# #-#-#-#-# wesnoth.cpp1.po (Battle for Wesnoth VERSION) #-#-#-#-#
# Afrikaans 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: 2005-09-18 22:49+0200\n"
"Last-Translator: \n"
"Language-Team: Afrikaans\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: data/amla.cfg:8
msgid "Max HP bonus +"
msgstr "Maksimum LP bonus +"
#: data/amla.cfg:22
msgid "Full Heal"
msgstr "Totale Herstel"
#: data/fonts.cfg:6
msgid "DejaVuSans.ttf,FreeSans.ttf,sazanami-gothic.ttf,gkai00mp.ttf"
msgstr "DejaVuSans.ttf,FreeSans.ttf,sazanami-gothic.ttf,gkai00mp.ttf"
#: data/game.cfg:27
msgid "Binary Saves"
msgstr "Binêre Lêers"
#: data/game.cfg:34
msgid "Show Combat"
msgstr "Wys Geveg"
#: data/help.cfg:9
msgid "Introduction"
msgstr "Inleiding"
#: data/help.cfg:15
msgid "Gameplay"
msgstr "Spel-omstandighede"
#: data/help.cfg:21 src/playturn.cpp:2249
msgid "Traits"
msgstr "Karaktertrekke"
#: data/help.cfg:29 src/playturn.cpp:1791
msgid "Units"
msgstr "Eenhede"
#: data/help.cfg:35
msgid "Abilities"
msgstr "Vaardighede"
#: data/help.cfg:42
msgid "Weapon Specials"
msgstr "Wapen Bonusse"
#: data/help.cfg:48
msgid "Terrains"
msgstr "Terreine"
#: data/help.cfg:54 data/help.cfg:60 data/help.cfg:246
msgid "Overview"
msgstr "Oorsig"
#: 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 ""
"Sekere eenhede het vermoëns wat ander eenhede of direk beïnvloed, of 'n "
"invloed het op hoe die eenheid op ander eenhede reageer. Hierdie vermoëns "
"sal onder hierdie onderwerp gelys word wanneer jy hulle teëkom."
#: data/help.cfg:63
msgid ""
"\n"
"\n"
"Battle for Wesnoth is a turn-based fantasy strategy game somewhat unusual "
"among modern strategy games. While other games strive for complexity, Battle "
"for Wesnoth strives for simplicity of both rules and gameplay. This does not "
"make the game simple, however - from these simple rules arise a wealth of "
"strategy, making the game easy to learn but a challenge to master."
msgstr ""
"\n"
"\n"
"Die Stryd om Wesnoth is 'n beurt-basis fantasie strategie spel wat ietwat "
"ongewoon is by hedendaagse modernde strategie spele. Terwyl ander spele "
"strewe na kompleksiteit, streef Die Stryd om Wesnoth na eenvoudigheid in "
"beide reëls en speelbaarheid. Dit maak egter nie die spel maklik nie, want "
"van hierdie eenvoudingheid kom 'n magdom van strategie, wat die spel maklik "
"maak om te leer, maar dit 'n uitdaging maak om te bemeester."
#: data/help.cfg:68
msgid "Fundamentals of Gameplay"
msgstr "Beginsels van die Spel"
#: 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 ""
"Hierdie bladsye verduidelik alles wat jy moet weet om Stryd om Wesnoth te "
"speel. Dit dek hoe om te speel en die basiese meganisme agter die spel. Soos "
"jy die spel speel, word nuwe inligting by hierdie blaaie gevoeg soos jy "
"geleidelik aan die nuwe aspekte van die spel blootgestel word. Vir meer "
"besonderhede oor spesiale situasies en uitsonderings, volg die skakels wat "
"ingesluit is."
#: data/help.cfg:71
msgid ""
"\n"
"\n"
"To begin with, it's best to click the <italic>text=Tutorial</italic> button "
"at the main menu. This will take you to the interactive tutorial, which will "
"teach you the basics of Wesnoth. After this, it is recommended that you play "
"the Heir to the Throne campaign first - click <italic>text=Campaign</italic> "
"then <italic>text='Heir to the Throne'</italic>. As Battle for Wesnoth can "
"be quite challenging, you may wish to start on <italic>text=Easy</italic>."
msgstr ""
"\n"
"\n"
"As jy nie die spel ken nie - is dit raadsaam om eers die <italic>text=Leer "
"Hoe</italic> knoppie op die Hoof Menu te kliek. Dit sal jou neem na 'n "
"interaktiewe verduideliking, wat jou die basiese stappe van Wesnoth sal "
"leer. Na dit, is dit raadsaam om die Troonopvolger veldtog eerste te "
"probeer: kliek <italic>text=Veldtog</italic> en dan "
"<italic>text='Troonopvolger'</italic>. Omdat Die Stryd om Wesnoth nogal 'n "
"uitdaging kan wees, beveel ons aan dat jy die <italic>text=Maklik</italic> "
"moeilikheidsgraad eerste probeer."
#: 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 ""
"Hou in gedagte dat indien jy tydens die spel jou muis oor items sou beweeg, "
"daar oor baie van hulle inligting in die status paneel sal verskyn, "
"gewoonlik 'n kort beskrywing wat die item verduidelik. Dit is veral baie "
"nuttig wanneer jy nuwe <ref>dst=abilities text=vermoëns</ref> vir die eerste "
"keer teëkom."
#: data/help.cfg:79
msgid "About the Game"
msgstr "Meer omtrent die Spel"
#: 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 ""
"Die spel vind plaas oor 'n reeks veldslae, wat scenarios genoem word. Elke "
"scenario laat jou troepe kragte meet met troepe van een of meer "
"teenstanders. Jy kan teen die rekenaar speel, of met vriende wat elkeen 'n "
"beurt maak om by die rekenaar te sit (warmsitplek spel). As jou rekenaar aan "
"'n netwerk gekoppel is, kan jy teen ander mense op daardie netwerk speel. As "
"jou rekenar 'n verbinding tot die internet het, kan jy teen ander oor die "
"internet speel."
#: data/help.cfg:82
msgid ""
"\n"
"\n"
"Each scenario has some objectives, shown as the scenario starts. These "
"objectives list what you need to do to win, and what you should do to avoid "
"losing. Often the objective is to defeat all enemies, but other times you "
"need to reach a destination, to rescue someone, to solve a puzzle, or just "
"to survive a certain number of turns."
msgstr ""
"\n"
"\n"
"Elke scenario het sekere doelwitte, wat vertoon word voor die scenario "
"begin. Hierdie doelwitte is die lys van goed wat jy moet doen om te wen en "
"wat jy moet doen om te verhoed dat jy verloor. Dikwels is die doelwit om al "
"die vyande te oorwin, maar ander kere moet jy 'n bestemming bereik, iemand "
"red, of 'n raaisel oplos of eenvoudig net vir 'n aantal beurte lank oorleef."
#: data/help.cfg:84
msgid ""
"\n"
"\n"
"Campaigns consist of multiple scenarios that follow on from each other, "
"telling a story. In a campaign, you often need to play more carefully, "
"preserving your best troops so that they can be used again in later "
"scenarios in the campaign."
msgstr ""
"\n"
"\n"
"Veldtogte bestaan uit 'n reeks scenarios wat mekaar opvolg en 'n storie "
"vertel. Tydens 'n veldtog moet jy dikwels versigtiger speel en jou beste "
"troepe bewaar sodat hulle in latere scenarios in die veldtog gebruik kan "
"word."
#: data/help.cfg:89
msgid "Recruiting and Recalling"
msgstr "Werwing en Terugroeping"
#: 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 ""
"Elke kant begin met een leier in hulle vesting. Aan die begin van enige "
"veldslag en soms daartydens, sal dit vir jou nodig wees om <ref>dst=units "
"text=eenhede</ref> te werf vir jou leër. Om te kan werf moet jou leier "
"(byvoorbeeld, Konrad in die Troonopvolger veldtog) op die Vestingblok van 'n "
"<ref>dst=terrain_castle text=Kasteel</ref> wees. Jy mag dan werwing doen "
"deur of op Werf op die keusebalk te kies of deur met die regtermuis op 'n "
"heksagonaal te kliek en dan <italic>text=Werf</italic> te kies. Dit gee dan "
"vir jou die werwingskeuses waar die eenhede wat beskikbaar is vir werwing "
"gelys word asook hoeveel hulle kos in terme van goud. Kliek op 'n eenheid om "
"sy statistieke te vertoon, en kliek dan op die werf knop op hom te werf."
#: data/help.cfg:92
msgid ""
"\n"
"\n"
"If you right-clicked on a castle hex and selected recruit, the new unit will "
"appear in that square. Otherwise, it will appear in a free square near the "
"keep. You may only recruit as many units as you have free hexes in your "
"castle, and you cannot spend more gold than you actually have on recruiting."
msgstr ""
"\n"
"\n"
"As jy met die regtermuisknop op die kasteel-heksagonaal gekliek en werf "
"gekies het, sal die nuwe eenheid op daardie blok verskyn. Andersins sal dit "
"op 'n leë blok naby die vesting verskyn. Jy mag slegs soveel eenhede werf as "
"wat jy leë heksagonale in jou kasteel beskikbaar het en jy kan nie meer goud "
"spandeer as wat jy werklik beskikbaar het nie."
#: data/help.cfg:94
msgid ""
"\n"
"\n"
"Recruited units come with two random <ref>dst=traits text=Traits</ref> which "
"modify their statistics."
msgstr ""
"\n"
"\n"
"Gewerfde eenhede kom met willekeurige <ref>dst=traits text=Eienskappe</ref> "
"wat hulle statistieke sal verander."
#: data/help.cfg:96
msgid ""
"\n"
"\n"
"In later scenarios, you may also Recall survivors from earlier battles. "
"Recalling costs a standard 20 gold and presents you with a list of all "
"surviving units from previous scenarios."
msgstr ""
"\n"
"\n"
"In latere scenarios mag jy ook oorlewendes herroep van vroeëre veldslagte. "
"Terugroep kos 'n standaard bedrag van 20 goud en gee jou die keuse van "
"oorlewende eenhede uit vorige scenarios."
#: data/help.cfg:98
msgid ""
"\n"
"\n"
"Units not only cost gold to Recruit or Recall, they also require money to "
"support. See <ref>dst=income_and_upkeep text='Income and Upkeep'</ref> for "
"more information."
msgstr ""
"\n"
"\n"
"Eenhede kos nie alleen goud om te Werf of Terug te roep nie, hulle vereis "
"ook geld om te ondersteun. Sien <ref>dst=income_and_upkeep text='Inkomste en "
"Onderhoud'</ref> vir meer inligting."
#: data/help.cfg:103
msgid "Orbs"
msgstr "Orbe"
#: 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 ""
"Bo die energie wyser by elke eenheid is 'n orb. Vir eenhede wat joune is, is "
"hierdie orb:"
#: data/help.cfg:105
msgid "green if it hasn't moved this turn,"
msgstr "groen as dit nie hierdie beurt beweeg het nie,"
#: data/help.cfg:106
msgid "yellow if it has moved, but could still move further or attack, or"
msgstr "geel as dit beweeg het maar nog verder kan beweeg of aanval, of"
#: data/help.cfg:107
msgid "red if it has used all its movement this turn."
msgstr "rooi as dit al sy moontlike bewegings vir die beurt opgebruik het."
#: data/help.cfg:108
msgid "The orb is blue if the unit is an ally you do not control."
msgstr "Die orb is blou as die eenheid 'n bondgenoot is wat jy nie beheer nie."
#: data/help.cfg:109
msgid "Enemy units have no orb on top of their energy bar."
msgstr "Vyandige eenhede het geen orb bo hulle energiewyser nie."
#: data/help.cfg:114
msgid "Hitpoints and Experience"
msgstr "Lewenspunte en Ervaring"
#: 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 ""
"Elke eenheid het slegs 'n sekere aantal lewenspunte (LP). As die lewenspunte "
"van 'n eenheid laer as 1 val, sterf die eenheid. Elke eenheid het ook 'n "
"sekere aantal ervaringspunte (EP). 'n Vars gewerfde eenheid begin met geen "
"ervaringspunte en doen ervaring op deur met vyande te veg."
#: 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 ""
"Die lewe- en ervaringspunte word beide op die statuspaneel aangedui deur van "
"twee getalle gebruik te maak (die huidige waarde en die maksimum waarde wat "
"die eenheid kan hê)."
#: 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 ""
"Die lewenspunte word ook aangedui deur 'n energiewyser langs elke eenheid, "
"wat groen, geel of rooi kan wees. 'n Eenheid met ten minste 1 ervaringspunt "
"het 'n blou ervaringswyser wat wit word as die eenheid op die punt is om "
"<ref>dst=experience_and_advancement text=bevorder</ref> te word."
#: data/help.cfg:125 src/help.cpp:1199
msgid "Movement"
msgstr "Beweging"
#: 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 ""
"Skuiwe in Stryd om Westoth is eenvoudig. Kliek op die eenheid wat jy wil "
"skuif om dit te kies en kliek dan op die heksagonaal waarheen jy dit wil "
"skuif. Wanneer 'n eenheid gekies is, sal al die moontlike plekke waarna dit "
"kan beweeg gemerk word en al die ander heksagonale sal verdof word. Deur die "
"muis oor 'n gemerkte blok te beweeg sal die verdedigingsaanslag vertoon wat "
"die eenheid sou hê as hy daarheen sou beweeg. Deur die muis oor 'n dowwe "
"blok te beweeg sal die aantal beurte wat benodig word om dit te bereik "
"vertoon word en deur daarop te kliek sal veroorsaak dat die eenheid na die "
"blok sou beweeg op die vinnigste roete oor die opvolgende beurte."
#: data/help.cfg:128
msgid ""
"\n"
"\n"
"Each unit has a certain number of movement points which are used up when "
"moving into a new hex, depending on the Terrain of that particular hex. For "
"instance, grassland nearly always costs 1 movement point to enter. Exactly "
"how many movement points are spent entering a hex depends on the unit type - "
"in forest, elvish units only spend 1 movement point, most human and orc "
"units spend 2, while horsemen spend 3. You can learn how many movement "
"points a unit requires to enter a certain terrain type by right-clicking on "
"it, selecting Unit Description, and then looking at <italic>text='Terrain "
"Modifiers'</italic>."
msgstr ""
"\n"
"\n"
"elke eenheid het 'n sekere aantal bewegingspunte wat opgebruik word wanneer "
"dit na 'n nuwe blok beweeg word, wat afhang van die soort Terrein van "
"daardie blok. Grasvlakte sal byvoorbeeld byna altyd 1 bewegingspunt kos om "
"op te beweeg. Presies hoeveel bewegingspunte opgebruik word, hang egter ook "
"af van die soort eenheid - in woude sal elwe slegs 1 bewegingspunt gebruik "
"terwyl die meeste mens en ork eenhedie 2 punte opgebruik en ruiters 3 punte. "
"Jy kan leer hoeveel bewegingspunte 'n eenheid vereis om 'n sekere soort "
"terrein te betree deur met die regtermuisknop daarop te kliek en Eenheid "
"Beskrywing te kies en deur dan na die <italic>text='Terrein Veranderlikes'</"
"italic> te kyk."
#: data/help.cfg:130
msgid ""
"\n"
"\n"
"Another thing to keep in mind while moving is Zones of Control. Each unit "
"generates a zone of control in the hexes immediately surrounding it, and any "
"enemy unit entering those hexes immediately ends its movement. Learning how "
"to use zones of control to your advantage is an important part of Wesnoth, "
"as only <ref>dst=ability_skirmisher text='Skirmishers'</ref> can ignore "
"zones of control."
msgstr ""
"\n"
"\n"
"'n Ander ding om in gedagte te hou terwyl jy Beheersones beweeg. Elke "
"eenheid skep 'n beheersone in die blokke onmiddelik rondom dit en enige "
"vyandige eenheid wat daardie blokke betree sal dadelik sy beweging beeïndig. "
"Deur te leer hoe om beheersones tot jou voordeel te gebruik is 'n belangrike "
"deel van Wesnoth, aangesien slegs <ref>dst=ability_skirmisher "
"text='Skermutselaars'</ref> beheersones kan ignoreer."
#: data/help.cfg:132
msgid ""
"\n"
"\n"
"To see where the enemy can move to during their next turn, press Ctrl-v or "
"Cmd-v. Ctrl-b or Cmd-b shows where the enemy could move, if your units were "
"not on the map to block their progress."
msgstr ""
"\n"
"\n"
"Om te sien waar die vyand tydens hulle volgende beurte kan beweeg, druk Ctrl-"
"v of Cmd-V. Ctrl-b of Cmd-b wys waarheen die vyand kan beweeg as jou eenhede "
"nie op die kaart was om hulle bewegings te beperk nie."
#: data/help.cfg:137
msgid "Combat"
msgstr "Gevegte"
#: 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 ""
"Gevegte in Stryd om Wesnoth vind altyd plaas tussen eenhede in aangrensende "
"blokke. Kliek op jou eenheid en kliek op die vyand wat jy wil aanval: jou "
"eenheid al na daardie vyandige eenheid beweeg en wanneer hulle langs mekaar "
"is sal die geveg begin. Die aanvaller en verdediger sal houe opeenvolgend "
"uitdeel totdat elkeen sy beskikbare aantal houe opgebruik het. Die aanvaller "
"kies een van sy wapens om mee aan te val en die verdediger sal terugslaan "
"met een van sy soortgelyke aanvalle. Daar bestaan twee soorte aanvalle: "
"handgevegte, wat gewoonlik wapens soos swaarde, byle of tande insluit en "
"afstandgevegte wat gewoonlik wapens soos boë, spiese en vuurballe insluit."
#: data/help.cfg:140
msgid ""
"\n"
"\n"
"<header>text='Order and number of strikes'</header>"
msgstr ""
"\n"
"\n"
"<header>text='Volgorde en aantal trefhoue'</header>"
#: data/help.cfg:142
msgid ""
"\n"
"\n"
"The attacker gets the first strike, then the defender retaliates. Each "
"strike either hits, doing a given amount of damage, or misses, doing no "
"damage at all. Strikes alternate until each unit has used up all of its "
"strikes. The number of strikes a unit has varies; for instance, an Elvish "
"fighter with a 5-4 attack may strike 4 times, each successful strike dealing "
"5 damage, while an Orcish Grunt with a 9-2 attack can only strike twice (but "
"at 9 damage for each hit)."
msgstr ""
"\n"
"\n"
"Die aanvaller kry die eerste hou dan slaan die verdediger terug. Elke hou "
"kan óf tref en 'n gegewe hoeveelheid skade aanrig, óf mis en geen skade "
"aanrig nie. Houe wissel opeenvolgend totdat elke eenheid al sy houe "
"opgebruik het. Die aantal houe wat 'n eenheid het wissel; 'n Elfse Vegter "
"met 'n 5-4 aanval mag 4 keer slaan, elke suksesvolle hou dien 5 punte se "
"skade toe, terwyl 'n Orcish Grunt met 'n 9-2 aanval slegs twee keer kan "
"slaan (maar skade van 9 punte vir elke trefhou kan toedien)."
#: data/help.cfg:144
msgid ""
"\n"
"\n"
"<header>text='Chance to hit'</header>"
msgstr ""
"\n"
"\n"
"<header>text='Kans om te tref'</header>"
#: data/help.cfg:146
msgid ""
"\n"
"\n"
"Every unit has a chance of being hit, based on the Terrain it is in. This is "
"shown in the status pane, and may also be found by right-clicking a unit, "
"selecting Unit Description, and then looking at <italic>text='Terrain "
"Modifiers'</italic>. For instance, many elves have a defense rating of 70% "
"in forest, so a unit attacking them has only a 30% chance of hitting. "
"Conversely, the elf's chance of hitting the attacker in return depends on "
"what terrain the attacker is in."
msgstr ""
"\n"
"\n"
"Elke eenheid staan 'n kans om getref te word, gebasseer op die Terrein "
"waarin dit is. Dit word in die statuspaneel vertoon en mag ook gevind word "
"deur met die regterknop op die eenheid te kliek, die Eenheidbeskrywing te "
"kies en te kyk na die <italic>text='Terrein Veranderlikes'</italic>. Baie "
"elwe het byvoorbeeld 'n verdedigingsaanslag van 70% in die woud, dus sal 'n "
"eenheid wat hulle aanval slegs 'n 30% kans staan om hulle te tref. Omgekeerd "
"hang die elf se kanse om die aanvaller te tref af van die terrein waarin die "
"aanvaller hom bevind."
#: data/help.cfg:148
msgid ""
"\n"
"\n"
"There are two exceptions to this rule: <ref>dst=weaponspecial_magical "
"text='Magical attacks'</ref> and <ref>dst=weaponspecial_marksman "
"text=Marksmen</ref>. Magical attacks always have a 70% chance to hit, "
"regardless of terrain, and, when used offensively, Marksmen always have at "
"least a 60% chance to hit, regardless of terrain."
msgstr ""
"\n"
"\n"
"Daar bestaan twee uitsonderings op hierdie reël: "
"<ref>dst=weaponspecial_magical text='Toweraanvalle'</ref> en "
"<ref>dst=weaponspecial_marksman text=Skerpskutters</ref>. Toweraanvalle het "
"altyd 'n 70% kans om te tref, ongeag die terrein en wanneer hulle aanvallend "
"gebruik word, het Skerpskutters altyd ten minste 'n 60% kans om te tref, "
"ongeag die terrein."
#: data/help.cfg:150
msgid ""
"\n"
"\n"
"<header>text=Damage</header>"
msgstr ""
"\n"
"\n"
"<header>text=Skade</header>"
#: data/help.cfg:152
msgid ""
"\n"
"\n"
"Each strike which hits causes a base amount of damage depending on the "
"attack type. For instance, an Elvish Fighter with a 5-4 attack does 5 base "
"damage. This is usually modified by two things: "
"<ref>dst=damage_types_and_resistance text=Resistance</ref> and "
"<ref>dst=time_of_day text='Time of Day'</ref>. To see how base damage is "
"modified by the circumstances, select <italic>text='Damage Calculations'</"
"italic> in the attack selection menu."
msgstr ""
"\n"
"\n"
"Elke aanval wanneer dit tref veroorsaak 'n basiese hoeveelheid skade "
"afhangende van die soort aanval. 'n Elfse Vegter met 'n 5-4 aanval "
"veroorsaak byvoorbeeld 5 basispunte skade. Dit word gewoonlik deur twee "
"dinge verander: <ref>dst=damage_types_and_resistance text=Weerstand</ref> en "
"<ref>dst=time_of_day text='Tyd in die Dag'</ref>. Om te sien hoe basiese "
"skadepunte verander word deur die omstandighede, kies "
"<italic>text='Skadeberekenings'</italic> in die aanvalkeusebalk."
