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# translation of el_gr.po to
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# translation of el_gr.po to
# translation of el_GR.po to
# Greek 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.
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msgid ""
msgstr ""
"Project-Id-Version: el_gr\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
"POT-Creation-Date: 2005-09-14 23:24+0200\n"
"PO-Revision-Date: 2005-09-17 00:07+0300\n"
"Last-Translator: \n"
"Language-Team: <el@li.org>\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=2; plural=(n > 1);\n"
"X-Generator: KBabel 1.0.2\n"
#: data/amla.cfg:8
msgid "Max HP bonus +"
msgstr "Μέγιστο Μπόνους Υγείας +"
#: data/amla.cfg:22
msgid "Full Heal"
msgstr "Πλήρης γιατρειά"
#: data/fonts.cfg:6
msgid "DejaVuSans.ttf,FreeSans.ttf,sazanami-gothic.ttf,gkai00mp.ttf"
msgstr "FreeSans.ttf,DejaVuSans.ttf,sazanami-gothic.ttf,gkai00mp.ttf "
#: data/game.cfg:27
msgid "Binary Saves"
msgstr "Αποθηκεύσεις σε δυαδική μορφή"
#: data/game.cfg:34
msgid "Show Combat"
msgstr "Δείξε τη Μάχη"
#: data/help.cfg:9
msgid "Introduction"
msgstr "Εισαγωγή"
#: data/help.cfg:15
msgid "Gameplay"
msgstr "Κανόνες του Παιχνιδιού"
#: data/help.cfg:21 src/playturn.cpp:2249
msgid "Traits"
msgstr "Χαρακτηριστικά "
#: data/help.cfg:29 src/playturn.cpp:1791
msgid "Units"
msgstr "Μονάδες"
#: data/help.cfg:35
msgid "Abilities"
msgstr "Ικανότητες"
#: data/help.cfg:42
msgid "Weapon Specials"
msgstr "Ιδιαιτερότητες Όπλων "
#: data/help.cfg:48
msgid "Terrains"
msgstr "Εδάφη"
#: data/help.cfg:54 data/help.cfg:60 data/help.cfg:246
msgid "Overview"
msgstr " Επισκόπηση"
#: 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 ""
"Ορισμένες μονάδες έχουν ικανότητες πού άμμεσα επηρρεάζουν άλλες μονάδες, η "
"έχουν επίδραση στό πώς η μονάδα αλληλεπιδρά μέ άλλες μονάδες. Αυτές οι "
"ικανότητες απαριθμίζονται κάτω από αυτό τό θέμα καθώς τις συναντάς."
#: 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"
" Η μάχη γιά τό Γουέσνοθ είναι ένα παιχνίδι φαντασίας καί στρατηγικής "
"βασισμένο σέ γύρους. Ενώ άλλα παιχνίδι επιδιώκουν την πολυπλοκότητα, η μάχη "
"γιά το Γουέσνοθ επιδιώκει την απλότητα, τόσο στούς κανόνες, όσο καί στό ίδιο "
"τό παιχνίδι. Αυτό όμως δέν κάνει τό παιχνίδι απλό, αντίθετα από αυτούς τους "
"απλούς κανόνες δημιουργείται ένας μεγάλος πλούτος στρατηγικής, κάνοντας τό "
"παιχνίδι εύκολο νά τό μάθεις, αλλά δύσκολο να τό μάθεις καλά. "
#: data/help.cfg:68
msgid "Fundamentals of Gameplay"
msgstr "Βασικές Εννοιες του Παιχνιδιού"
#: 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 ""
"Αυτές οι σελίδες περιγράφουν ότι χρειάζεται νά ξέρει κανείς γιά νά παίξει τή "
"Μάχη γιά τό Γουέσνοθ. Καλύπτουν το πώς νά παίζεις καί τούς βασικούς "
"μηχανισμούς γιά τό παιχνίδι. Καθώς παίζεις τό παιχνίδι, νέες πληροφορίες "
"προστίθενται σέ αυτές τις σελίδες καθώς συναντάς νέες πτυχές του παιχνιδιού. "
"Γιά περισσότερες καί λεπτομερέστερες πληροφορίες γιά ειδικές καταστάσεις καί "
"εξαιρέσεις, ακολούθησε τούς σχετικούς σύνδεσμους. "
#: 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"
" Γιά αρχή είναι καλύτερα να πατήσεις τό κουμπί <italic>text='Φροντιστήριο'</"
"italic> στό βασικό μενού. Αυτό σε βγάζει σέ διαδραστικό φροντηστήριο πού θα "
"σου διδάξει τά βασικά γιά τό Γουέσνοθ. Κατόπιν συνιστάται νά παίξεις πρώτα "
"την εκστρατεία Διάδοχος του Θρόνου -πάτησε τό κουμπί "
"<italic>text='Εκστρατείες'</italic> καί μετά <italic>text='Διάδοχος του "
"Θρόνου'</italic>. Μιάς καί η Μάχη γιά τό Γουέσνοθ μπορεί νά είναι αρκετά "
"δύσκολη, ίσως θές νά ξεκινήσεις με τό επίπεδο δυσκολίας "
"<italic>text='Εύκολο'</italic>."
