# Slovak translations for Battle for Wesnoth package.
# Copyright (C) 2004 Wesnoth development team
# This file is distributed under the same license as the Battle for Wesnoth package.
# Automatically generated, 2004.
#
msgid ""
msgstr ""
"Project-Id-Version: Battle for Wesnoth 0.8.2-CVS\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
"POT-Creation-Date: 2005-09-14 23:24+0200\n"
"PO-Revision-Date: 2005-09-04 00:10+0100\n"
"Last-Translator: Viliam Búr <bur@fantastika.sk>\n"
"Language-Team: none\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 "Bonus k maximálnemu zdraviu +"
#: data/amla.cfg:22
msgid "Full Heal"
msgstr "Vylieč všetko"
#: data/fonts.cfg:6
msgid "DejaVuSans.ttf,FreeSans.ttf,sazanami-gothic.ttf,gkai00mp.ttf"
msgstr "Bepa-Roman.ttf"
#: data/game.cfg:27
msgid "Binary Saves"
msgstr "Ukladaj binárne"
#: data/game.cfg:34
msgid "Show Combat"
msgstr "Zobrazuj súboj"
#: data/help.cfg:9
msgid "Introduction"
msgstr "Úvod"
#: data/help.cfg:15
msgid "Gameplay"
msgstr "Hra"
#: data/help.cfg:21 src/playturn.cpp:2249
msgid "Traits"
msgstr "Vlastnosti"
#: data/help.cfg:29 src/playturn.cpp:1791
msgid "Units"
msgstr "Jednotky"
#: data/help.cfg:35
msgid "Abilities"
msgstr "Schopnosti"
#: data/help.cfg:42
msgid "Weapon Specials"
msgstr "Špeciálne zbrane"
#: data/help.cfg:48
msgid "Terrains"
msgstr "Terén"
#: data/help.cfg:54 data/help.cfg:60 data/help.cfg:246
msgid "Overview"
msgstr "Prehľad"
#: 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 ""
"Niektoré jednotky majú schopnosti, ktoré buď priamo ovplyvňujú iné jednotky, "
"alebo majú vplyv na to, ako na ne táto jednotka pôsobí. Takéto schopnosti sa "
"pridajú do tejto záložky, keď na ne natrafíte."
#: 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"
"Bitka o Wesnoth je ťahová fantasy stratégia, čo je medzi modernými "
"stragegickými hrami trochu nezvyčajné. Zatiaľ čo sa ostatné hry snažia o "
"zložitosť, Bitka o Wesnoth sa snaží o jednoduchosť v pravidlách i hraní. "
"Neznamená to však, že hra je jednoduchá - na týchto jednoduchých pravidlách "
"možno postaviť rozmanité stratégie, takže je ľahké hru pochopiť, ale náročné "
"zvládnuť."
#: data/help.cfg:68
msgid "Fundamentals of Gameplay"
msgstr "Základy hry"
#: 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 ""
"Táto stránka zhŕňa všetko, čo potrebuje vedieť na hranie hry Bitka o "
"Wesnoth. Obsahuje návod na hru a základné herné mechanizmy. Počas hry sa "
"budú na týchto stránkach objavovať nové informácie, zároveň ako budete "
"stretávať nové stránky hry. Podrobnejšie informácie o zvláštnych situáciách "
"a výnimkach nájdete na nasledujúcich stránkach."
#: 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"
"Na začiatok je najlepšie ťuknúť na tlačidlo <italic>text='Výcvik'</italic> v "
"hlavnom menu. Spustí sa tým interaktívny výcvik, ktorý vás naučí základy "
"Wesnothu. Potom sa odporúča najprv hrať kampaň Dedič trónu - ťuknite na "
"tlačidlo <italic>text='Výprava'</italic> a potom <italic>text='Dedič trónu'</"
"italic>. Hra Bitka o Wesnoth dokáže byť pomerne náročná, takže si radšej "
"vyberte <italic>text='ľahkú'</italic> zložitosť."
#: 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 ""
"Počas hry si pamätajte, že ak prejdete myšou ponad mnohé herné prvky, "
"napríklad položky v stavovom paneli, vyskočí krátky popis položky. To je "
"zvlášť užitočné, keď sa po prvýkrát stretnete s novou <ref>dst=abilities "
"text=\"vlastnosťou\"</ref>."
#: data/help.cfg:79
msgid "About the Game"
msgstr "O hre"
#: 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 ""
"Hra sa skladá zo série bitiek nazývaných scény. Každá scéna postaví tvoje "
"bojové jednotky proti bojovým jednotkám jedného alebo viacerých súperov. "
"Môžeš hrať sám proti počítaču, alebo sa striedať s priateľmi pri sedení za "
"počítačom (tzv. horúce kreslo). Ak máš počítač pripevnený k miestnej "
"počítačovej sieti, môžeš hrať aj proti ostatným užívateľom tejto siete. Ak "
"máš počítač pripojený na internet, môžeš hrať proti ostatným ľuďom na "
"internete."
#: 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"
"Každá scéna má nejaké ciele. Tie sa zobrazia pri štarte scény. Ciele sú "
"požiadavky, čo musíš urobiť, aby si vyhral; a čomu sa máš vyhnúť, aby si "
"neprehral. Často je cieľom poraziť všetkých nepriateľov v danom časovom "
"limite, ale niekedy treba prísť do cieľa, niekoho zachrániť, vyriešiť "
"problém, alebo iba prežiť určitý časový limit."
#: 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"
"Príbeh sa skladá z niekoľkých scén, ktoré po sebe nasledujú. V príbehu treba "
"zvyčajne hrať opatrnejšie a šetriť si svoje najlepšie jednotky na ďalšie "
"použitie v neskorších častiach príbehu."
#: data/help.cfg:89
msgid "Recruiting and Recalling"
msgstr "Verbovanie a privolávanie"
#: 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 ""
"Každá strana začína s jedným veliteľom v pevnosti. Na začiatku hry, a často "
"aj počas nej, budete potrebovať naverbovať <ref>dst=units text= 'jednotky'</"
"ref> do armády. Verbovať môžete, ak je váš veliteľ (Konrád, v príbehu Dedič "
"trónu) na políčku \"pevnosť\" v <ref>dst=terrain_castle text='hrade'</ref>. "
"Vtedy môžete verbovať pomocou voľby \"Verbuj\" v menu, alebo ťuknutím pravým "
"tlačidlom na políčko a výberom možnosti <italic>text='Verbuj'</italic>. "
"Objaví sa verbovacie menu so zoznamom jednotiek, ktoré môžete verbovať, a s "
"ich cenou. Ťuknutím na jednotku sa naľavo zobrazia jej štatistiky, po "
"stlačení tlačidla \"Verbuj\" sa naverbuje."
#: 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"
"Ak ťuknete pravým tlačidlom myši na políčko v hrade a vyberiete možnosť "
"\"verbuj\", nová jednotka sa objaví na tomto políčku. Inak sa objaví na "
"voľnom políčku vedľa pevnosti. Môžete verbovať iba toľko nových jednotiek, "
"koľko máte práve voľných políčok v hrade, a nemôžete pritom minúť viac "
"zlata, ako práve máte."
#: 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"
"Naverbované jednotky majú dve náhodné <ref>dst=traits text='vlastnosti'</"
"ref>, ktoré ovplyvňujú ich štatistiky."
#: data/help.cfg:96
msgid ""
"\n"
"\n"
"In later scenarios, you may also Recall survivors from earlier battles. "
"Recalling costs a standard 20 gold and presents you with a list of all "
"surviving units from previous scenarios."
msgstr ""
"\n"
"\n"
"V ďalších scénach si môžete privolávať tých, čo prežili v predchádzajúcej "
"bitke. Privolávanie stojí 20 zlatých a zobrazí zoznam jednotiek, ktoré "
"prežili z predchádzajúcej hry."
#: 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"
"Za jednotky sa neplatí len pri verbovaní a privolávaní, ale aj ich údržba "
"stojí peniaze. Ďalšie informácie nájdete v kapitole "
"<ref>dst=income_and_upkeep text='Príjmy a výdavky'</ref>."
#: data/help.cfg:103
msgid "Orbs"
msgstr "Kruhy"
#: 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 ""
"Pri každej tvojej jednotke sa navrchu ukazovateľa zdravia nachádza farebný "
"kruh. Význam jednotlivých farieb:"
#: data/help.cfg:105
msgid "green if it hasn't moved this turn,"
msgstr "zelená - v tomto ťahu sa ešte nehýbala;"
#: data/help.cfg:106
msgid "yellow if it has moved, but could still move further or attack, or"
msgstr "žltá - v tomto ťahu sa už hýbala, ale ešte sa môže hýbať alebo útočiť;"
#: data/help.cfg:107
msgid "red if it has used all its movement this turn."
msgstr "červená - v tomto ťahu už svoj pohyb vyčerpala."
#: data/help.cfg:108
msgid "The orb is blue if the unit is an ally you do not control."
msgstr "Modrý kruh označuje jednotku, ktorú nemôžeš ovládať."
#: data/help.cfg:109
msgid "Enemy units have no orb on top of their energy bar."
msgstr "Nepriateľské jednotky farebný kruh nad ukazovateľom zdravia nemajú."
#: data/help.cfg:114
msgid "Hitpoints and Experience"
msgstr "Zdravie a skúsenosti"
#: 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 ""
"Každá jednotka má určitý počet bodov zdravia. Ak body zdravia danej jednotky "
"klesnú pod 1, jednotka zomrie. Každá jednotka má aj určitý počet bodov "
"skúsenosti. Nová jednotka začína bez bodov skúsenosti a môže ich získať "
"bojom s nepriateľmi."
#: 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 ""
"Body zdravia a skúsenosti sú znázornené na stavovom paneli, každé ako dve "
"čísla (momentálna hodnota, a najvyššia možná hodnota pre túto jednotku)."
#: 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 ""
"Body zdravia sa zobrazujú aj pomocou ukazovateľa zdravia pri každe jednotke. "
"Tento ukazovateľ je zelený, žltý alebo červený. Jednotka, ktorá má aspoň 1 "
"bod skúsenosti, má aj ukazovateľ skúsenosti. Ten je modrý, a zmení sa na "
"biely, ak je jednotka blízko <ref>dst=experience_and_advancement text="
"\"povýšenia\"</ref>."
#: data/help.cfg:125 src/help.cpp:1199
msgid "Movement"
msgstr "Pohyb"
#: 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 ""
"Pohyb v hre Bitka o Wesnoth je jednoduchý: Ťuknite na jednotku, ktorú chcete "
"pohnúť, potom ťuknite na políčko, na ktoré ju chcete posunúť. Keď je "
"jednotka označená, všetky políčka, na ktoré môže ísť v tomto ťahu, sa "
"zvýraznia; a tie, na ktoré ísť nemôže, vyblednú. Ak pohnete myšou nad "
"zvýraznené pole, zobrazí sa, akú by mala jednotka obranu na tomto poli. Ak "
"pohnete myšou na bledé políčko, ukáže sa počet ťahov, koľko by trval pohyb "
"na toto políčko; po ťuknutí na políčko sa k nemu jednotka pohne najkratšou "
"možnou cestou, v tomto ťahu i v nasledujúcich."
#: 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"
"Každá jednotka má určitý počet pohybových bodov, ktoré sa míňajú pri pohybe "
"na nové políčko, podľa terénu daného cieľového políčka. Napríklad vstup na "
"lúku skoro vždy stojí 1 pohybový bod. Presný počet pohybových bodov na vstup "
"na políčko závisí od typu jednotky - pohyb v lese stojí elfov 1 pohybový "
"bod, väčšinu ľudských a orčích jednotiek 2 body, a jazdcov 3 body. Ak chcete "
"zistiť, koľko presne pohybových bodov stojí jednotku vstup na daný typ "
"terénu, ťuknite na ňu pravým tlačidlom , vyberte si \"Popis jednotky\" a "
"pozrite sa na <italic>text='Vplyv terénu'</italic>."
#: data/help.cfg:130
msgid ""
"\n"
"\n"
"Another thing to keep in mind while moving is Zones of Control. Each unit "
"generates a zone of control in the hexes immediately surrounding it, and any "
"enemy unit entering those hexes immediately ends its movement. Learning how "
"to use zones of control to your advantage is an important part of Wesnoth, "
"as only <ref>dst=ability_skirmisher text='Skirmishers'</ref> can ignore "
"zones of control."
msgstr ""
"\n"
"\n"
"Ďalšia vec, na ktorú treba pri pohybe pamätať, je oblasť kontroly. Každá "
"jednotka kontroluje okolité políčka, a ak na ne vstúpi nepriateľská "
"jednotka, jej pohyb tým skončil. Dôležitou súčasťou hrania Wesnothu je "
"naučiť sa využívať oblasti kontroly vo svoj prospech. Iba "
"<ref>dst=ability_skirmish text='priebojné'</ref> jednotky môžu ignorovať "
"oblasti kontroly."
#: 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"
"Ak chceš vidieť, kam sa môže nepriateľ pohnúť počas jeho ťahu, stlač Ctrl+v "
"(alebo Cmd-v). Ctrl-b (alebo Cmd-b) ukazuje, kam by sa nepriateľ mohol "
"pohnúť, keby mu tvoje jednotky neprekážali v pohybe."
#: data/help.cfg:137
msgid "Combat"
msgstr "Súboj"
#: data/help.cfg:138
msgid ""
"Combat in Battle for Wesnoth always takes place between units in adjacent "
"hexes. Click on your unit, and click on the enemy you want to attack: your "
"unit will move towards the enemy unit, and when they are next to each other, "
"combat will begin. The attacker and defender alternate strikes until each "
"has used their allotted number of strikes. The attacker chooses one of its "
"weapons to attack with, and the defender retaliates with one of its attacks "
"of the same type. There are two types of attacks: melee, which usually "
"involves weapons such as swords, axes or fangs; and ranged, which usually "
"involves weapons such as bows, spears and fireballs."
msgstr ""
"Boj sa v Bitke o Wesnoth vždy odohráva medzi dvoma jednotkami na susediacich "
"poliach. Klikni na svoju jednotku a klikni na súperovu jednotku, ktorú chceš "
"napadnúť: tvoja jednotka sa pohne k súperovej, a keď je na vedľajšom "
"políčku, začne boj. Útočník a obranca striedavo útočia, kým si každý z nich "
"nevyčerpá možný počet útokov. Útočník si vyberá, akým typom zbrane zaútočí, "
"a obranca sa bráni útokom rovnakého typu. Sú dva typy útoku: na blízko - to "
"sú zvyčajne zbrane ako meče, sekery alebo pazúry; na diaľku - to sú zvyčajne "
"zbrane ako luky, oštepy a mágia."
#: data/help.cfg:140
msgid ""
"\n"
"\n"
"<header>text='Order and number of strikes'</header>"
msgstr ""
"\n"
"\n"
"<header>text='Počet a poradie útokov'</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"
"Prvý útok má útočník, potom obranca. Každý útok buď zasiahne, a zraní za "
"daný počet bodov zdravia, alebo minie a nespôsobí žiadne zranenie. Takto sa "
"útoky striedajú, kým obe jednotky neminú všetky svoje útoky. Rôzne jednotky "
"majú rôzny počet útokov. Napríklad elf vojak s útokom mečom 5-4 môže seknúť "
"4-krát a každým zo seknutí spôsobiť zranenie 5, ale ork pešiak s útokom 9-2 "
"môže sekať len 2-krát (ale so zranením 9)."
#: data/help.cfg:144
msgid ""
"\n"
"\n"
"<header>text='Chance to hit'</header>"
msgstr ""
"\n"
"\n"
"<header>text='Šanca na zásah'</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"
"Šanca na zásah danej jednotky určená <ref>dst=terrain text='terénom'</ref>, "
"na ktorom práve stojí. Dá sa zistiť ťuknutím na jednotku pravým tlačidlom, "
"voľbou \"Popis jednotky\", v časti <italic>text='Vplyv terénu'</italic>. "
"Napríklad elfovia majú v lese obranu 70%, čo znamená, že jednotka, ktorá na "
"nich útočí, má šancu zasiahnuť ich iba 30%. Podobne, elfova šanca zasiahnuť "
"útočníka počas protiúderu záleží na teréne, v ktorom je útočník."
#: 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"
"Toto pravidlo má dve výnimky: <ref>dst=magical_attacks text='magický útok'</"
"ref> a útok <ref>dst=ability_marksman text='ostrostrelca'</ref>. Magickú "
"útok má vždy šancu na zásah 70%, bez ohľadu na terén, a ostrostrelec má "
"počas svojho útoku vždy šancu na záhas aspoň 60%, bez ohľadu na terén."
#: data/help.cfg:150
msgid ""
"\n"
"\n"
"<header>text=Damage</header>"
msgstr ""
"\n"
"\n"
"<header>text=Zranenie</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"
"Každý úder, ktorý zasiahne, spôsobuje základné zranenie podľa typu útoku. "
"Napríklad elf vojak s útokom mečom 5-4 spôsobuje základné zranenie 5. To "
"zvyčajne ešte ovplyvňujú dve veci: <ref>dst=damage_types_and_resistance "
"text='odolnosť'</ref> a <ref>dst=time_of_day text='denná doba'</ref>. Ak "
"chcete vedieť, ako okolnosti ovplyvňujú základné zranenie, vyberte si v menu "
"pri výbere útoku položku <italic>text='výpočet zranenia'</italic>."
#: data/help.cfg:154
msgid ""
"\n"
"\n"
"A few units have special <ref>dst=abilities text=abilities</ref> which "
"affect damage dealt in combat. The most common of these is "
"<ref>dst=weaponspecial_charge text=Charge</ref>, which doubles the damage "
"dealt by both attacker and defender when the unit with Charge attacks."
msgstr ""
"\n"
"\n"
"Niektoré jednotky majú zvláštne <ref>dst=abilities text='schopnosti'</ref>, "
"ktoré ovplyvňujú zranenie spôsobené v súboji. Najznámejšou z nich je "
"<ref>dst=ability_charge text='výpad'</ref>, ktorý pri útoku jednotky s touto "
"schopnosťou zdvojnásobuje zranenie spôsobené aj útočníkovi aj obrancovi."
#: data/help.cfg:159
msgid "Damage Types and Resistance"
msgstr "Typy zranenia a odolnosť"
#: 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 ""
"Vo Wesnothe sa s fyzickými útokmi zvyčajne spájajú tri druhy zranenia: "
"sečné, bodné a tupé. S magickými útokmi sa spájajú ďalšie tri druhy "
"zranenia: ohnivé, mrazivé a sväté. Rozličné jednotky môžu byť voči niektorým "
"druhom zranenia odolné, čo zmení výslednú veľkosť zranenia."
#: 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"
"Odolnosť funguje veľmi jednoducho: Ak má jednotka voči nejakému druhu "
"zranenia odolnosť 40%, pri zásahu spôsobujúcom tento druh zranenia utrpí o "
"40% menšie zranenie. Jednotka môže byť voči určitému druhu zranenia zvlášť "
"zraniteľná; ak má jednotka voči nejakému druhu zranenia odolnosť -100%, "
"utrpí pri zásahu spôsobujúcom tento druh zranenia o 100% väčšie zranenie."
#: 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"
"Napríklad kostlivci sú vysoko odolní voči sečným a bodným zraneniam, ale sú "
"zraniteľní tupými a ohnivými zraneniami, a mimoriadne zraniteľní svätými "
"zraneniami."
#: 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"
"Ak je útok úspešný, spôsobí aspoň 1 bod zranenia. To platí aj v prípade, "
"keby mal obranca odolnosť 100% voči danému druhu zranenia."
#: data/help.cfg:171
msgid "Time of Day"
msgstr "Denná doba"
#: 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 ""
"Denná doba ovplyvňuje zranenie spôsobené jednotlivými jednotkami takto:\n"
"Jednotky poriadku spôsobujú cez deň +25% zranenia, a v noci -25% zranenia.\n"
"Jednotky chaosu spôsobujú v noci +25% zranenia, a cez deň -25% zranenia.\n"
"Neutrálne jednotky denná doba neovplyvňuje."
