloads"
msgstr "Alla laetavad failid"
#: src/game.cpp:893
msgid "Size"
msgstr "Suurus"
#: src/game.cpp:954
msgid "Publish campaign: "
msgstr "Avalda kampaania:"
#: src/game.cpp:958
msgid "Delete campaign: "
msgstr "Kustuta kampaania"
#: src/game.cpp:962
msgid "There are no campaigns available for download from this server."
msgstr "Sellel serveril ei ole alla laadimiseks kampaaniaid pakkuda."
#: src/game.cpp:969
msgid "Choose the campaign to download."
msgstr "Vali milline mäng alla laadida."
#: src/game.cpp:969
msgid "Get Campaign"
msgstr "Hangi kampaania"
#: src/game.cpp:989
msgid "Downloading campaign..."
msgstr "Tõmban kampaaniat..."
#: src/game.cpp:1008
msgid "Cannot rescan the filesystem"
msgstr "Ei saa failisüsteemi skaneerida"
#: src/game.cpp:1020
msgid "Campaign Installed"
msgstr "Kampaania installeeritud"
#: src/game.cpp:1020
msgid "The campaign has been installed."
msgstr "Kampaania on installeeritud."
#: src/game.cpp:1022
msgid "Network communication error."
msgstr "Viga võrguühenduses."
#: src/game.cpp:1024
msgid "Remote host disconnected."
msgstr "Teine pool katkestas ühenduse."
#: src/game.cpp:1026
msgid ""
"There was a problem creating the files necessary to install this campaign."
msgstr "Kampaania installeerimiseks vajalike failide loomisel tekkis probleem."
#: src/game.cpp:1038 src/game.cpp:1077 src/game.cpp:1102
#: src/multiplayer.cpp:203 src/multiplayer_ui.cpp:35 src/playcampaign.cpp:218
msgid "Connection timed out"
msgstr "Ühendus aegus."
#: src/game.cpp:1041 src/game.cpp:1079 src/game.cpp:1104
msgid "The server responded with an error: \""
msgstr "Server vastas veateatega: \""
#: src/game.cpp:1045
msgid "Terms"
msgstr "Tingimused"
#: src/game.cpp:1082 src/game.cpp:1107
msgid "Response"
msgstr "Vastus"
#: src/game.cpp:1129
msgid "Join Official Server"
msgstr "Ühendu ametliku serveriga"
#: src/game.cpp:1130
msgid "Log on to the official Wesnoth multiplayer server"
msgstr "Logi sisse ametlikku Wesnothi mitmemängija serverisse"
#: src/game.cpp:1132 src/multiplayer_lobby.cpp:407
msgid "Join Game"
msgstr "Liitu mänguga"
#: src/game.cpp:1133
msgid "Join a server or hosted game"
msgstr "Liitu serveri või võõrustatud mänguga."
#: src/game.cpp:1135
msgid "Host Networked Game"
msgstr "Ole võrgumängu serveriks"
#: src/game.cpp:1136
msgid "Host a game without using a server"
msgstr "Võõrusta mängu ilma ametlikku serverit kasutamata."
#: src/game.cpp:1138
msgid "Hotseat Game"
msgstr "Kohalik mäng"
#: src/game.cpp:1139
msgid "Play a multiplayer game sharing the same machine"
msgstr "Mängige mitmekesi ühe arvuti taga"
#: src/game.cpp:1141
msgid "Human vs AI"
msgstr "Inimene vs AI"
#: src/game.cpp:1142
msgid "Play a game against AI opponents"
msgstr "Mängi AI vastastega"
#: src/game.cpp:1148 src/multiplayer.cpp:187
msgid "Login: "
msgstr "Login:"
#: src/game.cpp:1179 src/playcampaign.cpp:197
msgid "The game could not be loaded: "
msgstr "Mängu laadimine ebaõnnestus."
#: src/game.cpp:1181 src/playcampaign.cpp:200
msgid "Error while playing the game: "
msgstr "Mängimise ajal tekkis viga: "
#: src/game.cpp:1193 src/playcampaign.cpp:203
msgid "The game map could not be loaded: "
msgstr "Mängu kaarti ei õnnestunud laadida:"
#: src/game.cpp:1219
msgid "Language"
msgstr "Keel"
#: src/game.cpp:1220
msgid "Choose your preferred language:"
msgstr "Vali endale sobiv keel:"
#: src/game.cpp:1349
#, fuzzy
msgid "The following add-on campaign(s) had errors and could not be loaded:"
msgstr "Mängu kaarti ei õnnestunud laadida:"
#: src/game.cpp:1354
msgid "ERROR DETAILS:"
msgstr ""
#: src/game.cpp:1363
msgid "Warning: Errors occurred while loading game configuration files: '"
msgstr "Hoiatus: Mängu konfiguratsioonifailide laadimisel tekkis viga: '"
#: src/game.cpp:1413
msgid "Error loading game configuration files: '"
msgstr "Mängu konfiguratsioonifailide laadimisel tekkis viga: '"
#: src/game.cpp:1414
msgid "' (The game will now exit)"
msgstr "'(Mäng läheb nüüd kinni)"
#: src/game.cpp:1504
msgid "Battle for Wesnoth"
msgstr "Wesnothi Lahing"
#: src/game_events.cpp:595
msgid "Victory:"
msgstr "Võit:"
#: src/game_events.cpp:598
msgid "Defeat:"
msgstr "Kaotus:"
#: src/gamestatus.cpp:476
#, fuzzy
msgid "Could not write to file"
msgstr "Võõrustajaga ei õnnestu ühendust luua."