#: data/help.cfg:154
msgid ""
"\n"
"\n"
"A few units have special <ref>dst=abilities text=abilities</ref> which "
"affect damage dealt in combat. The most common of these is "
"<ref>dst=weaponspecial_charge text=Charge</ref>, which doubles the damage "
"dealt by both attacker and defender when the unit with Charge attacks."
msgstr ""
"\n"
"\n"
"'n Paar eenhede het spesiale <ref>dst=abilities text=vermoëens</ref> wat die "
"skade toegedeel tydens 'n geveg beïnvloed. Die mees algemene hiervan is "
"<ref>dst=weaponspecial_charge text=Storm</ref>, wat die skade wat deur beide "
"die aanvaller en verdediger verdubbel wanneer 'n eenheid wat kan Storm "
"aanval."
#: data/help.cfg:159
msgid "Damage Types and Resistance"
msgstr "Soorte Skade en Weerstand"
#: 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 ""
"In Wesnoth bestaan daar drie soorte skades wat met fisiese aanvalle "
"geassosieer word: Sny-, Steek- en Impakskade. Verder is daar nog drie soorte "
"skade wat met toweraanvalle geassosieer word: Vuur, Koue en Heilige "
"aanvalle. Verskillende eenhede mag weerstande hê wat die hoeveelheid skade "
"verander wat sekere soorte skades mag aanrig."
#: data/help.cfg:162
msgid ""
"\n"
"\n"
"Resistances work very simply: if a unit has 40% resistance against a damage "
"type, then it will suffer 40% less damage when hit with that damage type. It "
"is also possible for a unit to be vulnerable against some damage types. If a "
"unit has -100% resistance against a damage type, it will suffer 100% more "
"damage when hit by that type."
msgstr ""
"\n"
"\n"
"Weerstande werk baie eenvoudig: as 'n eenheid 40% weerstand teen 'n sekere "
"soort skade het, dan sal hy 40% minder skade ondervind wanneer hy deur 'n "
"wapen getref word wat daardie soort skade veroorsaak. Dit mag ook wees dat "
"'n eenheid vatbaar is vir sekere soorte skades. As 'n eenheid -100% "
"weerstand het teen 'n sekere soort skade, sal dit 100% meer skade ly wanneer "
"dit deur 'n wapen getref word wat daardie soort skade veroorsaak."
#: data/help.cfg:164
msgid ""
"\n"
"\n"
"For example, Skeletons are highly resistant to Blade and Pierce damage, but "
"are vulnerable to Impact and Fire damage, and extremely vulnerable to Holy "
"damage."
msgstr ""
"\n"
"\n"
"Geraamtes het byvoorbeeld 'n baie hoë weerstand teen Sny en Steekskade maar "
"is vatbaar vir Impak of Brandskade en uiters vatbaar vir Heilige skade."
#: data/help.cfg:166
msgid ""
"\n"
"\n"
"If a strike is determined to hit, it will always do at least 1 point of "
"damage. This applies even if the defender has 100% resistance to the damage "
"type."
msgstr ""
"\n"
"\n"
"As 'n hou getref het, sal dit altyd ten minste 1 punt skade aanrig. Dit geld "
"selfs al het die verdediger 'n 100% weerstand teen hierdie soort skade."
#: data/help.cfg:171
msgid "Time of Day"
msgstr "Tyd van die Dag"
#: 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 ""
"Die tyd in die dag beïnvloed die skade wat sekere eenhede kan toedien as "
"volg:\n"
" Wettige eenhede kry +25% skade in daglig en -25% skade in die nag\n"
" Chaotiese eenhede kry +25% skade in die nag en -25% skade in die dag\n"
" Neutrale eenhede word nie deur die tyd van die dag beïnvloed nie."
#: data/help.cfg:178
msgid ""
"\n"
"\n"
"The current time of day can be observed under the minimap in the status "
"pane. For the usual day/night cycle, Morning and Afternoon count as day, "
"First and Second Watch count as night:\n"
msgstr ""
"\n"
"\n"
"Die huidige tyd in die dag kan waargeneem word onderaan die klein kaart in "
"die statuspaneel. Vir die gewone dag/nag siklus, Oggend en Namiddag tel as "
"dag, Eerste- en Tweede Wag tel as nag:\n"
#: data/help.cfg:178 data/schedules.cfg:5
msgid "Dawn"
msgstr "Dagbreek"
#: data/help.cfg:179 data/schedules.cfg:13 data/schedules.cfg:25
#: data/schedules.cfg:32
msgid "Morning"
msgstr "Oggend"
#: data/help.cfg:180 data/schedules.cfg:42 data/schedules.cfg:49
#: data/schedules.cfg:67
msgid "Afternoon"
msgstr "Namiddag"
#: data/help.cfg:181 data/schedules.cfg:59 data/schedules.cfg:89
#: data/schedules.cfg:111
msgid "Dusk"
msgstr "Skemer"
#: data/help.cfg:182 data/schedules.cfg:79
msgid "First Watch"
msgstr "Eerste Wag"
#: data/help.cfg:183 data/schedules.cfg:101
msgid "Second Watch"
msgstr "Tweede Wag"
#: data/help.cfg:185
msgid ""
"Keep in mind that some scenarios take place underground, where it is "
"perpetually night!"
msgstr ""
"Hou in gedagte dat sommige scenarios ondergronds plaasvind waar dit "
"voortdurend nag is!"
#: data/help.cfg:190
msgid "Experience and Advancement"
msgstr "Ervaring en Bevordering"
#: 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 ""
"As beide eenhede 'n geveg oorleef, kry hulle 'n sekere aantal ervaringspunte "
"by wat gelykstaande aan die vlak van die eenheid wat hulle geveg het. As 'n "
"eenheid 'n ander in 'n geveg dood, kry dit egter nog meer ervaring by - 4 "
"vir 'n vlak 0 eenheid, 8 vir 'n vlak 1, 16 vir 'n vlak 2, 24 vir 'n vlak 3 "
"eenheid ensovoorts."
#: 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"
"Daar word van elke Eenheid 'n sekere hoeveelheid ervaring vereis om bevorder "
"te word (dit is 20% minder vir eenhede met die Intelligensie eienskap). "
"Wanneer hulle hierdie hoeveelheid bereik, word hulle onmiddelik na die "
"volgende vlak bevorder, en word hulle ook ten volle gesond. In sommige "
"gevalle sal jy 'n keuse gebied word tussen verskillende opsies vir "
"bevordering."
#: data/help.cfg:196
msgid ""
"\n"
"\n"
"While most units have three levels, not all do. Occasional units (such as "
"<ref>dst=unit_Mage text=Magi</ref>) may have four. Once a unit has reached "
"its maximum level, it may have an After Maximum Level Advancement (AMLA) "
"available to it.\n"
"The AMLA will modify the unit each time the unit reaches the experience "
"goal, but the unit will remain the same level. The typical AMLA effect is "
"for the unit to raise the maximum HP by 3 for every 100 XP gained. Note that "
"only a small number of units, for example the Necrophage, will actually heal "
"with AMLA effects. Most units just gain the bonus to the Maximum HP."
msgstr ""
"\n"
"\n"
"Terwyl die meeste eenhede drie vlakke het, is dit nie so vir almal nie. Soms "
"het eenhede (soos die <ref>dst=unit_Mage text=Towenaar</ref>) vier vlakke. "
"Wanneer 'n eenheid sy maksimum vlak bereik het, mag dit 'n Na Maksimum Vlak "
"Bevordering (NMVB) tot sy beskikking hê.\n"
"Die NMVB sal die eenheid verander elke keer as die eenheid die "
"ervaringsdoelwit bereik, maar die eenheid sal op dieselfde vlak bly. Die "
"tipiese NMVB effek is om die eenheid se maksimum aantal LP's met 3 te "
"verhoog vir elke 100 EP bygekry. Neem kennis dat slegs 'n klein aantal "
"eenhede, byvoorbeeld die Necrophage, gesond word as gevolg van die NMVB "
"effek. Die meeste eenhede kry slegs die bonus by die Maksimum LP."
#: data/help.cfg:201
msgid "Healing"
msgstr "Geneeskrag"
#: 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 ""
"In gevegte sal jou eenhede onvermydelik skade opdoen. Wanneer 'n eenheid "
"<ref>dst=experience_and_advancement text=bevorder word</ref>, sal dit geheel "
"en al genees word. Dit kan gebeur aan die einde van 'n geveg hetsy dit jou "
"beurt is aldan nie. Wesnoth bied verskeie maniere vir jou eenhede om genees "
"te word, almal waarvan aan die begin van jou beurt plaasvind voordat jy "
"aksie neem."
#: data/help.cfg:204
msgid ""
"\n"
"\n"
"Resting: A unit which neither moves, attacks, nor is attacked will heal 2HP "
"in its next turn."
msgstr ""
"\n"
"\n"
"Rus: 'n Eenheid wat nie beweeg, aanval of aangeval word nie sal met 2LP in "
"sy volgende beurt genees word."
#: data/help.cfg:205
msgid ""
"\n"
"Villages: A unit which starts a turn in a village will heal 8HP."
msgstr ""
"\n"
"Dorpies: 'n Eenheid wat 'n beurt in 'n dorp begin sal met 8LP genees word."
#: data/help.cfg:206
msgid ""
"\n"
"<ref>dst=ability_regenerates text=Regeneration</ref>: Certain units (such as "
"trolls) will automatically heal 8HP every turn."
msgstr ""
"\n"
"<ref>dst=ability_regenerates text=Herlewing</ref>: Sekere eenhede (soos die "
"trolle) sal outomaties met 8LP genees met elke beurt."
#: data/help.cfg:207
msgid ""
"\n"
"Healing units: Units with the <ref>dst=ability_heals text=Heals</ref> "
"ability will heal up to 8HP of damage per turn, as well as preventing Poison "
"from causing damage. Only those units will be healed that are adjacent to "
"and are fighting on the same side as the healing unit, and only up to 4HP "
"per unit."
msgstr ""
"\n"
"Genesende eenhede: Eenhede met die <ref>dst=ability_heals text=Geneeskrag</"
"ref> vermoë kan soveel as 8LP skade per beurt genees, en ook Gifskade kan "
"voorkom. Slegs eenhede wat langs en aan dieselfde kant veg as die Genesende "
"eenheid kan genees word en slegs met 4LP per eenheid."
#: data/help.cfg:208
msgid ""
"\n"
"Curing units: Units with the <ref>dst=ability_cures text=Cures</ref> ability "
"will heal all up to 18HP of damage per turn, as well as curing Poison. Only "
"those units will be healed or cured that are adjacent to and are fighting on "
"the same side as the healing unit, and only up to 8HP per unit."
msgstr ""
"\n"
"Genesende eenhede: Eenhede met die <ref>dst=ability_cures text=Geneeskrag</"
"ref> vermoë sal almal tot en met 18LP skade genees per beurt, en ook "
"Verfigtiging genees. Slegs dié eenhede wat langs of aan dieselfde kant veg "
"as die genesende eenheid sal genees word en ook net tot op 'n maksimum van "
"8LP per eenheid."
#: data/help.cfg:210
msgid ""
"\n"
"\n"
"Resting can be combined with other forms of healing, but villages, "
"regeneration, healing and curing cannot combine with each other. A healing "
"or curing unit whose attention is split between many wounded will be less "
"effective at healing their individual wounds. Finally, units heal fully "
"between scenarios."
msgstr ""
"\n"
"\n"
"Rus kan met ander vorme van genesing gekombineer word maar dorpe, herlewing, "
"genesing en herstel kan nie met mekaar gekombineer word nie. 'n Genesende- "
"of herstel-eenheid wat se aandag verdeel is tussen baie gewondes sal minder "
"doeltreffend wees met die genesing van individuele wonde. Ten laaste sal "
"alle eenhede ten volle genees tussen scenarios."
#: data/help.cfg:215
msgid "Income and Upkeep"
msgstr "Inkomste en Onderhoud"
#: 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 ""
"In Wesnoth, is dit nie voldoende om eenvoudig eenhede te werf en te veg nie. "
"Jy moet jou goud ook dophou, veral in veldtogte, waar jy oorblywende goud "
"van een scenario na 'n volgende kan oordra. Daar is twee aspekte wat oorweeg "
"moet word; Inkomste en Onderhoud."
#: data/help.cfg:218
msgid ""
"\n"
"\n"
"Income is simple. You have a base income of 2 gold per turn. For every "
"village you control, you gain one additional gold each turn. Thus, if you "
"have ten villages, you would normally gain 12 gold each turn. Your Upkeep "
"costs are subtracted from this income, as detailed below."
msgstr ""
"\n"
"\n"
"Inkomste is eenvoudig. Jy kry 'n basiese inkomste van 2 goud per beurt. Vir "
"elke dorp wat jy beheer, kry jy 'n verder goud per beurt. As jy dus tien "
"dorpe beheer, sal jy normaalweg 12 goud per beurt verdien. Jou "
"Onderhoudskoste word vanaf hierdie inkomste afgetrek soos hieronder "
"uiteengesit."
#: data/help.cfg:220
msgid ""
"\n"
"\n"
"Upkeep is also fairly simple. Each unit requires an amount of Upkeep equal "
"to its level. You can support as many levels <italic>text=worth</italic> of "
"units as you have villages, without paying any upkeep. However, for each "
"level of unit beyond the number of villages you have, you must pay one gold "
"per turn. For example, if you have twelve level one units and ten villages, "
"you would have to pay two gold each turn in upkeep."
msgstr ""
"\n"
"\n"
"Onderhoud is ook heel eenvoudig. Elke eenheid vereis 'n hoeveelheid "
"Onderhoud wat gelykstaande aan sy vlak is. Jy kan soveel vlakke "
"<italic>text=aan</italic> eenhede onderhou as wat jy dorpe besit sonder om "
"enige onderhoud te betaal. Vir elke vlak van 'n eenheid bo die aantal dorpe "
"wat jy besit, moet jy een goud per beurt betaal. As jy byvoorbeeld twaalf "
"vlak een eenhede en tien dorpe het, sal jy twee goud se onderhoud per beurt "
"moet betaal."
#: data/help.cfg:222
msgid ""
"\n"
"\n"
"Upkeep costs are subtracted from your Income, so in the case of twelve "
"levels of units and ten villages, your resultant Income would be 10 gold per "
"turn."
msgstr ""
"\n"
"\n"
"Onderhoudskoste word afgetrek vanaf jou Inkomste, dus in die geval waar jy "
"twaalf vlakke vir eenhede het en tien dorpe besit, sal jou gevolglike "
"Inkomste 10 goud per beurt wees."
#: data/help.cfg:223
msgid ""
"\n"
"There is one important exception to Upkeep: units with the Loyal trait never "
"incur upkeep. Units you begin the scenario with (such as Konrad or "
"Delfador), or units who join you during a scenario (such as the Horseman in "
"the second scenario of Heir to the Throne) will usually have the Loyal trait."
msgstr ""
"\n"
"Daar is een belangrike uitsondering op Onderhoud: eenhede met die Lojaliteit "
"karaktertrek vereis nooit enige onderhoud nie. Eenhede waarmee jy die "
"scenario begin (soos Konrad of Delfador) of eenhede wat by jou aansluit "
"tydens 'n scenario (soos die Ruiter in die tweede scenario van "
"Troonopvolger) sal gewoonlik die Lojaliteit karaktertrek hê."
#: data/help.cfg:228
msgid "Wrap Up"
msgstr "Maak Klaar"
#: 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 ""
"Dit is dan die hele storie oor Wesnoth se basiese reëls. Jy mag dalk wil "
"oplees oor Basiese Strategie of jouself vergewis van die <ref>dst=traits "
"text=Traits</ref> en <ref>dst=abilities text=Vermoëns</ref> maar jy weet nou "
"alles wat nodig is om te weet om die Troonopvolger scenario te kan speel. "
"Sterkte en geniet dit!"
#: data/help.cfg:234
msgid "Contributors"
msgstr "Medewerkers"
#: data/help.cfg:240
msgid "License"
msgstr "Lisensie"
#: 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 ""
"Die meeste eenhede het twee karaktertrekke. Die Wandelende Dooies is eenhede "
"wat egter slegs die enkele karaktertrek 'Wandelende Dood' het en Woses kry "
"nie enige karaktertrekke nie. Karaktertrekke is veranderlikes wat 'n eenheid "
"se eienskappe effens aanpas. Hulle word gewoonlik willekeurig aan 'n eenheid "
"toegeken wanneer dit gewerf word."
#: data/help.cfg:249
msgid ""
"\n"
"\n"
"The traits that are available to all non-Undead units are "
"<ref>dst=traits_intelligent text=Intelligent</ref>, <ref>dst=traits_quick "
"text=Quick</ref>, <ref>dst=traits_resilient text=Resilient</ref>, and "
"<ref>dst=traits_strong text=Strong</ref>."
msgstr ""
"\n"
"\n"
"Die karaktertrekke wat aan alle nie-Wandelende Dooie eenhede beskikbaar is, "
"is: <ref>dst=traits_intelligent text=Intelligent</ref>, "
"<ref>dst=traits_quick text=Vinnig</ref>, <ref>dst=traits_resilient "
"text=Volharding</ref> en <ref>dst=traits_strong text=Sterk</ref>."
#: data/help.cfg:251
msgid ""
"\n"
"\n"
"Other traits that may be assigned to units are <ref>dst=traits_loyal "
"text=Loyal</ref>, <ref>dst=traits_undead text=Undead</ref>, and "
"<ref>dst=traits_dextrous text=Dextrous</ref>."
msgstr ""
"\n"
"\n"
"Ander karaktertrekke wat aan eenhede toegeken kan word is "
"<ref>dst=traits_loyal text=Lojaal</ref>, <ref>dst=traits_undead "
"text=Wandelende Dood</ref> en <ref>dst=traits_dextrous text=Behendig</ref>"
#: data/help.cfg:256
msgid "Intelligent"
msgstr "Intelligent"
#: data/help.cfg:257
msgid "Intelligent units require 20% less experience than usual to advance."
msgstr ""
"Intelligente eenhede vereis 20% minder ervaring as gewoonlik om bevorder te "
"word."
#: data/help.cfg:259
msgid ""
"\n"
"\n"
"Intelligent units are very useful at the beginning of a campaign as they can "
"advance to higher levels more quickly. Later in campaigns Intelligent is not "
"quite as useful because the After Maximum Level Advancement (AMLA) is not as "
"significant a change as advancing a level. If you have many 'maximum level' "
"units you may wish to recall units with more desirable traits."
msgstr ""
"\n"
"\n"
"Intelligente eenhede is baie nuttig aan die begin van 'n veldtog aangesien "
"hulle vinniger na hoër vlakke kan vorder. Later in die veldtogte is "
"Intelligensie nie so nuttig nie aangesien die Na Maksimum Bevorderingsvlak "
"(NMBV) nie meer so 'n aansienlike verandering is as wat 'n vordering in vlak "
"is nie. As jy baie 'maksimum vlak' eenhede het mag jy dalk eenhede wil "
"herroep met meer gewensde karaktertrekke."
#: data/help.cfg:264
msgid "Quick"
msgstr "Vinnig"
#: data/help.cfg:265
msgid "Quick units have 1 extra movement point, but 10% less HP than usual."
msgstr ""
"Vinnige eenhede het 1 ekstra bewegingspunt maar 10% minder LP as gewoonlik."
#: data/help.cfg:267
msgid ""
"\n"
"\n"
"Quick is the most noticeable trait, particularly in slower moving units such "
"as trolls or heavy infantry. Units with the Quick trait often have greatly "
"increased mobility in rough terrain, which can be important to consider when "
"deploying your forces. Also, Quick units aren't quite as tough as units "
"without this trait and are subsequently less good at holding contested "
"positions."
msgstr ""
"\n"
"\n"
"Vinnig is die karaktertrek wat die maklikste opgemerk word, veral by stadig "
"bewegende eenhede soos die trolle of swaar infanterie. Eenhede met die "
"Vinnig karaktertrek beweeg dikwels baie ratser oor rowwe terrein, wat "
"belangrik kan wees wanneer jy jou magte ontplooi. Vinnige eenhede is dikwels "
"nie so taai soos eenhede wat nie hierdie karaktertrek het nie en is dus "
"minder goed om bestrede posisies te behou."
#: data/help.cfg:272
msgid "Resilient"
msgstr "Volharding"
#: data/help.cfg:273
msgid "Resilient units have 7 more HP than usual."
msgstr "Volhardingseenhede het 7 meer LP as gewoonlik."
#: data/help.cfg:275
msgid ""
"\n"
"\n"
"Resilient units can be useful at all stages of a campaign, and this is a "
"useful trait for all units. Resilient is often most helpful as a trait when "
"it occurs in a unit that has some combination of low hitpoints, good "
"defense, or high resistances. Resilient units are especially useful for "
"holding strategic positions against opponents."
msgstr ""
"\n"
"\n"
"Volharding eenhede kan baie nuttig wees in enige stadium van 'n veldtog en "
"dit is 'n nuttige eienskap by alle eenhede. Volharding is dikwels baie "
"nuttig in 'n eenheid wat 'n kombinasie van lae lyfpunte, goeie verdediging "
"of hoe weerstand het. Volhardingseenhede is veral nuttig vir die hou van "
"strategiese posisies teen teenstanders."
#: data/help.cfg:280
msgid "Strong"
msgstr "Sterk"
#: data/help.cfg:281
msgid ""
"Strong units do 1 more damage for every successful strike in melee combat, "
"and have 2 more HP."
msgstr ""
"Sterk eenhede veroorsaak 1 meer skade vir elke suksesvolle hou in 'n "
"handgeveg en het 2 meer LP."
#: data/help.cfg:283
msgid ""
"\n"
"\n"
"While useful for any close-combat unit, Strong is most effective for units "
"who have a high number of swings such as the Elvish Fighter. Strong units "
"can be very useful when a tiny bit of extra damage is all that is needed to "
"turn a damaging stroke into a killing blow."
msgstr ""
"\n"
"\n"
"Terwyl dit nuttig is vir enige handvegter, is Sterk die doeltreffendste in "
"eenhede wat 'n hoë getal houe soos die Elfse Vegter het. Sterk eenhede kan "
"baie nuttig wees wanneer 'n klein bietjie ekstra skade al is wat nodig is om "
"'n hou wat skade veroorsaak in 'n noodlottige hou te verander."
#: data/help.cfg:288
msgid "Loyal"
msgstr "Lojaal"
#: 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 ""
"Lojaal eenhede vereis geen onderhoud. Die meeste eenhede vereis onderhoud, "
"gelykstaande aan hulle vlak, aan die einde van 'n beurt. Lojaal eenhede "
"vereis nie die koste nie."