#: 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"
"Momentálnu dennú dobu vidno pod minimapou v stavovom paneli. Pri bežnom "
"striedaní dňa a noci sa ráno a popoludnie počítajú ako deň; prvá hliadka a "
"druhá hliadka sa počítajú ako noc:\n"
#: data/help.cfg:178 data/schedules.cfg:5
msgid "Dawn"
msgstr "Svitanie"
#: data/help.cfg:179 data/schedules.cfg:13 data/schedules.cfg:25
#: data/schedules.cfg:32
msgid "Morning"
msgstr "Ráno"
#: data/help.cfg:180 data/schedules.cfg:42 data/schedules.cfg:49
#: data/schedules.cfg:67
msgid "Afternoon"
msgstr "Popoludnie"
#: data/help.cfg:181 data/schedules.cfg:59 data/schedules.cfg:89
#: data/schedules.cfg:111
msgid "Dusk"
msgstr "Súmrak"
#: data/help.cfg:182 data/schedules.cfg:79
msgid "First Watch"
msgstr "Prvá hliadka"
#: data/help.cfg:183 data/schedules.cfg:101
msgid "Second Watch"
msgstr "Druhá hliadka"
#: data/help.cfg:185
msgid ""
"Keep in mind that some scenarios take place underground, where it is "
"perpetually night!"
msgstr ""
"Pamätajte, že niektoré scény sa odohrávajú v podzemí, kde je večná noc!"
#: data/help.cfg:190
msgid "Experience and Advancement"
msgstr "Skúsenosti a postup"
#: 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 ""
"Ak obe jednotky prežijú súboj, každá získa toľko bodov skúsenosti, akú "
"úroveň mal ich protivník. Ak jedna jednotka v súboji zabije druhú, získa tým "
"omnoho viac skúseností - 4 za jednotku na úrovni 0, 8 za úroveň 1, 16 za "
"úroveň 2, 24 za úroveň 3, a tak ďalej."
#: 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"
"Jednotky potrebujú isté množstvo skúseností, aby boli povýšené (pre "
"inteligentné jednotky je toto množstvo o 20% nižšie). Keď toto množstvo "
"dosiahnu, okamžite sú povýšené na vyššiu úroveň, pričom sa aj naplno "
"doliečia. V niektorých prípadoch dostanete na výber viac možností povýšenia."
#: 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"
"Väčšina jednotiek má tri možné úrovne, ale nie je to tak vždy. Niektoré "
"jednotky (ako napríklad <ref>dst=unit_Mage text='mágovia'</ref>) môžu mať "
"štyri. Akonáhle jednotka dosiahne najvyššiu úroveň, môže mať ešte "
"\"vylepšovanie po najvyššej úrovni\".\n"
"Pri \"vylepšovaní po najvyššej úrovni\" sa jednotka, ktorá dosiahla "
"stanovený počet skúseností upraví, ale zostane na rovnakej úrovni. Zvyčajne "
"sa zvýši jej maximálny počet zdravia o 3 za každých 100 skúseností navyše. "
"Iba niektoré jednotky, ako napríklad nekrofág, sa pri tom naplno doliečia. "
"Väčšina jednotiek iba získa vyššie možné maximálne zdravie."
#: data/help.cfg:201
msgid "Healing"
msgstr "Liečenie"
#: 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 ""
"Vaše jednotky v súbojoch nevyhnutne utrpia zranenie. Keď je jednotka "
"<ref>dst=experience_and_advancement text='povýšená'</ref>, plne sa vylieči. "
"To sa môže stať pri boji so súperom, či už počas vášho alebo súperovho ťahu. "
"Wesnoth umožňuje liečiť jednotky niekoľkými ďalšími spôsobmi. Tieto sa "
"všetky vykonávajú na začiatku vášho kola, predtým ako začnete ťahať."
#: 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"
"Oddych: Jednotka, ktorá sa nehýbala, neútočila, ani nikto naútočil na ňu, sa "
"v ďalšom ťahu uzdraví o 2 body."
#: data/help.cfg:205
msgid ""
"\n"
"Villages: A unit which starts a turn in a village will heal 8HP."
msgstr ""
"\n"
"Dedina: Jednotka, ktorá je na začiatku ťahu v dedine, sa uzdraví o 8 bodov."
#: 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_regeneration text='Regenerácia'</ref>: Niektoré jednotky "
"(napríklad trollovia) sa v každom kole automaticky uzdravia o 8 bodov."
#: 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"
"Liečenie jednotiek: Jednotky so schopnosťou <ref>dst=ability_heals "
"text='uzdravovať'</ref> vyliečia až do 8 bodov zdravia každé kolo, a "
"zabránia zraneniu spôsobenému jedom. Uzdravovanie pôsobí iba na tie "
"jednotky, ktoré sa nachádzajú na vedľajšom políčku jednotky so schopnosťou "
"uzdravovať, a patria rovnakému hráčovi. Jedna jednotka môže byť za jedno "
"kolo uzdravená nanajvýš o 4 body zdravia."
#: 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"
"Liečiace jednotky: Jednotky so schopnosťou <ref>dst=ability_cures "
"text='liečiť'</ref> uzdravia v každom ťahu spojenecké jednotky o 18 bodov "
"zdravia dokopy a vyliečia jed. Liečiť možno iba jednotky rovnakého hráča na "
"vedľajších políčkach, a to nanajvýš o 8 bodov na jednu jednotku."
#: 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"
"Odpočinok možno kombinovať s ostatnými formami uzdravovania, ale dediny, "
"regenerácia a uzdravovanie/liečenie sa navzájom kombinovať nemôžu. "
"Uzdravovanie či liečenie jednotky, ktorá sa naraz venuje mnohým zraneným "
"jednotkám bude menej účinné ako keď sa venuje iba jednej. Ďalej; medzi "
"jednotlivými scénami sa jednotky naplno uzdravia."
#: data/help.cfg:215
msgid "Income and Upkeep"
msgstr "Príjmy a výdavky"
#: 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 ""
"Vo Wesnothe nestačí jednoducho naverbovať jednotky a bojovať. Musíte si "
"rovnako dobre strážiť aj zlato, najmä počas príbehu, kde sa ušetrené zlato "
"prenáša z jednej scény do druhej. Máme tu dve zložky: príjmy a výdavky."
#: 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"
"Príjmy sú jednoduché. Každé kolo dostanete 2 zlatky. Za každú dedinu, ktorú "
"ovládate, dostanete každé kolo jednu zlatku. Ak máte teda 10 dedín, dostali "
"by ste 12 zlatiek. Lenže od tohoto príjmu treba ešte odpočítať výdavky, ako "
"si podrobne popíšeme nižšie."
#: 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"
"Výdavky sú tiež pomerne jednoduché. Každá jednotka si vyžaduje žold vo výške "
"svojej úrovne. Jednotky s takým <italic>text='množstvom úrovní'</italic>, "
"koľko máte dedín, sú zadarmo. Za každý úroveň jednotky, presahujúcu počet "
"vašich dedín, musíte zaplatiť jednu zlatku za kolo. Napríklad ak máte "
"dvanásť jednotiek na prvej úrovni a desať dedín, musíte zaplatiť ako výdavky "
"2 zlatky za kolo."
#: 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"
"Tieto výdavky sa odrátavajú od príjmov, takže v prípade jednotiek s "
"dvanástimi úrovňami a desiatich dedín, bude výsledný zisk za kolo 10 zlatiek."
#: 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"
"Na výdavky sa vzťahuje jedna dôležitá výnimka: verné jednotky si nikdy "
"nepýtajú žold. Jednotky, ktoré máte na začiatku scény (napríklad Konrád "
"alebo Delfador), a jednotky, ktoré sa k vám počas scény pridajú (napríklad "
"jazdec v druhej scéne príbehu \"Dedič trónu\"), majú zvyčajne vlastnosť "
"\"verný\"."
#: data/help.cfg:228
msgid "Wrap Up"
msgstr "Zhrnutie"
#: 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 ""
"Toto sú základy Wesnothu. Môžeš si prečítať viac v Základnej stratégii alebo "
"sa zoznámiť s jednotlivými <ref>dst=traits text='vlastnosťami'</ref> a "
"<ref>dst=abilities text='schopnosťami'</ref>, ale teraz už vieš všetko, čo "
"potrebuješ na hranie výpravy \"Dedič trónu\". Príjemnú zábavu a veľa šťastia!"
#: data/help.cfg:234
msgid "Contributors"
msgstr "Prispievatelia"
#: data/help.cfg:240
msgid "License"
msgstr "Licencia"
#: 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 ""
"Väčšina jednotiek má dve vlastnosti. Ale napríklad nemŕtve jednotky majú iba "
"jednu vlastnosť 'nemŕtvy', a lesní muži nemajú žiadne vlastnosti. Vlastnosti "
"sú jemné zmeny v parametroch jednotky. Zvyčajne sa jednotke náhodne "
"prideľujú pri verbovaní."
#: 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"
"Všetky jednotky (okrem nemŕtvych) môžu byť <ref>dst=traits_intelligent "
"text='inteligentné'</ref>, <ref>dst=traits_quick text='rýchle'</ref>, "
"<ref>dst=traits_resilient text='odolné'</ref>, a <ref>dst=traits_strong "
"text='silné'</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"
"Ďalšie možné vlastnosti jednotiek sú: <ref>dst=traits_loyal text='verný'</"
"ref>, <ref>dst=traits_undead text='nemŕtvy'</ref> a <ref>dst=traits_dextrous "
"text='zručný'</ref>."
#: data/help.cfg:256
msgid "Intelligent"
msgstr "Inteligentný"
#: data/help.cfg:257
msgid "Intelligent units require 20% less experience than usual to advance."
msgstr "Inteligentné jednotky potrebujú o 20% menej skúseností na povýšenie."
#: 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"
"Inteligentné jednotky sú veľmi užitočné na začiatku príbehu, pretože ich "
"možno rýchlo povýšiť na vyššie úrovne. Neskôr počas príbehu už inteligentné "
"jednotky nie sú také užitočné, pretože povyšovanie po dosiahnutí najvyššej "
"úrovne už nie je také významné ako povýšenie na vyššiu úroveň. Ak máte "
"dostatok jednotiek na najvyššej úrovni, asi budete privolávať jednotky s "
"užitočnejšími vlastnosťami."
#: data/help.cfg:264
msgid "Quick"
msgstr "Rýchly"
#: data/help.cfg:265
msgid "Quick units have 1 extra movement point, but 10% less HP than usual."
msgstr ""
"Rýchle jednotky majú 1 bod pohybu navyše, ale o 10% menej zdravia ako "
"obyčajné."
#: 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"
"Rýchlosť je najviditeľnejšia vlastnosť, najmä u pomalých jednotiek ako sú "
"trollovia či ťažká pechota. Rýchle jednotky môžu byť výrazne pohyblivejšie v "
"náročných terénoch; vezmite to do úvahy pri rozmiestňovaní síl. Rýchle "
"jednotky však nevydržia rovnako veľa ako obyčajné, a preto nie sú také dobré "
"na obranu už dobytých pozícií."
#: data/help.cfg:272
msgid "Resilient"
msgstr "Odolný"
#: data/help.cfg:273
msgid "Resilient units have 7 more HP than usual."
msgstr "Odolné jednotky majú o 7 zdravia viac ako obyčajné."
#: 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"
"Odolné jednotky môžu byť užitočné vo všetkých fázach príbehu, a je to "
"vlastnosť, ktorá sa hodí každej jednotke. Najužitočnejšia je, ak sa vyskytne "
"u jednotky, ktorá má malé zdravie, a dobrú obranu alebo odolnosť. Odolné "
"jednotky sú vhodné najmä na udržiavanie pozícií proti súperom."
#: data/help.cfg:280
msgid "Strong"
msgstr "Silný"
#: data/help.cfg:281
msgid ""
"Strong units do 1 more damage for every successful strike in melee combat, "
"and have 2 more HP."
msgstr ""
"Silné jednotky spôsobujú pri boji nablízko o 1 väčšie zranenie pri každom "
"úspešnom zásahu, a majú o 2 väčšie zdravie."
#: 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"
"Sila je užitočná pre každú jednotku bojujúcu na blízko, najviac však pre tie "
"jednotky, ktoré dávajú veľa úderov, ako napríklad elf vojak. Silné jednotky "
"môžu byť veľmi užitočné vo chvíľach, keď malé zranenie navyše môže rozhodúť "
"o tom, či bude úder smrteľný."
#: data/help.cfg:288
msgid "Loyal"
msgstr "Verný"
#: 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 ""
"Verné jednotky nevyžadujú žold. Väčšina jednotiek vyžaduje žold na konci "
"každého kola vo výške svojej úrovne. Verné jednotky sa do týchto nákladov "
"nezapočítavajú."
#: 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"
"Počas príbehu sa niektoré jednotky môžu rozhodnúť dobrovoľne pridať na "
"stranu hráča. Tieto jednotky sú označené ako verné. Niekedy je treba platiť "
"za ich privolanie, ale nikdy nie za žold. Vďaka tomu môžu byť veľmi cenné v "
"dlhých príbehoch, kde je nedostatok zlata. Verbované jednotky túto vlastnosť "
"nikdy nemajú; preto je asi nerozumné takúto jednotku prepustiť alebo poslať "
"na zbytočnú smrť."
#: data/help.cfg:296 data/multiplayer.cfg:69 data/multiplayer.cfg:158
#: data/multiplayer.cfg:260 data/translations/english.cfg:129
msgid "Undead"
msgstr "Nemŕtvi"
#: data/help.cfg:297
msgid "Undead units are immune to poison."
msgstr "Nemŕtve jednotky sú odolné voči jedu."
#: 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"
"Nemŕtve jednotky mávajú zvyčajne iba jednu vlastnosť: 'nemŕtvy'. Keďže "
"nemŕtve jednotky sú oživené mŕtvoly poslané do boja, jed na ne nepôsobí. "
"Môžu byť teda veľmi užitočné proti súperom, ktorí používajú jedovaté útoky."
#: data/help.cfg:304
msgid "Dextrous"
msgstr "Obratný"
#: data/help.cfg:305
msgid "Dextrous units do 1 more damage for every successful strike with a bow."
msgstr ""
"Obratná jednotka spôsobuje pri každom zásahu lukom o 1 väčšie zranenie."
#: 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"
"Obratnosť ako špeciálnu vlastnosť majú len elfovia. Elfí národ je všeobecne "
"preslávený svojím šarmom a veľkou šikovnosťou pri streľbe z luku. Niektorí "
"sú však obdarení takým talentom, že vynikajú aj medzi svojimi blížnymi. "
"Takíto elfovia spôsobujú pri každom zásahu lukom o 1 väčšie zranenie."
#: data/help.cfg:312 data/terrain.cfg:144
msgid "Grassland"
msgstr "Lúka"
#: 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 ""
"Rovina symbolizuje otvorené planiny, či už obrábané, ponechané ladom, alebo "
"divoké. V otvorenom priestranstve sa možno veľmi ľahko pohybovať, ale ťažko "
"brániť. Na rovine zvyčajne dobre bojujú jazdecké jednotky, alebo veľmi vrtké "
"jednotky, pre ktoré je otvorený priestor výhodný.\n"
"\n"
"Väčšina jednotiek má na rovine obranu 30 až 40%."
#: data/help.cfg:322 data/terrain.cfg:118 data/terrain.cfg:126
msgid "Road"
msgstr "Cesta"
#: data/help.cfg:325
msgid ""
"Roads are beaten paths of dirt, formed by many travelers passing over them. "
"As far as gameplay is concerned, Roads are identical to "
"<ref>dst=terrain_grassland text=Grassland</ref>."
msgstr ""
"Cesty sú trasy z ušlapanej hliny vytvorené mnohými prechádzajúcimi. Čo sa "
"týka pravidiel hry, cesty sú to isté ako <ref>dst=terrain_grassland text="
"\"roviny\"</ref>."
#: data/help.cfg:330 data/terrain.cfg:325
msgid "Forest"
msgstr "Les"
#: 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 ""
"Lesy predstavujú krajinu s dostatočným drevitým porastom, ktorý spomaľuje "
"prechod. Hoci lesy takmer každého spomaľujú, často ponúkajú jednotkám lepšiu "
"obranu ako otvorené roviny. Napríklad kavaléria sa v lese tak ťažko "
"orientuje, že sa tým stráca akýkoľvek možný úžitok z úkrytu. Elfovia sú však "
"v lesoch výnimkou. Nielenže sa môžu v lese pohybovať maximálnou rýchlosťou, "
"získavajú aj výrazný obranný bonus. Trpaslíci sú ďalšou výnimkou: hoci sa "
"dokážu presekať lesom pomerne rýchlo, je to pre nich natoľko neznámy terén, "
"že ho nedokážu využiť na obranu.\n"
"\n"
"Väčšina jednotiek má v lese obranu 50%, ale kavaléria iba 40%. Na druhej "
"strane elfovia majú obranu 60 až 70%, a to aj ich jazdecké jednotky. "
"Trpaslíci majú v lesoch zvyčajne obranu iba 30%."
#: data/help.cfg:340 data/terrain.cfg:286
msgid "Hills"
msgstr "Kopce"
#: 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 ""
"Kopce predstavujú pomerne nerovný terén, kde je dosť údolí a kopcov "
"poskytujúcich úkryt. Väčšina jednotiek sa v kopcoch ťažko pohybuje. "
"Trpaslíci, trollovia a orkovia sa v tomto teréne cítia ako doma a môžu ním "
"prechádzať bez spomalenia. Jazda má zvyčajne problém orientovať sa v tomto "
"teréne, a preto nezískava žiaden obranný bonus.\n"
"\n"
"Väčšina jednotiek má v kopcoch obranu 50%, ale kavaléria iba 40%. Trpaslíci "
"majú v kopcoch obranu 60%."
#: data/help.cfg:350 data/terrain.cfg:310
msgid "Mountains"
msgstr "Hory"
#: 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 ""
"Hory sú zvyčajne dosť strmé a jednotky v nich musia preliezať rôzne "
"prekážky. Poskytujú preto veľký obranný bonus pre väčšinu jednotiek, ale "
"zároveň výrazne spomaľujú pohyb. Väčšina jazdeckých jednotiek na tento terén "
"ani nemôže vstúpiť; výnimkou sú elfí jazdci a goblinskí jazdci na vlkoch. "
"Trpaslíci a trollovia sú v týchto oblastiach doma, a preto sa v nich pomerne "
"ľahko pohybujú.\n"
"\n"
"Väčšina jednotiek má v horách obranu 60%, trpaslíci majú 70%."
#: data/help.cfg:360 data/terrain.cfg:55
msgid "Swamp"
msgstr "Močiar"
#: 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 ""
"Močiare predstavujú rôzne druhy mokrej zeme. Močiare spomaľujú prakticky "
"každého a znemožňujú mu účinne sa brániť. Výnimkou sú tvory prispôsobené na "
"pohyb vo vode; tie sa pohybujú rýchlo a majú obranný bonus.\n"
"\n"
"Väčšina jednotiek má v močiaroch obranu 30%. Morskí ľudia, nagovia a sauri "
"majú okolo 60%."
#: data/help.cfg:370 data/terrain.cfg:34
msgid "Shallow Water"
msgstr "Plytká voda"
#: 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 ""
"Platká voda znamená, že hladina vody siaha nanajvýš dospelému človeku po "
"pás. To je dosť na to, aby spomalila takmer každého a urobila ho veľmi "
"zraniteľným. Keďže trpaslíkom takáto voda siaha až po krk, majú to zvlášť "
"ťažké. Výnimkou sú bytosti, ktorých telá sú prispôsobené na plávanie; tieto "
"majú dobrú obranu a rýchly pohyb.\n"
"\n"
"Väčšina jednotiek má v plytkej vode obranu 20 až 30%, nagovia a morskí ľudia "
"majú 60%."
#: data/help.cfg:380 data/terrain.cfg:25
msgid "Deep Water"
msgstr "Hlboká voda"
#: 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 ""
"Hlboká voda znamená hladinu siahajúcu nad hlavu dospelého človeka. Väčšina "
"jednotiek nemôže do takejto hlbokej vody vstúpiť; je to výhradná oblasť "
"lietajúcich a dobre plávajúcich jednotiek.\n"
"\n"
"Morskí ľudia a nagovia majú v hlbokej vode obranu 50% a plný pohyb."
#: data/help.cfg:390 data/terrain.cfg:257
msgid "Snow"
msgstr "Sneh"
#: 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 ""
"Sneh predstavuje rovnú oblasť, ktorá je zamrznutá - či už trvalo (napríklad "
"tundra) alebo dočasne (napríklad zasnežená lúka). Väčšinu jednotiek sneh "
"spomaľuje a ťažšie sa na ňom bránia.\n"
"\n"
"Väčšina jednotiek má v snehu obranu 20 až 40%."