#: src/help.cpp:1057
msgid "Advances to: "
msgstr "Edutatakse:"
#: src/help.cpp:1078
msgid "Abilities: "
msgstr "Võimed:"
#: src/help.cpp:1097
msgid "Alignment: "
msgstr "Meelelaad:"
#: src/help.cpp:1103
msgid "Required XP: "
msgstr "Nõutud XP:"
#: src/help.cpp:1112 src/reports.cpp:251
msgid "attacks"
msgstr "rünnakuid"
#: src/help.cpp:1120 src/playturn.cpp:2065 src/playturn.cpp:2245
msgid "Type"
msgstr "Tüüp"
#: src/help.cpp:1121
msgid "Strikes"
msgstr "Löögid"
#: src/help.cpp:1122
msgid "Range"
msgstr "Ulatus"
#: src/help.cpp:1123
msgid "Special"
msgstr "Eriline"
#: src/help.cpp:1163
msgid "Resistances"
msgstr "Vastupidavused"
#: src/help.cpp:1167
msgid "Attack Type"
msgstr "Rünnaku tüüp"
#: src/help.cpp:1168
msgid "Resistance"
msgstr "Vastupanu"
#: src/help.cpp:1193
msgid "Terrain Modifiers"
msgstr "Maastiku mõjutajad"
#: src/help.cpp:1197
msgid "Terrain"
msgstr "Maastik"
#: src/help.cpp:1198
msgid "Defense"
msgstr "Kaitse"
#: src/help.cpp:1304
msgid "or"
msgstr "või"
#: src/help.cpp:1311
msgid "This terrain acts as $terrains for movement and defense purposes."
msgstr "See maastik käitub liikumise ja katsmise suhtes nagu $terrains."
#: src/help.cpp:1313
msgid "The terrain with the best modifier is chosen automatically."
msgstr "Parimate omadustega maastik valitakse automaatselt."
#: src/help.cpp:1317
msgid ""
"This terrain acts as keep, i.e., you can recruit units when a leader is in a "
"location with this terrain."
msgstr ""
"See maastik käitub nagu pesa, see tähendab, et sa saad üksusi värvata, kui "
"sinu juht asub seda tüüpi maastikulapil."
#: src/help.cpp:1319
msgid ""
"This terrain acts as castle, i.e., you can recruit units onto a location "
"with this terrain."
msgstr ""
"See maastik käitub nagu kindlus, see tähendab, et nendele maatükkidele saab "
"värvata üksusi."
#: src/help.cpp:1321
msgid "This terrain gives healing."
msgstr "See maastik tervendab."
#: src/help.cpp:2177
msgid "< Back"
msgstr "< Tagasi"
#: src/help.cpp:2178
msgid "Forward >"
msgstr "Edasi >"
#: src/help.cpp:2290
msgid "Reference to unknown topic: "
msgstr ""
#: src/help.cpp:2665
msgid "The Battle for Wesnoth Help"
msgstr "Wesnothi Lahingu käsiraamat"
#: src/help.cpp:2712
#, fuzzy
msgid "Parse error when parsing help text: "
msgstr "Mängimise ajal tekkis viga: "
#: src/intro.cpp:94
msgid "Next"
msgstr "Edasi"
#: src/intro.cpp:95
msgid "Skip"
msgstr "Jäta vahele"
#: src/intro.cpp:314
msgid "The End"
msgstr "Lõpp"
#: src/language.cpp:41 src/language.cpp:195
msgid "System default language"
msgstr "Süsteemi vaikimisi keel"
#: src/leader_list.cpp:124 src/leader_list.cpp:130
msgid "?"
msgstr ""
#: src/mapgen_dialog.cpp:91
msgid "Close Window"
msgstr "Sulge aken"
#: src/mapgen_dialog.cpp:94
msgid "Map Generator"
msgstr "Kaardigeneraator"
#: src/mapgen_dialog.cpp:99
msgid "Players:"
msgstr "Mängijad:"
#: src/mapgen_dialog.cpp:100
msgid "Width:"
msgstr "Laius:"
#: src/mapgen_dialog.cpp:101
msgid "Height:"
msgstr "Kõrgus:"
#: src/mapgen_dialog.cpp:102
msgid "Number of Hills:"
msgstr ""
#: src/mapgen_dialog.cpp:103
msgid "Max Hill Size:"
msgstr ""
#: src/mapgen_dialog.cpp:104
msgid "Villages:"
msgstr "Külad:"
#: src/mapgen_dialog.cpp:105
msgid "Landform:"
msgstr "Maastiku kuju:"
#: src/mapgen_dialog.cpp:211
msgid "Roads Between Castles"
msgstr "Lossidevahelised teed"
#: src/mapgen_dialog.cpp:268
msgid "/1000 tiles"
msgstr "/1000 maatükki"
#: src/mapgen_dialog.cpp:273
msgid "Coastal"
msgstr "Rannikuala"
#: src/mapgen_dialog.cpp:273
msgid "Inland"
msgstr "Sisemaa"
#: src/mapgen_dialog.cpp:273
msgid "Island"
msgstr "Saar"
#: src/multiplayer.cpp:92
msgid "Connect to Host"
msgstr "Ühenda serveriga"
#: src/multiplayer.cpp:94
msgid "Choose host to connect to: "
msgstr "Vali server:"
#: src/multiplayer.cpp:123 src/multiplayer.cpp:160
#, fuzzy
msgid "Connecting to Server..."
msgstr "Ühenda serveriga"
#: src/multiplayer.cpp:133
msgid "Connecting to remote host..."
msgstr "Võtan serveriga ühendust..."
#: src/multiplayer.cpp:142
msgid ""
"The server requires version '$version1' while you are using version "
"'$version2'"
msgstr ""
#: src/multiplayer.cpp:154
msgid "Server-side redirect loop"
msgstr ""
#: src/multiplayer.cpp:186
msgid "You must log in to this server"
msgstr "Sellesse serverisse peab sisse logima"
#: src/multiplayer.cpp:350 src/multiplayer.cpp:365
#: src/multiplayer_wait.cpp:181
msgid "No multiplayer sides available in this game"
msgstr "Selles mängus ei ole mitme mängija pooli."
#: src/multiplayer.cpp:351 src/multiplayer.cpp:366
#: src/multiplayer_wait.cpp:210
msgid "Era not available"
msgstr "Ajastu pole saadaval."