#: 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 ""
"Όταν παίζεις, έχε υπόψη όι αν πάς τό ποντίκι πάνω από αρκετά αντικείμενα στό "
"παιχνίδι, όπως την πληροφορία πού φαίνεται στά κουτάκια κατάστασης, θά δείς "
"μιά σύντομη περιγραφή πού περιγράφει αυτό τό αντικείμενο. Αυτό είναι "
"ιδιαίτερα χρήσιμο όταν συναντάς νέες <ref>dst=abilities text=ικανότητες</"
"ref> γιά πρώτη φορά. "
#: data/help.cfg:79
msgid "About the Game"
msgstr " Σχετικά μέ τό Παιχνίδι"
#: 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 ""
"Τό παιχνίδι αποτελείται από μιά σειρά μαχών, πού ονομάζονται σενάρια. Κάθε "
"σενάριο βάζει τό στρατό σου εναντίον των στρατευμάτων ενός η περισσοτέρων "
"αντιπάλων. Παίζεις εναντίον του υπολογιστή, η μέ φίλους πού ο καθένας μέ τη "
"σειρά του κάθεται στόν υπολογιστή(Καυτή καρέκλα). Αν ο υπολογιστής σας είναι "
"συνδεδεμένος σέ δίκτυο, μπορείτε επίσης να παίξετε εναντίον άλλων πού επίσης "
"συνδέονται στό δίκτυο αυτό. Αν ο υπολογιστής σας έχει σύνδεση μέ τό "
"Ιντερνετ, μπορείτε να αντιμετωπίσετε άλλους στό Ιντερνετ "
#: 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"
"Κάθε σενάριο έχει στόχους, πού εμφανίζονται όταν αρχίζει τό σενάριο. Αυτοί "
"οι στόχοι απαριθμούν τί χρειάζεσι γιά να νικήσεις καί τί πρέπει νά κάνεις "
"γιά να αποφύγεις την ήττα. Συχνά ο στόχος είναι να νικήσεις όλους τους "
"εχθρούς, αλλά άλλες φορές χρειάζεται να φτάσεις σέ κάποιο προορισμό, να "
"σώσεις κάποιον, νά λύσεις ένα αίνιγμα η απλά να επιζήσεις έναν αριθμό γύρων."
#: 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"
"Οι εκστρατείες αποτελούνται από πολλά σενάρια πού ακολουθούν τό ένα τό άλλο "
"καί διηγούνται μιά ιστορία. Σε μιά εκστρατεία, συχνά πρέπει νά είσαι πιό "
"προσεκτικός καί να κρατάς τά καλύτερα στρατεύματά σου, ώστε να μπορείς να τά "
"χρησιμοποιήσεις αργότερα σε άλλα σενάρια της εκστρατείας "
#: data/help.cfg:89
msgid "Recruiting and Recalling"
msgstr "Στρατολόγηση καί Ανάκληση "
#: data/help.cfg:90
msgid ""
"Each side begins with one leader in their keep. At the start of any battle, "
"and at times during it, you will need to recruit <ref>dst=units text=units</"
"ref> into your army. To recruit, you must have your leader (for instance, "
"Konrad in the Heir to the Throne campaign) on the Keep square of a "
"<ref>dst=terrain_castle text=Castle</ref>. Then you may recruit by either "
"choosing Recruit from the menu or right-clicking on a hex and selecting "
"<italic>text=Recruit</italic>. This brings up the recruit menu, which lists "
"units available for recruitment, along with their gold cost. Click on a unit "
"to see its statistics, then press the recruit button to recruit it."
msgstr ""
#: data/help.cfg:92
msgid ""
"\n"
"\n"
"If you right-clicked on a castle hex and selected recruit, the new unit will "
"appear in that square. Otherwise, it will appear in a free square near the "
"keep. You may only recruit as many units as you have free hexes in your "
"castle, and you cannot spend more gold than you actually have on recruiting."
msgstr ""
#: data/help.cfg:94
msgid ""
"\n"
"\n"
"Recruited units come with two random <ref>dst=traits text=Traits</ref> which "
"modify their statistics."
msgstr ""
#: data/help.cfg:96
msgid ""
"\n"
"\n"
"In later scenarios, you may also Recall survivors from earlier battles. "
"Recalling costs a standard 20 gold and presents you with a list of all "
"surviving units from previous scenarios."
msgstr ""
#: data/help.cfg:98
msgid ""
"\n"
"\n"
"Units not only cost gold to Recruit or Recall, they also require money to "
"support. See <ref>dst=income_and_upkeep text='Income and Upkeep'</ref> for "
"more information."