#: data/help.cfg:400 data/terrain.cfg:265
msgid "Ice"
msgstr "Ľad"
#: 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 ""
"Ľad predstavuje zamrznutú vodu. V rámci hry sa hodnotí rovnako ako "
"<ref>dst=terrain_tundra text='sneh'</ref>. Plávajúce jednotky, ani tie, "
"ktoré dokážu dýchať pod vodou, nemôžu plávať popod ľad."
#: data/help.cfg:408 data/terrain.cfg:374 data/terrain.cfg:485
msgid "Castle"
msgstr "Hrad"
#: 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 ""
"Hrady sú akékoľvek trvalé opevnenia. Takmer každá jednotka dostáva pri "
"pobyte v hrade veľký bonus na obranu, a môže sa pohybovať plnou rýchlosťou. "
"Dobre bránený je len taký hrad, v ktoromje veľa jednotiek. Ak je krajné "
"políčko hradu voľné, nepriateľ sa môže jednoducho prešmyknúť dovnútra bez "
"boja, a získava tým rovnaký obranný bonus ako všetci ostatní.\n"
"\n"
"Väčšina jednotiek má v hrade obranu okolo 60%."
#: data/help.cfg:420 data/terrain.cfg:100
msgid "Sand"
msgstr "Piesok"
#: 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 ""
"Piesok spomaľuje pohyb väčšiny jednotiek a neumožňuje im naplno sa brániť. "
"Len jednotky so širokými chodidlami alebo hadovitými telami sa v piesku "
"ľahšie pohybujú.\n"
"\n"
"Väčšina jednotiek má v piesku obranu 20 až 40%."
#: data/help.cfg:430 data/terrain.cfg:109
msgid "Desert"
msgstr "Púšť"
#: 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 ""
"Púšte síce majú odlišné zloženie ako malé pieskové jamy alebo pláže, ale z "
"hľadiska hry sa hodnotia ako rovnaké. Viď <ref>dst=terrain_sand "
"text='piesok'</ref>."
#: data/help.cfg:438 data/terrain.cfg:357
msgid "Cave"
msgstr "Jaskyňa"
#: 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 ""
"Jaskynný terén predstavuje akúkoľvek podzemnú chodbu, do ktorej sa zmestí "
"vojenská jednotka. Väčšina jednotiek s týmto terénom nemá skúsenosti, a "
"preto sú to pomalé a ťažko sa bránia. Trpaslíci a trollovia žijú v "
"jaskyniach, preto sa tu pomerne ľahko pohybujú; zvlášť trpaslíci, ktori sa "
"vďaka menším rozmerom ľahko vyhnú mnohým prekážkam.\n"
"\n"
"Väčšina jednotiek má v jaskyniach obranu 20 až 40%, trpaslíci majú 50%."
#: data/help.cfg:448 data/terrain.cfg:151
msgid "Savanna"
msgstr "Savana"
#: data/help.cfg:450
msgid ""
"Savannas are plains of tall grass, found in the warmer climates of the "
"world. For gameplay purposes, they are identical to "
"<ref>dst=terrain_grassland text=Grassland</ref>."
msgstr ""
"Savana je rovina porastená vysokou trávou, vyskytuje sa v teplých podnebiach "
"na celom svete. Z hľadiska hry sa savana hodnotí ako "
"<ref>dst=terrain_grassland text='rovina'</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 "Dedina"
#: 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 ""
"Dedina predstavuje akékoľvek zoskupenie budov, či už ľudských alebo nie. "
"Takmer všetky jednotky, vrátane jazdy, sa cez dedinu ľahko pohybujú, a "
"väčšina jednotiek má pri pobyte v dedine obranný bonus. Dediny zároveň "
"poskytujú jednotkám prostriedky na ošetrenie zranení, čo umožňuje každej "
"jednotke pobývajúcej v dedine vyliečiť osem bodov zdravia každé kolo, alebo "
"sa vyliečiť z otravy.\n"
"\n"
"Väčšina jednotiek má v dedine obranu 50 až 60%, kavaléria má iba 40%."
#: data/help.cfg:467 data/terrain.cfg:423
msgid "Canyon"
msgstr "Kaňon"
#: 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 ""
"Kaňon je trhlina v zemi s obrovskou hĺbkou. Kaňony majú strmé steny, ktorých "
"zliezanie by trvalo celé dni. Z hľadiska hry sa môžu cez kaňon pohybovať iba "
"lietajúce jednotky."
#: data/help.cfg:474 data/terrain.cfg:472
msgid "Lava"
msgstr "Láva"
#: 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 ""
"Nebezpečenstvo vyplývajúce z pokusu prejsť cez horúcu lávu je jasné každému. "
"Cez tento terén môžu prejsť iba jednotky, ktoré dokážu dostatočne vysoko "
"lietať."
#: data/help.cfg:481 data/terrain.cfg:462
msgid "River Ford"
msgstr "Riečny brod"
#: 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 ""
"Ak je rieka veľmi plytká, pozemné jednotky cez ňu jednoducho prejdú. "
"Plávajúce jednotky sa tu takisto pohybujú rovnako ľahko ako v iných častiach "
"rieky. Z hľadiska hry sa teda riečny brod počíta buď ako rovina alebo ako "
"plytká voda, podľa toho, čo danej jednotke z hľadiska obrany a pohybu viac "
"vyhovuje."
#: data/help.cfg:488 data/terrain.cfg:75 data/terrain.cfg:83
#: data/terrain.cfg:91
msgid "Bridge"
msgstr "Most"
#: data/help.cfg:492
msgid ""
"To those capable of building one, the ability to lay a bridge offers a "
"liberation from the fickle nature of waterways, whose fords come and go with "
"the rise and fall of the waterline. This is to say nothing of the luxury of "
"dry feet, the loss of which is no laughing matter in the cold months of the "
"year.\n"
"\n"
"For those who go by land or sea, a bridge is the best of both worlds - for "
"gameplay purposes, it is treated either as grassland or shallow water, "
"whichever offers the best movement and defensive bonuses for the unit "
"occupying the bridge hex. Note that a swimming unit and a land unit are not "
"capable of occupying a bridge hex at the same time."
msgstr ""
"Postaviť most cez rieku dáva obyvateľom možnosť vyhnúť sa brodeniu vodou. "
"Prejsť cez rieku suchou nohou je zvlášť príjemné v najchladnejších mesiacoch "
"roka.\n"
"\n"
"Most je najlepšou voľbou pre tých, čo idú pešo, i pre tých, čo sa plavia - z "
"hľadiska hry sa mosť považuje buď za rovinu alebo plytkú vodu, podľa toho, "
"čo danej jednotke poskytuje lepšie monžosti pohybu a obrany. Na jednom "
"políčku sa nemôže zároveň nachádzať plávajúca i pozemná jednotka."
#: data/help.cfg:497 data/terrain.cfg:349
msgid "Cave Wall"
msgstr "Stena jaskyne"
#: data/help.cfg:499
msgid ""
"Cave walls are made of solid stone, renowned for its ability to impede even "
"the most determined traveler."
msgstr ""
"Steny jaskýň sú z pevného kameňa, ktorý dokáže zastaviť aj toho "
"najodhodlanejšieho pútnika."
#: data/items.cfg:264
msgid ""
"You have come across a wishing well.\n"
"What would you like to wish for?"
msgstr ""
"Prišiel si k studni, ktorá plní želania.\n"
"Čo si budeš želať?"
#: data/items.cfg:268
msgid "A swift victory"
msgstr "Rýchle víťazstvo"
#: data/items.cfg:276
msgid ""
"With this golden coin, I wish that this battle end in a swift and safe "
"victory."
msgstr ""
"Dávam zlatú mincu, aby sa tento boj skončil rýchlym a bezpečným víťazstvom."
#: data/items.cfg:283
msgid "Lots of gold"
msgstr "Veľa zlata"
#: data/items.cfg:291
msgid "I wish this single gold coin be returned ten-fold to me."
msgstr "Dávam túto zlatú mincu, aby sa mi vrátila desaťnásobne."
#: data/items.cfg:298
msgid "Peace throughout Wesnoth."
msgstr "Mier vo Wesnothe."
#: data/items.cfg:306
msgid "The only thing worth wishing for is peace throughout the land."
msgstr "Jediná dôležitá vec je mier pre celú túto krajinu."
#: data/items.cfg:313
msgid "Don't make a wish."
msgstr "Nemám žiadne želanie."
#: data/items.cfg:336
msgid "Potion of Healing"
msgstr "Nápoj zdravia"
#: data/items.cfg:339
msgid "A feeling of well-being overwhelms the drinker."
msgstr "Pocit pohody sa rozlieva v tele pijúceho."
#: data/items.cfg:340
msgid "You are not worthy of healing."
msgstr "Nie si hoden uzdravenia."
#: data/items.cfg:374
msgid "Poison"
msgstr "Jed"
#: data/items.cfg:377
msgid "Poison is seeping through the veins of this unit at this very moment."
msgstr "Jed v tejto chvíli koluje v žilách jednotky."
#: data/items.cfg:412
msgid "Holy Water"
msgstr "Svätená voda"
#: data/items.cfg:415
msgid "This water will make melee weapons holy."
msgstr "Táto voda robí zo sečných zbraní posvätné."
#: data/items.cfg:416
msgid "I am not suited to the use of this item! Let another take it."
msgstr "Mne sa tento predmet nehodí! Nech si ho vezme niekto iný."
#: data/items.cfg:451 data/scenarios/tutorial/Traits_and_Specialties.cfg:198
msgid "Potion of Strength"
msgstr "Nápoj sily"
#: data/items.cfg:454
msgid "Strength is given to the drinker."
msgstr "Kto ho vypije, získa vyššiu silu."
#: data/items.cfg:495
msgid "Potion of Decay"
msgstr "Nápoj rozkladu"
#: data/items.cfg:498
msgid "This poor unit drank something really bad."
msgstr "Táto úboha jednotka vypila niečo naozaj zlé."
#: data/items.cfg:533
msgid "Ring of Regeneration"
msgstr "Prsteň regenerácie"
#: data/items.cfg:536
msgid "This ring will heal the bearer a little each turn."
msgstr "Tento prsteň v každom kole trochu uzdraví svojho majiteľa."
#: data/items.cfg:556
msgid "Can't set abilities yet, sorry."
msgstr "Nemôžem ešte nastaviť schopnosti, sorry."
#: data/items.cfg:577
msgid "Ring of Slowness"
msgstr "Prsteň spomalenia"
#: data/items.cfg:580
msgid "The bearer of this ring is slowed."
msgstr "Majiteľ tohoto prsteňa je spomalený."
#: data/items.cfg:615
msgid "Staff of Swiftness"
msgstr "Palica rýchlosti"
#: data/items.cfg:618
msgid "This staff will grant the bearer swift movement."
msgstr "Táto palica obdarí svojho nositeľa rýchlym pohybom."
#: data/items.cfg:619
msgid "Only magical beings can wield such an object."
msgstr "Tento predmet môžu držať iba magické bytosti."
#: data/items.cfg:653
msgid "Storm Trident"
msgstr "Bleskový trojzubec"
#: data/items.cfg:656
msgid "This trident allows a merman to shoot electric bolts at his enemies!"
msgstr ""
"Tento trojzubec umožňuje morskému mužovi strieľať na svojich nepriateľov "
"elektrické výboje."
#: data/items.cfg:657
msgid "Only the mermen can use this item!"
msgstr "Tento predmet môžu používať iba morskí ľudia!"
#: data/items.cfg:669
msgid "storm trident"
msgstr "hromový trojzubec"
#: data/items.cfg:709
msgid "Flaming Sword"
msgstr "Ohnivý meč"
#: data/items.cfg:713
msgid "Only the leader of an army can wield this sword!"
msgstr "Iba veliteľ armády môže držať tento meč!"
#: data/items.cfg:725
msgid "flaming sword"
msgstr "ohnivý meč"
#: data/items.cfg:759
msgid "Scepter of Fire"
msgstr "Ohnivé žezlo"
#: data/items.cfg:762
msgid ""
"This ancient Scepter was forged by the Dwarves. A symbol of the kingship of "
"Wesnoth, the Scepter has the power to shoot fireballs at enemies of the "
"bearer!"
msgstr ""
"Toto pradávne žezlo ukuli trpaslíci. Je to symbol kráľovského rodu Wesnothu "
"a má moc metať ohnivé strely na nositeľových nepriateľov."
#: 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 ""
"Toto je Ohnivé žezlo. Siahnuť naň by sa opovážil iba pravý dedič trónu!"
#: data/items.cfg:816
msgid "Zap~"
msgstr "Plesk~"
#: data/multiplayer.cfg:3
msgid "User Map"
msgstr "Užívateľská mapa"
#: data/multiplayer.cfg:20
msgid "Default"
msgstr "Štandardná"
#: data/multiplayer.cfg:24 data/multiplayer.cfg:113 data/multiplayer.cfg:215
#: data/multiplayer.cfg:305 src/leader_list.cpp:99
msgid "Random"
msgstr "Náhodná"
#: data/multiplayer.cfg:30 data/multiplayer.cfg:221
msgid "Loyalists"
msgstr "Lojalisti"
#: data/multiplayer.cfg:43 data/multiplayer.cfg:234
msgid "Rebels"
msgstr "Rebeli"
#: data/multiplayer.cfg:56 data/multiplayer.cfg:247
msgid "Northerners"
msgstr "Severania"
#: data/multiplayer.cfg:82 data/multiplayer.cfg:273
msgid "Knalgan Alliance"
msgstr "Aliancia Knalgy"
#: data/multiplayer.cfg:95 data/multiplayer.cfg:184 data/multiplayer.cfg:286
msgid "Drakes"
msgstr "Jašteri"
#: data/multiplayer.cfg:109
msgid "Classic"
msgstr "Klasická"
#: data/multiplayer.cfg:119 data/translations/english.cfg:127
msgid "Humans"
msgstr "Ľudia"
#: data/multiplayer.cfg:132 data/translations/english.cfg:126
msgid "Elves"
msgstr "Elfovia"
#: data/multiplayer.cfg:145 data/translations/english.cfg:128
msgid "Orcs"
msgstr "Orkovia"
#: data/multiplayer.cfg:171
msgid "Dwarves"
msgstr "Trpaslíci"
#: data/multiplayer.cfg:197 data/units/Saurian.cfg:5
msgid "Saurian"
msgstr "Saur"
#: data/multiplayer.cfg:211
msgid "Age of Heroes"
msgstr "Vek hrdinov"
#: data/multiplayer.cfg:301
msgid "Great War"
msgstr "Veľká vojna"
#: data/multiplayer.cfg:311
msgid "Alliance of Light"
msgstr "Aliancia svetla"
#: data/multiplayer.cfg:324
msgid "Alliance of Darkness"
msgstr "Aliancia temnoty"
#: data/scenario-test.cfg:37
msgid ""
"You can come if you wish, but the leader is only interested in speaking to "
"Baldras."
msgstr "Ak chceš, môžeš prísť, ale veliteľ má záujem hovoriť iba s Baldrasom."
#: data/scenarios/multiplayer/2p_Blitz.cfg:7
msgid "2p - Blitz"
msgstr "(2) - Blesk"
#: 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 "Superrýchly súboj. Odporúča sa nastaviť 2 zlatky za dedinu."
#: data/scenarios/multiplayer/2p_Charge.cfg:7
msgid "2p - Charge"
msgstr "(2) - Výpad"
#: data/scenarios/multiplayer/2p_Den_of_Onis.cfg:3
msgid "2p - Den of Onis"
msgstr "(2) - Onisov brloh"
#: 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 ""
"Nebezpečenstvo číha na každom rohu tohoto bojového poľa, na ktorom sa "
"odohráva súboj sily a prefíkanosti. Odporúčané nastavenie: 2 zlatky za "
"dedinu."
#: data/scenarios/multiplayer/2p_Divide_and_Conquer.cfg:3
msgid "2p - Divide and Conquer"
msgstr "(2) - Rozdeľuj a panuj"
#: 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 ""
"Superrýchly súboj, bojisko rozdelené na tri časti. Odporúča sa nastaviť 2 "
"zlatky za dedinu."
#: data/scenarios/multiplayer/2p_Hamlets.cfg:3
msgid "2p - Hamlets"
msgstr "(2) - Osady"
#: 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 ""
"Vojna premenila prosté farmy a dediny mierového regiónu na rozparcelované "
"bojové pole. Odporúčané nastavenia: 2 zlatky za dedinu."
#: data/scenarios/multiplayer/2p_Hornshark_Island.cfg:3
msgid "2p - Hornshark Island"
msgstr "(2) - Ostrov Hornshark"
#: 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 ""
"Hráči musia prechádzať rozbitým terénom tohoto malého ale zato spletitého "
"ostrova. Odporúčané nastavenie: 2 zlatky za dedinu."
#: data/scenarios/multiplayer/2p_Meteor_Lake.cfg:3
msgid "2p - Meteor Lake"
msgstr "(2) - Meteoritické jazero"
#: 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 ""
"Kedysi dávno spadol z nebies meteor, ktorý zanechal stopu v tejto oblasti "
"porastenej smrekovcom. Odporúčané nastavenie: 2 zlatky na dedinu."
#: data/scenarios/multiplayer/2p_Sablestone_Delta.cfg:3
msgid "2p - Sablestone Delta"
msgstr "(2) - Delta Sablestone"
#: 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 ""
"Dve armáy sa zrazili na rozdelenom pobreží plnom skrytých jaskýň a "
"roztrieštených riek. Odporúča sa nastaviť 2 zlatky za dedinu."
#: data/scenarios/multiplayer/2p_Silverhead_Crossing.cfg:3
msgid "2p - Silverhead Crossing"
msgstr "(2) - Križovatka Silverhead"
#: 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 ""
"Hráči musia prejsť všemožnými terénmi, aby zvíťazili na tejto rozmanitej "
"duelovej mape. Odporúča sa nastaviť 2 zlatky za dedinu."
#: data/scenarios/multiplayer/2p_Sullas_Ruins.cfg:3
msgid "2p - Sullas Ruins"
msgstr "(2) - Ruiny Sullas"
#: 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 ""
"Z niekdajšej mocnej ríše po zaplavení morom a útokoch zimných živlov zostali "
"iba ruiny, voda a ľad. Odporúča sa nastaviť 2 zlatky za dedinu."
#: data/scenarios/multiplayer/2p_Wesbowl.cfg:3
msgid "2p - Wesbowl"
msgstr "(2) - Wesbowl"
#: data/scenarios/multiplayer/2p_Wesbowl.cfg:6
msgid ""
"In Wesbowl, a player must get their ball to the other player's end zone. "
"However, the other player can attack your units. Wesbowl is played with "
"blunt weapons, and healers are on hand, so when units are killed, they "
"return to that player's end zone with an injury."
msgstr ""
"V hre Wesbowl sa hráči snažia dostať loptu na súperov koniec ihriska. Hráči "
"si môžu navzájom napádať jednotky. Wesbowl sa hrá tupými zbraňami pod "
"dozorom liečiteľov, takže porazené jednotky sa vracajú zranené na štart."
#: 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"
"Vyhráš, ak:\n"
"@Dostaneš loptu do súperovej cieľovej oblasti častejšie ako súper do tvojej\n"
"Prehráš, ak:\n"
"#Súper dostane loptu do tvojej cieľovej oblasti častejšie ako ty do jeho"
#: data/scenarios/multiplayer/2p_Wesbowl.cfg:199
#: data/scenarios/multiplayer/2p_Wesbowl.cfg:476
msgid "Red scores! Current score is $redscore-$bluescore"
msgstr "Červený má bod! Skóre je $redscore-$bluescore"
#: data/scenarios/multiplayer/2p_Wesbowl.cfg:247
#: data/scenarios/multiplayer/2p_Wesbowl.cfg:524
msgid "Blue scores! Current score is $redscore-$bluescore"
msgstr "Modrý má bod! Skóre je $redscore-$bluescore"
#: data/scenarios/multiplayer/2p_Wesbowl.cfg:337
#: data/scenarios/multiplayer/2p_Wesbowl.cfg:614
msgid "Should I pass the ball to $passto.type ($xloc,$yloc)?"
msgstr "Mám loptu odovzdať hráčovi $passto.type ($xloc,$yloc)?"
#: data/scenarios/multiplayer/2p_Wesbowl.cfg:339
#: data/scenarios/multiplayer/2p_Wesbowl.cfg:616
msgid "Yes!"
msgstr "Áno!"