#: src/multiplayer.cpp:352 src/multiplayer.cpp:367
#: src/multiplayer_wait.cpp:215
msgid "No multiplayer sides found"
msgstr "Mitme mängija pooli ei leitud"
#: src/multiplayer_connect.cpp:298
msgid "(Vacant slot)"
msgstr "(Vaba koht)"
#: src/multiplayer_connect.cpp:304
msgid "Anonymous local player"
msgstr "Anonüümne kohalik mängija"
#: src/multiplayer_connect.cpp:310
msgid "Computer player"
msgstr "Arvuti mängija"
#: src/multiplayer_connect.cpp:313
msgid "(Empty slot)"
msgstr "(Tühi koht)"
#: src/multiplayer_connect.cpp:462
msgid "No non-random sides in the current era"
msgstr ""
#: src/multiplayer_connect.cpp:478
msgid "Unable to find a leader type for faction $faction"
msgstr ""
#: src/multiplayer_connect.cpp:486 src/multiplayer_lobby.cpp:404
#: src/multiplayer_wait.cpp:146
msgid "Game Lobby"
msgstr "Mängu ooteruum"
#: src/multiplayer_connect.cpp:492 src/multiplayer_connect.cpp:501
msgid "Team"
msgstr "Meeskond"
#: src/multiplayer_connect.cpp:499
msgid "Player/Type"
msgstr "Mängija/Tüüp"
#: src/multiplayer_connect.cpp:500
msgid "Faction"
msgstr "Fraktsioon"
#: src/multiplayer_connect.cpp:502
msgid "Color"
msgstr "Värv"
#: src/multiplayer_connect.cpp:503 src/playturn.cpp:1789 src/playturn.cpp:1800
msgid "Gold"
msgstr "Kuld"
#: src/multiplayer_connect.cpp:505
msgid "Computer vs Computer"
msgstr "Arvuti vs Arvuti"
#: src/multiplayer_connect.cpp:506
msgid "I'm Ready"
msgstr "Olen valmis"
#: src/multiplayer_connect.cpp:524
msgid "The scenario is invalid because it has no sides."
msgstr ""
#: src/multiplayer_connect.cpp:825
msgid "Network Player"
msgstr "Võrgumängija"
#: src/multiplayer_connect.cpp:826
msgid "Local Player"
msgstr "Kohalik mängija"
#: src/multiplayer_connect.cpp:827
msgid "Computer Player"
msgstr "Arvuti mängija"
#: src/multiplayer_connect.cpp:828
msgid "Empty"
msgstr "Tühi"
#: src/multiplayer_connect.cpp:920
msgid "This is not a multiplayer save"
msgstr "See ei ole mitmemängija mängu salvestus"
#: src/multiplayer_connect.cpp:961
msgid "Cannot find era $era"
msgstr "Ei leia ajastut $era"
#: src/multiplayer_connect.cpp:979
msgid ""
"Victory\n"
"@Defeat enemy leader(s)"
msgstr ""
"Võit\n"
"@Alista vaenlaste juhid"
#: src/multiplayer_connect.cpp:1015
msgid "Waiting for players to join..."
msgstr "Ootan mängijate liitumist..."
#: src/multiplayer_create.cpp:34 src/multiplayer_lobby.cpp:408
msgid "Create Game"
msgstr "Loo mäng"
#: src/multiplayer_create.cpp:46
msgid "Name of game:"
msgstr "Mängu nimi:"
#: src/multiplayer_create.cpp:48
msgid "Era:"
msgstr "Ajastu:"
#: src/multiplayer_create.cpp:49
msgid "Map to play:"
msgstr "Mängu kaart:"
#: src/multiplayer_create.cpp:50 src/multiplayer_lobby.cpp:300
#: src/multiplayer_lobby.cpp:301
msgid "Use map settings"
msgstr ""
#: src/multiplayer_create.cpp:51
msgid "Fog Of War"
msgstr "Sõjaudu"
#: src/multiplayer_create.cpp:53
msgid "Observers"
msgstr "Jälgijad"
#: src/multiplayer_create.cpp:56
msgid "Regenerate"
msgstr "Taastu"
#: src/multiplayer_create.cpp:57
msgid "Settings..."
msgstr "Seaded..."
#: src/multiplayer_create.cpp:86
msgid "The maximum turns the game will go for"
msgstr "Maksimaalne mängu kestvus käikudes"
#: src/multiplayer_create.cpp:91
msgid "The amount of income each village yields per turn"
msgstr "Küla poolt antav sissetulek käigu kohta "
#: src/multiplayer_create.cpp:96
msgid "The amount of experience a unit needs to advance"
msgstr "Üksuse edutamiseks vajalik kogemuspunktide arv."
#: src/multiplayer_create.cpp:99
msgid "Use scenario specific settings"
msgstr ""
#: src/multiplayer_create.cpp:102
msgid "Enemy units cannot be seen unless they are in range of your units"
msgstr ""
"Vastase üksusi ei saa jälgida, enne kui nad jõuavad sinu üksuste "
"nägemispiirkonda."
#: src/multiplayer_create.cpp:105
msgid "The map is unknown until your units explore it"
msgstr "See kaardi osa on tundmatu kuni sinu üksused selle läbi uurivad"
#: src/multiplayer_create.cpp:108
msgid "Allow users who are not playing to watch the game"
msgstr "Luba kõigil mängijatel, kes ei mängi, mängu jälgida."
#: src/multiplayer_create.cpp:112
msgid "Share View"
msgstr "Jaga vaadet"
#: src/multiplayer_create.cpp:113
msgid "Share Maps"
msgstr "Jaga kaarte"
#: src/multiplayer_create.cpp:114
msgid "Share None"
msgstr "Ära jaga midagi"
#: src/multiplayer_create.cpp:125
msgid "No multiplayer sides."
msgstr "Ilma poolteta."
#: src/multiplayer_create.cpp:127
msgid "No eras found"
msgstr "Ajajärke ei leitud"
#: src/multiplayer_create.cpp:140
msgid "$login's game"
msgstr "$login-i nimi"
#: src/multiplayer_create.cpp:172
msgid "Invalid era selected"
msgstr "Vigane ajajärk valitud"
#: src/multiplayer_create.cpp:204
msgid "You must enter a name."
msgstr "Sa pead sisestama nime."
#: src/multiplayer_create.cpp:213
msgid "Turns: "
msgstr "Käike:"
#: src/multiplayer_create.cpp:215
msgid "Unlimited Turns"
msgstr "Piiramatud käigud"
#: src/multiplayer_create.cpp:222
msgid "Village Gold: "
msgstr "Külade kuld:"
#: src/multiplayer_create.cpp:228
msgid "Experience Modifier: "
msgstr "Kogemuspunktide modifikaator:"
#: src/multiplayer_create.cpp:332
msgid "Players: "
msgstr "Mängijad:"
#: src/multiplayer_lobby.cpp:29
msgid "Map"
msgstr ""
#: src/multiplayer_lobby.cpp:30
#, fuzzy
msgid "Settings"
msgstr "Seaded..."