msgstr ""
#: data/help.cfg:103
msgid "Orbs"
msgstr "Σφαίρες"
#: data/help.cfg:104
msgid ""
"On top of the energy bar shown next to each unit of yours is an orb. For "
"units you control, this orb is:"
msgstr ""
#: data/help.cfg:105
msgid "green if it hasn't moved this turn,"
msgstr "Πράσινο άν δέν έχει κινηθεί στόν γύρο"
#: data/help.cfg:106
msgid "yellow if it has moved, but could still move further or attack, or"
msgstr "κίτρινο άν έχει κινηθεί αλλά μπορεί νά κινηθεί καί άλλο η νά επιτεθεί "
#: data/help.cfg:107
msgid "red if it has used all its movement this turn."
msgstr ""
" κόκκινο άν έχει χρησιμοποιήσει όλη τη δυνατότητα κίνησής του γιά τό γύρο "
"αυτό."
#: data/help.cfg:108
msgid "The orb is blue if the unit is an ally you do not control."
msgstr ""
#: data/help.cfg:109
msgid "Enemy units have no orb on top of their energy bar."
msgstr ""
#: data/help.cfg:114
msgid "Hitpoints and Experience"
msgstr " Βαθμοί υγείας καί εμπειρία "
#: 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 ""
" Κάθε μονάδα έχει έναν ορισμένο αριθμό βαθμών υγείας(HP). Αν αυτός ο βαθμός "
"πέσει κάτω από τό 1, η μονάδα πεθαίνει. Επίσης κάθε μονάδα έχει έναν "
"ορισμένο αριθμό βαθμών εμπειρίας(XP). Μιά μονάδα πού μόλις έχει "
"στρατολογηθεί δέν έχει βαθμούς εμπειρίας καί καρδίζει εμπειρία πολεμώντας "
"εχθρούς. "
#: 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 ""
"Τόσο οι βαθμοί υγείας όσο καί η εμπειρία εμφανίζονται στό κουτάκι κατάστασης "
"χρησιμοποιώντας δύο αριθμούς(τήν τωρινή τιμή καί τή μέγιστη τιμή πού μπορεί "
"νά έχει αυτή η μονάδα)."
#: 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 ""
" Οι βαθμοί υγείας επίσης εμφανίζονται μέ μιά μπάρα ενέργειας δίπλα σέ κάθε "
"μονάδα πού είναι πράσινη, κίτρινη ή κόκινη. Μι΄αμονάδα μέ τουλάχιστο 1 "
"μονάδα εμπειρίας έχει μιά μπλέ μπάρα υγείας πού σταδιακά γίνεται άσπρη καθώς "
"η μονάδα ετοιμάζεται νά <ref>dst=experience_and_advancement text=εξελιχθεί</"
"ref>.."
#: data/help.cfg:125 src/help.cpp:1199
msgid "Movement"
msgstr "Κίνηση"
#: 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 ""
" Η κίνηση στή Μάχη γιά τό Γουέσνοθ είναι απλή. Κλικάρεις τη μονάδα πού θές "
"να κινήσεις γιά να την επιλέξεις, καί μετά κλικάρισε στό εξαγωνάκι στό οποίο "
"θές νά τό πάς. Οταν επιλεχθεί μιά μονάδα, φωτίζεται η περιοχή του χάρτη σέ "
"εξαγωνάκια της οποίας μπορεί νά κινηθεί καί όλα τά άλλα εξαγωνάκια τού χάρτη "
"αποφωτίζονται. Αν πάς τό ποντίκι πάνω από ένα εξαγωνάκι πού είναι φωτισμένο "
"δείχνει την αμυντική αξιολόγηση πού θά είχε η μονάδα αν την πήγαινες σέ αυτό "
"τό εξαγωνάκι. Αν πάς τό ποντίκι πάνω από ένα αποφωτισμένο εξαγωνάκι θά "
"δείξει τόν αριθμό κινήσεων πού χρειάζεται αυτή η μονάδα γιά νά φτάσει εκεί "
"καί κλικάροντας θά κάνει τήν μονάδα να κινηθεί πρός αυτό τό εξαγωνάκι από "
"τόν γρηγορότερο δρόμο γιά αυτόν καί τούς επόμενους γύρους."