#: 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 "Nie"
#: data/scenarios/multiplayer/2p_Wesbowl.cfg:661
msgid "Blue team wins! Final score: $redscore-$bluescore"
msgstr "Modré družstvo vyhralo! Konečné skóre: $redscore-$bluescore"
#: data/scenarios/multiplayer/2p_Wesbowl.cfg:673
msgid "Red team wins! Final score: $redscore-$bluescore"
msgstr "Červené družstvo vyhralo! Konečné skóre: $redscore-$bluescore"
#: data/scenarios/multiplayer/2p_Wesbowl.cfg:685
msgid "Draw! Final score: $redscore-$bluescore"
msgstr "Remíza! Konečné skóre: $redscore-$bluescore"
#: data/scenarios/multiplayer/3p_1v1v1Hex.cfg:3
msgid "3p - 1v1v1Hex"
msgstr "(3) - (1 + 1 + 1) na šesťuholníku"
#: data/scenarios/multiplayer/3p_1v1v1Hex.cfg:4
msgid ""
"Three players do battle in this small, enclosed region. Recommended settings "
"of 2G per village."
msgstr ""
"Traja hráči hrajú v malej, uzavrenej oblasti. Odporúča sa nastaviť 2 zlatky "
"za dedinu."
#: data/scenarios/multiplayer/3p_Morituri.cfg:3
msgid "3p - Morituri"
msgstr "(3) - 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 ""
"Iba jedna strana môže zvíťaziť v tejto malej mape pre troch hráčov. Odporúča "
"sa nastaviť 2 zlatky za dedinu."
#: data/scenarios/multiplayer/3p_Triple_Blitz.cfg:3
msgid "3p - Triple Blitz"
msgstr "(3) - Trojitý bleskový útok"
#: 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 ""
"Traja hráči sa čelne zrazia na tomto vodnom bojisku. Odporúča sa nastaviť 2 "
"zlatky za dedinu."
#: data/scenarios/multiplayer/4p_An_Island.cfg:7
msgid "4p - An Island"
msgstr "(4) - Ostrov"
#: 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 ""
"Mapa pre 4 hráčov, vhodná na súboj jednotlivcov alebo tímov. Víťazstvo "
"spočíva v ovládnutí stredného ostrova. Severozápad: prevažne lesnatá oblasť; "
"severovýchod: roviny a sneh; juhozápad: roviny a púšť; juhovýchod: prevažne "
"hornatá oblasť."
#: data/scenarios/multiplayer/4p_Bluewater_Province.cfg:3
msgid "4p - Blue Water Province"
msgstr "(4) - Provincia Bluewater"
#: 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 ""
"Hovorí sa, že provincia Bluewater už bola zničená a znovu vybudované aspoň "
"dvadsaťkrát. Ako sa teraz na kamenistých svahoch a zasnežených horách tejto "
"provincie začínajú zbierať armády, dedinčania im sotva venujú pozornosť. "
"Odporúča sa nastaviť 2 zlatky za dedinu."
#: data/scenarios/multiplayer/4p_CastleHoppingIsle.cfg:9
msgid "4p - Castle Hopping Isle"
msgstr "(4) - Ostrov blízkych hradov"
#: 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 ""
"Veľa blízkych a strategicky umiestnených hradov. Malá mapa na rýchlu hru. "
"Odporúča sa nastaviť 2 zlatky za dedinu, a pri hre dvaja na dvoch, hráčov 1 "
"a 3 proti 2 a 4."
#: data/scenarios/multiplayer/4p_Clash.cfg:3
msgid "4p - Clash"
msgstr "(4) - Zrážka"
#: 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 ""
"Malá mapa pre (2 + 2). Tímy by mali tvoriť hráči 1 a 3 proti 2 a 4. Odporúča "
"sa nastaviť 2 zlatky za dedinu."
#: data/scenarios/multiplayer/4p_King_of_the_Hill.cfg:3
msgid "4p - King of the Hill"
msgstr "(4) - Kráľ kopca"
#: 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 ""
"Kto zostane posledný ako kráľ kopca? Najlepšie sa hrá systémom \"každý proti "
"každému\"."
#: data/scenarios/multiplayer/4p_Lagoon.cfg:3
msgid "4p - Lagoon"
msgstr "(4) - Zátoka"
#: data/scenarios/multiplayer/4p_Lagoon.cfg:4
msgid ""
"Four factions contend for dominance over this watery settlement. Recommended "
"settings of 1G per village."
msgstr ""
"Štyri frakcie bojujú o nadvládu nad touto vodnatou usadlosťou. Odporúča sa "
"nastaviť 1 zlatku za dedinu."
#: data/scenarios/multiplayer/4p_Siege_Castles.cfg:7
msgid "4p - Siege Castles"
msgstr "(4) - Obliehanie hradov"
#: data/scenarios/multiplayer/4p_Siege_Castles.cfg:9
msgid "Take control of this huge river delta."
msgstr "Ovládni túto rozsiahlu riečnu deltu."
#: data/scenarios/multiplayer/4p_The_Valley_of_Death.cfg:3
msgid "4p - The Valley of Death"
msgstr "(4) - Údolie smrti"
#: data/scenarios/multiplayer/4p_The_Valley_of_Death.cfg:5
msgid "Can you defeat all enemies and declare victory in this desolate valley?"
msgstr ""
"Dokážeš poraziť všetkých nepriateľov a stať sa víťazom v tomto zničenom "
"údolí?"
#: data/scenarios/multiplayer/4p_The_Wilderlands.cfg:3
msgid "4p - The Wilderlands"
msgstr "(4) - Divočina"
#: 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 ""
"Rozľahlá nespútaná divočina, ktorej terén pretkávajú lesy, jaskyne, rieky a "
"zrúcaniny prastarých pevností. Odporúčané nastavenie: 1 zlatka za dedinu."
#: data/scenarios/multiplayer/5p_ForestOfFear.cfg:3
msgid "5p - Forest of Fear"
msgstr "(5) - Les strachu"
#: data/scenarios/multiplayer/5p_ForestOfFear.cfg:5
msgid "In this mixed landscape, five armies battle for supremacy."
msgstr "Na tomto zmiešanom teréne bojuje päť frakcií o nadvládu."
#: data/scenarios/multiplayer/6p_Hexcake.cfg:3
msgid "6p - Hexcake"
msgstr "(6) - Šesťuholníkový koláč"
#: data/scenarios/multiplayer/6p_Hexcake.cfg:5
msgid "2 vs. 2 or 3 vs. 3 team game."
msgstr "(2 + 2) alebo (3 + 3) tímová hra."
#: data/scenarios/multiplayer/6p_Smallolof.cfg:3
msgid "6p - Smallolof"
msgstr "(6) - 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 ""
"Iba pravý stratég dokáže prežiť v tomto smrtiacom a stiesnenom údolí, kde sa "
"6 armád čelne zrazilo. Odporúča sa nastaviť 2 zlatky za dedinu."
#: data/scenarios/multiplayer/7p_battleworld.cfg:7
msgid "7p - Battle World"
msgstr "(7) - Bojisko"
#: data/scenarios/multiplayer/7p_battleworld.cfg:9
msgid ""
"Up to 7 armies thrash about in this peaceful land. Prepare for a long battle."
msgstr "Až 7 armád súperí o túto pokojnú krajinu. Pripravte sa na dlhý boj."
#: data/scenarios/multiplayer/Random_Scenario.cfg:3
#: data/scenarios/multiplayer/Random_Scenario.cfg:17
msgid "Random map"
msgstr "Náhodná mapa"
#: 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 ""
"Náhodne vytvorená mapa. Poznámka: náhodné mapy sú často nevyvážené, ale ak "
"máte čas, môžete ich generovať znova, až kým nedostanete dobrú mapu."
#: data/scenarios/multiplayer/Random_Scenario_Desert.cfg:3
#: data/scenarios/multiplayer/Random_Scenario_Desert.cfg:17
msgid "Random map (Desert)"
msgstr "Náhodná mapa (púšť)"
#: 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 ""
"Náhodná mapa zameraná na piesok. Poznámka: náhodné mapy sú často nevyvážené, "
"ale ak máte čas, môžete ich generovať znova, až kým nedostanete dobrú mapu."
#: data/scenarios/multiplayer/Random_Scenario_Marsh.cfg:3
#: data/scenarios/multiplayer/Random_Scenario_Marsh.cfg:17
msgid "Random map (Marsh)"
msgstr "Náhodná mapa (močiar)"
#: 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 ""
"Náhodná mapa zameraná na močiare. Poznámka: náhodné mapy sú často "
"nevyvážené, ale ak máte čas, môžete ich generovať znova, až kým nedostanete "
"dobrú mapu."
#: data/scenarios/multiplayer/Random_Scenario_Winter.cfg:3
#: data/scenarios/multiplayer/Random_Scenario_Winter.cfg:17
msgid "Random map (Winter)"
msgstr "Náhodná mapa (zima)"
#: 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 ""
"Náhodná mapa na prelome zimy a jari, s prevahou snehu. Poznámka: náhodné "
"mapy sú často nevyvážené, ale ak máte čas, môžete ich generovať znova, až "
"kým nedostanete dobrú mapu."
#: data/scenarios/multiplayer/scenarios.cfg:3
msgid "2p - Across The River"
msgstr "(2) - Cez rieku"
#: 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 ""
"Táto mapa je vhodná na testovanie dvoch armád, pretože je pomerne "
"spravodlivo vyvážená.\n"
"Môžete dať súboj počítača proti počítaču, aby ste videli, ako sa ktorej "
"frakcii darí."
#: data/scenarios/tutorial/Basic_Training.cfg:4
msgid "Basic Training"
msgstr "Základný výcvik"
#: 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 ""
"Som tu, aby som sa naučil bojovať. Ako skúsený starší mág mi iste vieš "
"vysvetliť umenie boja..."
#: 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 ""
"Skôr ako sa pustíš do boja, potrebuješ naverbovať jednotky. Jednotku "
"naverbuješ tak, že ťukneš pravým tlačidlom na pole v hrade, kam chceš "
"naverbovať jednotku. Potom si vyber 'Verbuj', a nakoniec daj 'OK'. Môžeš "
"verbovať iba na poliach hradu patriacich k pevnosti, v ktorej je tvoj "
"veliteľ."
#: data/scenarios/tutorial/Basic_Training.cfg:78
msgid "Recruit a unit"
msgstr "Naverbuj jednotku"
#: data/scenarios/tutorial/Basic_Training.cfg:85
msgid "Excellent! You have recruited an Elvish Fighter."
msgstr "Výborne! Naverboval si elfa vojaka."
#: 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 "Čo mám robiť ďalej?"
#: 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 ""
"Keďže sa jednotky nemôžu hýbať v tom kole, keď boli naverbované, musíš "
"ukončiť kolo. Jednoducho stlač tlačidlo 'Koniec kola' v pravom dolnom rohu "
"obrazovky."
#: data/scenarios/tutorial/Basic_Training.cfg:102
msgid "End your turn"
msgstr "Ukončí kolo"
#: data/scenarios/tutorial/Basic_Training.cfg:109
msgid "You have successfully ended your turn."
msgstr "Úspešne si ukončil kolo."
#: 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 ""
"Tvoja ďalšia úloha je pohnúť elfa vojaka. Jednotka sa hýbe tak, že ju najprv "
"označíš, a potom označíš jej cieľ. V tomto prípade je cieľom les vedľa elfej "
"šamanky Merle."
#: data/scenarios/tutorial/Basic_Training.cfg:121
msgid "Move your Elvish Fighter next to Merle"
msgstr "Posuň svojho elfa vojaka vedľa Merla"
#: 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 ""
"Výborne! Úspešne si pohol svojho elfa vojaka. Keďže išiel na pole vedľa "
"nepriateľskej jednotky, už sa v tomto kole nemôže pohybovať; súper ho "
"blokuje."
#: 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 ""
"Teraz potrebuješ svojím bojovníkom zaútočiť. Zaútočíš tak, že najprv označíš "
"jednotku, potom označíš jej terč, ktorý musí byť vedľa útočiacej jednotky. "
"Uvidíš menu s možnými útokmi, kde si vyberieš, ktorý útok použiješ."
#: data/scenarios/tutorial/Basic_Training.cfg:159
msgid "Attack Merle"
msgstr "Zaútoč na Merla"
#: data/scenarios/tutorial/Basic_Training.cfg:177
msgid "You have successfully attacked Merle."
msgstr "Úspešne si zaútočil na Merle."
#: data/scenarios/tutorial/Basic_Training.cfg:186
msgid "End your turn, and wait for Merle to attack you."
msgstr "Ukonči kolo a počkaj, kým Merle zaútočí na teba."
#: data/scenarios/tutorial/Basic_Training.cfg:194
msgid ""
"Your fighter has survived Merle's attack. Whenever a unit survives a battle, "
"it gets experience from the combat. Once a unit gains enough experience, it "
"advances to the next level, and becomes more powerful."
msgstr ""
"Tvoj bojovník prežil Merlin útok. Keď jednotka prežije boj, získa z neho "
"skúsenosti. Keď má jednotka dostatok skúseností, je povýšená na ďalšiu "
"úroveň, a stane sa silnejšou."
#: data/scenarios/tutorial/Basic_Training.cfg:203
#: data/scenarios/tutorial/Basic_Training.cfg:206
msgid "Move your fighter onto a village."
msgstr "Pohni svojho bojovníka do dediny."
#: data/scenarios/tutorial/Basic_Training.cfg:220
msgid "Villages heal the units on them."
msgstr "Dediny liečia jednotky, ktoré sú v nich."
#: 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 ""
"Teraz musíš poraziť Merle, čiže znížiť jej životy na 0. Niekoľkokrát zaútoč."
#: data/scenarios/tutorial/Basic_Training.cfg:232
msgid "Defeat Merle"
msgstr "Poraz Merla"
#: 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 ""
"Pozor! Odišiel si s veliteľom z pevnosti. Pamätaj, že keď tvoj veliteľ nie "
"je v pevnosti, nemôžeš verbovať. Takisto pamätaj, že ak tvoj veliteľ padne, "
"prehral si. Aby si mohol pokračovať vo výcviku, premiestnim ťa teraz späť do "
"pevnosti."
#: 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 ""
"Žiaľ, prehral si, lebo tvoj veliteľ padol. Dúfam, že si sa napriek tomu "
"niečo naučil."
#: 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 ""
"Žiaľ, prehral si, lebo sa minul čas. Dúfam, že si sa napriek tomu niečo "
"naučil."
#: data/scenarios/tutorial/Basic_Training.cfg:290
msgid "You have successfully completed the first training scenario."
msgstr "Úspešne si dokončil prvú tréningovú mapu."
#: data/scenarios/tutorial/Basic_Training.cfg:293
#: data/scenarios/tutorial/Traits_and_Specialties.cfg:287
msgid "Hooray!"
msgstr "Hurááá!"
#: 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 "Chceš si zopakovať niečo z toho, čo si sa v tejto scéne naučil?"
#: data/scenarios/tutorial/Basic_Training.cfg:302
#: data/scenarios/tutorial/Traits_and_Specialties.cfg:252
msgid "Yes"
msgstr "Áno"
#: data/scenarios/tutorial/Basic_Training.cfg:304
#: data/scenarios/tutorial/Traits_and_Specialties.cfg:254
msgid "I'm done reviewing skills!"
msgstr "Už som si všetko zopakoval!"
#: 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 ""
"Hoci si dokončil prvú scénu, tvoj výcvik sa ešte nekončí. Budeme pokračovať "
"ďalšou scénou, v ktorej budeme akože bojovať proti sebe."
#: data/scenarios/tutorial/Traits_and_Specialties.cfg:4
msgid "Traits and Specialties"
msgstr "Vlastnosti a schopnosti"
#: 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 ""
"Teraz ťa vyskúšam v náročnejšom teste. Budeme predstierať boj a musíš ma "
"poraziť."
#: 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 ""
"Väčšinu scén vyhráš jednoducho tak, že porazíš všetkých nepriateľských "
"veliteľov. Vyhraj túto scénu tak, že porazíš mňa. V tomto boji ti môže "
"pomôcť vojak z predchádzajúcej scény. Privoláš si ho tak, že ťukneš pravým "
"tlačidlom myši na pole v hrade, vyberieš 'Privolaj', vyberieš svojho vojaka, "
"a odklepneš 'OK'. Okrem toho môžeš verbovať elfov vojakov a strelcov."
#: 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 ""
"@Nácvik schopností:\n"
"Privolávanie\n"
"Vlastnosti\n"
"Zlato\n"
"Denná doba\n"
"Terén\n"
"Odolnosť\n"
"Schopnosti\n"
"Predmety"
#: data/scenarios/tutorial/Traits_and_Specialties.cfg:71
msgid "Defeat Delfador"
msgstr "Poraz Delfadora"
#: data/scenarios/tutorial/Traits_and_Specialties.cfg:75
#: data/scenarios/tutorial/utils.cfg:51
msgid "Death of Konrad"
msgstr "Zomrie Konrád"
#: data/scenarios/tutorial/Traits_and_Specialties.cfg:79
#: data/scenarios/tutorial/utils.cfg:59
msgid "Turns run out"
msgstr "Vyprší čas"
#: data/scenarios/tutorial/Traits_and_Specialties.cfg:94
msgid "You have successfully recalled your Elvish Fighter."
msgstr "Úspešne si privolal svojho elfa vojaka."
#: 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 "Do strehu!"
#: 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 ""
"Možno si si všimol, že tvoje jednotky majú trochu iné údaje ako sa "
"zobrazovali, než si ich naverboval. To je preto, že im boli pridelené "
"vlastnosti."
#: 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 ""
"Keď verbuješ a privolávaš jednotky, míňaš zlato. Ak by mal počet zlatiek "
"klesnúť pod 0, nemôžeš verbovať ani privolávať."
#: 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 ""
"Slnko nad Wesnothom zapadá. Denná doba ovplyvňuje, koľko zranenia môžu "
"spôsobiť jednotky rôznych orientácií."
#: data/scenarios/tutorial/Traits_and_Specialties.cfg:143
msgid "Each hex has a terrain, which gives the hex distinctive properties."
msgstr "Každé šesťuholníkové pole má terén, ktorý mu dáva rozličné vlastnosti."
#: 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 ""
"Každý útok spôsobuje nejaký typ zranenia a od toho závisí, aké veľké "
"zranenie utrpia po tomto útoku jednotlivé jednotky."
#: data/scenarios/tutorial/Traits_and_Specialties.cfg:167
msgid ""
"Many units have a specialty which changes the rules of play in some way."
msgstr ""
"Mnohé jednotky majú zvláštne schopnosti, ktoré nejako upravujú pravidlá hry."
#: 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 ""
"Niektoré predmety menia vlastnosti jednotky, ktorá ich zobrala. Jedna z "
"tvojich jednotiek našla nápoj, ktorý jej útokom zvýši zranenie. Ak si chceš "
"pozrieť nové bojové vlastnosti jednotky, pozri sa do stavovej tabuľky."
#: data/scenarios/tutorial/Traits_and_Specialties.cfg:197
msgid "This potion increases the damage of all the drinker's attacks by four."
msgstr "Tento nápoj zvyšuje zranenie všetkých útokov tejto jednotky o štyri."
#: 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 ""
"Pamätaj, že máš nepriateľovi brániť v dobýjaní dedín, a že máš naopak dobyť "
"jeho dediny. To mu obmedzí prísun zlata a tak nebude môcť verbovať."
#: data/scenarios/tutorial/Traits_and_Specialties.cfg:284
msgid "Next, you may want to begin a campaign, or play multiplayer."
msgstr "Ďalej, môžeš začať hrať príbeh alebo súboj."
#: data/scenarios/tutorial/utils.cfg:11
msgid "That was explained well! But.."
msgstr "To si mi dobre vysvetlil! Ale..."
#: 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 ""
"Nácvik schopností:\n"
"Verbovanie jednotiek\n"
"Pohyb jednotiek\n"
"Útok na nepriateľské jednotky\n"
"Získavanie skúseností\n"
"Vyhrávanie scén"
#: data/scenarios/tutorial/utils.cfg:45
msgid "Current objective:"
msgstr "Momentálny cieľ:"
#: data/scenarios/tutorial/utils.cfg:55
msgid "Death of Delfador"
msgstr "Zomrie Delfador"
#: data/scenarios/tutorial/utils.cfg:66
msgid "How do I recruit units?"
msgstr "Ako mám naverbovať jednotku?"
#: 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 ""
"Ak chceš naverbovať jednotku, ťukmi pravým tlačidlom myši na pole hradu, kam "
"ju chceš naverbovať, a vyber 'Verbuj'. Alebo pohni kurzorom na dané pole a "
"stlač 'Ctrl-R'. Ďalej si vyber, aký druh jednotky chceš naverbovať, a stlač "
"'OK'. Ak chceš verbovať rýchlejšie, pomocou 'Ctrl-Shift-R' môžeš znovu "
"naverbovať rovnaký typ jednotky ako minule."