#: data/help.cfg:291
msgid ""
"\n"
"\n"
"During campaigns, certain units may opt to join the player's forces of their "
"own volition. These units are marked with the Loyal trait. Although they may "
"require payment to be recalled, they never incur any upkeep costs. This can "
"make them invaluable during a long campaign, when gold is in short supply. "
"This trait is never given to recruited units, so it may be unwise to dismiss "
"such units or to send them to a foolish death."
msgstr ""
"\n"
"\n"
"Tydens veldtogte kan sekere eenhede kies om op eie wil by die speler se "
"magte aan te sluit. Hierdie eenhede word gemerk met die Lojaal karaktertrek. "
"Alhoewel hulle betaling mag vereis om hergeroep te word, vereis hulle nooit "
"enige onderhoudskoste nie. Dit kan hulle baie nuttig maak tydens 'n lang "
"veldtog, wanneer die goudvoorraad skraps raak. Hierdie karaktertrek word "
"nooit aan gewerfde eenhede toegeken nie, dit sal dus onwys wees om hulle te "
"ontslaan of na 'n onnodige dood te stuur."
#: data/help.cfg:296 data/multiplayer.cfg:69 data/multiplayer.cfg:158
#: data/multiplayer.cfg:260 data/translations/english.cfg:129
msgid "Undead"
msgstr "Wandelende dooies"
#: data/help.cfg:297
msgid "Undead units are immune to poison."
msgstr "Wandelende dooie eenhede is immuun teen gif."
#: data/help.cfg:299
msgid ""
"\n"
"\n"
"Undead units generally have 'Undead' as their only trait. Since Undead units "
"are the bodies of the dead, risen to fight again, poison has no effect upon "
"them. This can make them invaluable in dealing with foes who use poison in "
"conjunction with their attacks."
msgstr ""
"\n"
"\n"
"Wandelende dooie eenhede het gewoonlik 'Wandelende Dooie' as hul enigste "
"kenmerk. Aangesien Wandelende Dooie eenhede die liggame van dooies is, wat "
"opgestaan het om weer te veg, het gif geen uitwerking op hulle nie. Dit kan "
"hulle onmisbaar maak wanneer daar met vyande afgereken moet word wat gif as "
"deel van hulle aanvalstrategie gebruik."
#: data/help.cfg:304
msgid "Dextrous"
msgstr "Behendig"
#: data/help.cfg:305
msgid "Dextrous units do 1 more damage for every successful strike with a bow."
msgstr ""
"Behendige Eenhede rig 1 punt meer skade aan vir elke trefhou met 'n boog."
#: data/help.cfg:307
msgid ""
"\n"
"\n"
"Dextrous is a trait possessed only by Elves. The Elven people are known for "
"their uncanny grace, and their great facility with the bow. Some, however, "
"are gifted with natural talent that exceeds their brethren. These elves "
"inflict an additional point of damage with each arrow."
msgstr ""
"\n"
"\n"
"Behendigheid is 'n karaktertrek van die Elwe. Die Elwe is bekend vir hulle "
"ongelooflike grasie, en hulle vaardigheid met 'n boog. Party het egter meer "
"van die talente as sommige van hulle ras. Hierdie buitengewoone Elwe se pyle "
"veroorsaak 'n addisionele punt se skade."
#: data/help.cfg:312 data/terrain.cfg:144
msgid "Grassland"
msgstr "Graslande"
#: 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 ""
"Graslande verteenwoordig groot oop pleine, of dit aangeplant is, of gesny is "
"vir weiveld, of sommer net wild. Aangesien dit oop is, is dit maklik om oor "
"te beweeg, maar terselfde tyd is dit ook moeilik om jouself in 'n grasland "
"te verdedig. Gewoonlik is die eenhede wat die beste vaar in 'n grasland die "
"kavallarie, of eenhede wat vinnig kan beweeg.\n"
"\n"
"Meeste eenhede het 'n verdediging van 30 tot 40% op grasvelde."
#: data/help.cfg:322 data/terrain.cfg:118 data/terrain.cfg:126
msgid "Road"
msgstr "Pad"
#: 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 ""
"Paaie is uitgetrapte grond, gevorm soos reisigers dit deur die jare heen "
"uitgetrap het. Sover dit die spel aanbetref, is paaie identies aan "
"<ref>dst=terrain_grassland text=Grassland</ref>"
#: data/help.cfg:330 data/terrain.cfg:325
msgid "Forest"
msgstr "Woud"
#: 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 ""
"Woude verteenwoordig enige beboste gebied met 'n voldoende hoeveelheid "
"plantegroei om beweging te bemoeilik. Alhoewel hulle byna almal vertraag is "
"dit makliker om vandaar te verdedig as op die oop vlaktes. Kavallarie sukkel "
"egter so om daarin te beweeg dat enige voordeel wat deur verskuiling verkry "
"word ongedaan gemaak word. Elwe is 'n uitsondering op die reël in woude. Nie "
"alleen kan hulle teen hulle gewone spoed beweeg nie, maar hulle het ook 'n "
"groot verdedigingsbonus. Dwerge is ook 'n uitsondering op die reël; alhoewel "
"hulle deur die woud kan beweeg sonder om baie spoed te verloor, veroorsaak "
"hulle vreemdheid met die omgewing dat hulle geen verdedigingsbonus kry nie.\n"
"\n"
"Die meeste eenhede het 50% verdediging in woude, maar kavallarie word beperk "
"tot 40%. Elwe aan die ander kant geniet 'n 60% tot 70% verdediging selfs vir "
"die Elfse Ruiters. Dwerge ontvang gewoonlik slegs 'n 30% verdediging in "
"woude."
#: data/help.cfg:340 data/terrain.cfg:286
msgid "Hills"
msgstr "Heuwels"
#: 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 ""
"Heuwels verteenwoordig enige redelik rowwe terrein met genoeg slote en hope "
"in die grond wat skuiling kan verleen. Heuwels is moeilike terrein vir die "
"meeste troepe om in te beweeg. Dwerge, Trolle en Orks is voldoende vertroud "
"met die terrein dat hulle daardeur kan beweeg sonder om vertraag te word. "
"Kavallarie vind dit moelik genoeg om deur die terrein te beweeg dat enige "
"verdedigingsvoordeel wat die skuiling beskikbaar inhou, ongedaan gemaak "
"word.\n"
"\n"
"Die meeste eenhede het omtrent 50% verdediging in heuwels, terwyl kavallarie "
"beperk word tot 40%. Dwerge geniet 60% verdediging in heuwels."
#: data/help.cfg:350 data/terrain.cfg:310
msgid "Mountains"
msgstr "Berge"
#: 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 ""
"Berge is styl genoeg dat eenhede oor hindernisse moet klim om te kan beweeg. "
"Die terrein is uiteraard uiters geskik vir verdediging en ontvang die meeste "
"troepe 'n verdedigingsbonus, maar hulle beweging word kwaai vertraag. Die "
"meeste kavallarie kan eenvoudig nie bergagtige terrein betree nie; elwe-"
"ruiters is egter 'n uitsondering hierop net soos die goblin wolwe-ridders. "
"Beide Dwerge en Trolle is boorlinge van die bergagtige terrein en vind dit "
"maklik om daarin te beweeg.\n"
"\n"
"Die meeste eenhede ontvang omtrent 60% verdediging in berge, terwyl Dwerge "
"70% geniet."
#: data/help.cfg:360 data/terrain.cfg:55
msgid "Swamp"
msgstr "Moeras"
#: 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 ""
"Moerasse verteenwoordig enige soort vleiland. Moerasse vertraag bykans almal "
"en verminder hulle vermoë om hulself te verdedig. 'n Uitsondering hierop is "
"enige ras wat liggaamlike vaardigheid het om in water te beweeg; hulle "
"ontvang beide volle beweging asook 'n verdedigingsbonus. Diegene wat "
"natuurlik in die vleilande lewe is ook goed met die vind van skuiling in die "
"gebied.\n"
"\n"
"Die meeste eenhede kom oor die weg met 30% verdediging in moerasse. Mermen, "
"Naga en Saurians geniet gewoonlik 60%."
#: data/help.cfg:370 data/terrain.cfg:34
msgid "Shallow Water"
msgstr "Vlak Water"
#: 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 ""
"Vlak water verteenwoordig enige watermassa wat omtrent tot by 'n man se "
"heupe kom. Dit is voldoende om byna almal stadiger te maak en hulle weerloos "
"te laat teen aanvalle. Dwerge vind hierdie terrein uiters moeilik aangesien "
"die water amper hulle koppe bedek. Die uitsondering op die reël is die rasse "
"wat se liggame aangepas is om te kan swem en daarvoor ontvang hulle 'n "
"noemenswaardige verdedigingsbonus en volle beweging.\n"
"\n"
"Die meeste eenhede kom oor die weg met 20 tot 30% verdediging in vlak water, "
"terwyl beidie Naga en Mermen 60% geniet."
#: data/help.cfg:380 data/terrain.cfg:25
msgid "Deep Water"
msgstr "Diep Water"
#: 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 ""
"Diep water verteenwoordig enige watermassa wat diep genoeg is om 'n man se "
"kop te bedek. Die meeste eenhede kan nie diep water betree nie: dit is die "
"domein van die eenhede wat óf kan vlieg óf buitengewoon sterk swemmers is.\n"
"\n"
"Mermen en Naga ontvang beide 50% verdediging in diep water met volle "
"beweging."
#: data/help.cfg:390 data/terrain.cfg:257
msgid "Snow"
msgstr "Sneeu"
#: 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 ""
"Sneeu verteenwordig enige plat gebied wat óf permanent (soos tundra), óf "
"tydelik (soos sneeu bedekte grasland) gevries is. Die meeste eenhede word "
"deur die sneeu vertraag en vind dit moeiliker om hulself hier te verdedig.\n"
"\n"
"Die meeste eenhede het 20 tot 40% verdediging in sneeu. "
#: data/help.cfg:400 data/terrain.cfg:265
msgid "Ice"
msgstr "Ys"
#: 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 ""
"Ys verteenwoordig enige gevriesde watermassa. Vir speldoeleindes is dit "
"identies aan <ref>dst=terrain_tundra text=Sneeu</ref>. Neem kennis dat "
"swemmende eenhede, selfs diegene wat onderwater kan asemhaal, nie onder die "
"ys kan swem nie."
#: data/help.cfg:408 data/terrain.cfg:374 data/terrain.cfg:485
msgid "Castle"
msgstr "Kasteel"
#: 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 ""
"Kastele is enige soort permanente vesting. Byna alle eenhede ontvang 'n "
"betekenisvolle verdedigingsbonus as hulle in 'n kasteel gestasioneer is en "
"alle eenhede ontvang volle beweging in 'n kasteel. Eenhede wat in 'n kasteel "
"gestasioneer is, verteenwoordig 'n sterk verdedigingsvermoë. Sonder 'n "
"eenheid in elke muurblok kan 'n vyand eenvoudig ongesteurd die kasteel "
"binneglip en dieselfde verdedigingsbonus as die eenhede daarbinne ontvang.\n"
"\n"
"Die meeste eenhede het ongeveer 60% verdediging in 'n kasteel."
#: data/help.cfg:420 data/terrain.cfg:100
msgid "Sand"
msgstr "Sand"
#: 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 ""
"Die onstabiliteit van sand maak dit moeilik vir die meeste eenhede om "
"daaroor te beweeg en laat hulle weerloos teen aanvallers. In teenstelling "
"daarmee maak die wye voete of slangagtige liggame van die reptielagtige "
"rasse dit vir hulle makliker om oor sand te beweeg.\n"
"\n"
"Die meeste eenhede ontvang 20% tot 40% verdediging in Sand."
#: data/help.cfg:430 data/terrain.cfg:109
msgid "Desert"
msgstr "Woestyn"
#: 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 ""
"Woestyne het 'n ietwat anderste samestelling as klein sandputte of strande, "
"vir speldoeleindes is hulle egter identies. Sien <ref>dst=terrain_sand "
"text=Sand</ref>."
#: data/help.cfg:438 data/terrain.cfg:357
msgid "Cave"
msgstr "Grot"
#: 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 ""
"Grotte verteenwoordig enige ondergrondse holte met genoeg ruimte vir 'n "
"eenheid om in te beweeg. Die meeste eenhede is nie vertroud met die terrein "
"nie en word dus vertraag en sukkel om hulself te verdedig. Dwerge en Trolle "
"wat hulle huise in grotte maak vind dit egter maklik om in hierdie terrein "
"te beweeg, veral dwerge wat vanweë hulle kleinheid maklik deur baie "
"hindernisse kan beweeg waar ander rasse nie kan nie.\n"
"\n"
"Die meeste eenhede ontvang 20 tot 40% verdediging in Grotte, terwyl dwerge "
"50% het."
#: data/help.cfg:448 data/terrain.cfg:151
msgid "Savanna"
msgstr "Savanna"
#: 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 ""
"Savanna's is vlaktes met lang gras, wat in warmer streke van die wêreld "
"gevind word. Vir speldoeleindes is hulle identies aan "
"<ref>dst=terrain_grassland text=Grasveld</ref>."
#: data/help.cfg:455 data/terrain.cfg:43 data/terrain.cfg:64
#: data/terrain.cfg:159 data/terrain.cfg:168 data/terrain.cfg:179
#: data/terrain.cfg:190 data/terrain.cfg:203 data/terrain.cfg:364
#: src/reports.cpp:323
msgid "Village"
msgstr "Dorpie"
#: 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 ""
"Dorpies verteenwoordig enige groep geboue, menslik of andersins. Byna alle "
"eenhede, selfs kavallerie vind dit maklik om in dorpe te beweeg en die "
"meeste eenhede ontvang 'n verdedigingsbonus wanneer hulle in 'n dorp "
"gestasioneer is. Dorpies gee eenhede die middelle om hulle wonde te versorg "
"wat elke eenheid daarin toelaat om agt lyfpunte te genees met elke beurt of "
"te herstel van vergiftiging.\n"
"\n"
"Die meeste eenhede het 50 tot 60% verdediging in dorpe, terwyl kavallerie "
"slegs 40% kry."
#: data/help.cfg:467 data/terrain.cfg:423
msgid "Canyon"
msgstr "Kloof"
#: 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 ""
"'n Kloof is 'n diep groef in die grond wat na onbekende dieptes lei. Klowe "
"is bekend vir hulle styl kranse wat dae neem om oor te steek. In soverre dit "
"die spel betref, kan slegs eenhede wat kan vlieg die terrein oorsteek."
#: data/help.cfg:474 data/terrain.cfg:472
msgid "Lava"
msgstr "Lawa"
#: 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 ""
"Die gevare daaraan verbonde om oor lawa te loop is voor die hand liggend. "
"Die terrein kan slegs oorgesteek word deur eenhede wat hoog daaroor kan "
"vlieg."
#: data/help.cfg:481 data/terrain.cfg:462
msgid "River Ford"
msgstr "Rivierdrif"
#: 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 ""
"Wanneer 'n rivier baie vlak is, is dit maklik vir landgebaseerde eenhede om "
"dit oor te steek. Verder kan enige wese wat aangepas is om te kan swem "
"vrylik beweeg selfs by sulke plekke in die rivier. In soverre dit die spel "
"aangaan kan 'n drif dieselfde as grasveld of vlak water hanteer word en kies "
"'n mens die een wat die beste verdediging of bewegingsbonusse inhou vir die "
"eenheid wat daaroor moet beweeg."
#: data/help.cfg:488 data/terrain.cfg:75 data/terrain.cfg:83
#: data/terrain.cfg:91
msgid "Bridge"
msgstr "Brug"
#: 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 ""
"Vir die wat kan brue bou, is dit 'n groot voordeel want hulle is vrygestel "
"van die wispelteurige geaardheid van waterweë wat se watervlak styg of sak. "
"Om nie eers te praat van die luuksheid van droe voete gedurende die yskoue "
"wintermaande nie.\n"
"\n"
"Vir die wat oor die land of see beweeg is 'n brug die beste van beide "
"wêrelde. Vir spel-doeleindes word dit hanteer soos grasveld of vlak water, "
"wat ook al die beste beweging en verdediging bonusse aan die eenheid wat die "
"brug beset. Neem kennis dat 'n swem-eenheid en 'n land-eenheid nie die brug "
"op dieselfde spasie en dieselfe tyd kan beset nie. "
#: data/help.cfg:497 data/terrain.cfg:349
msgid "Cave Wall"
msgstr "Grot Muur"
#: data/help.cfg:499
msgid ""
"Cave walls are made of solid stone, renowned for its ability to impede even "
"the most determined traveler."
msgstr ""
"Grot mure is van soliede rots, bekend daarvoor dat dit selfs die mees "
"gedetermineerde reisiger kan belemmer."
#: data/items.cfg:264
msgid ""
"You have come across a wishing well.\n"
"What would you like to wish for?"
msgstr ""
"Jy het by 'n wensput uitgekom.\n"
"Waarvoor wil jy graag wens?"
#: data/items.cfg:268
msgid "A swift victory"
msgstr "'n Vinnige oorwinning"
#: data/items.cfg:276
msgid ""
"With this golden coin, I wish that this battle end in a swift and safe "
"victory."
msgstr ""
"Met hierdie goue muntstuk wens ek vir vinnige einde aan hierdie geveg en 'n "
"veilige oorwinning."
#: data/items.cfg:283
msgid "Lots of gold"
msgstr "Baie goud"
#: data/items.cfg:291
msgid "I wish this single gold coin be returned ten-fold to me."
msgstr "Ek wens hierdie enkele goue muntstuk kom tienvoud terug na my toe."
#: data/items.cfg:298
msgid "Peace throughout Wesnoth."
msgstr "Vrede in die hele Wesnoth."
#: data/items.cfg:306
msgid "The only thing worth wishing for is peace throughout the land."
msgstr ""
"Die enigste ding wat die moeite werd is om voor te wens is vrede in die hele "
"land."
#: data/items.cfg:313
msgid "Don't make a wish."
msgstr "Moenie wens nie."
#: data/items.cfg:336
msgid "Potion of Healing"
msgstr "Gesondmaak Doepa"
#: data/items.cfg:339
msgid "A feeling of well-being overwhelms the drinker."
msgstr "'n Gevoel van welvaart oorweldig die drinker."
#: data/items.cfg:340
msgid "You are not worthy of healing."
msgstr "Jy is nie waardig om gesond te maak nie."
#: data/items.cfg:374
msgid "Poison"
msgstr "Gif"
#: data/items.cfg:377
msgid "Poison is seeping through the veins of this unit at this very moment."
msgstr "Gif is tans besig om deur die are van hierdie eenheid te bruis."
#: data/items.cfg:412
msgid "Holy Water"
msgstr "Heilige Water"
#: data/items.cfg:415
msgid "This water will make melee weapons holy."
msgstr "Hierdie water sal handwapens heilig maak."
#: data/items.cfg:416
msgid "I am not suited to the use of this item! Let another take it."
msgstr "Ek kan nie hierdie item gebruik nie! Laat iemand anders dit vat."
#: data/items.cfg:451 data/scenarios/tutorial/Traits_and_Specialties.cfg:198
msgid "Potion of Strength"
msgstr "Sterkmaak Doepa"
#: data/items.cfg:454
msgid "Strength is given to the drinker."
msgstr "Die een wat dit drink word Sterk"
#: data/items.cfg:495
msgid "Potion of Decay"
msgstr "Vrotword Doepa"
#: data/items.cfg:498
msgid "This poor unit drank something really bad."
msgstr "Hierdie arme drommel het iets baie sleg gedrink."
#: data/items.cfg:533
msgid "Ring of Regeneration"
msgstr "Ring van Herlewing"
#: data/items.cfg:536
msgid "This ring will heal the bearer a little each turn."
msgstr ""
"Hierdie ring sal die draer daarvan so 'n bietjie met elke beurt genees."
#: data/items.cfg:556
msgid "Can't set abilities yet, sorry."
msgstr "Kan nie vermoëns stel nie, jammer."
#: data/items.cfg:577
msgid "Ring of Slowness"
msgstr "Ring van Traagheid"
#: data/items.cfg:580
msgid "The bearer of this ring is slowed."
msgstr "Die draer van hierdie ring word baie stadig."
#: data/items.cfg:615
msgid "Staff of Swiftness"
msgstr "Spoedstaf"
#: data/items.cfg:618
msgid "This staff will grant the bearer swift movement."
msgstr "Hierdie staf laat die draer baie vinnig beweeg."
#: data/items.cfg:619
msgid "Only magical beings can wield such an object."
msgstr "Slegs towerweses kan so 'n voorwerp gebruik."
#: data/items.cfg:653
msgid "Storm Trident"
msgstr "Stormvurk"
#: data/items.cfg:656
msgid "This trident allows a merman to shoot electric bolts at his enemies!"
msgstr ""
"Hierdie vurk laat meermanne toe om weerligstrale op sy vyande los te laat."
#: data/items.cfg:657
msgid "Only the mermen can use this item!"
msgstr "Slegs meermanne kan hierdie item gebruik!"
#: data/items.cfg:669
msgid "storm trident"
msgstr "stormvurk"
#: data/items.cfg:709
msgid "Flaming Sword"
msgstr "Vlam Swaard"
#: data/items.cfg:713
msgid "Only the leader of an army can wield this sword!"
msgstr "Slegs die leier van 'n leër kan hierdie swaard gebruik."
#: data/items.cfg:725
msgid "flaming sword"
msgstr "vlam swaard"
#: data/items.cfg:759
msgid "Scepter of Fire"
msgstr "Die Vlam Septer"
#: 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 ""
"Hierdie antieke Septer is deur die Dwerge gemaak. Dit is 'n simbool van die "
"koningskap van Wesnoth en het die vermoë om vuurballe na die vyand van sy "
"draer te skiet."
#: 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 ""
"Dit is die Vlam Septer. Net 'n ware troonopvolger sou waag om dit te neem!"