#: 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"
" Κάθε μονάδα έχει ορισμένου ςπόντους κίνησης πού καταναλώνονται όταν μπαίνει "
"σέ ένα καινούργιο εξαγωνάκι, ανάλογα μέ τό έδαφος αυτού του συγκεκριμένου "
"εξάγωνου. Γιά παράδειγμα στό γρασίδι(λειβάδι) καταναλώνεις σχεδόν πάντα μιά "
"μονάδα κίνησης. Ακριβώς πόσες μονάδες καταναλώνονται γιά να μπείς σέ ένα "
"εξάγωνο εξαρτάται από τόν τύπο της μονάδας, γιά παράδειγμα σέ δάσος οι "
"μονάδες των ξωτικών καταναλώνουν 1 βαθμό, ενώ οι περισσότερες μοναδες των "
"ανθρώπων καί όρκ καταναλώνουν 2, ενώ οι καβαλλάρηδες 3. Μπορείς να μάθεις "
"πόσοους πόντους χρειάζεται μιά μονάδα κλικάροντας δεξιά στή μονάδα, "
"επιλέγοντας Περιγραφή μονάδας καί μετά εξετάζοντας τό "
"<italic>text='Συντελεστές Εδάφους'</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"
"Ενα άλλο πράγμα πού πρέπει νά έχεις υπόψη είναι οι Ζώνες Ελέγχου. Κάθε "
"μονάδα δημιουργεί μιά ζώνη ελέγχου στά εξαγωνάκια πού τό περιβάλλουν άμμεσα, "
"καί κάθε εχθρική μονάδα πού μπαίνει σε αυτά τά εξαγωνάκια αμέσωσ σταματάει "
"την κίνησή της. Ενα σημαντικό μέρος της τέχνης του παιχνιδιού είναι η γνώση "
"της χρήσης των ζωνών ελέγχου γιά όφελός σου, μιά καί οι μόνε ςμοάδες πού "
"μπορούν νά αγνοούν τις ζώνες ελέγχου είναι αυτές πού έχουν τήν ικανότητα "
"<ref>dst=ability_skirmisher text='ακροβολιστής'</ref> "
#: data/help.cfg:132
msgid ""
"\n"
"\n"
"To see where the enemy can move to during their next turn, press Ctrl-v or "
"Cmd-v. Ctrl-b or Cmd-b shows where the enemy could move, if your units were "
"not on the map to block their progress."
msgstr ""
"\n"
"\n"
"Γιά νά δείς πού μπορεί ο εχθρός να μετακινηθεί στήν σειρά του στόν επόμενο "
"γύρο, πάτησε Κοντρόλ-v η Εντολή-v. Τό κοντρόλ-b ή εντολή-b δείχνει πού θα "
"μπορούσε ο εχθρός να κινηθεί αν δέν υπήρχαν οι μονάδες σου νά μπλοκάρουν την "
"πορεία τους. "
#: data/help.cfg:137
msgid "Combat"
msgstr " Μάχη "
#: 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 ""
"Η Μάχη στό παιχνίδι πάντα συμβαίνει μεταξύ μονάδων σέ διαδοχικά εξάγωνα. "
"Κλικάρισε στην μονάδα σου καί μετά κλικάρισε στήν εχθρική μονάδα πού θές νά "
"επιτεθείς: Η μονάδα σου θά κινηθεί πρός την εχθρική μονάδα καί όταν είναι "
"δίπλα, θά αρχίσει η μάχη. Ο επιτιθέμενος καί αμυνόμενος ανταλλάσουν "
"χτυπήματα μέχρι καί οι δύο νά εξαντλήσουν τον αριθμό χτυπημάτων τους. Ο "
"επιτιθέμενος επιλέγει ένα από τά όπλα του γιά νά επιτεθεί καί ο αμυνόμενος "
"ανταποδίδει μέ μιά από τις επιθέσεις του ίδιου τύπου. Υπάρχουν δύο είδη "
"επιθέσεων: Μάχη σώμα μέ σώμα πού συνήθως σημαίνει όπλα όπως σπαθιά, "
"τσεκούρια καί δαγκάνες, καί από μακριά πού συνήθως περιλαμβάνει όπλα όπως "
"τόξα, κοντάρια καί μπάλλες φωτιάς. "
#: data/help.cfg:140
msgid ""
"\n"
"\n"
"<header>text='Order and number of strikes'</header>"
msgstr ""
"\n"
"\n"
"<header>text='Σειρά καί αριθμός χτυπημάτων'</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 ""
#: data/help.cfg:144
msgid ""
"\n"
"\n"
"<header>text='Chance to hit'</header>"
msgstr ""
"\n"
"\n"
"<header>text='Πιθανότητα επιτυχούς χτυπήματος'</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 ""
#: data/help.cfg:148
msgid ""
"\n"
"\n"
"There are two exceptions to this rule: <ref>dst=weaponspecial_magical "
"text='Magical attacks'</ref> and <ref>dst=weaponspecial_marksman "
"text=Marksmen</ref>. Magical attacks always have a 70% chance to hit, "
"regardless of terrain, and, when used offensively, Marksmen always have at "
"least a 60% chance to hit, regardless of terrain."