#: 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 ""
"Veliteľ je jednotka, ktorá dokáže verbovať. To znamená, že keď je veliteľ v "
"pevnosti, môže verbovať jednotky na okolité polia hradu. Velitelia sú "
"zvyčajne mocné jednotky, na každej strane jeden. Tvoj veliteľ je zvyčajne "
"prvou jednotkou, ktorú ovládaš, a začína v pevnosti. Svojho veliteľa rýchlo "
"nájdeš, keď stlačíš \"L\". Ak padne veliteľ, prehral si. Väčšinu scén vyhráš "
"tak, že porazíš nepriateľských veliteľov."
#: data/scenarios/tutorial/utils.cfg:67
msgid "What's a leader?"
msgstr "Kto je to veliteľ?"
#: data/scenarios/tutorial/utils.cfg:68
msgid "How should I choose what kind of units to recruit?"
msgstr "Ako si mám vybrať, ktoré druhy jednotiek verbovať?"
#: 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 ""
"Mal by si si pozorne prezrieť ich údaje, ktoré sa zobrazujú naľavo od "
"zoznamu možných jednotiek, a cenu, ktorá sa zobrazuje za menom jednotky. "
"Počas výcviku sa naučíš o týchto údajoch viac."
#: data/scenarios/tutorial/utils.cfg:69
msgid "What happens when I recruit a unit?"
msgstr "Čo sa stane, keď naverbujem jednotku?"
#: 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 ""
"Keď naverbuješ jednotku, objaví sa s plným počtom životov na zvolenom poli "
"hradu. Bude mať dve z vlastností, o ktorých si povieme neskôr. Do konca "
"tohoto kola ňou nemôžeš pohybovať ani útočiť."
#: data/scenarios/tutorial/utils.cfg:73
msgid "How do I end my turn?"
msgstr "Ako ukončím kolo?"
#: 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 ""
"Kolo môžeš ukončiť napríklad stlačením 'Alt-medzera'. Alebo ťukni pravým "
"tlačidlom myši a vyber si \"Ukonči kolo\". Alebo ťukni na tlačidlo \"Koniec "
"kola\" v pravom dolnom rohu obrazovky."
#: data/scenarios/tutorial/utils.cfg:74
msgid "What happens when I end my turn?"
msgstr "Čo sa stane, keď ukončím kolo?"
#: 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 ""
"Keď skončí tvoje kolo, nasleduje súperovo kolo a ťahá iba on, dokiaľ tiež "
"neskončí kolo. Keď každý ukončil kolo, začne ďalšie kolo. To znamená pár "
"vecí, napríklad, že sa jednotky opäť môžu hýbať. Číslo tohoto kola sa "
"zobrazuje v stavovej lište veľa obrázku vlajky. Ak tento počet prekročí "
"maximálny počet kôl, prehral si."
#: data/scenarios/tutorial/utils.cfg:78
msgid "How far can my Elvish Fighter move?"
msgstr "Ako ďaleko môže ísť môj elf vojak?"
#: 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 ""
"Tvoj elf vojak začína každé kolo s určitým počtom pohybových bodov; to sa "
"označuje ako rýchlosť. Keď sa tvoj elf vojak pohybuje po nejakej trase, "
"každý šesťuholník, na ktorý vstúpi (vrátane posledného), ho stojí pohybové "
"body. Keď označíš svojho elfa vojaka, vyblednú všetky polia, na ktoré nemôže "
"vstúpiť v tomto kole. Ak je cieľ tak ďaleko, že ho nestihne dosiahnuť za "
"jedno kolo, zobrazí sa nad ním číslo, koľko kôl by to trvalo. Ak ťukneš na "
"takéto vzdialené pole, nastaví sa jednotke trasa, a každé kolo sa "
"automaticky pohne tak ďaleko k cieľu, ako bude môcť. Ak náhodou nastavíš "
"jednotke nesprávnu trasu, dvakrát na ňu ťukni a trasa sa zruší."
#: 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 ""
"Každá jednotka kontroluje oblasť susedných šesťuholníkov. Jednotky sa nemôžu "
"pohybovať cez oblasť kontrolovanú súperom; môžu do nej iba vstúpiť. Keď do "
"nej vstúpia, stratia zostávajúce pohybové body. Oblasť kontroly môžeš "
"využiť, aby sa súper nemohol dostať k tvojim slabým a zraneným jednotkám."
#: data/scenarios/tutorial/utils.cfg:79
msgid "What's the zone of control?"
msgstr "Čo je to \"oblasť pod kontrolou\"?"
#: data/scenarios/tutorial/utils.cfg:80
msgid "How do I tell who is allied and who is an enemy?"
msgstr "Ako zistím, kto je spojenec a kto nepriateľ?"
#: 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 ""
"Jednotky, ktoré ovládaš, majú nad svojím ukazovateľom životov (zvislý zelený "
"pás vedľa jednotky) zelený, žltý alebo červený krúžok. Ak sa jednotka ešte "
"nehýbala, krúžok je zelený; ak sa trochu hýbala, je žltý; ak vyčerpala "
"všetok svoj pohyb, je červený. Jednotky ovládané súperom nemajú takýto "
"krúžok. Spojenecké jednotky, ako napríklad ja, majú modrý krúžok. Ak si v "
"nastaveniach vyberieš možnosť 'Zobraziť tímy farebne', zobrazí sa na zemi "
"okolo jednotky kruh vo farbe jej majiteľa."
#: data/scenarios/tutorial/utils.cfg:84
msgid "Can Merle retaliate from my attack?"
msgstr "Môže Merle počas môjho útoku útočiť naspäť?"
#: 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 ""
"Keď je jednotka napadnutá, opláca útok jednou zo svojich zbraní. Po každom "
"útočníkovom údere teda nasleduje odvetný úder obrancu. Takto to pokračuje, "
"kým sa niektorej strane nevyčerpá počet úderov; potom pokračuje už len "
"súper, kým sa aj jeho počet útokov nevyčerpá. Jednotka sa môže brániť iba "
"útokom na rovnakú vzdialenosť; čiže útok zblízka možno oplatiť iba útokom "
"zblízka, a útok na diaľku možno oplatiť iba útokom na diaľku. Väčšina "
"jednotiek má útok zblízka silnejší ako útok na diaľku. Jednotky so silným "
"útokom na diaľku sú užitočné pri útoku na jednotky orientované na boj "
"zblízka. Niektoré jednotky nemajú útok na diaľku, a preto ho nemôžu ani "
"oplatiť. Ani strelecké jednotky však nemôžu útočiť ďalej ako na vedľajšie "
"políčko; toto je jedna z charakteristík hry 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 ""
"Každý útok môže pri zásahu spôsobiť určité množstvo zranenia, a môže byť "
"použitý určitý počet-krát za súboj. Tieto čísla sa nazývajú zranenie a počet "
"úderov útoku. Zobrazujú sa v tomto poradí pod názvom útoku v stavovej "
"tabuľke jednotky, a vedľa názvu v zozname možností útoku. Ak chceš rýchlo "
"zistiť maximálne možné zranenie, vynásob zranenie počtom úderov. Napríklad "
"môj bleskový útok spôsobuje pri zásahu zranenie za 14 životov a má 4 údery, "
"takže môže v jednom súboji spôsobiť zranenie až 56."
#: data/scenarios/tutorial/utils.cfg:85
msgid "How can you tell how powerful a unit's attacks are?"
msgstr "Ako môžem zistiť, aký silný útok má jednotka?"
#: 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 ""
"Jednotky môžu blokovať údery. Šanca, že úder zasiahne, závisí od obrancovej "
"schopnosti odraziť úder, a zobrazuje sa vo výbere možností útoku, za "
"zranením a počtom úderov pri útoku lukom."
#: data/scenarios/tutorial/utils.cfg:86
msgid "Will my fighter hit every time when he attacks?"
msgstr "Trafí môj vojak vždy, keď bude útočiť?"
#: data/scenarios/tutorial/utils.cfg:90
msgid "What's experience?"
msgstr "Čo je to \"skúsenosť\"?"
#: 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 ""
"Keď jednotka bojuje s inou jednotkou, získava v boji skúsenosti. Množstvo "
"skúsenosti je rovné úrovni súpera, ktorá zvyčajne reprezentuje silu tejto "
"jednotky. Ak jednotka dorazí súperovu jednotku, získa omnoho viac "
"skúseností. Počet skúseností za zabitie nepriateľa je 8-krát úroveň "
"nepriateľa."
#: data/scenarios/tutorial/utils.cfg:91
msgid "What happens when a unit advances?"
msgstr "Čo sa stane, keď sa jednotka povýši?"
#: 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 ""
"Keď je jednotka povýšená, zmení sa na iný druh jednotky. Nový druh jednotky "
"závisí od toho, čím bola pôvodná jednotka, ale niekedy je na výber niekoľko "
"možností povýšenia. Povýšená jednotka je zvyčajne mocnejšia, a má o 1 vyššiu "
"úroveň ako pôvodná jednotka. Keď je jednotka povýšená, zároveň sa celkom "
"vylieči a odstránia sa všetky neduhy, ktoré sa jej predtým stali. Povýšenie "
"je teda spojené s vyliečením."
#: data/scenarios/tutorial/utils.cfg:95
msgid "What happens when a unit moves onto a village?"
msgstr "Čo sa stane, keď jednotka príde do dediny?"
#: 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 ""
"Keď sa jednotka pohne na dedinu, označí túto dedinu vlajkou svojej farby. "
"Táto akcia stojí figúrku zvyšok pohybu. Mať dedinu označenú vlajkou "
"poskytuje viaceré výhody, napríklad príjem jednej zlatky za kolo navyše a "
"zníženie celkových nákladov za jednotky o jednu zlatku. Celkové množstvo "
"ovládaných dedín je zobrazené na stavovej lište vedľa obrázku domčeka. Popri "
"ekonomických výhodách môže byť dedina využitá aj pri boji. Dedina vylieči "
"jednotke, ktorá je v nej, 8 životov za kolo."
#: data/scenarios/tutorial/utils.cfg:96
msgid "How do I heal when there aren't any villages nearby?"
msgstr "Ako sa môžem liečiť, ak nebude nablízko žiadna dedina?"
#: 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 ""
"Liečiť sa možno aj mimo dediny. Ak sa jednotka počas jedného celého ťahu "
"nehýbala ani neútočila, vylieči si oddychovaním 2 životy. Oddychovanie však "
"neplatí, ak na jednotku útočil nepriateľ. Ďalej, niektoré jednotky liečia "
"jednotky na vedľajších políčkach. Napríklad elf šaman; jednotky na políčku "
"vedľa elfa šamana sa vyliečia každé kolo o 4 životy. Nakoniec, vždy keď "
"vyhráš scénu, všetky jednotky sa celkom vyliečia."
#: data/scenarios/tutorial/utils.cfg:100
msgid "How do I know how to complete a scenario? Will you always tell me?"
msgstr "Ako budem vedieť, ako mám vyhrať scénu? Vždy mi to povieš?"
#: 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 ""
"Občas nie je zo samotných dialógov jasné, ako sa má vyhrať scéna. Vtedy si "
"musíš prečítať cieľ scény, ktorý sa zobrazí po úvodných dialógoch. Neskôr sa "
"dá zobraziť kliknutím na položku 'Cieľ scény' v menu. Cieľ scény je zoznam "
"podmienok víťazstva a porážky. Keď sa splnia jedny z týchto podmienok, scéna "
"skončila. Usiluj sa, aby to boli podmienky víťazstva."
#: data/scenarios/tutorial/utils.cfg:101
msgid "What happens when I win a scenario?"
msgstr "Čo sa stane, keď vyhrám scénu?"
#: 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 ""
"Keď vyhráš scénu, tvoje zvyšné jednotky zostanú nažive a získajú plné "
"zdravie. Navyše im nemusíš platiť žold za ušetrené ťahy. V okamihu víťazstva "
"získaš aj všetky dediny v oblasti. Medzi jednotlivými scénami však vždy "
"stratíš 20% zlata."
#: 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 ""
"Najprv musíš zaplatiť 20 zlatiek za každú privolanú jednotku, bez ohľadu na "
"druh jednotky. Privolané jednotky sú v podstate rovnaké ako naverbované, len "
"sa namiesto novej jednotky objaví jednotka z minulej scény."
#: data/scenarios/tutorial/utils.cfg:105
msgid "What happens when I recall a unit?"
msgstr "Čo sa stane, keď privolám jednotku?"
#: data/scenarios/tutorial/utils.cfg:106
msgid "How should I decide which units to recall?"
msgstr "Ako sa mám rozhodnúť, ktoré jednotky privolať?"
#: 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 ""
"Zvyčajne sa privolávajú jednotky, ktoré už boli povýšené. Niekedy sa ale "
"oplatí privolať aj jednotky, ktoré majú veľa skúseností, takže budú čoskoro "
"povýšené. Privolávaj také jednotky, ktoré sa ti budú v danej scéne hodiť. "
"Napríklad v lesnej scéne privolaj elfov."
#: 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 ""
"Úlohou vlastností je zvyšovať rozmanitosť jednotiek tak, aby sa aj jednotky "
"rovnakého druhu jedna od druhej odlišovali. Po naverbovaní každej jednotky "
"sa jej pridelia dve náhodné vlastnosti. Vlastnosti jednotky sa zobrazujú v "
"jej stavovej tabuľke, a keď ukážeš kurzorom na danú vlastnosť, zobrazí sa "
"jej vysvetlenie."
#: data/scenarios/tutorial/utils.cfg:110
msgid "What do traits do?"
msgstr "Čo robia vlastnosti?"
#: 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 ""
"Existujú štyri rôzne vlastnosti, ktoré majú rôzne účinky od zvyšovania "
"životov jednotky po znižovanie množstva skúseností potrebných na povýšenie. "
"Všetky vlastnosti sú určené na vylepšenie schopností jednotky; nie sú žiadne "
"'zlé' vlastnosti. Väčšina jednotiek má po naverbovaní rovnakú šancu získať "
"akékoľvek dve rôzne vlastnosti. Niektoré rasy a jednotky môžu mať svoje "
"jedinečné vlastnosti."
#: data/scenarios/tutorial/utils.cfg:111
msgid "What kind of traits can my units get?"
msgstr "Aké vlastnosti môže mať moja jednotka?"
#: data/scenarios/tutorial/utils.cfg:115
msgid "How much gold do my units cost?"
msgstr "Koľko zlata stoja moje jednotky?"
#: 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 ""
"Každej jednotke musíš pri naverbovaní alebo privolaní zaplatiť. Cena "
"verbovania jednotky sa zobrazuje pod názvom jednotky. Cena privolania "
"jednotky je vždy 20 zlatých. Okrem toho musíš svojim jednotkám platiť každé "
"kolo žold vo výške úrovne jednotky. Tie jednotky, ktoré si sám nenaverboval "
"ani neprivolal (napríklad tvoj veliteľ) ťa nestoja nič. Celkové náklady na "
"jednotky sa zobrazujú na stavovej lište na hornej časti obrazovky, vedľa "
"obrázku so zlatkou a červenou šípkou."
#: data/scenarios/tutorial/utils.cfg:116
msgid "How do I get gold?"
msgstr "Ako získam zlato?"
#: data/scenarios/tutorial/utils.cfg:116
msgid ""
"You begin each scenario with a percentage of gold from the previous "
"scenario. If this is less than 100 gold, you begin with 100 gold instead. "
"The amount of gold you have is displayed on the status bar after the picture "
"of gold. After the start of a scenario, you receive 2 gold every turn. Since "
"you usually need more gold than that, you should flag villages, which give "
"you 1 gold per turn."
msgstr ""
"Každú scénu začínaš s časťou zlata z konca predchádzajúcej scény. Ak by to "
"malo byť menej ako 100 zlatých, začneš namiesto toho so 100 zlatými. "
"Množstvo zlata, ktoré máš, sa zobrazuje na stavovej lište vedľa obrázku "
"zlatky. Po začiatku scény dostávaš každé kolo dve zlatky. Keďže zvyčajne "
"potrebuješ viac zlata, označuj dediny, ktoré ti budú dávať 1 zlatku za ťah."
#: 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 ""
"Sú tri orientácie: poriadok, neutrál a chaos. Takisto rozlišujeme tri denné "
"doby: deň, šero a noc. Počas dňa jednotky poriadku (napríklad väčšina ľudí) "
"spôsobuje o 25% väčšie zranenie, kým jednotky chaosu (napríklad nemŕtvi) o "
"25% menšie. V noci je to zase naopak. Za šera dávajú všetky jednotky "
"normálne zranenie. Na neutrálne jednotky (napríklad elfovia) nemá deň a noc "
"vplyv."
#: data/scenarios/tutorial/utils.cfg:120
msgid "What are the different alignments and times of day?"
msgstr "Čo sú jednotlivé orientácie a denné doby?"
#: data/scenarios/tutorial/utils.cfg:121
msgid "How do I know what time of day it is?"
msgstr "Ako zistím, aká je denná doba?"
#: 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 ""
"Denné doby sa zvyčajne striedajú v poradí: svitanie (šero), ráno (deň), "
"popoludnie (deň), súmrak (šero), prvá hliadka (noc), druhá hliadka (noc), a "
"zase odznova. Zobrazujú sa ako slnko a mesiac vychádzajúce na východe a "
"zapadajúce na západe. Niektoré scény však majú iné poradie, napríklad v "
"podzemí je stále noc. Terajšiu dennú dobu zistíš, keď sa pozrieš na stavovú "
"tabuľku."
#: 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 ""
"Vlastnosti dvoch terénov sme si už opísali; išlo o dediny a hrad. Ostatné "
"terény majú menej výrazné vlastnosti; mierne ovplyvňujú výhody a nevýhody "
"rozličných jednotiek, ktoré na ne prídu. Prvou vlastnosťou terénu je počet "
"pohybových bodov, ktoré minie jednotka, kým príde na dané pole. Druhou "
"vlastnosťou je obrana, ktorú terén jednotke na ňom poskytuje. Od nej závisí "
"percentuálna šanca, že bude jednotka na tomto teréne zranená. Napríklad "
"elfovia majú v lese obranu 70%, čo znamená, že ich zasiahne iba 30% útokov."
#: data/scenarios/tutorial/utils.cfg:125
msgid "What are the different properties that terrains have?"
msgstr "Aké rozličné vlastnosti môže mať terén?"
#: data/scenarios/tutorial/utils.cfg:126
msgid "How do I find out the properties of a specific terrain?"
msgstr "Ako zistím vlastnosti konkrétneho terénu?"
#: 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 ""
"Ak chceš zistiť vlastnosti terénu z pohľadu nejakej jednotky, ťukni pravým "
"tlačidlom myši na jednotku, vyber \"Popis jednotky\" a pozri na \"Vplyv "
"terénu\". Ak chceš zistiť, aký terén je na konkrétnom poli, ukáž kurzorom "
"myši na toto pole a pozri sa do pravého horného rohu obrazovky. Tu sa vedľa "
"seba zobrazí: názov terénu, súradnice poľa, obrana označenej jednotky, a "
"počet pohybových bodov, koľko bude stáť označenú jednotku pohyb na toto pole."
#: 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 ""
"Každá jednotka má nejaké odolnosti voči jednotlivým druhom útokov. Odolnosť "
"je percento, o ktoré sa zmenší zranenie zo súperovho útoku daného typu "
"(alebo zväčší, ak je percento záporné). Napríklad ak elf lukostrelec zaútočí "
"na elfa prieskumníka, spôsobí mu o 20% väčšie zranenie ako obyčajne, pretože "
"elf prieskumník má odolnosť proti bodným zraneniam -20%. Tento bonus (alebo "
"postih) sa sčítava s inými bonusmi (alebo postihmi), ako napríklad za dennú "
"dobu, takže dva postihy -50% dajú spolu -100%."
#: data/scenarios/tutorial/utils.cfg:130
msgid "How does resistance affect attack damage?"
msgstr "Ako vplýva odolnosť na zranenie pri útoku?"
#: 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 ""
"Existuje 6 rôznych druhov zranenia: sečné, bodné, tupé, ohnivé, mrazivé a "
"sväté. Dôkladne obrnené jednotky majú vysokú odolnosť voči fyzickým "
"zraneniam (sečné, bodné a tupé), ale nízku odolnosť voči magickým zraneniam "
"(ohnivé a mrazivé). Všetky živé jednotky sú odolné voči svätým zraneniam, "
"ale nemŕtvi sú nimi extrémne zraniteľní. Ak chceš zistiť, aké odolnosti má "
"konkrétna jednotka, ťukni na ňu pravým tlačidlom myši, vyber \"Popis jednotky"
"\" a pozri na \"Odolnosti\"."