#: data/items.cfg:816
msgid "Zap~"
msgstr "Zap~"
#: data/multiplayer.cfg:3
msgid "User Map"
msgstr "Spelerkaart"
#: data/multiplayer.cfg:20
msgid "Default"
msgstr "Normale"
#: data/multiplayer.cfg:24 data/multiplayer.cfg:113 data/multiplayer.cfg:215
#: data/multiplayer.cfg:305 src/leader_list.cpp:99
msgid "Random"
msgstr "Willekeurige"
#: data/multiplayer.cfg:30 data/multiplayer.cfg:221
msgid "Loyalists"
msgstr "Lojaliste"
#: data/multiplayer.cfg:43 data/multiplayer.cfg:234
msgid "Rebels"
msgstr "Rebelle"
#: data/multiplayer.cfg:56 data/multiplayer.cfg:247
msgid "Northerners"
msgstr "Noorderlikes"
#: data/multiplayer.cfg:82 data/multiplayer.cfg:273
msgid "Knalgan Alliance"
msgstr "Knalgan Bondgenootskap"
#: data/multiplayer.cfg:95 data/multiplayer.cfg:184 data/multiplayer.cfg:286
msgid "Drakes"
msgstr "Drake"
#: data/multiplayer.cfg:109
msgid "Classic"
msgstr "Klassieke"
#: data/multiplayer.cfg:119 data/translations/english.cfg:127
msgid "Humans"
msgstr "Mense-ras"
#: data/multiplayer.cfg:132 data/translations/english.cfg:126
msgid "Elves"
msgstr "Elwe"
#: data/multiplayer.cfg:145 data/translations/english.cfg:128
msgid "Orcs"
msgstr "Orke"
#: data/multiplayer.cfg:171
msgid "Dwarves"
msgstr "Dwerge"
#: data/multiplayer.cfg:197 data/units/Saurian.cfg:5
msgid "Saurian"
msgstr "Sauriaan"
#: data/multiplayer.cfg:211
msgid "Age of Heroes"
msgstr "Die Tyd van Helde"
#: data/multiplayer.cfg:301
msgid "Great War"
msgstr "Die Groot Oorlog"
#: data/multiplayer.cfg:311
msgid "Alliance of Light"
msgstr "Bondgenote van Lig"
#: data/multiplayer.cfg:324
msgid "Alliance of Darkness"
msgstr "Bondgenote van Duisternis"
#: data/scenario-test.cfg:37
msgid ""
"You can come if you wish, but the leader is only interested in speaking to "
"Baldras."
msgstr ""
"Jy kan kom as jy wil, maar die leier stel net belang om met Baldras te praat."
#: data/scenarios/multiplayer/2p_Blitz.cfg:7
msgid "2p - Blitz"
msgstr "2p - Blitsaanval"
#: 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 ""
"'n Tweegeveg kaart vir baie vinnige spel. 'n Instelling van 2g per dorp word "
"aanbeveel."
#: data/scenarios/multiplayer/2p_Charge.cfg:7
msgid "2p - Charge"
msgstr "2p - Stormloop"
#: data/scenarios/multiplayer/2p_Den_of_Onis.cfg:3
msgid "2p - Den of Onis"
msgstr "2p - Onis se Lêplek"
#: 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 ""
"Gevaar skuil om elke hoek in hierdie ondergrondse slagveld, 'n tweegeveg "
"kaart waar mag en skelmstreke ontmoet. 'n Verstelling van 2G per dorp word "
"aanbeveel."
#: data/scenarios/multiplayer/2p_Divide_and_Conquer.cfg:3
msgid "2p - Divide and Conquer"
msgstr "2p - Verdeel en Regeer"
#: 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 ""
"Hierdie klein tweegeveg kaart verdeel die slagveld in drie dele. 'n "
"Verstelling van 2G per dorp word aanbeveel."
#: data/scenarios/multiplayer/2p_Hamlets.cfg:3
msgid "2p - Hamlets"
msgstr "2p - Gehuggies"
#: 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 ""
"Oorlog verander eenvoudige plase en dorpe van 'n vreedsame streek in 'n "
"subtiel verdeelde slagveld. Aanbevole verstelling is 2G per dorp."
#: data/scenarios/multiplayer/2p_Hornshark_Island.cfg:3
msgid "2p - Hornshark Island"
msgstr "2p - Horinghaai Eiland"
#: 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 ""
"Spelers moet hulle pad vind in die verdeelde terrein van hierdie klein "
"eiland met 'n groot verskeidenheid topografie daarop. Aanbevole verstelling "
"is 2G per dorp."
#: data/scenarios/multiplayer/2p_Meteor_Lake.cfg:3
msgid "2p - Meteor Lake"
msgstr "2s - Meteoor Meer"
#: 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 ""
"Lank gelede het 'n groot meteoor uit die hemele geval en sy merk op hierdie "
"beboste gebied gelaat. Aanbevole verstelling is 2G per dorp."
#: data/scenarios/multiplayer/2p_Sablestone_Delta.cfg:3
msgid "2p - Sablestone Delta"
msgstr "2p - Sabelsteen Delta"
#: 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 ""
"Twee leërs ontmoet op hierdie onsamehangende landskap van versteekte grotte "
"en kronkelende riviere. Aanbevole verstelling is 2G per dorp."
#: data/scenarios/multiplayer/2p_Silverhead_Crossing.cfg:3
msgid "2p - Silverhead Crossing"
msgstr "2s - Silwerkop Kruising"
#: 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 ""
"Spelers moet alle soorte terrein hier oorsteek in hulle strewe na 'n "
"oorwinning op hierdie tweegeveg kaart met sy vele fronte. Aanbevole "
"verstelling is 2G per dorp."
#: data/scenarios/multiplayer/2p_Sullas_Ruins.cfg:3
msgid "2p - Sullas Ruins"
msgstr "2s - Sulla se Ruïnes"
#: 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 ""
"Al wat oorbly van hierdie, deur die see verspoelde en deur wind en weer "
"geteisterde eens magtige ryk is bouvalle, water en ys. Aanbevole "
"verstellings is 2G per dorp."
#: data/scenarios/multiplayer/2p_Wesbowl.cfg:3
msgid "2p - Wesbowl"
msgstr "2s - Wesbal"
#: 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 ""
"In Wesbal moet 'n speler hulle bal in die ander speler se eindsone kry. Die "
"ander speler kan egter jou eenhede aanval. Wesbal word gespeel met stomp "
"wapens en genesers is byderhand, dus wanneer 'n eenheid gedood word, verskyn "
"hulle weer op daardie speler se eindsone met 'n besering."
#: data/scenarios/multiplayer/2p_Wesbowl.cfg:11
msgid ""
"\n"
"Victory:\n"
"@Move either ball to your opponent's endzone more times than they move their "
"ball to yours\n"
"Defeat:\n"
"#Opponent moves the balls to your endzone more times than you move them to "
"theirs"
msgstr ""
"\n"
"Oorwinning:\n"
"@Move enige bal na jou teenstanders se eindsone meer kere as wat hulle, "
"hulle s'n na joune kan stoot.Nederlaag:\n"
"#Opponent beweeg die balle na jou eindsone meer kere as wat jy joune na "
"hulle s'n kan beweeg."
#: data/scenarios/multiplayer/2p_Wesbowl.cfg:199
#: data/scenarios/multiplayer/2p_Wesbowl.cfg:476
msgid "Red scores! Current score is $redscore-$bluescore"
msgstr "Rooi kry 'n punt! Huidige puntetelling is $redscore-$bluescore"
#: data/scenarios/multiplayer/2p_Wesbowl.cfg:247
#: data/scenarios/multiplayer/2p_Wesbowl.cfg:524
msgid "Blue scores! Current score is $redscore-$bluescore"
msgstr "Blou kry 'n punt! Huidige puntetelling is $redscore-$bluescore"
#: data/scenarios/multiplayer/2p_Wesbowl.cfg:337
#: data/scenarios/multiplayer/2p_Wesbowl.cfg:614
msgid "Should I pass the ball to $passto.type ($xloc,$yloc)?"
msgstr "Moet ek die bal na $passto.type($xloc,$yloc) aangee?"
#: data/scenarios/multiplayer/2p_Wesbowl.cfg:339
#: data/scenarios/multiplayer/2p_Wesbowl.cfg:616
msgid "Yes!"
msgstr "Ja!"
#: 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 "Nee"
#: data/scenarios/multiplayer/2p_Wesbowl.cfg:661
msgid "Blue team wins! Final score: $redscore-$bluescore"
msgstr "Die Blou span wen! Finale puntetelling: $redscore-$bluescore"
#: data/scenarios/multiplayer/2p_Wesbowl.cfg:673
msgid "Red team wins! Final score: $redscore-$bluescore"
msgstr "Die Rooi span wen! Finale puntetelling: $redscore-$bluescore"
#: data/scenarios/multiplayer/2p_Wesbowl.cfg:685
msgid "Draw! Final score: $redscore-$bluescore"
msgstr "Gelykop! Finale puntetelling: $redscore-$bluescore"
#: data/scenarios/multiplayer/3p_1v1v1Hex.cfg:3
msgid "3p - 1v1v1Hex"
msgstr "3p - 1v1v1Hex"
#: data/scenarios/multiplayer/3p_1v1v1Hex.cfg:4
msgid ""
"Three players do battle in this small, enclosed region. Recommended settings "
"of 2G per village."
msgstr ""
"Drie spelers sê mekaar die stryd aan in hierdie klein, geslote gebied. "
"Aanbevole verstelling is 2G per dorp."
#: data/scenarios/multiplayer/3p_Morituri.cfg:3
msgid "3p - Morituri"
msgstr "3p - Morituri"
#: data/scenarios/multiplayer/3p_Morituri.cfg:4
msgid ""
"Only one faction will emerge victorious from this tightly bordered three-"
"player map. Recommended settings of 2G per village."
msgstr ""
"Slegs een stam gaan met 'n oorwinning uit die stryd tree in hierdie "
"digbegrensde drie-speler kaart. Aanbevole verstellings is 2G per dorp."
#: data/scenarios/multiplayer/3p_Triple_Blitz.cfg:3
msgid "3p - Triple Blitz"
msgstr "3s - Drie-voudige Blitsoorlog"
#: 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 ""
"Drie spelers veg kop aan kop op hierdie met water gekerfte slagveld. "
"Aanbevole verstelling is 2G per dorp."
#: data/scenarios/multiplayer/4p_An_Island.cfg:7
msgid "4p - An Island"
msgstr "4s - 'n Eiland"
#: 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 ""
"'n 4-speler kaart wat geskik is vir indiwiduele of spanspel, die oorwinning "
"word behaal deur die middel van die eiland te oorheers. NoordWes: Bewoude "
"gebied, NoordOos: Gemengde sneeuvlaktes, SuidWes: Gemengde woestynvlaktes, "
"SuidOos: Bergagtige gebied."
#: data/scenarios/multiplayer/4p_Bluewater_Province.cfg:3
msgid "4p - Blue Water Province"
msgstr "4s - Blouwater Provinsie"
#: 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 ""
"Daar word vertel dat die Blouwater Provinsie om en by twintig keer vernietig "
"en herbou is. Soos jou leërs nou weereens op die met rotsbestrooide "
"stroompies en sneeubedekte berge toesak, wil dit voorkom asof die inwoners "
"hulle beswaarlik daaraan steur. Aanbevole verstelling is 2 goud per dorp."
#: data/scenarios/multiplayer/4p_CastleHoppingIsle.cfg:9
msgid "4p - Castle Hopping Isle"
msgstr "4s - Kasteel Eiland"
#: 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 ""
"Baie kastele wat strategies en naby aan mekaar geleë is. Klein kaart vir "
"vinnige spel. Aanbevole verstelling is 2 goud per dorp en spelers 1,3 teen "
"spelers 2, 4 vir 2 teen 2."
#: data/scenarios/multiplayer/4p_Clash.cfg:3
msgid "4p - Clash"
msgstr "4s - Botsing"
#: 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 ""
"Klein kaart vir 2teen2. Spanne moet speler 1 en 3 teen speler 2 en 4 wees. "
"Aanbevole verstelling is 2 goud per dorp."
#: data/scenarios/multiplayer/4p_King_of_the_Hill.cfg:3
msgid "4p - King of the Hill"
msgstr "4s - Koning op die Koppie"
#: 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 ""
"Wie sal bly staan as Koning van die Koppie? Speel die beste as 'n elkeen-vir-"
"homself geveg."
#: data/scenarios/multiplayer/4p_Lagoon.cfg:3
msgid "4p - Lagoon"
msgstr "4s - Strandmeer"
#: data/scenarios/multiplayer/4p_Lagoon.cfg:4
msgid ""
"Four factions contend for dominance over this watery settlement. Recommended "
"settings of 1G per village."
msgstr ""
"Vier stamme veg om hierdie waterige nedersetting te oorheers. Aanbevole "
"verstelling is 1G per dorp."
#: data/scenarios/multiplayer/4p_Siege_Castles.cfg:7
msgid "4p - Siege Castles"
msgstr "4s - Beleërde Kastele"
#: data/scenarios/multiplayer/4p_Siege_Castles.cfg:9
msgid "Take control of this huge river delta."
msgstr "Neem beheer oor hierdie reuse rivierdelta."
#: data/scenarios/multiplayer/4p_The_Valley_of_Death.cfg:3
msgid "4p - The Valley of Death"
msgstr "4s - Die Vallei van die Dood"
#: data/scenarios/multiplayer/4p_The_Valley_of_Death.cfg:5
msgid "Can you defeat all enemies and declare victory in this desolate valley?"
msgstr ""
"Kan jy al jou vyande verslaan en die oorwinning verklaar in hierdie verlate "
"vallei?"
#: data/scenarios/multiplayer/4p_The_Wilderlands.cfg:3
msgid "4p - The Wilderlands"
msgstr "4s - Die Wildernis"
#: 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 ""
"'n Uitgestrekte gebied van ongetemde wildernis, met 'n terrein met woude, "
"grotte, riviere en die bouvalle van antieke vestings. Aanbevole verstelling "
"van 1G per dorp."
#: data/scenarios/multiplayer/5p_ForestOfFear.cfg:3
msgid "5p - Forest of Fear"
msgstr "5s - Die Vrees Woud"
#: data/scenarios/multiplayer/5p_ForestOfFear.cfg:5
msgid "In this mixed landscape, five armies battle for supremacy."
msgstr "In hierdie gemengde landskap, stry vyf leërs om die oorhand te kry."
#: data/scenarios/multiplayer/6p_Hexcake.cfg:3
msgid "6p - Hexcake"
msgstr "6s - Hexkoek"
#: data/scenarios/multiplayer/6p_Hexcake.cfg:5
msgid "2 vs. 2 or 3 vs. 3 team game."
msgstr "2 teen 2 of 3 teen 3 spanspel."
#: data/scenarios/multiplayer/6p_Smallolof.cfg:3
msgid "6p - Smallolof"
msgstr "6s - Smallolof"
#: 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 ""
"Slegs 'n meester-taktikus sal op hierdie dodelike en beperkte slagveld "
"oorleef, waar ses ingeperkte leërs teen mekaar te staan kom. Aanbevole "
"verstelling is 2 goud per dorp."
#: data/scenarios/multiplayer/7p_battleworld.cfg:7
msgid "7p - Battle World"
msgstr "7s - Wêreldstryd"
#: data/scenarios/multiplayer/7p_battleworld.cfg:9
msgid ""
"Up to 7 armies thrash about in this peaceful land. Prepare for a long battle."
msgstr ""
"Tot 7 leërs ransel mekaar af in hierdie vreedsame land. Maak jouself reg vir "
"'n lang stryd."
#: data/scenarios/multiplayer/Random_Scenario.cfg:3
#: data/scenarios/multiplayer/Random_Scenario.cfg:17
msgid "Random map"
msgstr "Willekeurige 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 ""
"Willekeurig geskepte kaart. Neem kennis: willekeurige kaarte is dikwels "
"ongebalanseerd, maar as jy tyd het, kan jy hulle aanhou skep totdat jy op 'n "
"goeie een afkom."
#: data/scenarios/multiplayer/Random_Scenario_Desert.cfg:3
#: data/scenarios/multiplayer/Random_Scenario_Desert.cfg:17
msgid "Random map (Desert)"
msgstr "Willekeurige kaart (Woestyn)"
#: 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 ""
"'n Willekeurige kaart met hoofsaaklik sand in die terrein. Neem kennis: "
"willekeurige kaarte is dikwels ongebalanseerd, maar as jy tyd het, kan jy "
"hulle aanhou skep totdat jy op 'n goeie een afkom."
#: data/scenarios/multiplayer/Random_Scenario_Marsh.cfg:3
#: data/scenarios/multiplayer/Random_Scenario_Marsh.cfg:17
msgid "Random map (Marsh)"
msgstr "Willekeurige kaart (Moeras)"
#: 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 ""
"'n Willekeurige kaart met hoofsaaklik moerasagtige terrein. Neem kennis: "
"willekeurige kaarte is dikwels ongebalanseerd, maar as jy tyd het, kan jy "
"hulle aanhou skep totdat jy op 'n goeie een afkom."
#: data/scenarios/multiplayer/Random_Scenario_Winter.cfg:3
#: data/scenarios/multiplayer/Random_Scenario_Winter.cfg:17
msgid "Random map (Winter)"
msgstr "Willekeurige kaart (Winter)"
#: 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 ""
"'n Willekeurige kaart in die verposing tussen lente en winter, hoofsaaklik "
"sneeubedekte terrein. Neem kennis: willekeurige kaarte is dikwels "
"ongebalanseerd, maar as jy tyd het, kan jy hulle aanhou skep totdat jy op 'n "
"goeie een afkom."
#: data/scenarios/multiplayer/scenarios.cfg:3
msgid "2p - Across The River"
msgstr "2s - Oor Die Rivier"
#: 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 ""
"Hierdie kaart is 'n gerieflike manier om twee faksies te toets, aangesien "
"dit goed gebalanseerd is aan beide kante.\n"
"Jy kan die KI teen KI gebruik om te sien hoe goed 'n faksie teen 'n ander "
"kan vaar."
#: data/scenarios/tutorial/Basic_Training.cfg:4
msgid "Basic Training"
msgstr "Basiese Opleiding"
#: 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 ""
"Ek is hier om te leer hoe om in 'n geveg te baklei. Sekerlik kan 'n ervare "
"ou towenaar soos jy die gevegkuns aan my verduidelik..."
#: data/scenarios/tutorial/Basic_Training.cfg:75
msgid ""
"Before entering any battle, you need to recruit units. To recruit a unit, "
"right click on the castle tile on which you wish to recruit the unit. Then "
"select Recruit, and select 'OK'. You can only recruit units on castle tiles "
"connected to the keep your leader is on."
msgstr ""
"Voordat jy enige geveg betree, moet jy eenhede werf. Om 'n eenheid te werf, "
"moet jy regs op die kasteelblok kliek waar jy 'n eenheid wil werf. Kies dan "
"Werf en dan 'OK'. Jy kan slegs eenhede op kasteelblokke werf wat verbind is "
"met die vesting waarop jou leier is."
#: data/scenarios/tutorial/Basic_Training.cfg:78
msgid "Recruit a unit"
msgstr "Werf 'n eenheid"
#: data/scenarios/tutorial/Basic_Training.cfg:85
msgid "Excellent! You have recruited an Elvish Fighter."
msgstr "Uitstekend! Jy het 'n Elfse Vegter gewerf."
#: 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 "Wat moet ek volgende doen?"
#: 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 ""
"Aangesien eenhede nie kan beweeg op die beurt waartydens hulle gewerf is "
"nie, moet jy jou beurt beïndig. Om dit te doen, kliek eenvoudig die 'Eindig "
"Beurt' knop in die regter onderkantste hoekie."
#: data/scenarios/tutorial/Basic_Training.cfg:102
msgid "End your turn"
msgstr "Beëindig jou beurt"
#: data/scenarios/tutorial/Basic_Training.cfg:109
msgid "You have successfully ended your turn."
msgstr "Jy het jou beurt suksesvol beïndig."
#: 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 ""
"Jou volgende taak is om jou Elfse Vegter te beweeg. Om 'n eenheid te beweeg, "
"kies dit eers, kies dan sy bestemming. In hierdie geval is sy bestemming die "
"woud langs die Elfse Toordokter, Merle."
#: data/scenarios/tutorial/Basic_Training.cfg:121
msgid "Move your Elvish Fighter next to Merle"
msgstr "Beweeg jou Elfse Vegter tot langs Merle"
#: data/scenarios/tutorial/Basic_Training.cfg:147
msgid ""
"Excellent! You have successfully moved your Elvish Fighter. However, since "
"he moved next to an enemy unit, he has lost all his movement for this turn; "
"this is called the 'zone of control'."
msgstr ""
"Uitstekend! Jy het jou Elfse Vegter suksesvol beweeg. Aangesien hy egter "
"langs 'n vyandige eenheid inbeweeg het, het hy al sy beweging vir hierdie "
"beurt verloor; dit word die 'beheersone' genoem."
#: 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 ""
"Nou moet jy met jou vegter aanval. Om aan te val, kies 'n eenheid en kies "
"dan sy teiken wat langs die aanvallende eenheid moet wees. Jy sal dan die "
"aanval keuseboks sien, waar jy moet kies hoe jy gaan aanval."
#: data/scenarios/tutorial/Basic_Training.cfg:159
msgid "Attack Merle"
msgstr "Val Merle aan"
#: data/scenarios/tutorial/Basic_Training.cfg:177
msgid "You have successfully attacked Merle."
msgstr "Jy het Merle suksesvol aangeval."
#: data/scenarios/tutorial/Basic_Training.cfg:186
msgid "End your turn, and wait for Merle to attack you."
msgstr "Beeïndig jou beurt en wag vir Merle om jou aan te val."
#: data/scenarios/tutorial/Basic_Training.cfg:194
msgid ""
"Your fighter has survived Merle's attack. Whenever a unit survives a battle, "
"it gets experience from the combat. Once a unit gains enough experience, it "
"advances to the next level, and becomes more powerful."
msgstr ""
"Jou vegter het Merle se aanval oorleef. Wanneer ookal 'n eenheid 'n geveg "
"oorleef kry dit ervaring uit die geveg. Wanneer 'n eenheid genoeg ervaring "
"opdoen, word dit na die volgende vlak bevorder en word hy sterker."
#: data/scenarios/tutorial/Basic_Training.cfg:203
#: data/scenarios/tutorial/Basic_Training.cfg:206
msgid "Move your fighter onto a village."
msgstr "Skuif jou vegter na 'n dorp."
#: data/scenarios/tutorial/Basic_Training.cfg:220
msgid "Villages heal the units on them."
msgstr "Dorpies genees eenhede op hulle."
#: 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 ""
"Nou moet jy Merle verslaan deur haar LP tot 0 of minder te verlaag. Val net "
"aanhoudend aan."
#: data/scenarios/tutorial/Basic_Training.cfg:232
msgid "Defeat Merle"
msgstr "Verslaan 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 ""
"Oeps! Jy het jou leier van die vesting afbeweeg. Onthou, wanneer jou leier "
"nie op 'n vesting is nie, kan jy geen werwing doen nie. Onthou ook dat as "
"jou leier sou sterf, jy verloor. Om met die les aan te gaan sal ek jou na "
"terug na jou vesting moet verplaas."
#: 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 ""
"Ongelukkig het jy verloor omdat jou leier verslaan is. Hopelik het my lesse "
"jou so 'n bietjie wysheid besorg."