msgstr ""
#: data/help.cfg:150
msgid ""
"\n"
"\n"
"<header>text=Damage</header>"
msgstr ""
"\n"
"\n"
"<header>text=ζημιά'</header>"
#: data/help.cfg:152
msgid ""
"\n"
"\n"
"Each strike which hits causes a base amount of damage depending on the "
"attack type. For instance, an Elvish Fighter with a 5-4 attack does 5 base "
"damage. This is usually modified by two things: "
"<ref>dst=damage_types_and_resistance text=Resistance</ref> and "
"<ref>dst=time_of_day text='Time of Day'</ref>. To see how base damage is "
"modified by the circumstances, select <italic>text='Damage Calculations'</"
"italic> in the attack selection menu."
msgstr ""
#: data/help.cfg:154
msgid ""
"\n"
"\n"
"A few units have special <ref>dst=abilities text=abilities</ref> which "
"affect damage dealt in combat. The most common of these is "
"<ref>dst=weaponspecial_charge text=Charge</ref>, which doubles the damage "
"dealt by both attacker and defender when the unit with Charge attacks."
msgstr ""
#: data/help.cfg:159
msgid "Damage Types and Resistance"
msgstr "Τύποι ζημιάς καί αντοχή "
#: 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 ""
" Στό Γουέσνοθ υπάρχουν 3 τύποι ζημιών πού σχετίζονται συνήθως με φυσικές "
"επιθέσεις: Κόψη , τρύπημα καί κρούση. Επιπλέον υπάρχουν άλλοι 3 τύποι "
"επιθέσεων πού σχετίζονται μέ μαγικές επιθέσεις: Φωτιά, κρύο καί ιερές(άγιες) "
"επιθέσεις. Διαφορετικές μονάδες έχουν διαφορετικές αντιστάσεις πού "
"τροποποιούν τη ζημιά πού υφίστανται από ορισμένους τύπους επιθέσεων."
#: 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"
"Οι αντιστάσεις λειτουργούν πολύ απλά: Αν μιά μονάδα έχει 40% αντίσταση "
"εναντίον ενός τύπου ζημιάς, θα υποστεί 40% λιγώτερη ζημιά όταν χτυπηθεί με "
"αυτόν τόν τύπο ζημιάς. Είναι ακόμα δυνατόν μιά μονάδα νά είναι ευάλωτη "
"εναντίον ορισμένων τύπων ζημιάς. Ετσι, αν μιά μονάδα έχει -100% αντίσταση "
"εναντίον ενός τύπου ζημιάς, θά υποστεί επιπλέον 100% ζημιά αν χτυπηθεί μέ "
"αυτόν τόν τύπο."
#: 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"
"Γιά παράδειγμα οι σκελετοί είναι ιδιαίτερα ανθεκτικοί σέ ζημιά τύπου κοπής "
"καί τρυπήματος, αλλά ευάλωτοι σε ζημιά κρούσης καί φωτιάς, ιδιαίτερα "
"ευάλωτοι σε ιερή ζημιά."
#: 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"
"Αν ένα χτύπημα επιτύχει, θά κάνει πάντα τουλάχιστο 1 βαθμό ζημιάς. Αυτό "
"ισχύει ακόμα καί αν ο αμυνόμενος έχει 100% αντίσταση σε αυτόν τόν τύπο "
"ζημιάς."
#: data/help.cfg:171
msgid "Time of Day"
msgstr "Ωρα της ημέρας"
#: 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 ""
"Η ώρα της ημέρας επηρρεάζει την ζημιά ορισμένων μονάδων ως εξής:\n"
" Νομοταγείς μονάδες προκαλούν +25% περισσότερη ζημιά την ημέρα καί -25% "
"λιγώτερη ζημιά τό βράδυ\n"
" Χαοτικές μονάδες προκαλούν -25% περισσότερη ζημιά την ημέρα καί +25% "
"λιγώτερη ζημιά τό βράδυ\n"
" Ουδέτερες μονάδες δέν επηρρεάζονται από την ώρα της ημέρας."
#: 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"
"Η τωρινή ώρα ημέρας μπορεί να παρατηρηθεί στόν μίνι-χάρτη στό παραθυράκι "
"κατάστασης. Γιά την συνηθισμένο κύκλο ημέρας/νύχτας, τό Πρωί καί τό Απόγευμα "
"μετρούν σάν ημέρα καί η πρώτη καί δεύτερη νυχτερινή βάρδια υπολογίζονται σάν "
"νύχτα:\n"
#: data/help.cfg:178 data/schedules.cfg:5
msgid "Dawn"
msgstr "Χάραμα"
#: data/help.cfg:179 data/schedules.cfg:13 data/schedules.cfg:25
#: data/schedules.cfg:32
msgid "Morning"
msgstr "Πρωί"
#: data/help.cfg:180 data/schedules.cfg:42 data/schedules.cfg:49
#: data/schedules.cfg:67
msgid "Afternoon"
msgstr "Απόγευμα"
#: data/help.cfg:181 data/schedules.cfg:59 data/schedules.cfg:89
#: data/schedules.cfg:111
msgid "Dusk"
msgstr "Σούρουπο"
#: data/help.cfg:182 data/schedules.cfg:79
msgid "First Watch"
msgstr "Πρώτη Νυχτερινή Βάρδια"
#: data/help.cfg:183 data/schedules.cfg:101
msgid "Second Watch"
msgstr "Δεύτερη Νυχτερινή Βάρδια"
#: data/help.cfg:185
msgid ""
"Keep in mind that some scenarios take place underground, where it is "
"perpetually night!"
msgstr ""
"Εχε υπόψη ότι ορισμένα σενάρια λαμβάνουν χώρα κάτω από τή γή, όπου είναι "
"πάντα σκοτάδι!"