#: data/scenarios/tutorial/utils.cfg:131
msgid "What are the different damage types?"
msgstr "Čo sú rozličné typy zranenia?"
#: 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 ""
"Každá zvláštna schopnosť robí niečo iné (preto sa to nazýva zvláštna "
"schopnosť). Ak chceš zistiť popis špeciálnej vlastnosti jednotky, ukáž "
"kurzorom myši na názov tejto vlastnosti."
#: data/scenarios/tutorial/utils.cfg:135
msgid "What do specialties do?"
msgstr "Čo sú to schopnosti?"
#: 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 ""
"Zvláštne schopnosti jednotky závisia od druhu jednotky; napríklad všetci "
"generáli majú schopnosť \"velenie\". Sú dva druhy špeciálnych schopností: "
"schopnosti a zvláštne útoky. Schopnosť sa týka jednotky, špeciálna schopnosť "
"sa týkajú iba jedného z útokov tejto jednotky."
#: data/scenarios/tutorial/utils.cfg:136
msgid "Which units get specialties?"
msgstr "Ktoré jednotky majú schopnosti?"
#: 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 ""
"Existuje veľa zvláštnych schopností a poznávať ich je jedna zo zaujímavých "
"vecí na hraní Wesnotu. Dve najčastejšie zvláštne schopnosti sa volajú "
"\"magický\" a \"velenie\". Magický útok zasiahne nepriateľa s "
"pravdepodobnosťou 70% bez ohľadu na terén. Jednotky, ktoré stoja vedľa "
"jednotky na vyššej úrovni so schopnosťou \"velenie\", spôsobujú väčšie "
"zranenia."
#: data/scenarios/tutorial/utils.cfg:137
msgid "What kinds of specialties can my units get?"
msgstr "Aké schopnosti môže mať moja jednotka?"
#: data/scenarios/tutorial/utils.cfg:138
msgid "How do I use specialties?"
msgstr "Ako použijem schopnosti?"
#: 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 ""
"Ak chceš použiť zvláštnu schopnosť, musíš sa so svojou jednotkou pohnúť "
"alebo zaútočiť spôsobom, ktorý vyvoláva túto schopnosť. Napríklad ak chceš "
"využiť velenie, postav svoju jednotku s velením vedľa inej jednotky na "
"nižšej úrovni, a potom zaútoč tou druhou jednotkou."
#: 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 ""
"Predmety, ktoré nájdeš v jednotlivých scénach rôznych výprav, sa navzájom "
"líšia. Vo výprave \"Dedič trónu\" sú predmety väčšinou nové zbrane pre "
"jednotku, ktorá ich zdvihne. Predmety sa však vo výpravách objavujú len "
"zriedkavo."
#: data/scenarios/tutorial/utils.cfg:142
msgid "What kind of objects am I likely to encounter?"
msgstr "Aké druhy predmetov mám šancu nájsť?"
#: data/scenarios/tutorial/utils.cfg:143
msgid "How long do these objects last?"
msgstr "Ako dlho tieto predmety vydržia?"
#: 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 ""
"Väčšina predmetov spôsobuje u jednotky, ktorá ich zdvihla, trvalú zmenu. "
"Niektoré objekty, ako napríklad svätená voda, však vydržia iba do konca "
"scény."
#: data/scenarios/tutorial/utils.cfg:147
msgid "How do I play a campaign?"
msgstr "Ako sa hrá výprava?"
#: 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 ""
"Ak chceš začať výpravu, vyber si v menu \"Výprava\", vyber si výpravu, a "
"potom zložitosť (ľahká, stredná, ťažká). Pre začiatočníkov je určená výprava "
"\"Dedič trónu\"."
#: data/scenarios/tutorial/utils.cfg:148
msgid "How do I play multiplayer?"
msgstr "Ako sa hrá zápas?"
#: 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 ""
"Ak chceš hrať Wesnoth proti iným ľuďom, vyber si \"Zápas\". Potom si vyber "
"\"Pripoj sa na oficiálny server\". Takto sa pripojíš na oficiálny server "
"Wesnothu, kde sa môžeš zapojiť do hry tak, že ju označíš a dáš \"Pripoj sa "
"do hry\"."
#: data/schedules.cfg:123 data/schedules.cfg:130
msgid "Underground"
msgstr "Podzemie"
#: data/terrain.cfg:11 src/multiplayer_create.cpp:52
#: src/multiplayer_lobby.cpp:311 src/multiplayer_lobby.cpp:317
msgid "Shroud"
msgstr "Odkrývanie mapy"
#: data/terrain.cfg:18 src/multiplayer_lobby.cpp:307
msgid "Fog"
msgstr "Hmla"
#: data/terrain.cfg:134
msgid "Dirt"
msgstr "Prach"
#: data/terrain.cfg:213 data/terrain.cfg:224
msgid "Desert Village"
msgstr "Púštna dedina"
#: data/terrain.cfg:235
msgid "Tropical Forest Village"
msgstr "Tropická lesná dedina"
#: data/terrain.cfg:246
msgid "Oasis"
msgstr "Oáza"
#: data/terrain.cfg:275
msgid "Snow Village"
msgstr "Zasnežená dedina"
#: data/terrain.cfg:293
msgid "Desert Hills"
msgstr "Púštne kopce"
#: data/terrain.cfg:301
msgid "Snow Hills"
msgstr "Zasnežené kopce"
#: data/terrain.cfg:317
msgid "Desert Mountains"
msgstr "Púštne hory"
#: data/terrain.cfg:332
msgid "Tropical Forest"
msgstr "Tropický les"
#: data/terrain.cfg:341
msgid "Snow Forest"
msgstr "Zasnežený les"
#: data/terrain.cfg:383
msgid "Encampment"
msgstr "Táborisko"
#: data/terrain.cfg:393
msgid "Dwarven Castle"
msgstr "Trpasličí hrad"
#: data/terrain.cfg:403
msgid "Keep"
msgstr "Pevnosť"
#: data/terrain.cfg:430
msgid "Ruin"
msgstr "Ruina"
#: data/terrain.cfg:440
msgid "Sunken Ruin"
msgstr "Potopená ruina"
#: data/terrain.cfg:451
msgid "Swamp Ruin"
msgstr "Ruiny v močiari"
#: data/themes/default.cfg:78
msgid "Menu"
msgstr "Menu"
#: data/themes/default.cfg:89
msgid "Actions"
msgstr "Akcie"
#: data/themes/default.cfg:111
msgid "End Turn"
msgstr "Koniec kola"
#: data/themes/default.cfg:167 src/playturn.cpp:2247 src/unit.cpp:1091
msgid "HP"
msgstr "Životy"
#: data/themes/default.cfg:176 src/playturn.cpp:2068 src/playturn.cpp:2248
msgid "XP"
msgstr "Skúsenosti"
#: data/themes/default.cfg:186
msgid "gold"
msgstr "zlato"
#: data/themes/default.cfg:195
msgid "villages"
msgstr "dediny"
#: data/themes/default.cfg:204
msgid "units"
msgstr "jednotky"
#: data/themes/default.cfg:213
msgid "upkeep"
msgstr "žold"
#: data/themes/default.cfg:222
msgid "income"
msgstr "príjem"
#: data/themes/default.cfg:358
msgid "statuspanel^level"
msgstr "úroveň"
#: data/themes/default.cfg:389
msgid "statuspanel^movement"
msgstr "pohyb"
# Skratka z "Actions" = "Akcie".
#: data/themes/default.cfg:520
msgid "Act."
msgstr "Akc."
#: data/themes/default.cfg:553
msgid "short end-turn^End"
msgstr "Koniec"
#: 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 ""
"Jednotky poriadku bojujú lepšie vo dne, jednotky chaosu zase v noci. Na "
"neutrálne jednotka nemá noc a deň vplyv."
#: data/tips.cfg:2
msgid ""
"In a campaign, you can use veteran units from previous scenarios by using "
"the 'recall' option."
msgstr ""
"Počas výpravy môžeš použiť skúsenejšie jednotky z predchádzajúcich máp "
"pomocou voľby 'Privolaj'."
#: 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 ""
"Existuje šesť druhov útoku: strelný, sečný, tupý, ohnivý, mrazivý a svätý. "
"Rôzne jednotky sú rôzne citlivé voči jednotlivým druhom útokov. Ťukni druhým "
"tlačidlom myši na jednotku, vyber si 'Popis jednotky' a potom 'Odolnosť', "
"aby si videl nakoľko dokáže jednotka odolávať jednotlivým druhom útoku."
#: 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 ""
"Terén, na ktorom jednotka stojí, určuje pravdepodobnosť, že ju súper "
"zasiahne ju v boji. Miera obrany momentálne označenej jednotky na momentálne "
"označenom teréne sa zobrazuje v pravom hornom rohu obrazovky."
#: 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 ""
"Otrávená jednotka stráca každé kolo 8 životov, ale nezomrie následkom jedu: "
"jed nikdy nezníži životy pod 1. Otrávené jednotky možno uzdraviť v dedine, "
"alebo umiestnením vedľa jednotky so schopnosťou 'liečiť'."
#: 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 ""
"Tlačidlom 'Privolaj' v menu hry môžeš použiť jednotky z predchádzajúcich "
"máp. Opakovaným privolávaním vybraných jednotiek si môžeš vytvoriť mocnú a "
"skúsenú armádu."
#: 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 ""
"Každá jednotka má 'pod kontrolou' vedľajšie políčka mapy. Ak sa jednotka "
"pohne do oblasti pod kontrolou súpera, nemôže sa v tom kole ďalej pohybovať. "
"Jednotky na úrovni 0 sú príliš slabé na to, aby dokázali kontrolovať "
"vedľajšie polia. Priebojné jednotky sú naopak príliš šikovné, a dokážu sa "
"cez kontrolu prešmyknúť."
#: 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 ""
"Pravdepodobnosť zásahu jednotky zvyčajne závisí na tom, ako dobre sa vie "
"táto jednotka brániť na teréne, kde práve stojí. Magické útoky však majú "
"pravdepodobnosť zásahu vždy 70%, a útok ostrostrelca má pravdepodobnosť "
"zásahu aspoň 60%."
#: data/tips.cfg:9
msgid ""
"Units stationed in villages heal 8 hitpoints at the beginning of their turn."
msgstr "Jednotky umiestnené v dedine sa na začiatku kola vyliečia o 8 životov."
#: 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 ""
"Jednotky, ktoré sa počas kola nepohli ani neútočili, oddychujú a na začiatku "
"nasledujúceho kola si doplnia 2 životy."
#: 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 ""
"Väčšina peších jednotiek sa bráni lepšie v dedinách a hradoch ako v inom "
"teréne. Väčšina jazdeckých jednotiek nemá pri obrane v dedinách a hradoch "
"žiadnu výhodu."
#: 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 ""
"Jazdecké jednotky sú zvyčajne odolné voči sečným a tupým zbraniam, ale sú "
"zraniteľné pri útoku strelnými a vrhacími zbraňami ako šípy a oštepy."
#: 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 ""
"Zasadiť nepriateľskej jednotke smrteľný úder je najlepší spôsob, ako získať "
"skúsenosti. Jednotka, ktorá zabije nepriateľa, získa 8 skúseností za každú "
"úroveň zabitej jednotky."
#: 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 ""
"Elfie jednotky sa výborne pohybujú a bojujú v lese. Trpaslíčie jednotky sa "
"výborne pohybujú a bojujú v kopcoch a v horách."
#: 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 ""
"Trpezlivosť ruže prináša. Než útočiť v nevhodných podmienkach alebo s málo "
"jednotkami, počkaj na lepšie podmienky a potom zaútoč."
#: 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 ""
"Ak si napadnutý z viacerých strán, možno sa oplatí poslať niektorým smerom "
"menej potrebné jednotky, aby spomalili nepriateľov postup."
#: data/tips.cfg:17
msgid ""
"Do not be afraid to retreat and regroup, it is often the key to victory."
msgstr ""
"Neboj sa cúvnuť a zostaviť novú formáciu, často je to kľúčom k víťazstvu."
#: 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 ""
"Na väčšine máp dostaneš za skoré dokončenie zlato navyše. Jeho množstvo "
"závisí na počte dedín na mape a počte ušetrených kôl. Takto vždy získaš viac "
"zlata, než keby si obsadil všetky dediny a vyčkával, až vyprší čas."
#: 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 ""
"Tvoj veliteľ môže verbovať a privolávať jednotky z pevnosti v hrade; a to "
"nielen z tej, v ktorej si začal. Môžeš dobyť súperovu pevnosť a verbovať "
"odtiaľ. Možno ti aj niektorý spojenec poskytne miesto na verbovanie vo "
"vlastnom hrade."
#: data/tips.cfg:20
msgid ""
"Skeletons are resistant to piercing and bladed attacks, but vulnerable to "
"impact, fire, and holy attacks."
msgstr ""
"Kostlivci sú odolní voči strelným a sečným útokom, ale zraniteľní tupými, "
"ohnivými a svätými útokmi."
#: data/tips.cfg:21
msgid ""
"Units with leadership ability make lower level adjacent units on the same "
"side fight better."
msgstr ""
"Jednotky so schopnosťou veliť zlepšujú bojové schopnosti tvojich jednotiek "
"nižšej úrovne na vedľajších poliach."
#: 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 ""
"Vo všeobecnosti sa neoplatí zostať stáť vedľa prázdnej dediny. Nepriateľská "
"jednotka môže vojsť do dediny a zaútočiť, pričom využije obranu a liečenie, "
"ktoré jej dedina poskytuje."
#: data/tips.cfg:23
msgid ""
"Holding the mouse cursor on an ability or trait shows a description of that "
"ability or trait."
msgstr ""
"Ak držíš kurzor myši nad schopnosťou alebo vlastnosťou, zobrazí sa popis "
"tejto schopnosti či vlastnosti."
#: data/tips.cfg:24
msgid "Use lines of units to screen injured units to let them recover."
msgstr ""
"Zoraďuj jednotky do línie, aby kryli zranené jednotky, kým sa zregenerujú."
#: data/tips.cfg:25
msgid "Read the hotkeys list in the preferences menu."
msgstr "Pozri si nastavenie kláves v menu 'Nastavenia'."
#: 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 ""
"Ak pohneš jednotku, ale pritom nezaútočíš ani nezistíš žiadnu novú "
"informáciu, môžeš vrátiť pohyb klávesom 'u'."
#: data/tips.cfg:27
msgid ""
"You can see how far enemy units can move by moving the mouse cursor over "
"them."
msgstr ""
"Ak pohneš kurzor myši nad nepriateľskú jednotku, uvidíš, ako ďaleko sa môže "
"hýbať."
#: data/tips.cfg:28
msgid ""
"Use healers to support your attacks - they will win you battles without "
"needing to attack anything themselves."
msgstr ""
"Pri útoku použi ako pomocné jednotky liečiteľov - pomôžu ti vyhrať boj, aj "
"keď sami nebudú útočiť."
#: 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 ""
"Spomaľujúci útok spôsobí, že sa nepriateľská jednotka bude pomalšie "
"pohybovať a bude mať o jeden útok menej ako zvyčajne. Oplatí sa to najmä "
"proti jednotkám, ktoré majú málo silných útokov."
#: data/tips.cfg:30
msgid "Holy attacks are very powerful against undead."
msgstr "Sväté útoky sú zvlášť účinné proti nemŕtvym."
#: data/tips.cfg:31
msgid ""
"Units are healed when they advance a level. Used wisely, this can turn a "
"fight."
msgstr ""
"Keď je jednotka povýšená na ďalšiu úroveň, vylieči sa. Ak to múdro využiješ, "
"môžeš zvrátiť výsledok boja."
#: data/tips.cfg:32
msgid ""
"Charging units are best used against enemies they can kill with a single "
"blow."
msgstr ""
"Jednotky s výpadom sú najúčinnejšie proti nepriateľom, ktorých dokážu zabiť "
"jednou ranou."
#: data/traits.cfg:6 data/translations/english.cfg:61
msgid "loyal"
msgstr "verný"
#: data/traits.cfg:7
msgid "Zero upkeep"
msgstr "Nulový žold"
#: data/traits.cfg:17
msgid "undead"
msgstr "nemŕtvy"
#: data/traits.cfg:18
msgid "Immune to poison"
msgstr "Odolný voči jedu"
#: data/traits.cfg:25
msgid "strong"
msgstr "silný"
#: data/traits.cfg:41
msgid "dextrous"
msgstr "zručný"
#: data/traits.cfg:53
msgid "quick"
msgstr "rýchly"
#: data/traits.cfg:68
msgid "intelligent"
msgstr "inteligentný"
#: data/traits.cfg:79
msgid "resilient"
msgstr "odolný"
#: data/translations/english.cfg:2
msgid "Easy"
msgstr "Ľahká"
#: data/translations/english.cfg:3
msgid "Medium"
msgstr "Stredná"
#: data/translations/english.cfg:4
msgid "Hard"
msgstr "Ťažká"
#: 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 ""
"Jednotky poriadku bojujú lepšie cez deň a horšie v noci.\n"
"\n"
"Deň: +25% Zranenie\n"
"Noc: -25% Zranenie"
#: data/translations/english.cfg:10
msgid ""
"Neutral units are unaffected by day and night, fighting equally well under "
"both conditions."
msgstr ""
"Neutrálne jednotky neovplyvňuje deň a noc, bojujú rovnako v každom čase."
#: 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 ""
"Jednotky chaosu bojujú lepšie v noci a horšie vo dne.\n"
"\n"
"Deň: -25% Zranenie\n"
"Noc: +25% Zranenie"
#: 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 ""
"Prepad:\n"
"Jednotka sa dokáže ukryť v lese, kde ju nepriateľ neuvidí.\n"
"\n"
"Nepriateľské jednotky nemôžu vidieť ani napadnúť túto jednotku v lese, iba v "
"ťahu bezprostredne nasledujúcom po jej útoku, alebo ak sú na vedľajšom "
"políčku."
#: 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 "prepad"
#: 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 ""
"Lieči:\n"
"Táto jednotka spája liečivé rastliny s mágiou a tak lieči jednotky "
"rýchlejšie, než je zvyčajne možné na bojisku.\n"
"\n"
"Táto jednotka sa postará o všetky zranené spriatelené jednotky na vedľajších "
"políčkach, keď začne ťah.\n"
"Jednotka v opatere liečiteľa sa môže za jeden ťah vyliečiť až o 8 životov.\n"
"Liečiteľ môže vyliečiť všetkým opatrovaným jednotkám dokopy 18 životov za "
"ťah.\n"
"Liečiteľ dokáže aj vyliečiť otrávenú jednotku, ale táto jednotka už v danom "
"ťahu nezíska žiadne ďalšie životy."
#: 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 "lieči"
#: 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 ""
"Uzdravuje:\n"
"Jednotka dokáže uzdravovať spriatelené jednotky na vedľajších políčkach "
"začiatkom ťahu.\n"
"\n"
"Jednotka v opatere uzdravovateľa sa môže za jeden ťah uzdraviť až o 4 "
"životy.\n"
"Uzdravovateľ môže v jednom ťahu obnoviť všetkým opatrovaným jednotkám spolu "
"8 životov.\n"
"Uzdravovateľ nedokáže vyliečiť otrávenú jednotku; taká jednotka musí "
"vyhľadať pomoc v dedine, alebo u jednotky, ktorá dokáže liečiť."
#: 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 "uzdravuje"
#: 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 ""
"Osvetľuje:\n"
"Táto jednotka osvetľuje okolitý priestor, takže jednotky poriadku budú "
"bojovať lepšie a jednotky chaosu horšie.\n"
"\n"
"Jednotka na vedľajšom políčku bude bojovať v noci ako za súmraku, a za "
"súmraku ako cez deň."
#: data/translations/english.cfg:49
msgid "illuminates"
msgstr "osvetľuje"
#: 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 ""
"Velenie:\n"
"Táto jednotka dokáže viesť jednotky okolo seba, takže bojujú lepšie.\n"
"\n"
"Jednotky nižšej úrovne na vedľajších políčkach spôsobia v boji väčšie "
"zranenie. Ak sa jednotka nižšej úrovne nachádza vedľa spojeneckej jednotky s "
"velením, spôsobí pri útoku zranenie vyššie o 25% za každý rozdiel v úrovni "
"týchto jednotiek."