#: 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 ""
"Ongelukkig het jy verloor aangesien jou tyd uitgehardloop het. Hopelik het "
"my lesse jou so 'n bietjie wysheid besorg."
#: data/scenarios/tutorial/Basic_Training.cfg:290
msgid "You have successfully completed the first training scenario."
msgstr "Jy het die eerste opleidingscenario suksesvol afgehandel."
#: data/scenarios/tutorial/Basic_Training.cfg:293
#: data/scenarios/tutorial/Traits_and_Specialties.cfg:287
msgid "Hooray!"
msgstr "Hoera!"
#: data/scenarios/tutorial/Basic_Training.cfg:299
#: data/scenarios/tutorial/Traits_and_Specialties.cfg:249
msgid "Do you want to review any of the skills learned in this scenario?"
msgstr ""
"Wil jy enige van die vaardighede hersien wat jy tydens die scenario geleer "
"het?"
#: data/scenarios/tutorial/Basic_Training.cfg:302
#: data/scenarios/tutorial/Traits_and_Specialties.cfg:252
msgid "Yes"
msgstr "Ja"
#: data/scenarios/tutorial/Basic_Training.cfg:304
#: data/scenarios/tutorial/Traits_and_Specialties.cfg:254
msgid "I'm done reviewing skills!"
msgstr "Ek's klaar met die hersien van vaardighede!"
#: 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 ""
"Al het jy die eerste scenario afgehandel, is jou opleiding nog nie klaar "
"nie. Ons gaan nou voort met die volgende scenario waartydens jy teen my gaan "
"baklei in 'n skyngeveg."
#: data/scenarios/tutorial/Traits_and_Specialties.cfg:4
msgid "Traits and Specialties"
msgstr "Karaktertrekke en Besonderhede"
#: 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 ""
"Nou sal ons jou aan 'n moeilker toets blootstel. Jy moet my in 'n skyngeveg "
"verslaan."
#: 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 ""
"Jy kan die meeste scenarios wen deur eenvoudig al die vyande se leiers te "
"verslaan. Wen hierdie scenario deur my te verslaan. Jou vegter van die "
"vorige scenario kan jou in hierdie stryd help. Om hom te herroep, kliek regs "
"op 'n kasteelblok, kies Terugroep, kies jou vegter en dan 'OK'. Jy behoort "
"ook Elfse Vegters en Elfse Boogskutters te werf."
#: 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 ""
"Vaardighede gedek:\n"
" Terugroep\n"
" Karaktertrekke\n"
" Goud\n"
" Tyd van die dag\n"
" Terreine\n"
" Weerstand\n"
" Spesialiteite\n"
" Voorwerpe"
#: data/scenarios/tutorial/Traits_and_Specialties.cfg:71
msgid "Defeat Delfador"
msgstr "Verslaan Delfador"
#: data/scenarios/tutorial/Traits_and_Specialties.cfg:75
#: data/scenarios/tutorial/utils.cfg:51
msgid "Death of Konrad"
msgstr "Konrad sterf"
#: data/scenarios/tutorial/Traits_and_Specialties.cfg:79
#: data/scenarios/tutorial/utils.cfg:59
msgid "Turns run out"
msgstr "Beurte raak op"
#: data/scenarios/tutorial/Traits_and_Specialties.cfg:94
msgid "You have successfully recalled your Elvish Fighter."
msgstr "Jy het jou Elfse Vegter suksesvol herroep."
#: 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 ""
"Jy mag opmerk dat jou eenhede effens verskillende statistieke het as die "
"statistieke wat vertoon is voordat jy hulle gewerf het. Dit is omdat hulle "
"sekere karaktertrekke gekry het."
#: 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 ""
"Wanneer jy eenhede wil werf of herroep, verloor jy goud. As dit sou "
"veroorsaak dat jy minder as 0 goud het kan jy nie werf of herroep nie."
#: 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 ""
"Die son is besig om oor Wesnoth te sak. Die tyd in die dag bepaal hoeveel "
"skade eenhede van verskillende eenhede mekaar kan aandoen."
#: data/scenarios/tutorial/Traits_and_Specialties.cfg:143
msgid "Each hex has a terrain, which gives the hex distinctive properties."
msgstr ""
"Elke blok het 'n terrein wat aan die blok besondere eienskappe verleen."
#: 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 ""
"Elke aanval het 'n soort skade wat bepaal hoeveel skade verskillende eenhede "
"sal ly as gevolg van daardie aanval."
#: data/scenarios/tutorial/Traits_and_Specialties.cfg:167
msgid ""
"Many units have a specialty which changes the rules of play in some way."
msgstr ""
"Baie eenhede het 'n besondere eienskap wat die reëls van die spel op 'n "
"manier verander."
#: 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 ""
"Sommige voorwerpe verander die statistieke van die eenheid wat hulle "
"gebruik. Een van jou eenhede het 'n doepa gevind wat veroorsaak dat hy meer "
"skade aanrig met sy aanval. Om sy nuwe statistieke te sien, kyk na die "
"Statustabel."
#: data/scenarios/tutorial/Traits_and_Specialties.cfg:197
msgid "This potion increases the damage of all the drinker's attacks by four."
msgstr "Hierdie doepa verhoog die skade van die drinker se aanval met vier."
#: 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 ""
"Onthou om te probeer verhoed dat die vyand 'n dorpie oorneem en om dorpe "
"terug te neem wat hulle reeds oorgeneem het. Dit sal hulle goudvoorraad "
"verminder en veroorsaak dat hulle nie kan werf nie."
#: data/scenarios/tutorial/Traits_and_Specialties.cfg:284
msgid "Next, you may want to begin a campaign, or play multiplayer."
msgstr ""
"Jy mag dalk volgende 'n veldtog wil loods of 'n veelspeler spel wil speel."
#: data/scenarios/tutorial/utils.cfg:11
msgid "That was explained well! But.."
msgstr "Dit was goed verduidelik! Maar..."
#: 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 ""
"Vaardighede gedek:\n"
" Werwing\n"
" Beweging\n"
" Aanval van vyandelike eenhede\n"
" Ondervinding opdoen\n"
" Wen-Scenario's"
#: data/scenarios/tutorial/utils.cfg:45
msgid "Current objective:"
msgstr "Huidige doelwit:"
#: data/scenarios/tutorial/utils.cfg:55
msgid "Death of Delfador"
msgstr "Delfador sterf"
#: data/scenarios/tutorial/utils.cfg:66
msgid "How do I recruit units?"
msgstr "Hoe werf ek eenhede?"
#: 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 ""
"Om 'n eenheid te werf, kliek regs op die kasteelblok waarop jy 'n eenheid "
"wil werf. Kies dan Werf, of hou jou pyltjie oor die blok en druk 'Ctrl-R'. "
"Kies volgende die soort eenheid wat jy wil werf en kies 'OK'. Om vinniger te "
"werf kan jy 'Ctrl-Shift-R' gebruik om die laaste soort eenheid te werf, wat "
"jy voorheen gewerf het."
#: 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 ""
"'n Leier is 'n eenheid wat werf. Dit beteken dat wanneer jou leier op 'n "
"vesting is, hy eenhede op aangrensende kasteelblokke kan werf. Leiers is "
"gewoonlik kragtige eenhede waarvan elke kant net een beheer. Jou leier is "
"gewoonlik ook die eerste eenheid wat jou kant beheer en begin altyd op 'n "
"vesting. Jy kan jou leier kies deur eenvoudig 'l' te druk. As jou leier "
"sterf, verloor jy die spel. Jy kan die meeste scenarios wen deur al die "
"vyandige leiers te verslaan."
#: data/scenarios/tutorial/utils.cfg:67
msgid "What's a leader?"
msgstr "Wat is 'n leier?"
#: data/scenarios/tutorial/utils.cfg:68
msgid "How should I choose what kind of units to recruit?"
msgstr "Hoe besluit ek op watter soort eenheid ek moet werf?"
#: 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 ""
"Jy moet hulle vaardighede, wat aan die linkerkant van die eenheid keuseboks "
"vertoon word asook hulle koste wat langs die naam van die eenheid verskyn, "
"versigtig nagaan. Jy sal meer oor hierdie statistieke leer tydens hierdie "
"les."
#: data/scenarios/tutorial/utils.cfg:69
msgid "What happens when I recruit a unit?"
msgstr "Wat gebeur wanneer ek 'n eenheid werf?"
#: 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 ""
"Wanneer jy 'n eenheid werf, verskyn dit met volle gesondheid op 'n "
"kasteelblok van jou keuse. Dit ontvang ook twee karaktertrekke, wat later "
"bespreek sal word. Dit kan nie beweeg voordat jy jou beurt beeïndig nie."
#: data/scenarios/tutorial/utils.cfg:73
msgid "How do I end my turn?"
msgstr "Hoe beëindig ek my beurt?"
#: 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 ""
"Een manier om jou beurt te beeïndig is om 'Alt-Spasie' te druk. "
"Alternatiewelik kan jy regs kliek en Eindig Beurt kies of jy kan op die "
"Eindig Beurt knop in die regterkantste hoek onder kliek."
#: data/scenarios/tutorial/utils.cfg:74
msgid "What happens when I end my turn?"
msgstr "Wat gebeur wanneer ek my beurt beëindig?"
#: 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 ""
"Wanneer jy jou beurt beeïndig, is dit 'n ander kant se beurt en kan slegs "
"daardie kant beweeg, totdat daardie kant sy beurt beeïndig. Na al die kante "
"hulle beurt beeïndig het, begin die volgende beurt. Dit het verskeie effekte "
"soos om te veroorsaak dat alle eenhede hulle volle bewegingspotensiaal "
"herwin. Die aantal beurte word op die statusbalk langs die prent van 'n vlag "
"vertoon. Wanneer hierdie getal die maksimum aantal beurte oorskry, verloor "
"jy die spel."
#: data/scenarios/tutorial/utils.cfg:78
msgid "How far can my Elvish Fighter move?"
msgstr "Hoe ver kan my Elfse Vegter beweeg?"
#: 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 ""
"Jou Elfse Vegter begin met 'n sekere aantal bewegingspunte vir elke beurt; "
"dit word sy spoed genoem. Wanneer jou Elfse Vegter op 'n paadjie loop, kos "
"elke blok waardeur hy beweeg hom bewegingspunte; dit sluit die bestemming "
"in. Wanneer jy jou Elfse Vegter kies, word al die blokke waarheen hy nie kan "
"beweeg nie verdof. As die bestemming te ver weg genoeg is dat hy meer as een "
"beurt benodig om dit te bereik, sal 'n getal verskyn wat aandui hoeveel "
"beurte dit hom sal neem. Deur op 'n ruimte te kliek wat ver wag is sal die "
"eenheid op 'n roete geplaas word wat hom daarheen sal neem, wat beteken dat "
"dit outomaties so ver as wat dit kan met elke beurt sal beweeg in die "
"rigting van daardie ruimte. As jy per abuis 'n eenheid op 'n roete geplaas "
"het, kies dit twee keer om die roete te verwyder."
#: 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 ""
"'n Eenheid se beheersone is die ligging wat bestaan uit al die blokke "
"aangrensend tot die eenheid. Eenhede kan nie deur 'n teenstander se "
"beheersones beweeg nie; hulle kan net tot daarop beweeg. Beheersones kan "
"gebruik word om te verhoud dat vyande jou swak en gewonde eenhede bereik."
#: data/scenarios/tutorial/utils.cfg:79
msgid "What's the zone of control?"
msgstr "Wat is die beheersone?"
#: data/scenarios/tutorial/utils.cfg:80
msgid "How do I tell who is allied and who is an enemy?"
msgstr "Hoe stel ek vas wie is bondgenote en wie is vyande?"
#: 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 ""
"Eenhede wat jy beheer het 'n groen, geel of rooi energiesirkel bo-aan hulle "
"gesondheidsbalk, die vertikale groen balk langs hulle. Eenhede met volle "
"beweging s'n is groen: eenhede met beweging oor s'n is geel en eenhede met "
"geen beweging oor nie s'n is rooi. Eenhede wat deur die vyand beheer word "
"het nie so 'n sirkel nie. Bondgenote wat jy nie beheer nie, soos ek, het 'n "
"blou energiesirkel. Die opsie 'Wys Spankleure', by Voorkeure, veroorsaak dat "
"die kleur van 'n eenheid se beheerder as 'n skyf onder die eenheid vertoon "
"word."
#: data/scenarios/tutorial/utils.cfg:84
msgid "Can Merle retaliate from my attack?"
msgstr "Kan Merle terugveg?"
#: 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 ""
"Wanneer 'n eenheid aangeval word, slaan dit terug met een van sy eie wapens. "
"Dit beteken dat na elke hou van die aanvaller, die verdediger sal terugslaan "
"met een hou. Dit hou aan totdat die een kant nie meer houe oor het nie, in "
"welke geval die ander eenheid aanhou aanval totdat sy houe ook opraak. 'n "
"Eenheid kan egter slegs terugslaan met 'n wapen van dieselfde reikvermoë as "
"die een waarmee hy aangeval word. Dit beteken dat 'n afstandaanval slegs met "
"'n afstandwapen beantwoord kan word en 'n handgeveg slegs met 'n handgeveg "
"beantwoord kan word. Die meeste eenhede se handaanvalle is kragtiger as "
"hulle afstandaanvalle. Eenhede wat goed is met afstandaanvalle is nuttig om "
"terug te slaan teen eenhede wat spesialiseer in hand tot hand gevegte. "
"Sommige handgeveg eenhede sonder afstandaanvalle sal glad nie kan terug "
"baklei nie. Afstandeenhede kan egter nie oor meer as een blok skiet nie; dit "
"is een van die kenmerkende eienskappe van Wesnoth."
#: 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 ""
"Elke aanval veroorsaak 'n sekere hoeveelheid skade per hou en kan 'n sekere "
"aantal kere in 'n geveg gebruik word. Hierdie getalle word die aanval se "
"skade en trefgetalle genoem en word in daardie volgorde vertoon onder die "
"aanval se naam op die eenheid se statustabel en langs dit op die "
"aanvalkeusebalk. Om vinnig die maksimum skade wat 'n aanval kan veroorsaak "
"vas te stel, vermenigvuldig die skade met die aantal trefhoue. As my "
"weerligaanval byvoorbeeld 14 skade aanrig en vier trefhoue het, kan dit "
"soveel as 56 skade in 'n enkele geveg toedien."
#: data/scenarios/tutorial/utils.cfg:85
msgid "How can you tell how powerful a unit's attacks are?"
msgstr "Hoe kan 'n mens vasstel hoe kragtig 'n eenheid se aanvalle is?"
#: 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 ""
"Eenhede het die vermoë om houe te blokkeer. Die kans wat 'n eenheid het om "
"te tref hang van die verdediger se vaardigheid af om houe af te weer en word "
"gelys op die aanvalkeusebalk na die skade en trefgetalle vir die boogaanval."
#: data/scenarios/tutorial/utils.cfg:86
msgid "Will my fighter hit every time when he attacks?"
msgstr "Sal my vegter elke keer tref as hy aanval?"
#: data/scenarios/tutorial/utils.cfg:90
msgid "What's experience?"
msgstr "Wat is ervaring?"
#: 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 ""
"Wanneer 'n eenheid teen 'n ander eenheid veg, doen dit ervaring, in kort "
"'EP', tydens die geveg op. Die hoeveelheid ervaring wat opgedoen word is "
"gelykstaande aan ide teenstander se vlak, wat normaalweg daardie eenheid se "
"krag aandui. Baie meer ervaring word egter opgedoen as 'n vyand verslaan "
"word. Die hoeveelheid EP wat verkry word deur 'n vyand te dood is "
"gelykstaande aan 8 keer die vyand se vlak."
#: data/scenarios/tutorial/utils.cfg:91
msgid "What happens when a unit advances?"
msgstr "Wat gebeur wanneer 'n eenheid bevorder word?"
#: 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 ""
"Wanneer 'n eenheid bevorder word, verander dit in 'n ander soort eenheid. "
"Hierdie eenheidsoort is afhanklik van wat die eenheid oorspronklik was, maar "
"soms sal daar meer as een keuse wees waarna die eenheid bevorder kan word. "
"Gevorderde eenhede is gewoonlik kragtiger en 1 vlak hoër as wat hulle "
"oorspronklik was. Wanneer 'n eenheid bevorder word, word dit ook geheel en "
"al genees en enige gebreke wat daaraan toegevoeg is word ook verwyder. Dit "
"staan bekend as 'gevorderde genesing'."
#: data/scenarios/tutorial/utils.cfg:95
msgid "What happens when a unit moves onto a village?"
msgstr "Wat gebeur as 'n eenheid tot op 'n dorp beweeg?"
#: 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 ""
"Wanneer 'n eenheid op 'n dorp geskuif word, verander die vlag van die dorp "
"afhangende vir wie die eenheid veg. Hierdie aksie neem al die eenheid se "
"beskikbare skuiwe weg. Dorpies wat oorwin word bring verskeie voordele. Die "
"kant aan wie die dorp behoort kry 'n goue muntstuk vir elke beurt. Dit "
"verlaag die onderhoudskoste van die eenhede. Die totaale aantal dorpe onder "
"jou beheer word vertoon langs 'n prentjie van 'n huis op die "
"informasiebalkie. Verdere voordele van dorpe is dat hulle eenhede gesondmaak "
"met 8 LewensPunte per beurt."
#: data/scenarios/tutorial/utils.cfg:96
msgid "How do I heal when there aren't any villages nearby?"
msgstr "How maak ek my eenhede gesond as daar geen dorpe naby is nie?"
#: 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 ""
"Daar is maniere om 'n eenheid gesond te maak sonder dorpe. As 'n eenheid "
"botstil staan en glad nie aanval nie herstel hy outomaties 2 LewensPunte "
"omdat hy rus. As hy egter aangeval word - kan hy nie rus nie - en dus kan hy "
"nie herstel nie. Daar is ook eenheded wat ander eenhede rondom hulle genees. "
"Die Elfse Toordokter is 'n voorbeeld hiervan. Eenhede op blokke langs die "
"Elfse Toordokter se gesondheid herstel met 4 punte per beurt. Ook - as jy 'n "
"volslae oorwinning behaal in jou scenario, dan word alle eenhede ten volle "
"genees."
#: data/scenarios/tutorial/utils.cfg:100
msgid "How do I know how to complete a scenario? Will you always tell me?"
msgstr "Hoe weet ek om 'n scenario te voltooi ? Gaan jy my altyd sê?"
#: 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 ""
"Partykeer is dit nie duidelik hoe om 'n scenario te voltooi deur net na die "
"dialoog te luister nie. In so 'n geval is dit beter om na die scenario se "
"doelpunte te kyk, wat na die dialoog verskyn. Die Objektiewe kan ook gesien "
"word deur te kliek op die ' Objektiewe' in die menu-balkie. Die objektiewe "
"is scenario doelpunte wat bereik moet word met lyste van oorwinnings en "
"mislukkings. Hopelik sal dit 'n oorwinning situasie wees."
#: data/scenarios/tutorial/utils.cfg:101
msgid "What happens when I win a scenario?"
msgstr "Wat gebeur as ek 'n scenario wen ?"
#: 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 ""
"As jy 'n scenario wen sal al jou eenhede oorleef en hul sal ten volle genees "
"word. Jy hoef nie die eenhede te betaal vir enige oorblywende beurte nie. "
"Ook, as jy wen sal al die dorpe in die omgewing waar jy is, oorgee aan jou "
"lëer. Die slegte nuus is, selfs al het jy gewen, sal jy nog steeds 20% van "
"jou goud tussen scenario's verloor."
#: 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 ""
"Eerstens, jy moet 20 goue stukke betaal vir enige eenheid wat jy herroep, "
"maak nie saak watter soort eenheid dit is nie. Behalwe dit is herroepte "
"eenhede basies dieselfde as eenhede wat jy gewerf het. Herroepte eenhede is "
"ou eenhede wat jy in die vorige scenario's gebruik het en het dikwels baie "
"ErvaringsPunte."
#: data/scenarios/tutorial/utils.cfg:105
msgid "What happens when I recall a unit?"
msgstr "Wat gebeur as ek 'n eenheid herroep ?"
#: data/scenarios/tutorial/utils.cfg:106
msgid "How should I decide which units to recall?"
msgstr "Hoe moet ek besluit watter eenhede om te herroep ?"
#: 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 ""
"Jy behoort normaalweg eenhede te herroep wat reeds tot die volgende vlak "
"bevorder is. Jy mag dalk egter ook eenhede wat reeds baie ervaring het wil "
"herroep en heel waarskynlik bevorder gaan word. Jy moet eenhede herroep wat "
"nuttig gaan wees vir die scenario waarin jy verkeer; byvoorbeeld herroep "
"elwe vir 'n woud scenario."
#: 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 ""
"Die funksie van karaktertrekke is om verskeidenheid in te bring deur die "
"eenhede van dieselfde soort verskillend van mekaar te maak. Dit word gedoen "
"deur willekeurig karaktertrekke aan eenhede toe te ken wanneer hulle gewerf "
"word. Die karaktertrekke van 'n eenheid word op die Statustabel vertoon en "
"die funksie van 'n spesifieke karaktertrek kan vasgestel word deur die wyser "
"op daardie karaktertrek te plaas."
#: data/scenarios/tutorial/utils.cfg:110
msgid "What do traits do?"
msgstr "Wat doen karakter-trekke"
#: 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 ""
"Daar is vier onderskeibare karaktertrekke, waarvan die effek wissel van 'n "
"verhoging in 'n eenheid se lewensfpunte of die hoeveelheid ervaringspunte te "
"verlaag vir bevordering. Alle karaktertrekke is egter ontwerp om 'n eenheid "
"se krag te vermeerder; daar bestaan geen 'negatiewe' karaktertrekke nie. Die "
"meeste eenhede het 'n gelyke kans om enige twee verskillende karaktertrekke "
"te kry wanneer hulle gewerf word. Sekere rasse en eenhede mag karaktertrekke "
"hê wat uniek tot hulle soort is."
#: data/scenarios/tutorial/utils.cfg:111
msgid "What kind of traits can my units get?"
msgstr "Watter soort karaktertrekke kan my eenhede kry?"
#: data/scenarios/tutorial/utils.cfg:115
msgid "How much gold do my units cost?"
msgstr "Hoeveel goud kos my eenhede?"