#: data/help.cfg:190
msgid "Experience and Advancement"
msgstr "Εμπειρία καί Εξέλιξη"
#: 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 ""
"Αν οι δύο έμπλεκόμενες μονάδες επιζήσουν από μιά μάχη, κερδίζουν έναν αριθμό "
"μονάδων εμειρίας ίσο με το επίπεδο της μονάδας πού αντιμετωπίζουν. Αν όμως "
"μιά μονάδα σκοτώσει μιά άλλη στή μάχη, κερδίζει πολύ περισσότερη εμπειρία -4 "
"βαθμούς γιά μιά μονάδα επιπέδου 0, 8 γιά μιά μονάδα επιπέδου 1, 16 γιά μιά "
"μονάδα επιπέδου 2, 24 γιά μιά μονάδα επιπέδου 3 κλπ. "
#: 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"
"Οι μονάδες έχουν κάποια εμπειρία πού χρειάζονται γιά να εξελιχθούν(αυτό "
"είναι 20% λιγώτερο γιά μονάδες με το χαρακτηριστικό έξυπνες). Μόλις φτάσουν "
"στίς απαιτούμενες μονάδες εμπειρίας, αμέσως εξελίσσονται στό επόμενο επίπεδο "
"καί γιατρεύονται πλήρως κατά τη διάρκεια αυτής της διαδικασίας. Σε ορισμένες "
"περιπτώσεις θα σας δωθεί επιλογή εξέλιξης σε διαφορετικές εξελιγμένες "
"μονάδες."
#: 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"
" Ενώ οι περισσότερες μονάδες έχουν τρία επίπεδα εξέλιξης, αυτό δέν ισχύει "
"γιά όλες. Ορισμένες μονάδες (όπως <ref>dst=unit_Mage text=Μάγοι</ref>) ,"
"μπορεί να έχουν τέσσερα. Μόλις μιά μονάδα φτάσει στό ανώτατο επίπεδο, μπορεί "
"νά έχει διαθέσιμη Μετά Μέγιστο Επίπεδο Εξέλιξη(ΜΜΕΕ).\n"
" Η ΜΜΕΕ θά μετατρέψει τη μονάδα κάθε φορά πού η μονάδα επιτυγχάνει τόν στόχο "
"εμπειρίας, αλλά η μονάδα θά παραμείνει στό ίδιο επίπεδο. Τό τυπικό "
"αποτέλεσμα της ΜΜΕΕ είναι η αύξηση των μέγιστων βαθμών υγείας της μονάδας HP "
"κατά 3 γιά κάθε 100 βαθμούς εμπειρίας πού κερδίζει η μονάδα. Σημειωτέον ότι "
"μόνο ένας μικρός αριθμός μονάδων όπως ο Νεκροφάγος θά γιατρευτεί από τα "
"αποτελέσματα της ΜΜΕΕ. Οι περισσότερες μονάδες απλώς κερδίζουν τό μπόνους "
"γιά τους μέγιστους βαθμούς υγείας."
#: data/help.cfg:201
msgid "Healing"
msgstr "Ίαση(Γιατρειά)"
#: 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 ""
"Στή μάχη, όλες οι μονάδες αναπόφευκτα έχουν ζημιές(τραυματισμούς). Οταν μιά "
"μονάδα <ref>dst=experience_and_advancement text=εξελιχθεί</ref>, "
"γιατρεύεται πλήρως. Αυτό μπορεί νά γίνει όταν τελειώσεις τήν μάχη μέ έναν "
"εχθρό, είτε είναι η σειρά σου είτε όχι. Τό παιχνίδι παρέχει αρκετούς άλλους "
"τρόπους γιά την θεραπεία των μονάδων σου, όλοι από τους οποίους λαμβάνουν "
"χώρα στήν αρχή του γύρου σου, πρίν κάνεις οποιαδήποε ενέργεια. "
#: 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"
"Αναπαυόμενη: Μιά μονάδα πού ούτε κινείται, ούτε επιτίθεται, ούτε δέχεται "
"επίθεση γιατρεύεται κατά 2 βαθμούς υγείας(HP) στόν επόμενο γύρο της."