#: src/multiplayer_lobby.cpp:30
#, fuzzy
msgid "Status"
msgstr "Statistika"
#: src/multiplayer_lobby.cpp:98
msgid "<no games open>"
msgstr ""
#: src/multiplayer_lobby.cpp:297
msgid "Vacant Slot"
msgstr "Vaba koht"
#: src/multiplayer_lobby.cpp:297
msgid "Vacant Slots"
msgstr "Vabad kohad"
#: src/multiplayer_lobby.cpp:406
msgid "Observe Game"
msgstr "Jälgi mängu"
#: src/multiplayer_lobby.cpp:409
msgid "Quit"
msgstr "Lõpeta"
#: src/multiplayer_ui.cpp:78
msgid "Red"
msgstr "Punane"
#: src/multiplayer_ui.cpp:80
msgid "Blue"
msgstr "Sinine"
#: src/multiplayer_ui.cpp:82
msgid "Green"
msgstr "Roheline"
#: src/multiplayer_ui.cpp:84
msgid "Yellow"
msgstr "Kollane"
#: src/multiplayer_ui.cpp:86
msgid "Purple"
msgstr "Purpur"
#: src/multiplayer_ui.cpp:88
msgid "Orange"
msgstr "Oranž"
#: src/multiplayer_ui.cpp:90
msgid "Grey"
msgstr "Hall"
#: src/multiplayer_ui.cpp:92
msgid "White"
msgstr "Valge"
#: src/multiplayer_ui.cpp:94
msgid "Brown"
msgstr "Pruun"
#: src/multiplayer_ui.cpp:96
msgid "Invalid colour"
msgstr "Vigane värv"
#: src/multiplayer_wait.cpp:114
msgid "Leader: "
msgstr "Juht:"
#: src/multiplayer_wait.cpp:116
msgid "Recruits: "
msgstr "Värbamisi:"
#: src/multiplayer_wait.cpp:149
msgid "Waiting for game to start..."
msgstr "Ootan mängu algust..."
#: src/multiplayer_wait.cpp:168
msgid "Getting game data..."
msgstr "Hangin mängu andmeid..."
#: src/multiplayer_wait.cpp:231
msgid "Choose your side:"
msgstr "Vali oma pool:"
#: src/multiplayer_wait.cpp:383 src/unit.cpp:1196
msgid "("
msgstr "("
#: src/multiplayer_wait.cpp:383 src/unit.cpp:1203
msgid ")"
msgstr ")"
#: src/multiplayer_wait.cpp:384 src/playturn.cpp:1892
msgid "unit^Gold"
msgstr "Kuld"
#: src/network.cpp:91
msgid "invalid network handle"
msgstr ""
#: src/network.cpp:124
#, fuzzy
msgid "Client disconnected"
msgstr "Teine pool katkestas ühenduse."
#: src/network.cpp:479
#, fuzzy
msgid "Could not add socket to socket set"
msgstr "Võõrustajaga ei õnnestu ühendust luua."
#: src/network.cpp:490
msgid "Could not send initial handshake"
msgstr ""
#: src/playcampaign.cpp:145
msgid "Defeat"
msgstr "Kaotus"
#: src/playcampaign.cpp:146
msgid "You have been defeated!"
msgstr "Sind on alistatud!"
#: src/playcampaign.cpp:159
#, fuzzy
msgid " replay"
msgstr "kordus"
#: src/playcampaign.cpp:167
msgid "Do you want to save a replay of this scenario?"
msgstr "Kas sa tahad salvestada sellele stsenaariumile kordusmängu?"
#: src/playcampaign.cpp:168 src/playcampaign.cpp:286 src/playturn.cpp:1642
msgid "Name:"
msgstr "Nimi:"
#: src/playcampaign.cpp:176 src/playcampaign.cpp:294 src/playturn.cpp:1659
msgid "The game could not be saved"
msgstr "Mängu salvestamine ebaõnnestus."
#: src/playcampaign.cpp:216
#, fuzzy
msgid "Downloading next level..."
msgstr "Tõmban kampaaniat..."
#: src/playcampaign.cpp:285
msgid "Do you want to save your game?"
msgstr "Kas sa tahad oma mängu salvestada?"
#: src/playcampaign.cpp:311
msgid "Unknown scenario: '"
msgstr "Tundmatu stsenaarium : '"
#: src/playlevel.cpp:607 src/playlevel.cpp:876
msgid "The file you have tried to load is corrupt"
msgstr "Fail, mida sa proovisid laadida, on vigane."
#: src/playlevel.cpp:760
msgid "Game Over"
msgstr "Mäng läbi"
#: src/playlevel.cpp:761
msgid "The game is over."
msgstr "Mäng on läbi."
#: src/playlevel.cpp:844
msgid "Remaining gold: "
msgstr "Alles jäänud kuld:"
#: src/playlevel.cpp:847
msgid "Early finish bonus: "
msgstr "Kiire lõpetamise preemia:"
#: src/playlevel.cpp:849
msgid "per turn"
msgstr "käigu kohta"
#: src/playlevel.cpp:850
msgid "Turns finished early: "
msgstr "Järgi jäänud käikude arv:"
#: src/playlevel.cpp:852
msgid "Bonus: "
msgstr "Preemia:"
#: src/playlevel.cpp:854
msgid "Gold: "
msgstr "Kuld:"
#: src/playlevel.cpp:859
#, fuzzy, no-c-format
msgid "80% of gold is retained for the next scenario"
msgstr "80% kullast kandub üle järgmisesse stsenaariumi."
#: src/playlevel.cpp:860
msgid "Retained Gold: "
msgstr "Säilitatud kuld:"
#: src/playlevel.cpp:865
msgid "Victory"
msgstr "Võit"
#: src/playlevel.cpp:866
msgid "You have emerged victorious!"
msgstr "Sa oled võitnud!"