#: 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 ""
"Jy moet aan elke eenheid wat jy werf of terugroep goud betaal wanneer jy dit "
"doen. Die koste verbonde aan die werf van 'n eenheid word onder die eenheid "
"se naam vertoon. Die koste van die terugroep van 'n eenheid is altyd 20 "
"goud. 'n Eenheid kos ook goud vir elke beurt wat dit onder jou beheer is. "
"Hierdie koste word 'onderhoud' genoem en is gelykstaande aan die vlak van "
"die eenheid. Eenhede wat jy egter nie werf of terugroep nie, soos onder "
"andere jou leier kos geen goud nie. Die totale onderhoudskoste van jou "
"eenhede word op die statusbalk bo-aan die skerm vertoon net na die prentjie "
"van goud en word deur 'n rooi pyltjie gevolg."
#: data/scenarios/tutorial/utils.cfg:116
msgid "How do I get gold?"
msgstr "Hoe kan ek goud kry?"
#: 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 ""
"Jy begin elke scenario met 'n persentasie goud uit die vorige scenario. As "
"jy minder as 'n 100 goud oorgehad het sal jy in plaas daarvan met 'n 100 "
"goud begin. Die hoeveelheid goud wat jy het word vertoon op die statusbalk "
"na die prentjie van goud. Na die aanvang van 'n scenario ontvang jy 2 goud "
"met elke beurt. Aangesien jy gewoonlik meer goud as dit benodig, moet jy "
"dorpe beset wat jou 1 goud per beurt gee"
#: 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 ""
"Daar bestaan 3 ordes: Wettig, Neutraal en Chaoties. Daar is ook 3 tye van "
"die dag: dag, skemer en nag. Gedurende die dag rig eenhede met die wettige "
"orde (soos mense) 25% meer skade aan, terwyl Chaotiese eenhede soos die "
"wandelende dooies 25% minder skade aanrig. In die nag is dit omgekeerd. "
"Tydens skemer rig alle eenhede hulle normale hoeveelheid skade aan. Neutrale "
"eenhede soos elwe word nie deur die dag en nag beïnvloed nie"
#: data/scenarios/tutorial/utils.cfg:120
msgid "What are the different alignments and times of day?"
msgstr "Wat is die drie ordes en tye van die dag?"
#: data/scenarios/tutorial/utils.cfg:121
msgid "How do I know what time of day it is?"
msgstr "Hoe weet ek watter tyd dit in die dag is?"
#: 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 ""
"Die tyd van dag verander in 'n bepaalde volgorde: dagbreek- identies aan "
"skemer, oggend- dag, middag- dag, skemer- skemerlig, eerste wag- nag, tweede "
"wag - nag, en dan begin dit weer van voor. Dit word voorgestel deur die son "
"en die maan wat elkeen in die ooste opkom en in die weste sak. Sommige "
"senarios het egter 'n anderste volgorde, soos byvoorbeeld ondergronds waar "
"dit voortdurend nag is. Jy kan die huidige tyd in die dag vasstel deur na "
"die Statustabbel te kyk."
#: 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 ""
"Twee terreine het kenmerke wat vooraf beskryf is; naamlik dorp en kasteel. "
"Die eienskappe van die meeste ander terreinsoorte is egter meer subtiel en "
"het te doen met die voordele of nadele wat veskillende eenhede ervaar "
"wanneer hulle daarop beweeg. Die eerste eienskap van 'n terrein is die "
"aantal bewegingspunte wat dit 'n eenheid neem om oor die blok te beweeg. Die "
"tweede eienskap is die mate van verdediging wat die eenheid wat daarop staan "
"ontvang. Dit is met ander woorde 'n persentasie wat die eenheid se kanse "
"bepaal om op daardie terrein getref te word. Baie elwe het byvoorbeeld 70% "
"verdediging in woude en word daarom ongeveer 30% van alle kere getref."
#: data/scenarios/tutorial/utils.cfg:125
msgid "What are the different properties that terrains have?"
msgstr "Watter soort kenmerke het die verskillende oppervlaktes?"
#: data/scenarios/tutorial/utils.cfg:126
msgid "How do I find out the properties of a specific terrain?"
msgstr "Hoe vind ek uit wat die kenmerke van 'n spesifieke terrein is?"
#: 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 ""
"Om die kenmerke van 'n spesifieke terrein met betrekking tot 'n spesifieke "
"eenheid vas te stel, kliek regs op die eenheid, kies Eenheidsbeskrywing, kyk "
"dan na die Terreinveranderlikes. Om uit te vind watter terrein op 'n "
"spesifiek blok is, beweeg jou wyser oor daardie blok en kyk na die "
"regterboonste hoek van jou skerm. Daar word in volgorde die naam van die "
"terrein en dan die blok koördinate vertoon, die eenheid se gekose "
"verdediging en dan die aantal punte wat dit die gekose eenheid sal kos om "
"deur daardie blok te beweeg."
#: 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 ""
"Elke eenheid het 'n sekere weerstand teen elke soort aanval. Hierdie "
"weerstand is 'n persentasie wat afgetrek word van die teenstander se "
"wapenskade van daardie soort. As 'n Elfse Verkenner byvoorbeeld deur 'n "
"Elfse Boogskutter anageval word, rig die boogskutter 20% meer skade as "
"gewoonlik aan, aangesien Elfse Verkenners -20% weerstand het teen "
"steekskade. Hierdie bonus/strafpunt word bygetel by ander bonusse/strafpunte "
"soos die tyd van die dag, dus sal twee -50% strafpunte optel tot -100%."
#: data/scenarios/tutorial/utils.cfg:130
msgid "How does resistance affect attack damage?"
msgstr "Hoe beïnvloed weerstand aanvalskade?"
#: 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 ""
"Daar is 6 soorte skade: lem, steek, impak, vuur, koue en heilige. Swaar "
"gepantserde eenhede het 'n hoë weerstand teen fisiese soorte skade: lem, "
"steek en impak, maar 'n lae weerstand teen towerskade: vuur en koue. Alle "
"lewende eenhede het weerstand teen heilige skade terwyl die wandelende "
"dooies baie swak daarteen bestand is. Om 'n spesifieke eenheid se weerstand "
"vas te stel, kliek regs op die eenheid, kies Eenheidsbeskrywing en kyk dan "
"na Weerstande."
#: data/scenarios/tutorial/utils.cfg:131
msgid "What are the different damage types?"
msgstr "Wat is die verskillende soortes skade?"
#: 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 ""
"Elke spesialiteit doen iets verskillends; dit is die hele doelwit van 'n "
"spesialiteit. Om 'n beskrywing van 'n eenheid se spesialiteit vas te stel, "
"beweeg jou wyser oor die naam van die spesialiteit."
#: data/scenarios/tutorial/utils.cfg:135
msgid "What do specialties do?"
msgstr "Wat doen spesialiteite?"
#: 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 ""
"Die spesialitieite van 'n eenheid word bepaal deur die eenheidstipe; "
"byvoorbeeld alle generaals het die leierskap spesialiteit. Daar is twee "
"soorte spesialiteite: vermoëns en aanvalspesialiteite. Vermoëns is van "
"toepassing op eenhede terwyl aanval spesialiteite slegs van toepassing is op "
"'n eenheid se aanvalle."
#: data/scenarios/tutorial/utils.cfg:136
msgid "Which units get specialties?"
msgstr "Watter eenhede kry spesialiteite?"
#: 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 ""
"Daar bestaan 'n groot verskeidenheid spesialiteite en om hulle aan te leer "
"is deel van die pret van Wesnoth speel. Die twee mees algemene spesialiteite "
"word 'toorkrag' en 'leierskap' genoem. Tooraanvalle het 'n 70% kans om "
"vyande te tref ongeag van die terrein waarop hulle hulself bevind. Eenhede "
"doen meer skade terwyl hulle langs 'n ander eenheid staan met 'n hoër vlak "
"van leierskap staan."
#: data/scenarios/tutorial/utils.cfg:137
msgid "What kinds of specialties can my units get?"
msgstr "Watter soorte spasiliteite kan my eenhede kry?"
#: data/scenarios/tutorial/utils.cfg:138
msgid "How do I use specialties?"
msgstr "Hoe gebruik ek spesialiteite?"
#: 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 ""
"Al wat jy moet doen om 'n spesialiteit te gebruik is om op 'n manier te "
"beweeg of aan te val wat die spesialiteit aan die gang sit. As jy "
"byvoorbeeld leierskap wil gebruik beweeg jy eenvoudig jou eenheid tot langs "
"'n ander eenheid en val dan met die ander eenheid aan."
#: 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 ""
"Die voorwerpe wat jy teëkom word deur die scenario-ontwerper ingesit, dus "
"wissel hulle van veldtog tot veldtog. In Troonopvolger gee die meeste "
"voorwerpe wat eenhede optel hulle 'n nuwe wapen. Daar is egter gewoonlik nie "
"so baie voorwerpe in 'n veldtog nie."
#: data/scenarios/tutorial/utils.cfg:142
msgid "What kind of objects am I likely to encounter?"
msgstr "Watter soorte voorwerpe kan ek verwag om teë te kom?"
#: data/scenarios/tutorial/utils.cfg:143
msgid "How long do these objects last?"
msgstr "Hoe lank hou die voorwerpe?"
#: 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 ""
"Die meeste voorwerpe maak permanente veranderinge tot die eenheid wat hulle "
"ontvang. Daar is egter 'n paar voorwerpe, soos heilige water, wat net hou "
"tot en met die einde van 'n scenario."
#: data/scenarios/tutorial/utils.cfg:147
msgid "How do I play a campaign?"
msgstr "Hoe speel ek 'n veldtog?"
#: 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 ""
"Om 'n veldtog te begin, begin Wesnoth, kies 'Veldtog', kies die veldtog om "
"te speel, kies dan Maklik, Normaal of Moeilik. Troonopvolger word aanbeveel "
"vir Wesnoth nuwelinge."
#: data/scenarios/tutorial/utils.cfg:148
msgid "How do I play multiplayer?"
msgstr "Hoe speel ek 'n veelspeler spel?"
#: 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 ""
"Om Wesnoth teen ander mense te speel, kies 'Veelspeler'. Kies dan 'Sluit aan "
"by Amptelike Bediener'. Dit sal jou aan die amptelike Wesnoth bediener "
"verbind, waar jy aan 'n spel kan deelneem deur dit te kies en dan 'Speel "
"saam' te kies."
#: data/schedules.cfg:123 data/schedules.cfg:130
msgid "Underground"
msgstr "Ondergronds"
#: data/terrain.cfg:11 src/multiplayer_create.cpp:52
#: src/multiplayer_lobby.cpp:311 src/multiplayer_lobby.cpp:317
msgid "Shroud"
msgstr "Sluier"
#: data/terrain.cfg:18 src/multiplayer_lobby.cpp:307
msgid "Fog"
msgstr "Mis"
#: data/terrain.cfg:134
msgid "Dirt"
msgstr "Grond"
#: data/terrain.cfg:213 data/terrain.cfg:224
msgid "Desert Village"
msgstr "Woestyndorp"
#: data/terrain.cfg:235
msgid "Tropical Forest Village"
msgstr "Tropiese woud dorp"
#: data/terrain.cfg:246
msgid "Oasis"
msgstr "Oase"
#: data/terrain.cfg:275
msgid "Snow Village"
msgstr "Sneeudorp"
#: data/terrain.cfg:293
msgid "Desert Hills"
msgstr "Woestyn heuwels"
#: data/terrain.cfg:301
msgid "Snow Hills"
msgstr "Sneeuheuwels"
#: data/terrain.cfg:317
msgid "Desert Mountains"
msgstr "Woestynberge"
#: data/terrain.cfg:332
msgid "Tropical Forest"
msgstr "Tropiese Woud"
#: data/terrain.cfg:341
msgid "Snow Forest"
msgstr "Sneeuwoud"
#: data/terrain.cfg:383
msgid "Encampment"
msgstr "Kamp"
#: data/terrain.cfg:393
msgid "Dwarven Castle"
msgstr "Dwerge Kasteel"
#: data/terrain.cfg:403
msgid "Keep"
msgstr "Vesting"
#: data/terrain.cfg:430
msgid "Ruin"
msgstr "Bouval"
#: data/terrain.cfg:440
msgid "Sunken Ruin"
msgstr "Gesonke Bouval"
#: data/terrain.cfg:451
msgid "Swamp Ruin"
msgstr "Moeras Bouval"
#: data/themes/default.cfg:78
msgid "Menu"
msgstr "Menu"
#: data/themes/default.cfg:89
msgid "Actions"
msgstr "Aksies"
#: data/themes/default.cfg:111
msgid "End Turn"
msgstr "Eindig Beurt"
#: data/themes/default.cfg:167 src/playturn.cpp:2247 src/unit.cpp:1091
msgid "HP"
msgstr "LP"
#: data/themes/default.cfg:176 src/playturn.cpp:2068 src/playturn.cpp:2248
msgid "XP"
msgstr "EP"
#: data/themes/default.cfg:186
msgid "gold"
msgstr "goud"
#: data/themes/default.cfg:195
msgid "villages"
msgstr "dorpe"
#: data/themes/default.cfg:204
msgid "units"
msgstr "eenhede"
#: data/themes/default.cfg:213
msgid "upkeep"
msgstr "onderhoud"
#: data/themes/default.cfg:222
msgid "income"
msgstr "inkomste"
#: data/themes/default.cfg:358
msgid "statuspanel^level"
msgstr "vlak"
#: data/themes/default.cfg:389
msgid "statuspanel^movement"
msgstr "beweging"
#: data/themes/default.cfg:520
msgid "Act."
msgstr "Episode."
#: data/themes/default.cfg:553
msgid "short end-turn^End"
msgstr "Eindig"
#: 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 ""
"Regverdige eenhede veg beter bedags, chaotiese eenhede veg beter snags en "
"neutrale eenhede word nie ge-affekteer deur dag of nag nie."
#: data/tips.cfg:2
msgid ""
"In a campaign, you can use veteran units from previous scenarios by using "
"the 'recall' option."
msgstr ""
"In 'n veldtog kan jy veteraan-eenhede van 'n vorige scenario gebruik deur "
"die 'herroep' opsie te gebruik."
#: 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 ""
"Die ses soorte aanvalle is: steek, lem, impak, vuur, koue en heilig. "
"Verskillende eenhede het verskillende vatbaarhede teen verskillende soorte "
"aanvalle. Regskliek op 'n eenheid en kies 'Eenheidsbeskrywing' en kliek dan "
"op 'Weerstand' om te sien hoeveel weerstand 'n eenheid teen verskillende "
"soorte aanvalle bied."
#: 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 ""
"Die terrein waarop jou eenhede hul bevind bepaal die kans wat jou "
"teenstander het om hulle in 'n geveg te tref. Die verdedigingsaanslag vir "
"die tans gekose eenheid op die gekose terrein, word in die boonste "
"regterkantste hoek vertoon."
#: 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 ""
"Vergifde eenhede verloor 8 LewensPunte elke beurt, maar kan egter nie van "
"die gif doodgaan nie - want die gif sal nie hulle LewensPunte na minder as 1 "
"verlaag nie. Vergifde eenhede kan genees word deur hulle tot op 'n dorp te "
"beweeg, of om hulle langs 'n eenheid te plaas wat kan genees."
#: 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 ""
"Jy kan eenhede vanuit 'n vorige scenario gebruik deur 'Herroep' op die "
"keusebalk te kies. Deur dieselfde eenhede oor en oor te herroep, kan jy 'n "
"kragtige en ervare leër opbou."
#: 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 ""
"Eenhede het 'n beheersone in elkeen van die blokke langsaan hulle. As 'n "
"eenheid in 'n vyand se beheersone inbeweeg mag hy nie verder beweeg tydens "
"daardie beurt nie. Vlak 0 eenhede is te swak om 'n beheersone te hê; "
"skermutselaars is so ervare dat hulle hierdie sones kan ignoreer."
#: 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 ""
"Die kanse om 'n eenheid te tref hang gewoonlik af van hoe goed daardie "
"eenheid homself op die terrein waarop dit staan, kan verdedig. "
"Toorkragaanvalle het egter altyd 'n 70% kans om te tref beide tydens 'n "
"aanval en verdediging en skerpskut-aanvalle het ten minste 'n 60% kans om te "
"tref wanneer aangeval word."
#: data/tips.cfg:9
msgid ""
"Units stationed in villages heal 8 hitpoints at the beginning of their turn."
msgstr ""
"Eenhede wat op Dorpies is kry 8 LewensPunte aan die begin van hulle beurt."
#: 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 ""
"Eenhede wat nie beweeg of aanval gedeurende hul beurt nie, sal 2 lewenspunte "
"herwin aan die begin van hulle volgende beurt."
#: 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 ""
"Die meeste voetsoldate verdedig beter in dorpe en kastele as in enige ander "
"terrein, terwyl die meeste berede eenhede geen verdedigingsvoordeel in dorpe "
"en kastele ontvang nie."
#: 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 ""
"Berede eenhede bied normaalweg goeie weerstand teen aanvalle met lem- of "
"impakwapens, maar hulle is vatbaar vir aanvalle met steekwapens, insluitend "
"boë en spiese."
#: 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 ""
"Die toediening van 'n doodsteek op 'n vyandige eenheid is die beste manier "
"vir 'n eenheid om ervaring op te doen. Eenhede wat 'n vyand dood sal 8 "
"ervaringspunte kry vir elke vlak van die eenheid wat hulle dood."
#: 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 ""
"Elwe eenhede beweeg en veg baie goed in woude. Dwerg-eenhede beweeg en veg "
"baie goed op heuwels en berge."
#: 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 ""
"Geduld is meestal die sleutel. Eerder as om in swak toestande en met min "
"troepe aan te val, wag vir beter toestande en val dan aan."
#: 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 ""
"As jy uit verskillende rigtings aangeval word, mag dit 'n goeie idee wees om "
"misbare eenhede in sommige rigtings te stuur om die vyandige eenhede "
"sodoende te vertraag."
#: data/tips.cfg:17
msgid ""
"Do not be afraid to retreat and regroup, it is often the key to victory."
msgstr ""
"Moenie bang wees om terug te val en te her-groepeer nie, dit is gereeld die "
"sleutel na sukses"
#: 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 ""
"In die meeste veldtogte sal jy 'n goud bonus ontvang as jy vroeg klaarmaak, "
"afhangende van die aantal dorpe op die kaart en die aantal beurte wat jy "
"vroegtydig klaarmaak. Jy sal altyd meer goud op dié manier verdien as om "
"dorpe te beset en te wag dat die beurte opraak."
#: 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 ""
"Jou leier kan eenhede werf of herroep vanuit enige vesting in 'n kasteel en "
"nie net die vesting waarop hulle begin het nie. Jy kan vestings oorneem by "
"'n vyand en ook vandaar werwing doen. Sommige van jou bondgenote mag dalk "
"ook toelaat om vir jou plek te maak op hulle vestings sodat jy vandaar af "
"kan werwing doen."
#: data/tips.cfg:20
msgid ""
"Skeletons are resistant to piercing and bladed attacks, but vulnerable to "
"impact, fire, and holy attacks."
msgstr ""
"Geraamtes bied hoë weerstand tot steek en lem-aanvalle maar is vatbaar vir "
"impak-, vuur- en heilige aanvalle."
#: data/tips.cfg:21
msgid ""
"Units with leadership ability make lower level adjacent units on the same "
"side fight better."
msgstr ""
"Eenhede met leierskapsvaardighede veroorsaak dat aangrensende laer vlak "
"eenhede aan dieselfde kant beter veg."
#: 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 ""
"Dit is 'n goeie idee om nie langs 'n onbesette dorp verby te beweeg nie. Die "
"vyandige eenheid mag dalk tot daarop beweeg en jou aanval en dan ook sommer "
"terselftertyd die verbeterde verdediging en genesing geniet."
#: data/tips.cfg:23
msgid ""
"Holding the mouse cursor on an ability or trait shows a description of that "
"ability or trait."
msgstr ""
"Deur die wyser op 'n vermoë of karaktertrek te plaas word 'n beskrywing van "
"daardie vermoë of karaktertrek vertoon."
#: data/tips.cfg:24
msgid "Use lines of units to screen injured units to let them recover."
msgstr ""
"Gebruik linies van eenhede om gewonde eenhede van die vyand af te skerm om "
"hulle tyd te gee om te herstel."
#: data/tips.cfg:25
msgid "Read the hotkeys list in the preferences menu."
msgstr "Lees die Hotkeys lys in die instellings menu"
#: 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 ""
"As jy 'n eenheid skuif, maar nie aanval nie, of addisionele inligting "
"ontdek, kan jy die skuif ongedaan maak deur 'u' te druk."
#: data/tips.cfg:27
msgid ""
"You can see how far enemy units can move by moving the mouse cursor over "
"them."
msgstr ""
"Jy kan vasstel hoe ver vyandige eenhede kan beweeg deur jou wyser oor hulle "
"te beweeg."
#: data/tips.cfg:28
msgid ""
"Use healers to support your attacks - they will win you battles without "
"needing to attack anything themselves."
msgstr ""
"Gebruik gesondmakers om jou aanvalle te ondersteun - hulle sal gevegte vir "
"jou wen sonder die nodigheid dat hulle self nodig het om aan te val."
#: 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 ""
"Die 'stadige' aanvalsvermoë veroorsaak dat vyandige eenhede stadiger beweeg, "
"maar gee hulle ook een minder aanval as wat hulle normaalweg sou gehad het. "
"Dit is dus baie effektief teen eenhede wat net 'n paar kragtige aanvalle het."
#: data/tips.cfg:30
msgid "Holy attacks are very powerful against undead."
msgstr "Heilige aanvalle is baie kragtig teen die wandelende dooies"
#: data/tips.cfg:31
msgid ""
"Units are healed when they advance a level. Used wisely, this can turn a "
"fight."
msgstr ""
"Eenhede word genees wanneer hulle tot 'n hoër vlak bevorder word. As dit "
"wyslik gebruik word kan dit die verloop van 'n geveg laat swaai."
#: data/tips.cfg:32
msgid ""
"Charging units are best used against enemies they can kill with a single "
"blow."
msgstr ""
"Stormende eenhede word op hulle beste gebruik teen eenhede wat hulle met 'n "
"enkele hou kan dood."