#: data/help.cfg:205
msgid ""
"\n"
"Villages: A unit which starts a turn in a village will heal 8HP."
msgstr ""
"\n"
"Χωριά: Μιά μονάδα πού αρχίζει έναν γύρο σέ χωριό, γιατρεύεται κατά 8 μονάδες."
#: data/help.cfg:206
msgid ""
"\n"
"<ref>dst=ability_regenerates text=Regeneration</ref>: Certain units (such as "
"trolls) will automatically heal 8HP every turn."
msgstr ""
"\n"
"<ref>dst=ability_regenerates text=Αναζωογόνηση</ref> : Ορισμένες μονάδες"
"(όπως οι τρόλ) αυτόματα θεραπεύονται κατά 8 βαθμούς υγείας(HP) σέ κάθε γύρο."
#: 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"
" Μονάδες πού θεραπεύουν: Μονάδες μέ την ικανότητα <ref>dst=ability_heals "
"text=θεραπευτής</ref> θά θεραπεύουν κατά μέχρι 8 βαθμούς υγείας(HP) ανά "
"γύρο, καθώς επίσης καί να εμποδίσουν τό δηλητήριο νά κάνει ζημιά. Μόνο οι "
"μονάδες πού είναι σε διπλανά εξάγωνα καί πολεμούν στήν ίδια πλευρά με την "
"μονάδα πού θεραπεύει καί μόνο μέχρι 4 βαθμούς υγείας(HP) ανά γύρο."
#: data/help.cfg:208
msgid ""
"\n"
"Curing units: Units with the <ref>dst=ability_cures text=Cures</ref> ability "
"will heal all up to 18HP of damage per turn, as well as curing Poison. Only "
"those units will be healed or cured that are adjacent to and are fighting on "
"the same side as the healing unit, and only up to 8HP per unit."
msgstr ""
#: data/help.cfg:210
msgid ""
"\n"
"\n"
"Resting can be combined with other forms of healing, but villages, "
"regeneration, healing and curing cannot combine with each other. A healing "
"or curing unit whose attention is split between many wounded will be less "
"effective at healing their individual wounds. Finally, units heal fully "
"between scenarios."
msgstr ""
#: data/help.cfg:215
msgid "Income and Upkeep"
msgstr "Εισόδημα καί έξοδα συντήρησης"
#: 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 ""
"Εισόδημα καί έξοδα συντήρησης Στό Γουέσνοθ, δέν αρκει απλά να στρατολογείς "
"μονάδες καί να πολεμάς. Πρέπει επίσης να προσέχεις το χρυσό σου, κυρίως σέ "
"εκστρατείες, όπου μπορείς νά μεταφέρεις επιπλέον χρυσό από τό ένα σενάριο "
"στό επόμενο. Υπάρχουν δύο πτυχές γι'αυτό: Εισόδημα καί έξοδα συντήρησης"
#: data/help.cfg:218
msgid ""
"\n"
"\n"
"Income is simple. You have a base income of 2 gold per turn. For every "
"village you control, you gain one additional gold each turn. Thus, if you "
"have ten villages, you would normally gain 12 gold each turn. Your Upkeep "
"costs are subtracted from this income, as detailed below."
msgstr ""
#: data/help.cfg:220
msgid ""
"\n"
"\n"
"Upkeep is also fairly simple. Each unit requires an amount of Upkeep equal "
"to its level. You can support as many levels <italic>text=worth</italic> of "
"units as you have villages, without paying any upkeep. However, for each "
"level of unit beyond the number of villages you have, you must pay one gold "
"per turn. For example, if you have twelve level one units and ten villages, "
"you would have to pay two gold each turn in upkeep."
msgstr ""
#: data/help.cfg:222
msgid ""
"\n"
"\n"
"Upkeep costs are subtracted from your Income, so in the case of twelve "
"levels of units and ten villages, your resultant Income would be 10 gold per "
"turn."
msgstr ""
#: data/help.cfg:223
msgid ""
"\n"
"There is one important exception to Upkeep: units with the Loyal trait never "
"incur upkeep. Units you begin the scenario with (such as Konrad or "
"Delfador), or units who join you during a scenario (such as the Horseman in "
"the second scenario of Heir to the Throne) will usually have the Loyal trait."
msgstr ""
#: data/help.cfg:228
msgid "Wrap Up"
msgstr "Σύνοψη "
#: data/help.cfg:229
msgid ""
"This concludes the fundamentals of Wesnoth. You might want to read up on "
"Basic Strategy, or familiarise yourself with <ref>dst=traits text=Traits</"
"ref> and <ref>dst=abilities text=Abilities</ref>, but you now know "
"everything you need to know to play the Heir to the Throne scenario. Have "
"fun, and good luck!"
msgstr ""
#: data/help.cfg:234
msgid "Contributors"
msgstr " Συντελεστές"
#: data/help.cfg:240
msgid "License"
msgstr " Αδεια"
#: data/help.cfg:247
msgid ""
"Most units have two traits. However, Undead units are assigned the single "
"trait 'Undead', and Woses do not receive any traits. Traits are "
"modifications that change a unit's attributes slightly. They are usually "
"randomly assigned to a unit when it is recruited."