#: src/playlevel.cpp:870
msgid "Scenario Report"
msgstr "Stsenaariumi raport"
#: src/playlevel.cpp:891
msgid ""
"A network disconnection has occured, and the game cannot continue. Do you "
"want to save the game?"
msgstr ""
"Võrguühendus katkes ja mäng ei saa jätkuda. Kas sa tahad selle mängu "
"salvestada?"
#: src/playturn.cpp:87
msgid "It is now your turn"
msgstr "Sinu käik"
#: src/playturn.cpp:569
msgid "Attacker"
msgstr "Ründaja"
#: src/playturn.cpp:571
msgid "Defender"
msgstr "Kaitsja"
#: src/playturn.cpp:591 src/playturn.cpp:657
msgid "Damage Calculations"
msgstr "Kahju arvutamine"
#: src/playturn.cpp:636 src/reports.cpp:226
msgid "vs"
msgstr "vs"
#: src/playturn.cpp:669
msgid "Attack Enemy"
msgstr "Ründa vaenlast"
#: src/playturn.cpp:670
msgid "Choose weapon:"
msgstr "Vali relv:"
#: src/playturn.cpp:1325
#, fuzzy
msgid ""
"You have not started your turn yet. Do you really want to end your turn?"
msgstr ""
"Sa ei ole oma käiku veel alustanud. Kas sa tõesti tahad oma käigu juba "
"lõpetada?"
#: src/playturn.cpp:1333 src/playturn.cpp:1338
msgid "Some units have movement left. Do you really want to end your turn?"
msgstr ""
"Osad üksused saavad veel liikuda? Kas sa tahad tõesti oma käigu lõpetada?"
#: src/playturn.cpp:1353
msgid "Auto-Save"
msgstr "Automaatne salvestus"
#: src/playturn.cpp:1355
msgid "Could not auto save the game. Please save the game manually."
msgstr ""
"Mängu automaatne salvestamine ebaõnnestus. Palun salvesta mäng käsitsi."
#: src/playturn.cpp:1596
msgid "Rename Unit"
msgstr "Muuda üksuse nime"
#: src/playturn.cpp:1645 src/playturn.cpp:1659
msgid "Error"
msgstr "Viga"
#: src/playturn.cpp:1645
msgid ""
"Save names may not contain colons, slashes, or backslashes. Please choose a "
"different name."
msgstr ""
"Salvestuse nimes ei tohi olla kooloneid ega kaldkriipse. Palun vali mõni "
"teine nimi."
#: src/playturn.cpp:1656
msgid "Saved"
msgstr "Salvestatud"
#: src/playturn.cpp:1656
msgid "The game has been saved"
msgstr "Mäng on salvestatud"
#: src/playturn.cpp:1788
msgid "Leader"
msgstr "Juht"
#: src/playturn.cpp:1790
msgid "Villages"
msgstr "Külad"
#: src/playturn.cpp:1792
msgid "Upkeep"
msgstr "Elatis"
#: src/playturn.cpp:1793
msgid "Income"
msgstr "Sissetulek"
#: src/playturn.cpp:1898
msgid "You have no units available to recruit."
msgstr "Paistab, et sul ei ole kedagi värvata."
#: src/playturn.cpp:1910
msgid "Recruit"
msgstr "Värba"
#: src/playturn.cpp:1911 src/playturn.cpp:2107
msgid "Select unit:"
msgstr "Vali üksus:"
#: src/playturn.cpp:1945
msgid "You don't have enough gold to recruit that unit"
msgstr "Sul ei ole selle üksuse värbamiseks piisavalt kulda."
#: src/playturn.cpp:2003
msgid ""
"My lord, this unit is an experienced one, having advanced levels! Do you "
"really want to dismiss $noun?"
msgstr ""
"Mu käskija, see üksus on võrlemisi kogenud, ta on heal tasemel! Kas sa "
"tõesti saata minema see $noun?"
#: src/playturn.cpp:2005
msgid ""
"My lord, this unit is close to advancing a level! Do you really want to "
"dismiss $noun?"
msgstr ""
"Mu käskija, see üksus jõuab varsti uuele tasemele! Kas sa tõesti saata "
"minema see $noun?"
#: src/playturn.cpp:2010
msgid "her"
msgstr "teda"
#: src/playturn.cpp:2010
msgid "him"
msgstr "teda"
#: src/playturn.cpp:2051
msgid "You are separated from your soldiers and may not recall them"
msgstr "Sa oled oma sõjameestest lahutatud ja ei saa neid tagasi kutsuda."
#: src/playturn.cpp:2053
msgid ""
"There are no troops available to recall\n"
"(You must have veteran survivors from a previous scenario)"
msgstr ""
"Paistab et sa ei saa mitte kedagi tagasi kutsuda\n"
"(Sul peab olema eelmistest stsenaariumitest ellujäänud üksusi)"
#: src/playturn.cpp:2059
msgid "You must have at least $cost gold pieces to recall a unit"
msgstr "Sul peab üksuse tagasi kutsumiseks olema vähemalt $gold kullatükki."