#: 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 "velenie"
#: data/translations/english.cfg:59
msgid ""
"Loyal:\n"
"Never more than 1 upkeep."
msgstr ""
"Verný:\n"
"Nevyžaduje žold vyšší ako 1."
#: 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 ""
"Nočné zakrádanie:\n"
"Jednotka je počas noci neviditeľná.\n"
"\n"
"Nepriateľské jednotky nemôžu vidieť ani napadnúť túto jednotku počas noci, "
"iba v ťahu bezprostredne nasledujúcom po jej útoku, alebo ak sú na vedľajšom "
"políčku."
#: data/translations/english.cfg:68 data/units/Nightgaunt.cfg:21
#: data/units/Shadow.cfg:16
msgid "nightstalk"
msgstr "nočné zakrádanie"
#: 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 ""
"Regeneruje:\n"
"Jednotka sa sama vylieči o 8 životov za kolo. Ak je otrávená, namiesto "
"liečenia si odstráni otravu."
#: 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 "regeneruje"
#: 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 ""
"Priebojný:\n"
"Táto jednotka je zvyknutá pohybovať sa medzi nepriateľmi a nenechá sa nimi "
"zablokovať."
#: 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 "priebojný"
#: data/translations/english.cfg:81
msgid ""
"Steadfast:\n"
"This unit's resistance is doubled, up to a maximum of 50%, when defending."
msgstr ""
"Neoblomný:\n"
"Táto jednotka má pri obrane dvojnásobnú odolnosť, nanajvýš však 50%."
#: data/translations/english.cfg:83 data/units/Dwarvish_Guardsman.cfg:16
#: data/units/Dwarvish_Sentinel.cfg:18 data/units/Dwarvish_Stalwart.cfg:18
#: data/units/Merman_Hoplite.cfg:26
msgid "steadfast"
msgstr "neoblomný"
#: data/translations/english.cfg:86
msgid ""
"Teleport:\n"
"This unit may teleport between any two friendly villages using one of its "
"moves."
msgstr ""
"Teleport:\n"
"Táto jednotka sa dokáže počas jedného kroku premiestniť z jednej "
"spriatelenej dediny do druhej."
#: data/translations/english.cfg:88 data/units/Silver_Mage.cfg:22
#: data/units/Silver_Mage.cfg:158
msgid "teleport"
msgstr "teleport"
#: data/translations/english.cfg:93
msgid ""
"Backstab:\n"
"This attack deals double damage if a friendly unit is on the opposite side "
"of the target. (This doesn't work with allied units.)"
msgstr ""
"Zákerný:\n"
"Zákerný útok dá dvojnásobné zranenie, ak sa na opačnej strane od obete "
"nachádza jednotka rovnakej strany. (Jednotka priateľského hráča nestačí.)"
#: data/translations/english.cfg:96
msgid ""
"Berserk:\n"
"Whether used offensively or defensively, this attack presses the engagement "
"until one of the combatants is slain."
msgstr ""
"Berserk:\n"
"Či pri útoku alebo pri obrane, tento druh útoku trvá až do smrti jedného z "
"protivníkov."
#: 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 ""
"Výpad:\n"
"Tento útok dá dvojnásobné zranenie súperovi. Takisto spôsobí, že jednotka "
"utrpí dvojnásobné zranenie v prípade protiútoku."
#: 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 ""
"Vysatie:\n"
"Táto jednotka vysáva zdravie zo živých jednotiek a lieči sama seba za "
"polovicu spôsobeného zranenia."
#: data/translations/english.cfg:105
msgid ""
"First Strike:\n"
"This unit always strikes first with this attack, even if they are defending."
msgstr ""
"Prvý útok:\n"
"Týmto útokom útočí jednotka vždy prvá, aj keď bola napadnutá."
#: data/translations/english.cfg:108
msgid ""
"Magical:\n"
"This attack always has a 70% chance to hit."
msgstr ""
"Magický:\n"
"Tento útok má vždy šancu 70% na zásah."
#: data/translations/english.cfg:111
msgid ""
"Marksman:\n"
"When used offensively, this attack always has at least a 60% chance to hit."
msgstr ""
"Presný:\n"
"Pri útoku má jednotka vždy šancu aspoň 60% na zásah."
#: 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 ""
"Choroba:\n"
"Ak jednotku zabije útok spôsobujúci chorobu, stane sa z tejto jednotky "
"rovnaká jednotka ako tá, čo ju zabila, a bude bojovať za rovnakú stranu. "
"(Toto neplatí na nemŕtvych a na jednotky v dedine.)"
#: 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 ""
"Jed:\n"
"Tento útok otrávi obeť. Otváraná jednotka stráca 8 životov každý ťah, až kým "
"nie je vyliečená alebo nezoslabne na 1 život."
#: 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 ""
"Spomaľujúci:\n"
"Tento útok spomalí obeť. Spomalená jednotka sa jedno kolo pohybuje "
"polovičnou rýchlosťou a má pri boji o jeden útok menej, až do konca svojho "
"ťahu."
#: 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 ""
"Skamenenie:\n"
"Tento útok premení obeť na kameň. Jednotky premenené na kameň sa nemôžu "
"hýbať ani útočiť."
# Bridge
#: data/translations/english.cfg:132
msgid "$name's Bridge,$name's Crossing"
msgstr "Most $name"
# Path
#: data/translations/english.cfg:133
msgid "$name's Highway,$name's Pass,Path of $name"
msgstr "$name|ova cesta,$name|ova púť,$name|ova trasa"
#: data/translations/english.cfg:134
msgid "$name River,River $name"
msgstr "Rieka $name"
#: data/translations/english.cfg:135
msgid "$name Forest,$name's Forest"
msgstr "Les $name"
#: data/translations/english.cfg:136
msgid "$name Lake"
msgstr "Jazero $name"
# Village
#: data/translations/english.cfg:137
msgid "$name|bury,$name|ham,$name|ton"
msgstr "$name|ová,$name|ovka,$name|ovce"
#: data/translations/english.cfg:138
msgid "$name|harbor,$name|port"
msgstr "Prístav $name"
# Village + River
#: data/translations/english.cfg:139
msgid "$name|ham,$name|ford,$name|cross,$river|ford,$river|cross"
msgstr "$name|ová,$name|ovka,$name|ovce,$name|ov brod,Brod cez $river"
# Village + River + Bridge
#: data/translations/english.cfg:140
msgid "$river|bridge,$river|bridge,$river|bridge,$name|ham,$name|bridge"
msgstr "$name|ová,$name|ovka,$name|ovce,Most nad $river"
# Village + Grassland
#: data/translations/english.cfg:141
msgid "$name|ham,$name|ton,$name|field"
msgstr "$name|ová,$name|ovka,$name|ovce,$name|ovo pole,$name|ova roľa"
# Village + Forest
#: data/translations/english.cfg:142
msgid "$name|ham,$name|ton,$name|wood,$name Forest"
msgstr "$name|ová,$name|ovka,$name|ovce,$name|ov háj"
# Village + Hill
#: data/translations/english.cfg:143
msgid "$name|ham,$name|bury,$name|ton,$name|hill,$name|crest"
msgstr "$name|ová,$name|ovka,$name|ovce,$name|ov kopec"
# Village + Mountain
#: data/translations/english.cfg:144
msgid ""
"$name|ham,$name|bury,$name|ton,$name|mont,$name|mont,$name|cliff,$name|cliff"
msgstr "$name|ová,$name|ovka,$name|ovce,$name|ovo bralo"
#: data/units/Ancient_Lich.cfg:3
msgid "Ancient Lich"
msgstr "Prastarý kostej"
#: 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 ""
"Bytosť takéhoto rádu je poslom dávnej minulosti. Každého, kto stretne "
"prastarého kosteja, očakávajú omnoho väčšie nebezpečenstvá než samotná "
"smrť.\n"
"\n"
"Poznámka: Kostejove útoky na diaľku sú magické a majú vždy veľkú šancu "
"zasiahnuť súpera. Kostejov dotyk uberá zdravie obete a obnovuje tým "
"kostejovo zdravie."
#: 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 "dotyk"
#: 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 "mráz"
#: 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 "vysatie"
#: 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 "mágia"
#: 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 "magický"
#: data/units/Ancient_Wose.cfg:3
msgid "Ancient Wose"
msgstr "Prastarý lesný muž"
#: data/units/Ancient_Wose.cfg:7 data/units/Elder_Wose.cfg:7
#: data/units/Wose.cfg:7
msgid "ambush,regenerates"
msgstr "prepad,regeneruje"
#: 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 ""
"Koluje zaujímavý príbeh o farmárovi, ktorý mal na svojom poli veľký dub; "
"strom, ktorý tam stál už v časoch, keď jeho otec začal obrábať tamojšiu "
"pôdu, a ktorý bol pre jeho rodinu dôležitým symbolom. Jedného rána šokovaný "
"zistil, že strom akosi zmizol, a zanechal po sebe len kus holej zeme na "
"mieste, kde predtým stál. Farmára tento zážitok nadobro zmenil.\n"
"\n"
"Podobné príbehy sú všetko, čo sa vie o pravdepobnom pôvode najstarších "
"lesných mužov.\n"
"\n"
"Poznámka: Lesní muži sa regenerujú čerpaním síl prírody okolo nich, takže sa "
"nemusia kvôli liečeniu unúvať do dediny."
#: data/units/Ancient_Wose.cfg:43 data/units/Elder_Wose.cfg:24
#: data/units/Wose.cfg:24
msgid "crush"
msgstr "drvenie"
#: 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 "tupý"
#: data/units/Arch_Mage.cfg:3
msgid "Arch Mage"
msgstr "Archmág"
#: 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 ""
"Titul archmága možno získať len po celoživotnom štúdiu a výnimočných "
"úspechoch. Archmágovia sú zvyčajne na pozíciách učiteľov alebo poradcov "
"tých, ktorí sú dosť rozumní, aby ocenili plody ich múdrosti. Mnohí majú "
"bohatých patrónov, čo je výhodné pre obe strany, pretože okrem občasnej rady "
"či pomoci sa mág môže nerušene sústrediť na svoj výskum. Niektorí zavrhujú "
"civilizáciu a trávia svoje dni ako pustovníci; často pritom študujú niečo, "
"čo spoločnosť zavrhuje.\n"
"\n"
"Archmág nie je trénovaný v boji, ale keď treba, dokáže prejaviť plnú silu "
"svojho umenia, čo nie je žiadna sranda.\n"
"\n"
"Poznámka: Archmágove ohnivé strely sú magické, a majú vždy vysokú "
"pravdepodobnosť, že zasiahnu súpera."
#: data/units/Arch_Mage.cfg:40 data/units/Arch_Mage.cfg:152
#: data/units/Dark_Sorcerer.cfg:24 data/units/Deathmaster.cfg:32
#: data/units/Elder_Mage.cfg:24 data/units/Elvish_Druid.cfg:27
#: data/units/Elvish_Enchantress.cfg:25 data/units/Elvish_Shaman.cfg:28
#: data/units/Elvish_Sorceress.cfg:25 data/units/Great_Mage.cfg:28
#: data/units/Great_Mage.cfg:126 data/units/Mage.cfg:26
#: data/units/Mage.cfg:109 data/units/Mermaid_Diviner.cfg:31
#: data/units/Mermaid_Enchantress.cfg:23 data/units/Mermaid_Initiate.cfg:25
#: data/units/Mermaid_Priestess.cfg:26 data/units/Necromancer.cfg:21
#: data/units/Orcish_Shaman.cfg:23 data/units/Orcish_Shaman.cfg:86
#: data/units/Orcish_Shaman.cfg:149 data/units/Outlaw_Princess.cfg:53
#: data/units/Outlaw_Queen.cfg:55 data/units/Red_Mage.cfg:27
#: data/units/Red_Mage.cfg:124 data/units/Saurian_Icecaster.cfg:24
#: data/units/Saurian_Soothsayer.cfg:24 data/units/Saurian_Tribalist.cfg:23
#: data/units/Silver_Mage.cfg:84 data/units/Silver_Mage.cfg:220
#: data/units/White_Mage.cfg:33 data/units/White_Mage.cfg:108
msgid "staff"
msgstr "palica"
#: data/units/Arch_Mage.cfg:61 data/units/Arch_Mage.cfg:173
#: data/units/Great_Mage.cfg:49 data/units/Great_Mage.cfg:147
#: data/units/Red_Mage.cfg:48 data/units/Red_Mage.cfg:145
msgid "fireball"
msgstr "ohnivá guľa"
#: 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 "oheň"
#: data/units/Arch_Mage.cfg:113
msgid "female^Arch Mage"
msgstr "Archmágyňa"
#: data/units/Assassin.cfg:3
msgid "Assassin"
msgstr "Zabijak"
#: 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 ""
"Najúspešnejší zlodeji dostanú občas za úlohu vziať čosi viac ako majetok "
"obete. Títo majstri boja s nožom použijú vhodné prostriedky na umlčanie "
"svojej obete, či už otráveným nožom z diaľky alebo dýkou do chrbta. V noci "
"sú zabijaci smrteľne nebezpeční, cez deň sa vo svetle slnka cítia pri boji "
"nepríjemne.\n"
"\n"
"Poznámka: Ak sa jednotke patriacej k rovnakej armáde ako zabijak podarí "
"odpútať pozornosť nepriateľa, zabijak môže nepozorovane zaútočiť od chrbta, "
"čím spôsobí dvojnásobné zranenie. Pri vrhaní používa otrávené nože, ktoré "
"postupne uberajú silu nepriateľa."
#: 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 "dýka"
#: 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 "sečný"
#: 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 "zákerný"
#: data/units/Assassin.cfg:68 data/units/Assassin.cfg:150
#: data/units/Rogue.cfg:41 data/units/Rogue.cfg:103
msgid "knife"
msgstr "nôž"
#: 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 "jed"
#: data/units/Assassin.cfg:98
msgid "female^Assassin"
msgstr "Zabijačka"
#: data/units/Bandit.cfg:3
msgid "Bandit"
msgstr "Bandita"
#: 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 ""
"Banditi sú nesúrodá zbierka mužov pochybného pôvodu. Sú silnou zložkou "
"každej organizovanej zločineckej skupiny, a hoci im chýba zručnosť a "
"inteligencia, vynikajú vo svojej úlohe utĺcť obete. Podobne ako iní "
"zločinci, sú nervózni za denného svetla, a zvyčajne pracujú v noci."
#: 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 "palcát"
#: data/units/Battle_Princess.cfg:3 data/units/Battle_Princess.cfg:55
msgid "female^Battle Princess"
msgstr "Princezná veliteľka"
#: data/units/Battle_Princess.cfg:19 data/units/Battle_Princess.cfg:70
msgid "leadership,skirmisher"
msgstr "velenie,priebojný"
#: 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 ""
"Princezná je vznešeného pôvodu. Umenie meča sa učila od najlepších generálov "
"a bojovú taktiku od najväčších mudrcov, čo z nej robí dobrého bojovníka i "
"veliteľa. Je zocelená bojom a má pevnú vôľu. Dokáže pomáhať v bojovom umení "
"okolitým jednotkám."
#: data/units/Battle_Princess.cfg:36 data/units/Battle_Princess.cfg:75
#: data/units/Bowman.cfg:33 data/units/Cavalier.cfg:41
#: data/units/Cavalryman.cfg:43 data/units/Commander.cfg:35
#: data/units/Commander.cfg:110 data/units/Deathblade.cfg:40
#: data/units/Dragoon.cfg:45 data/units/Drake_Blademaster.cfg:23
#: data/units/Drake_Clasher.cfg:35 data/units/Drake_Enforcer.cfg:25
#: data/units/Drake_Flameheart.cfg:26 data/units/Drake_Flare.cfg:25
#: data/units/Drake_Gladiator.cfg:24 data/units/Drake_Warrior.cfg:22
#: data/units/Elvish_Archer.cfg:45 data/units/Elvish_Archer.cfg:147
#: data/units/Elvish_Avenger.cfg:51 data/units/Elvish_Avenger.cfg:167
#: data/units/Elvish_Captain.cfg:26 data/units/Elvish_Champion.cfg:23
#: data/units/Elvish_Fighter.cfg:24 data/units/Elvish_Hero.cfg:22
#: data/units/Elvish_High_Lord.cfg:22 data/units/Elvish_Lord.cfg:22
#: data/units/Elvish_Marksman.cfg:49 data/units/Elvish_Marksman.cfg:169
#: data/units/Elvish_Marshal.cfg:28 data/units/Elvish_Outrider.cfg:32
#: data/units/Elvish_Ranger.cfg:48 data/units/Elvish_Ranger.cfg:163
#: data/units/Elvish_Rider.cfg:34 data/units/Elvish_Scout.cfg:33
#: data/units/Elvish_Sharpshooter.cfg:48
#: data/units/Elvish_Sharpshooter.cfg:168 data/units/Fighter.cfg:20
#: data/units/Fighter.cfg:61 data/units/General.cfg:31
#: data/units/Grand_Knight.cfg:25 data/units/Grand_Marshal.cfg:27
#: data/units/Horse_Lord.cfg:22 data/units/Knight.cfg:24
#: data/units/Lieutenant.cfg:26 data/units/Longbowman.cfg:22
#: data/units/Lord.cfg:23 data/units/Lord.cfg:99
#: data/units/Master_Bowman.cfg:22 data/units/Mounted_Fighter.cfg:22
#: data/units/Mounted_Warrior.cfg:22 data/units/Naga-Fighter.cfg:21
#: data/units/Naga-Fighter.cfg:56 data/units/Naga-Myrmidon.cfg:26
#: data/units/Naga-Myrmidon.cfg:66 data/units/Naga-Warrior.cfg:25
#: data/units/Naga-Warrior.cfg:64 data/units/Noble_Commander.cfg:28
#: data/units/Noble_Fighter.cfg:23 data/units/Noble_Lord.cfg:28
#: data/units/Orcish_Grunt.cfg:19 data/units/Orcish_Leader.cfg:21
#: data/units/Orcish_Ruler.cfg:21 data/units/Orcish_Sovereign.cfg:22
#: data/units/Orcish_Warlord.cfg:20 data/units/Orcish_Warrior.cfg:19
#: data/units/Paladin.cfg:30 data/units/Princess.cfg:23
#: data/units/Princess.cfg:61 data/units/Royal_Guard.cfg:25
#: data/units/Sea_Orc.cfg:20 data/units/Sergeant.cfg:24
#: data/units/Swordsman.cfg:24
msgid "sword"
msgstr "meč"
#: data/units/Battle_Princess.cfg:91 data/units/Commander.cfg:132
#: data/units/Fighter.cfg:83 data/units/Lord.cfg:116
#: data/units/Princess.cfg:77
msgid "scepter of fire"
msgstr "ohnivé žezlo"
#: data/units/Blood_Bat.cfg:3
msgid "Blood Bat"
msgstr "Krvavý netopier"
#: 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 ""
"Krvavý netopier je rýchly a môže sa liečiť krvou, ktorú vycicia obetiam. "
"Takto sa môže po útoku stať ešte silnejším ako bol na začiatku. Toto nemŕtve "
"lietajúce zviera má srsť červenú od krvi svojich obetí."
#: 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 "tesáky"
#: data/units/Bone_Shooter.cfg:3
msgid "Bone Shooter"
msgstr "Kostlivec ostreľovač"
#: 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 ""
"Z černokňažníkových výtvorom sa niektorým v nepravom živote darí lepšie. Tí "
"s lepším potenciálom dostanú primeranú výzbroj; lukostrelci zvlášť ohavnú. "
"Ich tulce sú naplnené šípmi vyrobenými nie z dreva, ale z kostí ich obetí. "
"Ich nepriatelia ich nazývajú jednoducho 'kostliví ostreľovači'. Vzbudzujú "
"hrôzu u všetkého živého."
#: data/units/Bone_Shooter.cfg:36 data/units/Soul_Shooter.cfg:27
msgid "stab"
msgstr "bodni"
#: 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 "luk"
#: 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 "strelný"
#: data/units/Bowman.cfg:3
msgid "Bowman"
msgstr "Strelec"
#: 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 ""
"Od vynálezu lukostreľby bolo jasné, že nezostane iba pri streľbe do lovnej "
"zveri, a lukostrelci sa dávno stali neodmysliteľnou súčasťou armády. Často "
"sú skromného pôvodu, roľníci alebo tesári, sú šikovní pri boji lukom i "
"krátkym mečom, a často sa vyskytujú na bojisku."