#: data/traits.cfg:6 data/translations/english.cfg:61
msgid "loyal"
msgstr "lojaal"
#: data/traits.cfg:7
msgid "Zero upkeep"
msgstr "Geen onderhoudingskoste"
#: data/traits.cfg:17
msgid "undead"
msgstr "lewende dood"
#: data/traits.cfg:18
msgid "Immune to poison"
msgstr "bestand teen gif"
#: data/traits.cfg:25
msgid "strong"
msgstr "sterk"
#: data/traits.cfg:41
msgid "dextrous"
msgstr "vaardig"
#: data/traits.cfg:53
msgid "quick"
msgstr "vinnig"
#: data/traits.cfg:68
msgid "intelligent"
msgstr "intelligent"
#: data/traits.cfg:79
msgid "resilient"
msgstr "volhard"
#: data/translations/english.cfg:2
msgid "Easy"
msgstr "Maklik"
#: data/translations/english.cfg:3
msgid "Medium"
msgstr "Middelmatig"
#: data/translations/english.cfg:4
msgid "Hard"
msgstr "Moeilik"
#: 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 ""
"Eenhede met 'n wettige ingesteldheid veg beter in die dag en swakker in die "
"nag.\n"
"\n"
"Dag: +25% Skade\n"
"Nag: -25% Skade"
#: data/translations/english.cfg:10
msgid ""
"Neutral units are unaffected by day and night, fighting equally well under "
"both conditions."
msgstr ""
"Neutrale eenhede word nie deur die nag en dag beïnvloed nie en veg ewe goed "
"onder beide toestande."
#: 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 ""
"Chaotiese eenhede veg beter snags en swakker bedags\n"
"\n"
"Dag: -25% Skade\n"
"Nag: +25% Skade"
#: 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 ""
"Lokval:\n"
" Hierdie eenheid kan in woude wegkruip en ongemerk deur sy vyande bly.\n"
"\n"
"Vyandige eenhede kan nie hierdie eenheid sien of aanval wanneer dit in 'n "
"woud is nie, behalwe vir die beurt wat volg net nadat die eenheid self 'n "
"aanval doen of wanneer daar vyandige eenhede reg langs die eenheid is."
#: 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 "lokval"
#: 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 ""
"Genesers:\n"
"Hierdie eenheid kombineer kruie-medisyne met toorkrag om eenhede sodoende "
"vinniger te genees as wat normaalweg op 'n slagveld moontlik is.\n"
"\n"
"Hierdie eenheid sal vir alle aangrensende goedgesinde, beseerde eenhede aan "
"die begin van elke beurt sorg.\n"
"'n eenheid wat deur 'n geneser versorg word mag tot soveel as 8 LP per beurt "
"genees word.\n"
"'n geneeser mag vir 'n totaal van 18 LP per beurt genees, vir al die eenhede "
"wat dit versorg.\n"
"'n geneeser kan 'n eenheid van gif genees, maar die eenheid sal geen "
"addisionele gesondmaak kry totat dit totaal van die gif genees is nie."
#: 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 "genees"
#: 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 ""
"Gesond maak:\n"
"Laat die eenheid toe om aangrensende, goedgesinde eenhede gesond te maak aan "
"die begin van die beurt.\n"
"\n"
"'n Eenheid wat deur 'n gesondmaker versorg word, kan soveel as 4 LP per "
"beurt gesondmaak.\n"
"'n Vergiftigde eenheid kan nie deur 'n gesondmaker van sy vergiftiging "
"genees word nie en moet die sorg van 'n dorp of 'n eenheid wat kan genees "
"opsoek."
#: 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 "gesondmaak"
#: 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 ""
"Verlig:\n"
"Hierdie eenheid verlig die omliggende gebied, wat tot gevolg het dat eenhede "
"met wettige ingesteldheid beter veg en chaotiese eenheid swakker veg.\n"
"\n"
"Enige eenhede langs hierdie eenheid sal veg asof dit skemer is, in die nag "
"en soos in die dag wanneer dit skemer is."
#: data/translations/english.cfg:49
msgid "illuminates"
msgstr "verlig"
#: 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 ""
"Leierskap:\n"
"Hierdie eenheid kan goedgesinde eenhede langs hom ly, wat veroorsaak dat "
"hulle beter veg.\n"
"\n"
"Aangrensende goedgesinde eenhede van 'n laer vlak sal meer skade tydens 'n "
"geveg aanrig. Wanneer 'n eenheid wat langs 'n eenheid met Leierskap is en 'n "
"laer vlak het, en ook aan dieselfde kant veg, sal sy aanvalle 25% meer skade "
"vermenigvuldig met die verskil in hulle vlakke aanrig."
#: 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 "leierskap"
#: data/translations/english.cfg:59
msgid ""
"Loyal:\n"
"Never more than 1 upkeep."
msgstr ""
"Lojaal:\n"
" Nooit meer as 1 onderhoud."
#: 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 ""
"Nagbekruiper:\n"
"Die eenheid word onsigbaar in die nag.\n"
"\n"
"Vyandige eenhede kan nie hierdie eenheid in die nag sien of aanval nie, "
"behalwe vir die beurt wat volg direk na die eenheid self 'n aanval geloods "
"het of as daar vyandige eenhede reg langs hierdie eenheide is."
#: data/translations/english.cfg:68 data/units/Nightgaunt.cfg:21
#: data/units/Shadow.cfg:16
msgid "nightstalk"
msgstr "nagsluip"
#: 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 ""
"Hernuwing:\n"
"Hierdie eenheid kan homself met 8 LP per beurt genees. As dit vergiftig word "
"sal dit die gif verwyder in plaas daarvan om te genees."
# herlewing?
#: 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 "regenereer"
#: 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 ""
"Skermutselaar:\n"
"Hierdie eenheid is vaardig om by vinnig by vyande verby te sluip en ignoreer "
"Vyandige beheersones."
#: 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 "skermutselaar"
#: data/translations/english.cfg:81
msgid ""
"Steadfast:\n"
"This unit's resistance is doubled, up to a maximum of 50%, when defending."
msgstr ""
"Standvastig:\n"
" Hierdie eenheid se weerstand word verdubbel tot 'n maksimum van 50% wanneer "
"hulle verdedig."
#: 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 "standvastig"
#: data/translations/english.cfg:86
msgid ""
"Teleport:\n"
"This unit may teleport between any two friendly villages using one of its "
"moves."
msgstr ""
"Teleporteer:\n"
"Hierdie eenheid kan tussen twee goedgesinde dorpe verplaas word deur slegs "
"een van sy bewegings te gebruik."
#: data/translations/english.cfg:88 data/units/Silver_Mage.cfg:22
#: data/units/Silver_Mage.cfg:158
msgid "teleport"
msgstr "teleporteer"
#: 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 ""
"Rugsteek:\n"
"Hierdie eenheid dien dubbele skade toe as 'n goedgesinde eenheid aan die "
"ander kant van die teiken is. (Dit werk nie vir bongenote nie.)"
#: 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 ""
"Waansin:\n"
"Hetsy dit aanvallend of verdedigend gebruik word, sal hierdie aanval "
"voortduur totdat een van die vegters sneuwel."
#: 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 ""
"Storm:\n"
" Hierdie aanval rig dubbele skade aan die teiken aan. Dit veroorsaak ook dat "
"hierdie eenheid dubbele skade ly vanaf die teiken se teenaanval."
#: 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 ""
"Dreineer:\n"
" Hierdie eenheid dreineer lewende eenhede se gesondheid en genees homself "
"met 'n hoeveelheid gelykstaande aan die helfte van die skade wat dit toedien."
#: data/translations/english.cfg:105
msgid ""
"First Strike:\n"
"This unit always strikes first with this attack, even if they are defending."
msgstr ""
"Eerste Trefhou:\n"
" Hierdie eenheid sal altyd eerste slaan met hierdie aanval, selfs al "
"verdedig hy."
#: data/translations/english.cfg:108
msgid ""
"Magical:\n"
"This attack always has a 70% chance to hit."
msgstr ""
"Magies:\n"
" Hierdie aanval het 'n 70 % kans om 'n trefhou te wees."
#: data/translations/english.cfg:111
msgid ""
"Marksman:\n"
"When used offensively, this attack always has at least a 60% chance to hit."
msgstr ""
"Skerpskut:\n"
"Wanneer aanvallend gebruik word het hierdie aanval altyd ten minste 'n 60% "
"kans om te tref."
#: 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 ""
"Plaag:\n"
" Wanneer 'n eenheid sterf a.g.v. 'n plaagaanval, word die eenheid vervang "
"met 'n identiese eenheid aan dieselfde kant as die eenheid met die "
"plaagaanval. (Dit werk nie op wandelende dooies of eenhede in dorpe nie.)"
#: 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 ""
"Gif:\n"
" Hierdie aanval vergiftig die teiken. Vergiftigde eenhede verloor 8 LP met "
"elke beurt totdat hulle genees word of na 1 LP verminder het."
#: 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 ""
"Stadig:\n"
" Hierdie aanval vertraag die teiken. Vertraagde eenhede beweeg slegs teen "
"die helfte van hulle normale spoed en ontvang een minder aanval in 'n geveg "
"tot aan die einde van hulle beheerder se beurt."
#: 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 ""
"Klip:\n"
"Hierdie eenheid verander die teiken in klip. Eenhede wat in klip verander "
"het mag nie beweeg of aanval nie."
#: data/translations/english.cfg:132
msgid "$name's Bridge,$name's Crossing"
msgstr "$name se Brug,$name se Drif"
#: data/translations/english.cfg:133
msgid "$name's Highway,$name's Pass,Path of $name"
msgstr "$name se Hoofpad,$name Pas,$name Weg"
#: data/translations/english.cfg:134
msgid "$name River,River $name"
msgstr "$name Rivier,$name rivier"
#: data/translations/english.cfg:135
msgid "$name Forest,$name's Forest"
msgstr "$name Woud,$name se Woud"
#: data/translations/english.cfg:136
msgid "$name Lake"
msgstr "$name Meer"
#: data/translations/english.cfg:137
msgid "$name|bury,$name|ham,$name|ton"
msgstr "$name|bury,$name|ham,$name|ton"
#: data/translations/english.cfg:138
msgid "$name|harbor,$name|port"
msgstr "$name|hawe,$name|poort"
#: data/translations/english.cfg:139
msgid "$name|ham,$name|ford,$name|cross,$river|ford,$river|cross"
msgstr "$name|ham,$name|ford,$name|kruising,$river|ford,$river|kruising"
#: data/translations/english.cfg:140
msgid "$river|bridge,$river|bridge,$river|bridge,$name|ham,$name|bridge"
msgstr "$river|bridge,$river|bridge,$river|bridge,$name|ham,$name|bridge"
#: data/translations/english.cfg:141
msgid "$name|ham,$name|ton,$name|field"
msgstr "$name|ham,$name|ton,$name|veld"
#: data/translations/english.cfg:142
msgid "$name|ham,$name|ton,$name|wood,$name Forest"
msgstr "$name|ham,$name|ton,$name|wood,$name Forest"
#: data/translations/english.cfg:143
msgid "$name|ham,$name|bury,$name|ton,$name|hill,$name|crest"
msgstr "$name|ham,$name|bury,$name|ton,$name|hill,$name|crest"
#: data/translations/english.cfg:144
msgid ""
"$name|ham,$name|bury,$name|ton,$name|mont,$name|mont,$name|cliff,$name|cliff"
msgstr ""
"$name|ham,$name|bury,$name|ton,$name|mont,$name|mont,$name|cliff,$name|cliff"
#: data/units/Ancient_Lich.cfg:3
msgid "Ancient Lich"
msgstr "Antieke Sielsuiger"
#: 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 ""
"'n Wese uit hierdie orde is afkomstig uit 'n lank vergete tydperk. Enigeen "
"wat 'n antieke Lich teëkom het baie belangriker dinge om hom oor te bekommer "
"as die dood.\n"
"\n"
"Spesiale Notas:Die afstandsaanvalle van 'n lich het towerkrag en het altyd "
"'n baie hoë kans om 'n teenstander te tref. Die aanraking van 'n lich "
"dreineer die slagoffer se liggaam om die lig te laat hernuwe."
#: 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 "aanraak"
#: 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 "koue"
#: 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 "dreineer"
#: 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 "toorkuns"
#: 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 "magies"
#: data/units/Ancient_Wose.cfg:3
msgid "Ancient Wose"
msgstr "Antieke Wose"
# lokval,herlewing?
#: data/units/Ancient_Wose.cfg:7 data/units/Elder_Wose.cfg:7
#: data/units/Wose.cfg:7
msgid "ambush,regenerates"
msgstr "lokval,regenereer"
#: 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 ""
"Daar is 'n snaakse storie van 'n boer wat 'n groot eik op sy grasperk gehad "
"het, 'n boom wat daar gestaan het toe die boer vir die eerste keer die grond "
"daar omgedolwe het en waaronder sy gesin baie herinneringe gehad het. Dit "
"was vir hom 'n skok toe hy een oggend ontdek dat die boom op een of ander "
"manier weggeneem is, met net 'n kaal stukkie aarde waar dit eens gestaan "
"het. Die arme boer was daarna nooit weer dieselfde nie.\n"
"\n"
"Sulke ontmoetings is al wat bekend is van die waarskynlik mees antieke "
"hisse.\n"
"\n"
"Spesiale Notas: Hisse regenereer deur die hulpbronne rondom hulle te "
"gebruik, wat beteken dat hulle nie in dorpe bymekaar hoef te kom om voedsel "
"of hulp te kry nie."
#: data/units/Ancient_Wose.cfg:43 data/units/Elder_Wose.cfg:24
#: data/units/Wose.cfg:24
msgid "crush"
msgstr "verpletter"
#: 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 "impak"
#: data/units/Arch_Mage.cfg:3
msgid "Arch Mage"
msgstr "Opper Towenaar"
#: 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 ""
"Die titel van Opper-towenaar word slegs na 'n leeftyd se studie en "
"prestasies daarmee saam toegeken. Hooftowenaars word dikwels in "
"opvoedingsposisies aangewend of as raadgewers aan hulle wat wys genoeg is om "
"na die vrugte van hul wysheid te soek. Baie neig om welvarende beskermhere "
"te wees, 'n winsgewende bedryf vir beide partye aangesien dit buiten 'n "
"woordjie van advies so af en toe, die towenaar die vryheid gee om sy "
"navorsing ongesteurd te doen. Van hulle is baie sku vir die beskawing en "
"spandeer hulle tyd as kluisenaars, dikwels om iets te bestudeer wat die "
"meeste geneig sal wees om af te keur.\n"
"\n"
"Al word hulle nie opgelei vir enige soort geveg nie, kan 'n hooftowenaar "
"indien nodig die volle mag van hulle toorkuns loslaat, iets wat nie ligtelik "
"opgeneem moet word nie.\n"
"\n"
"Spesiale Nota:die hooftowenaar se vuurballe besit toorkrag en het altyd 'n "
"baie goeie kans om 'n teenstander te tref."
#: 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 "staf"
#: 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 "vuurbal"
#: 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 "vuur"
#: data/units/Arch_Mage.cfg:113
msgid "female^Arch Mage"
msgstr "Opper Towenares"
#: data/units/Assassin.cfg:3
msgid "Assassin"
msgstr "Sluipmoordenaar"
#: 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 ""
"Die grootste skelms word somtyds aangesê om meer te neem as net hulle "
"slagoffers se besittings. Hierdie onheilspellende figure is meesters in "
"mesgevegte en bedrieglik vlugvoetig en sal enige moontlike manier gebruik om "
"stilweg van hulle slagoffers ontslae te raak, hetsy dit vergiftigde messe "
"wat van ver gegooi word of 'n dolk wat in die rug gesteek word. Hierdie "
"sluipmoordenaars is dodelik in die nag maar is ongemaklik daarmee om in die "
"heldere sonlig te veg.\n"
"\n"
"Spesiale Notas:terwyl 'n eenheid met dieselfde lojaliteite as die "
"sluipmoordenaar die vyand se aandag aftrek, kan die sluipmoordenaar hom in "
"die rug steek en dubbele skade aanrig, deur agter daardie vyand in te sluip. "
"Hulle gooimesse is ook met gif besmeer wat voortdurend die vyand se krag sal "
"laat kwyn."
#: 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 "dolk"
#: 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 "lem"
#: 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 "rugsteek"
#: data/units/Assassin.cfg:68 data/units/Assassin.cfg:150
#: data/units/Rogue.cfg:41 data/units/Rogue.cfg:103
msgid "knife"
msgstr "mes"
#: 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 "gif"
#: data/units/Assassin.cfg:98
msgid "female^Assassin"
msgstr "Sluipmoordenaar"
#: data/units/Bandit.cfg:3
msgid "Bandit"
msgstr "Bandiet"
#: 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 ""
"Bandiete is 'n mengelmoes van manne waarvan die meeste maar 'n twyfelagtige "
"agtergrond het. Hulle is die krag van enige georganieseerde groep kriminele "
"en al is hulle ongekunsteld en nie baie intelligent nie, is hulle baie goed "
"daarmee om hulle slagoffers te moker tot oorgawe. Soos enige soort skelm, is "
"hulle nie daarmee gediend om in die helder daglig te veg nie, aangesien "
"hulle daaraan gewoond is om snags te werk."
#: 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 "knuppel"
#: data/units/Battle_Princess.cfg:3 data/units/Battle_Princess.cfg:55
msgid "female^Battle Princess"
msgstr "Oorlogs Prinses"
#: data/units/Battle_Princess.cfg:19 data/units/Battle_Princess.cfg:70
msgid "leadership,skirmisher"
msgstr "leierskap,skermutselaar"
#: data/units/Battle_Princess.cfg:21 data/units/Battle_Princess.cfg:72
msgid ""
"A noble by birth, the Princess has learnt swordplay with the greatest "
"generals, and battle tactics with the greatest sages, making her both a "
"great combatant and leader. Now battle-hardened and strong of will, she can "
"now aid those around her in the art of combat."
msgstr ""
"Die Prinses, 'n koninklike met geboorte, het die swaardkuns by die beste "
"generaals aangeleer en gevegstaktieke by die grootste wysgere, wat haar "
"beide 'n gedugte vegter en leier maak. Noudat sy 'n geharde vegter is met 'n "
"ysere wil, kan sy diegene rondom haar help met die gevegskuns."
#: 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 "swaard"
#: 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 "Vlamsepter"
#: data/units/Blood_Bat.cfg:3
msgid "Blood Bat"
msgstr "Bloed Vlêrmuis"
#: 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 ""
"Bloedsuier Vlermuise is vinnig en kan die bloed van enigeen wat hulle aanval "
"uitsuig en hulself daarmee in die proses genees tot so 'n mate dat hulle "
"selfs sterker kan word as wat hulle was toe die geveg begin het. Hulle woede "
"is so kwaai dat die pelse van hierdie vlieënde dooie gediertes rooi gevlek "
"is met die bloed van hulle slagoffers."
#: 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 "slagtande"
#: data/units/Bone_Shooter.cfg:3
msgid "Bone Shooter"
msgstr "Been Skieter"
#: 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 ""
"Van al die nekromant se skeppings, neem sekere wesens die valse lewe met "
"meer ywer aan. Lewenskragtiges kry dikwels dan ook wapens om daarmee saam te "
"gaan; boogskutters word veral dikwels met 'n afskuwelike arsenaal voorsien. "
"Hulle pylkokers word volgemaak met pyle wat nie van hout gemaak is nie maar "
"uit die bene van hul slagoffers. Hulle word eenvoudig die 'Gebeente "
"Skieters' genoem deur hulle stomme vyande, hierdie verfoeilike wesens is 'n "
"verskrikking vir al wat leef."
#: data/units/Bone_Shooter.cfg:36 data/units/Soul_Shooter.cfg:27
msgid "stab"
msgstr "steek"
#: 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 "boog"
#: 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 "steek"
#: data/units/Bowman.cfg:3
msgid "Bowman"
msgstr "Boogskutter"
#: 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 ""
"Die gebruik van boogskiet om dinge anders as wild te skiet is al bekend "
"sedert dit begin het en is boogskutters sedert menseheugenis 'n onmisbare "
"element in oorlogvoering. Boogskutters is gewoonlik van nederige afkoms en "
"kom uit die gewone mense of soms houtkappers en is redelik vaardig met beide "
"'n boog en 'n kort swaard en word algemeen op 'n slagveld aangetref."
#: data/units/Cavalier.cfg:3
msgid "Cavalier"
msgstr "Kavalier"
#: 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 ""
"Kavaliere is 'n triomfantelike gesig op 'n slagveld en hulle is meesters met "
"die gebruik van beide die swaard en boog vanaf 'n perd se rug. Hulle vermoë "
"om afstandswapens te gebruik laat hulle toe om sonder vrees vir vergelding "
"op baie vyande toe te slaan en hulle dapperheid het al die gang van die "
"grootste gevegte in die geskiedenis omgekeer."
#: 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 "Kruisboog"
#: data/units/Cavalryman.cfg:3
msgid "Cavalryman"
msgstr "Ruitery"
#: 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 ""
"Kavalliere word onderskei van ruiters deur hulle taktiek en toerusting. 'n "
"Kavallier dra swaar beskutting en ook 'n swaard en skild eerder as 'n lans. "
"Hulle taktiek sluit nie bestorming in nie, maar eerder maneuvers soos tref "
"en trap houe met hulle swaarde en gebruik hulle beide perd en ruiter as "
"doeltreffende kortafstand wapens.Kavalliere is baie nuttig om stellings oor "
"te neem en te hou op oop grond om seker te maak soldate agter die linies is "
"goedgesindes en ook vir verkenningswerk."
#: data/units/Cave_Spider.cfg:3
msgid "Giant Spider"
msgstr "Reuse Spinnekop"
#: 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 ""
"Daar word vertel dat Reuse Spinnekoppe in die dieptes van Knalga rondbeweeg. "
"Die monsters vreet baie van hul slagoffers. Hulle kan jou byt as jy naby is "
"en jou vol gif pomp, maag hulle kan ook vanuit ;n afstand hule wed uitskiet "
"en jou sodoende vertraag. "
#: data/units/Cave_Spider.cfg:47
msgid "web"
msgstr "spinnerak"
#: 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 "verstadig"
#: data/units/Chocobone.cfg:3
msgid "Chocobone"
msgstr "Chocobone"
#: 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 ""
"Terwyl hul op die geraamtes van volstruis-agtige voëls ry, wat eens gebruik "
"is as rygoed vir 'n langvergeete nasie, is die Chocobones vinniger as meeste "
"berede eenhede."
#: 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 "spies"
#: 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 "bestorm"
#: data/units/Cockatrice.cfg:3
msgid "Cockatrice"
msgstr "Kokatries"
#: 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 ""
"Ook genoem 'basiliks', word daar vertel dat hierdie kreature enige lewende "
"wese in klip kan verander. Dit is seker nie nodig om te sê dat dit hulle "
"baie gevaarlike wesens maak nie."
#: data/units/Cockatrice.cfg:33
msgid "gaze"
msgstr "staar"
#: data/units/Cockatrice.cfg:38 src/actions.cpp:898 src/actions.cpp:1065
msgid "stone"
msgstr "versteen"
#: data/units/Commander.cfg:3 data/units/Commander.cfg:90
msgid "Commander"
msgstr "Bevelvoerder"
#: 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 ""
"Die rang van Kommandeur word gehou deur diegene wat gevegsgroepe in gevegte "
"inlei. Hulle het leierskeienskappe en verbeter die gevegsvermoë van laer "
"vlak eenhede in omliggende blokke. Kommandeurs is die vaardigste met die "
"swaard, maar hulle kan ook 'n boog dra indien nodig. As die Kommandeur "
"verlore gaan is die stryd ook verlore."