#: src/playturn.cpp:2067
#, fuzzy
msgid "Level"
msgstr "tase"
#: src/playturn.cpp:2094
msgid "Dismiss Unit"
msgstr "Saada üksus erru"
#: src/playturn.cpp:2106
msgid "Recall"
msgstr "Kutsu tagasi"
#: src/playturn.cpp:2155
msgid "Message:"
msgstr "Teade:"
#: src/playturn.cpp:2155
msgid "Send to allies only"
msgstr "Saada ainult liitlastele"
#: src/playturn.cpp:2250 src/unit.cpp:1128
msgid "Moves"
msgstr "Käigud"
#: src/playturn.cpp:2251
msgid "Location"
msgstr "Asukoht"
#: src/playturn.cpp:2297
msgid "Unit List"
msgstr "Üksuste nimekiri"
#: src/playturn.cpp:2333 src/playturn.cpp:2395
msgid "Recruits"
msgstr "Värbamisi"
#: src/playturn.cpp:2339 src/playturn.cpp:2399
msgid "Recalls"
msgstr "Tagasikutsumisi"
#: src/playturn.cpp:2345 src/playturn.cpp:2403
msgid "Advancements"
msgstr "Edutamisi"
#: src/playturn.cpp:2351 src/playturn.cpp:2407
msgid "Losses"
msgstr "Kaotusi"
#: src/playturn.cpp:2357 src/playturn.cpp:2411
msgid "Kills"
msgstr "Tapmisi"
#: src/playturn.cpp:2363
msgid "Damage Inflicted"
msgstr "Kahju tekitatud"
#: src/playturn.cpp:2369
msgid "Damage Taken"
msgstr "Kahju saadud"
#: src/playturn.cpp:2375
msgid "Damage Inflicted (EV)"
msgstr "Kahju tekitatud (EV)"
#: src/playturn.cpp:2382
msgid "Damage Taken (EV)"
msgstr "Kahju saadud (EV)"
#: src/playturn.cpp:2388
msgid "Statistics"
msgstr "Statistika"
#: src/playturn.cpp:2425
msgid "Search"
msgstr "Otsi"
#: src/playturn.cpp:2435
msgid "prompt^Command:"
msgstr "Käsk:"
#: src/playturn.cpp:2446
msgid "Chat Log"
msgstr "Vestluslogi"
#: src/playturn.cpp:2511
msgid "Couldn't find label or unit containing the string '$search'."
msgstr "Ei leindud silti ega üksust mille nimes sisalduks tekst '$search'."
#: src/playturn.cpp:2542
msgid "Saved Theme Preference: "
msgstr ""
#: src/playturn.cpp:2548
msgid "New theme will take effect on next new or loaded game."
msgstr ""
#: src/playturn.cpp:2649
msgid "Place Label"
msgstr "Paiguta silt"
#: src/playturn.cpp:2650
msgid "Label:"
msgstr "Silt:"
#: src/playturn.cpp:2782
msgid ""
"The games are out of sync and will have to exit. Do you want to save an "
"error log of your game?"
msgstr ""
"Mäng ei ole enam sünkrooniseeritud ja tuleb lõpetada. Kas sa soovid vealogi "
"salvestada?"
#: src/playturn.cpp:2835
msgid "Replace with AI"
msgstr "Asenda AI-ga"
#: src/playturn.cpp:2836
msgid "Replace with local player"
msgstr "Asenda kohaliku mängijaga"
#: src/playturn.cpp:2837
msgid "Abort game"
msgstr "Katkesta mäng"
#: src/playturn.cpp:2840
msgid "Replace with "
msgstr "Asenda "
#: src/playturn.cpp:2844
msgid "has left the game. What do you want to do?"
msgstr "lahkus mängust. Mida sa teha tahad?"
#: src/reports.cpp:124
msgid "This unit is invisible. It cannot be seen or attacked by enemy units."
msgstr "See üksus on nähtamatu. Vastase üksused teda ei näe ja rünnata ei saa."
#: src/reports.cpp:124
msgid "invisible: "
msgstr "nähtamatu:"
#: src/reports.cpp:129
msgid ""
"This unit has been slowed. It moves at half normal speed and receives one "
"less attack than normal in combat."
msgstr ""
"See üksus on aeglustatu. Ta liigub poolel kiirusel ja ründab võitluses ühe "
"korra vähem, kui tavaliselt."
#: src/reports.cpp:129
msgid "slowed: "
msgstr "aeglustatud:"
#: src/reports.cpp:134
msgid ""
"This unit is poisoned. It will lose 8 HP every turn until it can seek a cure "
"to the poison in a village or from a friendly unit with the 'cures' "
"ability.\n"
"\n"
"Units cannot be killed by poison alone. The poison will not reduce it below "
"1 HP."
msgstr ""
"See üksus on mürgitatud. Ta kaotab 8 HP-d iga käiguga kuni ta leiab abi kas "
"külast või sõbralikult üksuselt kellel on ravimisvõime.\n"
"Ainult mürgist üksuste tapmiseks ei piisa. Mürk vähendab elusid 1 HP-ni."
#: src/reports.cpp:134
msgid "poisoned: "
msgstr "mürgitatud:"
#: src/reports.cpp:141
msgid "This unit has been turned to stone. It may not move or attack."
msgstr "See üksus on kivistatud. Ta ei või liikuda ega rünnata."
#: src/reports.cpp:141
msgid "stone: "
msgstr "kivi:"
#: src/reports.cpp:250 src/unit_types.cpp:321
msgid "damage"
msgstr "kahju"
#: src/reports.cpp:268
msgid "Lawful units: "
msgstr "Kuulekad üksused:"
#: src/reports.cpp:270
msgid "Neutral units: "
msgstr "Neutraalsed üksused:"
#: src/reports.cpp:271
msgid "Chaotic units: "
msgstr "Korratud üksused:"
#: src/reports.cpp:325
msgid "Owned village"
msgstr "Oma külad"
#: src/reports.cpp:327
msgid "Enemy village"
msgstr "Vaenlase külad"
#: src/reports.cpp:329
msgid "Allied village"
msgstr "Liitlaste külad"
#: src/reports.cpp:389
msgid "Observers:"
msgstr "Jälgijad:"
#: src/serialization/parser.cpp:98
msgid "Unexpected characters at line start"
msgstr ""
#: src/serialization/parser.cpp:124
msgid "Missing closing tag for tag $tag at $pos"
msgstr ""
#: src/serialization/parser.cpp:139
msgid "Unterminated [element] tag"
msgstr ""
#: src/serialization/parser.cpp:149 src/serialization/parser.cpp:185
msgid "Invalid tag name"
msgstr "Vigane sildi nimi"
#: src/serialization/parser.cpp:152
msgid "Unterminated [+element] tag"
msgstr ""
#: src/serialization/parser.cpp:168
msgid "Invalid closing tag name"
msgstr ""
#: src/serialization/parser.cpp:171
msgid "Unterminated closing tag"
msgstr ""
#: src/serialization/parser.cpp:173
msgid "Unexpected closing tag"
msgstr ""
#: src/serialization/parser.cpp:179
msgid "Found invalid closing tag $tag2 for tag $tag (opened at $pos)"
msgstr ""
#: src/serialization/parser.cpp:204 src/serialization/parser.cpp:216
msgid "Empty variable name"
msgstr "Tühi muutuja nimi"
#: src/serialization/parser.cpp:210
msgid "Unexpected characters after variable name (expected , or =)"
msgstr ""
#: src/serialization/parser.cpp:238 src/serialization/parser.cpp:262
msgid "Unterminated quoted string"
msgstr ""
#: src/serialization/parser.cpp:285
msgid " included from "
msgstr ""
#: src/serialization/parser.cpp:306
msgid "$error at $pos"
msgstr ""
#: src/titlescreen.cpp:200
msgid "TitleScreen button^Tutorial"
msgstr "Õpetus"
#: src/titlescreen.cpp:201
msgid "TitleScreen button^Campaign"
msgstr "Kampaaniad"
#: src/titlescreen.cpp:202
msgid "TitleScreen button^Multiplayer"
msgstr "Mitu mängijat"
#: src/titlescreen.cpp:203
msgid "TitleScreen button^Load"
msgstr "Laadimine"
#: src/titlescreen.cpp:204
msgid "TitleScreen button^Language"
msgstr "Keel"
#: src/titlescreen.cpp:205
msgid "TitleScreen button^Preferences"
msgstr "Eelistused"
#: src/titlescreen.cpp:206
msgid "About"
msgstr "Info"
#: src/titlescreen.cpp:207
msgid "TitleScreen button^Quit"
msgstr "Välja"
#: src/titlescreen.cpp:208
msgid "Start a tutorial to familiarize yourself with the game"
msgstr "Mänguga tutvumiseks alusta õpetusest"
#: src/titlescreen.cpp:209
msgid "Start a new single player campaign"
msgstr "Alusta uut üksikmängija kampaaniat"
#: src/titlescreen.cpp:210
msgid ""
"Play multiplayer (hotseat, LAN, or Internet), or a single scenario against "
"the AI"
msgstr "Mängige mitmekesi (ühe arvuti taga, kohtvõrgus, Internetis...)"