#: data/units/Cavalier.cfg:3
msgid "Cavalier"
msgstr "Jazdec expert"
#: 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 ""
"Elitní jazdci, majstri meča, kuše a jazdy na koni, sú znakom víťazstva na "
"bojovom poli. Ich schopnosť streľby na diaľku im umožňuje zaútočiť "
"beztrestne na mnohých súperov, a ich útok často zvrátil výsledok najväčších "
"bitiek v histórii."
#: 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 "kuša"
#: data/units/Cavalryman.cfg:3
msgid "Cavalryman"
msgstr "Jazdec kavalérie"
#: 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 ""
"Jazdci kavalérie sa od obyčajných jazdcov líšia taktikou a vybavením. Jazdec "
"kavalérie má brnenie, meč a štít, nie kopiju. Ich taktika nespočíva vo "
"výpadoch, ale v manévrovaní, sekaní a uhýbaní.\n"
"\n"
"Jazdci kavalérie sú užitoční na dobýjanie a chránenie území na otvorenom "
"priestore, na chránenie spojencov a prieskum."
#: data/units/Cave_Spider.cfg:3
msgid "Giant Spider"
msgstr "Veľký pavúk"
#: 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 ""
"V hlbinách Knalgy sa údajne potulujú veľké pavúky a požierajú svoje obete. "
"Zblízka dokážu svoju obeť uhryznúť a otráviť, z diaľky útočia pavučinou a "
"spomaľujú tak svojich súperov."
#: data/units/Cave_Spider.cfg:47
msgid "web"
msgstr "sieť"
#: 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 "spomaľujúci"
#: data/units/Chocobone.cfg:3
msgid "Chocobone"
msgstr "Čokobon"
#: data/units/Chocobone.cfg:18
msgid ""
"Riding the bones of ostrich-like large birds once used as mounts by a lost "
"civilization, the skeletal Chocobones can move faster than most cavalry "
"units."
msgstr ""
"Kostliví čokoboni jazdia na kostrách pštrosovitých vtákov, ktorých kedysi "
"používala na jazdenie zaniknutá civilizácia. Čokoboni sú rýchlejší ako "
"väčšina jazdeckých jednotiek."
#: 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 "kopija"
#: 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 "výpad"
#: data/units/Cockatrice.cfg:3
msgid "Cockatrice"
msgstr "Chiméra"
#: 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 ""
"Tieto mýtické tvory nazývané aj 'baziliškovia' majú vraj schopnosť premeniť "
"živého tvora na kameň. Netreba zvlášť zdôrazňovať, že sú extrémne nebezpečné."
#: data/units/Cockatrice.cfg:33
msgid "gaze"
msgstr "pohľad"
#: data/units/Cockatrice.cfg:38 src/actions.cpp:898 src/actions.cpp:1065
msgid "stone"
msgstr "kameň"
#: data/units/Commander.cfg:3 data/units/Commander.cfg:90
msgid "Commander"
msgstr "Veliteľ"
#: 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 ""
"Hodnosť veliteľa majú tí, ktorí vedú jednotky do boja. Vďaka svojim "
"vodcovským schopnostiam zvyšujú bojový výkon jednotiek na nižšej úrovni na "
"políčkach vedľa veliteľa.Veliteľ je najšikovnejší s mečom, ale keď treba, "
"dokáže použiť aj luk. Ak padne veliteľ, bitka je stratená."
#: data/units/Cuttle_Fish.cfg:3
msgid "Cuttle Fish"
msgstr "Sépia"
#: 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 ""
"Sépia je obrovský morský netvor. Svojich súperov dokáže omotať mocnými "
"chápadlami alebo na nich z diaľky pľuť jedovatý čierny atrament. Ak chcete "
"prežiť stretnutie s takýmto netvorom, najlepšie je zostať na brehu."
#: data/units/Cuttle_Fish.cfg:33 data/units/Tentacle.cfg:21
msgid "tentacle"
msgstr "chápadlo"
#: data/units/Cuttle_Fish.cfg:69
msgid "ink"
msgstr "atrament"
#: data/units/Dark_Adept.cfg:4
msgid "Dark Adept"
msgstr "Temný učeň"
#: data/units/Dark_Adept.cfg:24 data/units/Dark_Adept.cfg:86
msgid ""
"To attract any practitioners, the lure of black magic must be a great prize "
"indeed, for anyone caught practicing the art in the civilized world is "
"subject to a death sentence. And yet there are those who pursue this art, "
"for the prize offered is nothing less than immortality. Hidden away in "
"secret cults, or initiated into the dark orders of the underworld, the "
"training which these fanatics must endure often drives them to exhaustion "
"and enfeeblement.\n"
"\n"
"In such condition, their only weapon is the craft they have so committed "
"themselves to learning.\n"
"\n"
"Special Notes: The attacks of a dark adept are magical, and always have a "
"high chance of hitting an opponent."
msgstr ""
"Čierna mágia nepochybne ponúka svojim učňom veľké odmeny, ak uvážime, že "
"každý prichytený pri jej praktikovaní je v civilizovanom svete odsúdený na "
"trest smrti. A predsa sa nájdu tí, ktorí sa v tomto umení zdokonaľujú, "
"pretože odmenou nie je nič menšie ako nesmrteľnosť. Fanatici sa ukrývajú v "
"tajných kultoch a temných podzemných rádoch, ich tréning vedie až do úplného "
"vyčerpania.\n"
"\n"
"V takýchto podmienkach je ich jedinou zbraňou samotné umenie, ktoré "
"študujú.\n"
"\n"
"Poznámka: Útoky temného učňa sú magické, a preto majú vždy veľkú šancu "
"zasiahnuť súpera."
#: 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 "vlna mrazu"
#: data/units/Dark_Adept.cfg:66
msgid "female^Dark Adept"
msgstr "Temná učnica"
#: data/units/Dark_Queen.cfg:3
msgid "female^Dark Queen"
msgstr "Temná kráľovná"
#: 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 ""
"Aševiera, zlá matka kráľovná, terorizovala Wesnoth celé roky. Jej znalosti "
"mágie z nej robia ťažkého protivníka, no jej moc pochádza najmä z tých, "
"ktorých ovláda."
#: data/units/Dark_Queen.cfg:35
msgid "scepter"
msgstr "žezlo"
#: data/units/Dark_Sorcerer.cfg:3
msgid "Dark Sorcerer"
msgstr "Temný čarodejník"
#: 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 ""
"Hrôza, akú vzbudzuje čierna mágia, je daná najmä tým, ako málo o nej bežný "
"človek vie. Ak naozaj poskytuje nesmrteľnosť, potom by mala byť "
"transformácia na kosteja čosi, o čo sa každý temný mág pokúsi tak rýchlo, "
"ako sa len bude dať, prv než ho vezme nejaká choroba či úraz. Napriek tomu "
"sa vyskytujú aj temní čarodejníci - pomerne starí muži, ktorí sa mocou "
"vyrovnajú aj kostejom.\n"
"\n"
"O tom, prečo sa niekto rozhodne oddialiť či odložiť takúto voľbu, možno iba "
"špekulovať. Predpokladá sa, že stav kosteja buď nespĺňa to, čo si pôvodne "
"predstavujeme pod pojmom nesmrteľnosť, alebo je s takouto premenou spojená "
"akási strašná cena, o ktorej sa nehovorí.\n"
"\n"
"Poznámka: Útoky temného čarodejníka na diaľku sú magické a majú vždy veľkú "
"šancu zraniť súpera. Palica temného čarodejníka roznáša mor - kto padne "
"mŕtvy pod jej úderom, vzápätí vstane ako nemŕtvy."
#: data/units/Dark_Sorcerer.cfg:29 data/units/Soulless.cfg:44
msgid "plague(Walking Corpse)"
msgstr "choroba(Chodiaca mŕtvola)"
#: data/units/Dark_Spirit.cfg:3
msgid "Dark Spirit"
msgstr "Temný duch"
#: 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 ""
"Temní duchovia sú poslami a zvestovateľmi ríše mŕtvych, a silou hrôzy v "
"tomto svete. Našťastie ich vo Wesnothe nebýva často vidno."
#: data/units/Dark_Spirit.cfg:32 data/units/Spectre.cfg:52
#: data/units/Wraith.cfg:28
msgid "baneblade"
msgstr "čepeľ skazy"
#: data/units/Dark_Spirit.cfg:49 data/units/Ghost.cfg:35
#: data/units/Spectre.cfg:69 data/units/Wraith.cfg:45
msgid "wail"
msgstr "škrek"
#: data/units/Death_Knight.cfg:3
msgid "Death Knight"
msgstr "Rytier smrti"
#: data/units/Death_Knight.cfg:19
msgid ""
"Tales are told of the mightiest warriors and generals, who, cursed with hate "
"and a sense of betrayal, came back to this world as Death Knights. Wielding "
"the same weapons as they did before, they command the Undead in their quest "
"for revenge."
msgstr ""
"Niekedy sa vraj najmocnejší vojaci a generáli premožení nenávosťou a pocitom "
"zrady vracajú na tento svet ako rytieri smrti. Bojujú rovnakými zbraňami ako "
"zaživa, a vedú nemŕtvych na ceste za odplatou."
#: data/units/Death_Knight.cfg:34 data/units/Dwarvish_Lord.cfg:28
#: data/units/Dwarvish_Steelclad.cfg:27
msgid "battle axe"
msgstr "bojová sekera"
#: data/units/Deathblade.cfg:3
msgid "Deathblade"
msgstr "Kostlivý šermiar"
#: 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 ""
"Príšery zvané 'smrtky' boli za svojho života majstrami boja, zruční a "
"nebezpeční vojaci. Ich noví páni si to všimli a pokúsili sa využiť ich "
"niekdajšie zručnosti. Tieto netvory sú krehké, ale omnoho rýchlejšie ako iné "
"im podobné, čo sa týka pohybu i sekania."
#: data/units/Deathmaster.cfg:3
msgid "Deathmaster"
msgstr "Pán smrti"
#: data/units/Deathmaster.cfg:17
msgid ""
"His wanderings on a dark path have given him power normally not granted to "
"mortals, but with a terrible cost: the undead that he gave his soul to are "
"gradually claiming his mortal shell too, and with time, he will be a true "
"undead and a terror to all that lives."
msgstr ""
"Výpravy na temných chodníkoch mu dali moc neprístupnú bežným smrteľníkom, "
"ale zaplatil strašnú cenu: Nemŕtvi, ktorým dal svoju dušu, sa postupne "
"zmocňujú aj jeho smrteľnej schránky, a po čase sa aj on stane pravým "
"nemŕtvym a postrachom všetkého živého."
#: data/units/Demilich.cfg:3
msgid "Demilich"
msgstr "Starší kostej"
#: 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 ""
"Dlhodobé zahrávanie so zakázanou mágiou a temnými umeniami si od dotyčných "
"mágov nevyhnutne vyžiada vysokú cenu. Starší kostej stráca vlastné telo, sám "
"sa stáva nemŕtvym. Po čase sa môže stať pravým nemŕtvym a všetci sa ho budú "
"báť."
#: data/units/Direwolf_Rider.cfg:3
msgid "Direwolf Rider"
msgstr "Vlčí pán"
#: 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 ""
"'Jazdecký vlk' sa od bežného lesného odlišuje veľkosťou a farbou. Zvyčajne "
"sú v kohútiku vysoké ako kone, a majú veľký hlad. Iba šialenec by sa s nimi "
"pokúšal bližšie zoznámiť. Goblini sa ich s veľkými obeťami naučili osedlať a "
"skrotiť, ak sa to tak dá nazvať.\n"
"\n"
"U bežného vlka sa pazúry nepovažujú za najnebezpečnejšiu časť tela, ale u "
"týchto veľkých beštií sú hrubšie a dlhšie ako klince. Jazdci ich často "
"natierajú jedom, čím zvyšujú šancu, že zásah takýmto pazúrom bude smrteľný.\n"
"\n"
"Poznámka: Obeť otravy po zásahu pazúrmi jazdeckého vlka bude postupne "
"strácať zdravie, dokiaľ sa nevylieči v dedine, alebo pod dohľadom liečiteľa."
#: 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 "pazúry"
#: data/units/Dragoon.cfg:3
msgid "Dragoon"
msgstr "Dragún"
#: 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 ""
"Najnadanejší jazdci kavalérie v armáde Wesnothu sú cvičení v používaní kuše "
"a vybavení močnejšími tátošmi. Títo vojaci, skvele obrnení a zdatní v "
"používaní meča, môžu smelo útočiť a brániť dobytú zem. Ich veľkou výhodou na "
"bojisku je pohyblivosť a odolnosť."
#: data/units/Drake_Blademaster.cfg:4
msgid "Drake Blademaster"
msgstr "Jašter šermiar"
#: 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 ""
"Jašteri najviac skúsení v používaní meča tvoria osobitné oddiely. V boji sú "
"označení čierno-bielym vojnovým pomaľovaním."
#: 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 "ohnivý dych"
#: data/units/Drake_Burner.cfg:3
msgid "Drake Burner"
msgstr "Jašter opekač"
#: 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 ""
"Jašteri opekači sú tí hrdí jedinci, ktorí zdelili po vzdialených predkoch "
"schopnosť vydychovať oheň. V kombinácii s ich veľkosťou a silou to z nich "
"robí nebezpečných súperov v boji."
#: data/units/Drake_Clasher.cfg:3
msgid "Drake Clasher"
msgstr "Jašter úderník"
#: 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 ""
"Jašter úderník nedokáže lietať ani dýchať oheň, a na ich zručnosť v boji "
"zbraňami sa zvyčajne hľadí ako na 'z núdze cnosť'. Tí, čo to tvrdia, však "
"podceňujú ich šikovnosť a účinnosť v boji.\n"
"\n"
"V hierarchii jašterov reprezentujú súdnu moc, a hoci sú ich brnenia do "
"značnej miery obradné, sú stále dosť použiteľné. Pri kontakte s menšími "
"rasami zisťujú, že ich prirodzená veľkosť a sila sú mocnými zbraňami, a v "
"spojení s brnením sa z nich stávajú mocní bojovníci, odolní voči typickým "
"slabinám svojho druhu, ako je zraniteľnosť šípmi a oštepmi."
#: data/units/Drake_Enforcer.cfg:3
msgid "Drake Enforcer"
msgstr "Jašter dozorca"
#: 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 ""
"Jašter dozorca predstavuje číru silu svojho druhu. Dlhé hodiny v kováčskej "
"dielni mu poskytli pozoruhodný rozsah zbraní, a opevnenie žiarivým pancierom "
"od hlavy až po päty."
#: data/units/Drake_Fighter.cfg:3
msgid "Drake Fighter"
msgstr "Jašter vojak"
#: 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 ""
"Jašteri vojaci nosia zakrivené scimitary, s ktorými zručne zaobchádzajú. Od "
"predkov zdedili schopnosť vydychovať oheň. Najzručnejší jašterí vojaci "
"vstupujú do elitných radov jašterov bojovníkov."
#: data/units/Drake_Fighter.cfg:33
msgid "scimitar"
msgstr "scimitar"
#: data/units/Drake_Fire.cfg:3
msgid "Fire Drake"
msgstr "Ohnivý jašter"
#: 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 ""
"Veľkí ohniví draci majstrovsky ovládajú svoj vnútorný oheň. Oblečení v "
"žiarivom brnení chŕlia na svojich súperov plamene. Sú symbolom sily a "
"majestátnosti svojho druhu."
#: data/units/Drake_Flameheart.cfg:3
msgid "Drake Flameheart"
msgstr "Plamenný jašter"
#: 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 ""
"Tvrdí sa, že v žilách najstarších jašterích rodov - priamych potomkov "
"samotných drakov - namiesto krvi prúdi oheň. Tí, ktorí vedia dýchať oheň, "
"túto predstavu podporujú; zatiaľ nikto nenašiel odvahu ich rozrezať, aby to "
"preskúmal dôkladnejšie.\n"
"\n"
"Poznámka: Veliteľské schopnosti plamenného jaštera pomáhajú spriateleným "
"jednotkám na susedných poliach spôsobovať v boji väčšie zranenie; týka sa to "
"však len jednotiek na nižšej úrovni."
#: data/units/Drake_Flare.cfg:3
msgid "Drake Flare"
msgstr "Žiarivý jašter"
#: 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 ""
"Jašteri sú stará rasa, a má svojich prirodzených vodcov. Títo sú nazývaní "
"žiariví jašteri.\n"
"\n"
"Poznámka: Veliteľské schopnosti žiarivého jaštera pomáhajú spriateleným "
"jednotkám na susedných poliach spôsobovať v boji väčšie zranenie; týka sa to "
"však len jednotiek na nižšej úrovni."
#: data/units/Drake_Gladiator.cfg:3
msgid "Drake Gladiator"
msgstr "Jašter gladiátor"
#: 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 ""
"Gladiátor sa poberá celkom inou cestou ako sekač. Namiesto fyzického výcviku "
"sa sústredí na šikovnosť v používaní zbraní. Gladiátori sú v jašterej "
"spoločnosti kováčmi, a najlepšie zbrane si vyrábajú pre seba - najostrejšie "
"meče, kopije a palcáty sú súčasťou ich pôsobivej výzbroje. Toto výlučné "
"zameranie na zbrane trochu znižuje ich obranné schopnosti."
#: data/units/Drake_Glider.cfg:3
msgid "Drake Glider"
msgstr "Plachtiaci jašter"
#: 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 ""
"Plachtiaci jašteri nosia čo najmenej brnenia, aby mohli po opustení svojch "
"jaskýň rýchlo uniknúť nepriateľom. Títo jašteri sú šikovní bojovníci, a "
"podobne ako mnohí z ich druhu, majú vnútorný oheň. Plachtiaci jašteri dokážu "
"uštvať nepriateľa svojou rýchlosťou. Najlepší plachtiaci jašteri sa môžu "
"tešiť na prijatie do radov lietajúcich jašterov."
#: data/units/Drake_Glider.cfg:23 data/units/Drake_Hurricane.cfg:27
#: data/units/Drake_Sky.cfg:28
msgid "slam"
msgstr "úder"
#: data/units/Drake_Hurricane.cfg:3
msgid "Hurricane Drake"
msgstr "Búrkový jašter"
#: 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 ""
"Búrkoví jašteri sú pánmi vzdušného živlu, sú to jašteri s najväčším nadaním "
"na lietanie. Vznášajú sa vysoko vo vzduchu, lietajú ponad obranné línie, a "
"beztrestne na svojich súperov pľujú oheň."
#: data/units/Drake_Inferno.cfg:3
msgid "Inferno Drake"
msgstr "Pekelný jašter"
#: 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 ""
"Lietajúce jednotky zvané pekelní draci sú majstrami vo vydychovaní ohňa, "
"porovnateľní s dávnymi dračími predkami. Táto prirodzená schopnosť ich "
"zároveň robí takmer nezraniteľnými ohňom. Ich žiarivé brnenie je symbolom "
"mocnej a pyšnej kasty; ideálu, ktorí sa ostatní snažia dosiahnuť."
#: data/units/Drake_Sky.cfg:3
msgid "Sky Drake"
msgstr "Lietajúci jašter"
#: 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 ""
"Lietajúci jašteri sú kráľmi oblohy. Ich pohyblivosť a útok ohnivým dychom sa "
"mnohým stali osudnými. Dokážu rýchlo obkolesiť svoje obete, a než sa ich "
"niekto pokúsi zastaviť, sú zvyčajne už dávno preč."
#: data/units/Drake_Slasher.cfg:4
msgid "Drake Slasher"
msgstr "Jašter sekač"
#: 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 ""
"Sekáči sú úderníci, ktorí sa rozhodli ovládnuť boj halapartňou namiesto meča "
"a kopije. Ich veľkosť im umožňuje narábať zručne touto zbraňou, dokážu ňou "
"skoliť koňa rovnako ako by človek skolil jeleňa. Tréning zvýšil ich výdrž a "
"obranyschopnosť, čo je ich veľká výhoda oproti gladiátorom."
#: 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 "halapartňa"
#: 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 "prvý úder"
#: data/units/Drake_Warden.cfg:4
msgid "Drake Warden"
msgstr "Jašter strážca"
#: 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 ""
"Strážčovia sú vrcholom úderníckej kasty, vybraní spomedzi najlepších "
"sekáčov. Ich moc je taká, že len máloktorý bojovník na tejto zemi sa im "
"odváži čeliť. Zbraňou strážcov je halapartňa, a majstrovsky ju používajú."
#: data/units/Drake_Warrior.cfg:4
msgid "Drake Warrior"
msgstr "Jašter bojovník"
#: 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