#: data/units/Cuttle_Fish.cfg:3
msgid "Cuttle Fish"
msgstr "Inkvis"
#: 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 ""
"Inkvisse is reusagtige kreature van die see. Hulle gryp hulle opponente vas "
"met hulle sterk tentakels, of spoeg giftige swart ink vanaf 'n distansie. "
"Die beste manier om 'n geveg met hierdie monsters te oorleef is om aan land "
"te bly."
#: data/units/Cuttle_Fish.cfg:33 data/units/Tentacle.cfg:21
msgid "tentacle"
msgstr "tentakel"
#: data/units/Cuttle_Fish.cfg:69
msgid "ink"
msgstr "ink"
#: data/units/Dark_Adept.cfg:4
msgid "Dark Adept"
msgstr "Ervare Swartsiel"
#: data/units/Dark_Adept.cfg:24 data/units/Dark_Adept.cfg:86
#, fuzzy
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 ""
"Die beloning vir swart toorkuns moet inderdaad groot wees aangesien die "
"straf vir enigeen wat betrap word in die uitoefening daarvan in die "
"beskaafde wêreld die dood is. Tog is daar diegene wat die kuns beoefen, "
"aangesien die beloning daarvoor onsterflikheid is. Weggesteek in "
"geheimsinnige kultusse of ingeburger deur die duistere bevele"
#: 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 "Rillingsgolf"
#: data/units/Dark_Adept.cfg:66
msgid "female^Dark Adept"
msgstr "Ervare Swartsiel"
#: data/units/Dark_Queen.cfg:3
msgid "female^Dark Queen"
msgstr "Duister Koningin"
#: 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 ""
"Die bose koningin-moeder Asheviere het jare lank Wesnoth ge-terroriseer. "
"Haar kennis van die toorkunste maak haar 'n waardige opponent in 'n geveg "
"alhoewel haar kragte meestal kom van die wat sy lei."
#: data/units/Dark_Queen.cfg:35
msgid "scepter"
msgstr "septer"
#: data/units/Dark_Sorcerer.cfg:3
msgid "Dark Sorcerer"
msgstr "Duistere Towenaar"
#: 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 ""
"Die vrees wat die swart towerkuns inboesem is hoofsaaklik te danke aan hoe "
"min gewone mense daarvan weet. As dit werklik onsterflikheid gee, sou dit "
"wenslik wees om so gou moontlik na die lichdom om te skakel voordat siekte "
"en swakheid 'n towenaar oorval. Tog is 'n swart towenaar opgemerk wat al in "
"jare gevorder het maar tog kragtig genoeg om 'n lich te kan teenstaan.\n"
"\n"
"'n Mens kan maar net wonder hoekom so iemand sal uitstel of die geleentheid "
"geheel en al sou opsê. Daar word gegis dat die onsterflikheid nie ware "
"onsterflikheid is nie, of dat daar 'n verskriklike en onbesproke prys is wat "
"betaal moet word om een te word.\n"
"\n"
"Spesiale notas:Die afstandaanvalle van 'n swart towenaar besit toorkrag en "
"het altyd 'n goeie kans om 'n teenstander te tref. Die swart towenaar se "
"staf met die pes besmet en enigeen wat daardeur getref word sal weer in 'n "
"lewende dood opstaan."
#: data/units/Dark_Sorcerer.cfg:29 data/units/Soulless.cfg:44
msgid "plague(Walking Corpse)"
msgstr "Wandelende Plaagdooie"
#: data/units/Dark_Spirit.cfg:3
msgid "Dark Spirit"
msgstr "Duistere Gees"
#: 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 ""
"Duistere Geeste is boodskappers vanuit die dode, en 'n angswekkende vrees in "
"hierdie wêreld. Gelukkig word die wesens maar min gesien in Wesnoth."
#: data/units/Dark_Spirit.cfg:32 data/units/Spectre.cfg:52
#: data/units/Wraith.cfg:28
msgid "baneblade"
msgstr "Dodelem"
#: data/units/Dark_Spirit.cfg:49 data/units/Ghost.cfg:35
#: data/units/Spectre.cfg:69 data/units/Wraith.cfg:45
msgid "wail"
msgstr "kla"
#: data/units/Death_Knight.cfg:3
msgid "Death Knight"
msgstr "Dode Ridder"
#: 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 ""
"Verhale word vertel van die magtigste krygers en generale, wat deurtrek van "
"haat en 'n gevoel van verraad, weer na hierdie wêreld as Dooie Ridders "
"teruggekeer het. Hulle dra dieselfde wapens as tevore en lei die wandelende "
"dooies in hulle soeke na wraak."
#: data/units/Death_Knight.cfg:34 data/units/Dwarvish_Lord.cfg:28
#: data/units/Dwarvish_Steelclad.cfg:27
msgid "battle axe"
msgstr "strydbyl"
#: data/units/Deathblade.cfg:3
msgid "Deathblade"
msgstr "Doodslem"
#: 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 ""
"In lewe was die verfoeilikes wat as 'Dodelemme' bekend gestaan het meester "
"van die vegkuns, soldate wat beide rats en dodelik was. Hulle nuwe meesters "
"erken dit dikwels en probeer om voordeel daaruit te trek deur hulle met "
"uitrusting te voorsien om by hulle vorige vaardighede te pas. Al is hulle "
"swak is hierdie monsters baie vinniger as enige ander van hulle soort beide "
"te voet en met hulle lemme."
#: data/units/Deathmaster.cfg:3
msgid "Deathmaster"
msgstr "Dodemeester"
#: 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 ""
"Sy wandelinge op 'n donker pad het hom kragte gegee wat nie normaalweg aan "
"sterflikes gegun word nie, maar teen 'n verskriklike prys: die wandelende "
"dooie waaraan hy sy siel afgestaan het is stadig maar seker om sy sterflike "
"liggaam ook oor te neem en mettertyd sal hy 'n ware wandelende dooie en 'n "
"verskrikking vir alles wat leef en beef wees."
#: data/units/Demilich.cfg:3
msgid "Demilich"
msgstr "Demi-Sielsuiger"
#: 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 ""
"Na hulle te lank met die donker verbode towerkunste gepeuter het, het "
"hierdie towenaars 'n hoë prys begin betaal. Die halwe-liches het begin om "
"hulle liggame te verloor en self wandelende dooies begin word. Mettertyd mag "
"hulle geheel en al wandelend dood te wees en deur almal gevrees word."
#: data/units/Direwolf_Rider.cfg:3
msgid "Direwolf Rider"
msgstr "Duisterwolf Ruiter"
#: 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 ""
"'Skrikwolwe' verskil slegs in grootte en kleur van die gewone soort. Hulle "
"is tipies groter as 'n perd, met 'n aptyt om by hulle grootte te pas. Slegs "
"'n mal mens sal hulle vrywilliglik wil teëkom; die bose kabouters het met "
"groot moeite daarin geslaag om hulle mak te maak, as mak die regte woord "
"is.\n"
"\n"
"Die kloue van 'n wolf word gewoonlik nie as sy gevaarlikste liggaamsdeel "
"beskou nie, maar aan 'n dierasie van hierdie grootte is hulle dikker en "
"langer as ysterspykers. Hulle ruiters smeer 'n gif, soortgelyk aan dié wat "
"die orke-sluipmoordenaars gebruik, aan die voorpote wat 'n krap van hierdie "
"gediertes se pote dodelik maak.\n"
"\n"
"Spesiale notas:enigeen wat deur 'n skrikwolf se kloue gekrap word sal "
"vergiftig word en sal die slagoffers van die gif aanhou om skade op te doen "
"totdat hulle by 'n dorp of geneser genees kan word."
#: 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 "kloue"
#: data/units/Dragoon.cfg:3
msgid "Dragoon"
msgstr "Dragon"
#: 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 ""
"Die meer talentvolle kavelliere in die leërs va Wesnoth word opgelei om die "
"kruisboog te gebruik en kry ook die kragtigste perde. Hierdie soldate is "
"goed bewapen en vaardig met die gebruik van swaarde en kan vorentoe storm en "
"grond behou wat hulle afneem. Hulle beweeglikheid en standvastigheid maak "
"hulle baie waardevol op 'n slagveld."
#: data/units/Drake_Blademaster.cfg:4
msgid "Drake Blademaster"
msgstr "Drake Lem-meester"
#: 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 ""
"Hierdie drake watr swaarde bemeester word besweer to 'n spesiale orde. Die "
"wesens se merk is die swart en wit oorlogsverf wat hulle wys in 'n stryd."
#: 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 "vuurasem"
#: data/units/Drake_Burner.cfg:3
msgid "Drake Burner"
msgstr "Drake Vlamvegter"
#: 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 "Drake Kletter"
#: data/units/Drake_Clasher.cfg:20
msgid ""
"A Drake Clasher is incapable of both flight and fire-breathing, and most "
"assume their relegation to melee combat is because of disability - an "
"attempt to garner use from what otherwise would be a liability. It is "
"possible that they have some mild deficiency in those skills, but those who "
"support this theory have failed to consider how uniquely well-suited they "
"are to combat a fellow drake.\n"
"\n"
"They are, in fact, the Judicators of the Drake Hierarchy, and though their "
"armament is now largely ceremonial, it is none the less effective. In their "
"encounters with lesser races, they discovered that their natural size and "
"strength were themselves powerful weapons, and when combined with the "
"armament worn by this caste, the resulting warriors lack some of the typical "
"weaknesses of their kind, such as the strong vulnerability to spears and "
"arrows."
msgstr ""
#: data/units/Drake_Enforcer.cfg:3
msgid "Drake Enforcer"
msgstr "Drake Dwinger"
#: 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 "Drake Vegter"
#: 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 "kromswaard"
#: data/units/Drake_Fire.cfg:3
msgid "Fire Drake"
msgstr "Vuur Draak"
#: 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 "Drake Vlamhart"
#: 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 "Drake Fakkel"
#: 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 ""
"Drake is 'n ou ras, wys genoeg om aan hulle eie natuurlike leiers gehoor te "
"gee. Diegene wat 'fakkels' genoem word deur hulle vyande is die drake wat "
"daarna strewe om sulke leiers te wees, in vrede en in oorlog.\n"
"\n"
"Spesiale Notas: die leierskap van 'n 'Fakkel' stel goedgesinde eenhede langs "
"hulle om meer skade in 'n geveg aan te rig, dit geld egter net vir eenhede "
"op 'n laer vlak."
#: data/units/Drake_Gladiator.cfg:3
msgid "Drake Gladiator"
msgstr "Drake Gladiator"
#: 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 ""
"Die Swaardvegter het 'n heeltemal ander paadjie begin loop as die Slashers. "
"Eerder as om opleiding te beklemtoon, het hulle gekies om hulle op wapenkuns "
"toe te spits. Hulle is die smede van die Drake-samelewing en gevolglik het "
"hulle die beste wapens - die skerpste lemme en spiese en dan is daar die "
"staf wat hulle reeds indrukwekkende versameling voltooi. Hulle intense fokus "
"op wapens veroorsaak dat hulle so 'n bietjie daarvoor inboet in terme van "
"verdedigingsvermoëns."
#: data/units/Drake_Glider.cfg:3
msgid "Drake Glider"
msgstr "Drake Glider"
#: 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 ""
"Drake Swewers se harnasse is so lig as moontlik sodat hulle vinnig van hulle "
"vyande kan ontsnap wanneer hulle hul grotte verlaat. Hierdie Drake is "
"bekwame vegters en besit ook die interne vuur wat hul rasgenote het. Swewers "
"kan ook hul spoed doeltreffend gebruik om met 'n harde slag in hulle "
"teenstanders vas te vlieg en tot oorgawe te dwing. Die beste swewers het ook "
"die vooruitsig om by die geledere van die Lugdrake, wat so hoog vlieg, aan "
"te sluit."
#: data/units/Drake_Glider.cfg:23 data/units/Drake_Hurricane.cfg:27
#: data/units/Drake_Sky.cfg:28
msgid "slam"
msgstr "slaan toe"
#: data/units/Drake_Hurricane.cfg:3
msgid "Hurricane Drake"
msgstr "Orkaan Draak"
#: 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 ""
"Die Orkaandrake is meesters van die lugruim en is die elite onder die drake "
"wat kan vlieg. Hulle styg hoog bo bykans alle verdediging uit en spoeg "
"ongestraf vuur op hulle vyande."
#: data/units/Drake_Inferno.cfg:3
msgid "Inferno Drake"
msgstr "Inferno Draak"
#: 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 ""
"Die vlieënde skepsels wat as Helsebranderdrake bekend staan is die meesters "
"van die vuur wat hulle inasem en is net so goed soos hulle voorgangers in "
"die gebruik daarvan. Hierdie natuurlike vermoë maak dat hulle bykans immuun "
"is teen vuuraanvalle. Hulle blink vlamkleurige harnas is 'n toonbeeld van "
"die trots van hul stand, die ideaal waarna hulle broeders strewe."
#: data/units/Drake_Sky.cfg:3
msgid "Sky Drake"
msgstr "Lug Draak"
#: 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 ""
"Lugdrake is werklik die konings van die hemelruim. Deur hulle momentum en "
"vuurasem as wapens te gebruik is hierdie drake vele se ondergang. Hulle kan "
"vinnig op hulle slagoffers afduik en verdwyn gewoonlik voordat enigeen hulle "
"kan keer."
#: data/units/Drake_Slasher.cfg:4
msgid "Drake Slasher"
msgstr "Drake Kapper"
#: 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 ""
"Slashers is botsers wat gekies het om die gebruik van 'n Hellebaard te "
"bemeester eerder as om 'n swaard of spies te dra. Hulle grootte laat hulle "
"toe om 'n wapen te gebruik wat by hul groot lywe pas, groot genoeg om 'n "
"perd in te ryg soos 'n mens met 'n vark sal maak. Hulle opleiding het ook "
"hulle stamina en verdedigingsvermoëns verbeter, wat 'n groot voordeel is wat "
"hulle oor hulle neefs die Gladiators het."
#: 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 "halberd"
#: 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 "eerste trefhou"
#: data/units/Drake_Warden.cfg:4
msgid "Drake Warden"
msgstr "Drake Bewaarder"
#: 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 ""
"Die Bewaarders verteenwoordig die toppunt van die botser stand en word "
"gekies uit die geledere van die mees bekwame Slashers. Hulle het hul mag "
"sodanig gevorm dat bitter min krygers op hierdie aarde dit sal durf om hulle "
"teen te staan. Die Bewaarders se wapen van keuse is die hellebaard, wat "
"hulle baie doeltreffend gebruik."
#: data/units/Drake_Warrior.cfg:4
msgid "Drake Warrior"
msgstr "Drake Vegter"
#: 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 ""
"Drakekrygers gebruik hulle swaarde met groot vernuf en besit ook die "
"vaardigheid van hulle voorouers om vuur te kan spoeg. Die groot krag van "
"hulle soort stel hulle in staat om vernietigende houe te plant en om houe "
"net so goed te kan vat ook."
#: data/units/Draug.cfg:3
msgid "Draug"
msgstr "Draug"
#: 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 ""
"Die Draug, oorblyfsels van wat eens legendariese krygers was, boesem vrees "
"by almal wat hul teenstaan in. Hulle word nie deur boosheid gedryf nie maar "
"is verewig verbind tot die droom van onlewe en hul wandel deur al die "
"grootse veldslae in hul herinneringe en veg desperaat om weer vry te wees, "
"vir 'n vrede wat slegs met die mag van wapens gekoop kan word. Hulle "
"herrinneringe van hul vyand of die rede vir hul stryd het lankal vervaag."
#: data/units/Draug.cfg:37 data/units/Dwarvish_Fighter.cfg:22
#: data/units/Revenant.cfg:36 data/units/Skeleton.cfg:37
msgid "axe"
msgstr "byl"
#: data/units/Dread_Lich.cfg:3
msgid "Dread Lich"
msgstr "Dode Sielsuiger"
#: 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 ""
"Ten einde laaste het Ha'atel die hoogste prys betaal vir die duistere kunste "
"waarin hy gedelwe het en self die onlewe binne gegaan. Op die kruin van sy "
"mag het hy 'n lich geword, 'n lewende toonbeeld van verskrikking. Vir hom is "
"daar sonder enige twyfel nie meer omdraaikans en sal sy mag en "
"onsterflikheid as vertroosting moet dien vir dit wat hy verloor het in sy "
"strewe om dit te verkry."
#: data/units/Duelist.cfg:3
msgid "Duelist"
msgstr "Duellis"
#: 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 "rapier"
#: data/units/Dwarvish_Berserker.cfg:3
msgid "Dwarvish Berserker"
msgstr "Dwergse Beserker"
#: data/units/Dwarvish_Berserker.cfg:17
msgid ""
"Dwarves are an ancient race of powerful fighters. Their Berserkers forget "
"all defense in exchange for massive damage against their enemies. Once a "
"battle is entered, Dwarvish Berserkers attack ferociously, continuing to "
"push the attack until either they or their enemy lies dead."
msgstr ""
#: data/units/Dwarvish_Berserker.cfg:27 data/units/Dwarvish_Ulfserker.cfg:26
msgid "berserker frenzy"
msgstr "beserker woede"
#: data/units/Dwarvish_Berserker.cfg:30 data/units/Dwarvish_Ulfserker.cfg:29
msgid "berserk"
msgstr "beserk"
#: data/units/Dwarvish_Dragonguard.cfg:3
msgid "Dwarvish Dragonguard"
msgstr "Dwergse Drake-wag"
#: 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 "drakestaf"
#: data/units/Dwarvish_Fighter.cfg:3
msgid "Dwarvish Fighter"
msgstr "Dwergse Vegter"
#: 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 "hamer"
#: data/units/Dwarvish_Guardsman.cfg:3
msgid "Dwarvish Guardsman"
msgstr "Dwergse Wag"
#: 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 ""
"Die sterkste van die dwerge sluit party maat aan by die Dwergse lëer as "
"Wagte. Stadig en sonder 'n sterk aanval, bewaak hulle die lëer se flanke. "
"Hulle absorbeer baie skade en gooi swaar spiese as verdediging."
#: data/units/Dwarvish_Lord.cfg:3
msgid "Dwarvish Lord"
msgstr "Dwergse Heer"
#: 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 ""
"Geklee in blink lyf-beskutting het hierdie dwerge soos die kongings van "
"onder die berge gelyk. Hulle kon 'n byl en 'n oorlogs-hammer behendig "
"hanteer en 'n teiken met hul handbyl akkuraat raakgooi oor 'n afstand van "
"verskeie meters. Alhoewel stadig te voet, is hierdie dwerge 'n kenmerk van "
"die vernuftigheid van hul ras."
#: data/units/Dwarvish_Lord.cfg:61
msgid "hatchet"
msgstr "handbyl"
#: data/units/Dwarvish_Runemaster.cfg:3
msgid "Dwarvish Runemaster"
msgstr "Dwergse Towenaar"
#: 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 ""
"Dwergse toordery, sover as wat ons weet, manifesteer hulself deur runes. "
"Hierdie runes is spesiale merke wat op 'n voorwerp uitgekerf word. Net die "
"blote teenwoordigheid van hierdie rune-tekens veroorsaak dat die voorwerp "
"magiese kragte het. Alhoewel baie min gesien in 'n geveg, is dit verseker "
"dat 'n meester van die runes geweldig skade kan aanrig."
#: data/units/Dwarvish_Runemaster.cfg:21
msgid "runic hammer"
msgstr "ruine hamer"
#: data/units/Dwarvish_Runemaster.cfg:42
msgid "Lightning bolt"
msgstr "Blitsstraal"
#: data/units/Dwarvish_Sentinel.cfg:3
msgid "Dwarvish Sentinel"
msgstr "Dwergse Wag"
#: 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 ""
"Die Wag, met sy reuse-skild en dapperhied, weier om terug te staan onder "
"selfs die sterkste vyandige aanval."
#: data/units/Dwarvish_Stalwart.cfg:3
msgid "Dwarvish Stalwart"
msgstr "Dwergse Staatmaker"
#: 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 ""
"Staatmakers, na jare se oorlog, het nuwe skilde en beskerming gemaak van "
"oorblyfsels van hulle slag-offers. Alhoewel hulle stadig is, word hulle nog "
"steeds gevrees vir hul volharding en krag."
#: data/units/Dwarvish_Steelclad.cfg:3
msgid "Dwarvish Steelclad"
msgstr "Dwergse Staal-harnas"
#: 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 ""
"Die meer ervare Dwergse Steelcad vegters dra swaar chainmail en plaat-"
"pantser, waarvoor hulle baie beroemd is."
#: data/units/Dwarvish_Thunderer.cfg:3
msgid "Dwarvish Thunderer"
msgstr "Dwergse Donderaar"
#: 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 ""
"Toe die mense van wesnoth die eerse keer die dwerge ontmoet het, was hulle "
"ge-mistifiseer deur die krag van die Dwergse Donderaars, wat blykbaar die "
"dood vanuit snaakse 'stokkies' kon uitstraal in 'n geveg. Na die vrede deur "
"Ka'lain in werking getree het, het Haldric se mense, wat nie hierdie "
"geheimsinnige wapens verstaan het nie, en wat hulle ook nie self kon maak "
"nie, besef hoe gelukkig hulle is om nie langer teen die dwerge te veg nie. "
"Hulle het ook 'n eed afgelê om nooit weer teen die dwerge te baklei nie."
#: data/units/Dwarvish_Thunderer.cfg:63
msgid "thunderstick"
msgstr "donderstok"
#: data/units/Dwarvish_Thunderguard.cfg:3
msgid "Dwarvish Thunderguard"
msgstr "Dwergse Donderwag"
#: 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 ""
"Die Dwergse Donderwagte is bekend vir hul snaakse wapens. Hierdie houtstokke "
"met yster inlegsels maak 'n donderse lawaai as die dwerge kwaad is. Hoe die "
"wapen vervaardig word, is 'n geheim wat na die graf toe geneem was deur die "
"dwerge van Knalga, wie se wapens die was, so ons aanvaar dat hulle dit "
"gemaak het. Die meeste wat ons weet, van-uit wat mense vertel, is dat die "
"donkerbekke van die wapen 'n swart poeier vreet en dit maak die monster "
"binne in die donderbuis wakker.\n"
"\n"
"Alhoewel dit verskeie minute om die wapen gelaai te kry, is dit volgens die "
"dwerge