#: src/titlescreen.cpp:211
msgid "Load a single player saved game"
msgstr "Lae üksikmängija salvestatud mäng"
#: src/titlescreen.cpp:212
msgid "Change the language"
msgstr "Muuda kasutatavat keelt"
#: src/titlescreen.cpp:213
msgid "Configure the game's settings"
msgstr "Muuda mängu seadeid"
#: src/titlescreen.cpp:214
msgid "View the credits"
msgstr "Vaata tiitreid"
#: src/titlescreen.cpp:215
msgid "Quit the game"
msgstr "Välju mängust"
#: src/titlescreen.cpp:246
msgid "More"
msgstr "Veel"
#: src/titlescreen.cpp:256
msgid "-- The Tome of Wesnoth"
msgstr "-- Wesnothi Suur Raamat"
#: src/unit.cpp:1074 src/unit.cpp:1201
msgid "; "
msgstr ";"
#: src/unit.cpp:1153
msgid "XP to advance"
msgstr ""
#: src/unit.cpp:1192
msgid ": "
msgstr ":"
#: src/unit_types.cpp:341
msgid "strikes"
msgstr "lööma"
#: src/unit_types.cpp:952
msgid "chaotic"
msgstr "korratu"
#: src/unit_types.cpp:952
msgid "lawful"
msgstr "kuulekas"
#: src/unit_types.cpp:952
msgid "neutral"
msgstr "neutraalne"
#~ msgid "healthy"
#~ msgstr "terve"
#~ msgid "invisible"
#~ msgstr "nähtamatu"
#~ msgid ""
#~ "\n"
#~ "Morning and Afternoon count as day, First and Second Watch count as night."
#~ msgstr ""
#~ "\n"
#~ "Hommik ja pärastlõuna lähevad arvesse kui päev, esimene ja teine vahtkond "
#~ "kui öö."
#, fuzzy
#~ msgid "Tundra"
#~ msgstr "kooljad"
#, fuzzy
#~ msgid "2p - Icy Waters"
#~ msgstr "Jäised veed"
#, fuzzy
#~ msgid ""
#~ "At first sight, these mystical snake-like creatures appear weak, but "
#~ "looks are deceiving. With just a glance, Cockatrices can turn their "
#~ "enemies into stone. This enchantment lasts until the source of their "
#~ "power is destroyed."
#~ msgstr ""
#~ "Esmapilgul tunduvad need müstilised maosarnased olendid olevat nõrgad, "
#~ "aga esmamulje on petlik. Sulismaod võivad vastase muuta oma pilguga "
#~ "kivikujuks, halvates kogu nende jõu."
#~ msgid ""
#~ "Ghosts are the souls of warriors that died in agony centuries ago without "
#~ "leaving a corpse behind. Although their non-corporeal form allows them "
#~ "great freedom of movement and protection from physical attacks, ghosts "
#~ "cannot easily cross running water."
#~ msgstr ""
#~ "Vaimud on sajandeid tagasi surnud sõdalaste hinged, kes suurtes piinades "
#~ "ja laipa maha jätmata. Kuigi nende kehatu kuju annab neile suure "
#~ "liikumisvabaduse ja kaitse füüsiliste rünnakute eest, ei saa vaimud "
#~ "kergesti ületada voolavat vett."
#~ msgid ""
#~ "The more learned among the mermaids often take a path of holy study. This "
#~ "leaves them quite capable of ministering to the wounds of their comrades, "
#~ "as well as being a potent defense against the unworldly."
#~ msgstr ""
#~ "Haritumad merineitside hulgas valivad tihti pühade õpingute tee. Tänu "
#~ "sellele on nad üsna võimekad oma kaaslaste vigastuste ravimisel ja on "
#~ "heaks kaitseks ebamaise eest."
#~ msgid "darts"
#~ msgstr "viskenooled"
#~ msgid ""
#~ "Revenants are undead creatures raised from once mighty warriors. While "
#~ "the warriors' will and soul are all but lost, their fighting skills "
#~ "certainly remain with the Revenant."
#~ msgstr ""
#~ "Viirastused on hauatagused olevused, kes kunagi olid võimsad sõdalased. "
#~ "Kuigi nende sõjamehe tahe ja hing on kaotsi läinud, pole viirastus "
#~ "võitlemise kunsti unustanud."
#~ msgid "Vera.ttf"
#~ msgstr "Vera.ttf"
#, fuzzy
#~ msgid "tough"
#~ msgstr "puudutus"
#, fuzzy
#~ msgid "satiated"
#~ msgstr "Noviits"
#, fuzzy
#~ msgid ""
#~ "Assassins are masters of the night. Like Rogues, they can surround and "
#~ "backstab an opponent, doing double damage. They can also throw poison-"
#~ "tipped knives at their enemies from long range."
#~ msgstr ""
#~ "Palgamõrtsugas on öö isandad. Nagu hulkuridki, hiilivad nad vastasele "
#~ "ligi ja pussitavad teda, tehes seega kahekordset kahju. Nad võivad veel "
#~ "loopida vastaseid mürgitatud viskenugadega kauge maa tagant."
#~ msgid ""
#~ "Duelists are masters of the art of swordplay. Their skill with the rapier "
#~ "allows them to attack and parry with only one hand, while they wield a "
#~ "crossbow in the other to shoot distant foes."
#~ msgstr ""
#~ "Duellandid on mõõgakunsti meistrid. Nende osavus rapiiriga lubab neil "
#~ "rünnata ja pareerida ühe käega ja samal ajal, amb teises käes, lasta "
#~ "kaugemate vaenlaste pihta. "
#~ msgid ""
#~ "The scruffy-haired Footpads are used by bandit gangs to scout ahead for "
#~ "places and people to rob."
#~ msgstr ""
#~ "Kasimata kanupoisid otsivad bandiidijõukude jaoks röövimiseks sobivaid "
#~ "kohti välja."
#~ msgid ""
#~ "The best of the soldiers are chosen to become Halberdiers. Their weapon, "
#~ "though a little slower than the sword, can strike with deadly force, and "
#~ "because of its great length, Halberdiers always strike first in combat, "
#~ "even when defending. Halberdiers have great facility at dealing with "
#~ "troops they can keep further than the end of their weapons, but find some "
#~ "difficulty in very close combat."
#~ msgstr ""
#~ "Hellebardid antakse kätte parimatele sõduritele. Nende relv, kuigi veidi "
#~ "aeglasem kui mõõk, omab tohutut löögijõudu. Tänu selle suurele pikkusele "
#~ "ründavad hellebardiga varustatud sõdurid alati võitluses esimesena, isegi "
#~ "ennast kaitstes. Nad saavad väga hästi hakkama vastastega, keda neil oma "
#~ "relva kaugema otsa juures õnnestub hoida, aga lähivõitlus võib neile "
#~ "valmistada kerget peavalu."
#~ msgid ""
#~ "Heavy Infantrymen are cloaked in iron, making them resilient to attack. A "
#~ "lack of speed is their only disadvantage."
#~ msgstr ""
#~ "Raskejalaväelased on kaetud rauaga ja seetõttu peavad rünnakutele hästi "
#~ "vastu. Nende ainus puudus on vähene kiirus."
#~ msgid ""
#~ "Longbowmen carry the huge specialized bows that they have learned to "
#~ "handle after years of combat. Their missiles can pierce even armor."
#~ msgstr ""
#~ "Pikkvibumehed kannavad kaasas erilisi vibusid, mida nad on pikkade "
#~ "lahinguaastatega käsitsema õppinud. Nende lasud läbistavad isegi turvise."
#~ msgid "Outlaws fight better at night."
#~ msgstr "Lindpriid võitlevad öösel paremini."
#~ msgid ""
#~ "Outlaws fight better at night. Female Outlaws look good while doing it."
#~ msgstr ""
#~ "Lindpriid võitlevad öösel paremini. Naissoost lindpriid näevad seda tehes "
#~ "veel head välja kah."
#~ msgid ""
#~ "Lancers are some of the bravest and most feared riders in all of Wesnoth. "
#~ "They wear very little armor, and thus ride swiftly and are ideal for "
#~ "offensive use. While their charges inflict large amounts of damage, they "
#~ "also expose the Lancers to great risk."
#~ msgstr ""
#~ "Piigimehed on julgeimad ja kardetuimad ratsamehed terves Wesnothis. Nad "
#~ "kannavad vähe turvist ja ratsutavad tänu sellele kiirelt, ideaalsed "
#~ "ründetegevuseks. Kuigi nende rünnakud tekitavad tohutut kahju, on "
#~ "piigimehed seejuures suures ohus."
#~ msgid "Mounted Captain"
#~ msgstr "Ratsutav kapten"
#~ msgid "Mounted Commander"
#~ msgstr "Ratsutav komandör"
#~ msgid ""
#~ "Red Mages attack with powerful magic fireballs that are guaranteed a good "
#~ "chance of hitting. Deft of foot, and skilled fighters both day and night, "
#~ "Red Mages are therefore valuable in almost all situations."
#~ msgstr ""
#~ "Punased maagid ründavad võimsate võlutule keradega, mis tagavad hea "
#~ "tabamisvõimaluse. Välejalgsete ja osavate sõdalastena nii päeval kui "
#~ "öösel on punased maagid kasulikud igas olukorras."
#~ msgid "boiling water"
#~ msgstr "keev vesi"
#~ msgid "Halved"
#~ msgstr "Poolitatud"
#~ msgid "The Broken Bridge"
#~ msgstr "Katkine sild"
#~ msgid "Battle for Weslin Bridge"
#~ msgstr "Weslini silla lahing"
#, fuzzy
#~ msgid " "
#~ msgstr ";"
#~ msgid "The Isle of Anduin"
#~ msgstr "Anduini saar"
#~ msgid "The Three Rivers"
#~ msgstr "Kolm jõge"
#~ msgid "The Isles of the Damned"
#~ msgstr "Neetud saared"
#~ msgid "Dwarven Wasteland"
#~ msgstr "Kääbuste kõnnumaa"
#~ msgid "Princess's Battlefield"
#~ msgstr "Printsessi sõjatanner"
#, fuzzy
#~ msgid "100 gold will be available for the next scenario"
#~ msgstr "80% kullast kandub üle järgmisesse stsenaariumi."
#~ msgid "level: "
#~ msgstr "tase:"
#~ msgid "fey gale"
#~ msgstr "ebamaine tormituul"
#~ msgid "Dmg"
#~ msgstr "Kahju"