msgstr ""
#: data/help.cfg:249
msgid ""
"\n"
"\n"
"The traits that are available to all non-Undead units are "
"<ref>dst=traits_intelligent text=Intelligent</ref>, <ref>dst=traits_quick "
"text=Quick</ref>, <ref>dst=traits_resilient text=Resilient</ref>, and "
"<ref>dst=traits_strong text=Strong</ref>."
msgstr ""
#: data/help.cfg:251
msgid ""
"\n"
"\n"
"Other traits that may be assigned to units are <ref>dst=traits_loyal "
"text=Loyal</ref>, <ref>dst=traits_undead text=Undead</ref>, and "
"<ref>dst=traits_dextrous text=Dextrous</ref>."
msgstr ""
"\n"
"\n"
"Αλλα χαρακτηριστικά πού μπορούν να δοθούν σέ μονάδες είναι "
"<ref>dst=traits_loyal text=Πιστός</ref>, <ref>dst=traits_undead "
"text=Ζωντανός-Νεκρός</ref>, καί <ref>dst=traits_dextrous text=Επιδέξιος</"
"ref>. "
#: data/help.cfg:256
msgid "Intelligent"
msgstr "έξυπνος"
#: data/help.cfg:257
msgid "Intelligent units require 20% less experience than usual to advance."
msgstr "Εξυπνες μονάδες χρειάζονται 20% λιγώτερη εμπειρία γιά να εξελιχθούν."
#: 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"
"Οι έξυπνες μονάδες είναι πολύ χρήσιμες στήν αρχή της εκστρατείας, γιατί "
"μπορούν να εξελιχθούν πιό γρήγορα. Αργότεα στίς εκστρατείες, η εξυπνάδα δέν "
"είναι τό ίδιο χρήσιμη γιατί η Μετά Μέγιστο Επίπεδο Εξέλιξη(ΜΜΕΕ) δέν είναι "
"τό ίδιο σημαντική αλλαγή όσο η εξέλιξη. Αν έχει πολλές μονάδες στό μέγιστο "
"επίπεδο είναι ίσως καλύτερη ιδέα να ανακαλέσεις μονάδες μέ πιό επιθυμητά "
"χαρακτηριστικά. "
#: data/help.cfg:264
msgid "Quick"
msgstr "γρήγορος"
#: data/help.cfg:265
msgid "Quick units have 1 extra movement point, but 10% less HP than usual."
msgstr ""
"Οι γρήγορες μονάδες έχουν 1 επιπλέον πόντο κίνησης, αλλά 10% λιγώτερους "
"βαθμούς υγείας από τό κανονικό. "
#: 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"
" Η γρηγοράδα είναι τό εμφανέστερο χαρακτηριστικό, κυρίως γιά μονάδες πού "
"κινούνται αργά, όπως οι Τρόλ η τό βαρύ πεζικό. Μονάδες με τό χαρακτηριστικό "
"γρήγορος έχουν συχνά πολύ μεγαλύτερη κινητικότητα δέ τραχύ έδαφος, κάτι πού "
"μπορεί νά είναι σημαντικό όταν τοποθετείς τις δυνάμεις σου. Επίσης οι "
"γρήγορες μονάδες δέν είναι τόσο σκλήρές όσο άλλες μονάδες χωρίς αυτή την "
"ιδιότητα καί συνεπώς λιγώτερο καλές γιά να κρατήσουν θέσεις στίς οποίες "
"γίνεται μάχη."
#: data/help.cfg:272
msgid "Resilient"
msgstr "ανθεκτικός"
#: data/help.cfg:273
msgid "Resilient units have 7 more HP than usual."
msgstr "Οι ανθεκτικές μονάδες έχουν 7 βαθμούς υγείας παραπάνω από τό κανονικό "
#: 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"
"Οι ανθεκτικές μονάδες μπορούν νά είναι χρήσιμες σέ όλες τις φάσεις μιάς "
"εκστρατείας καί αυτό είναι ένα χρήσιμο χαρακηριστικό γιά όλες τις μονάδες. "
"Τό χαρακτηριστικό αυτό είναι συχνά πιό χρήσιμο σε μονάδες με έναν συνδυασμό "
"χαμηλού βαθμού υγείας, καλή άμυνα η υψηλές αντιστάσεις. Οι ανθεκτικές "
"μονάδες είναι ιδιαίτερα χρήσιμες γιά να κτατήσουν στρατηγικά σημεία εναντίον "
"του εχθρού. "
#: data/help.cfg:280
msgid "Strong"
msgstr "δυνατός"
#: data/help.cfg:281
msgid ""
"Strong units do 1 more damage for every successful strike in melee combat, "
"and have 2 more HP."
msgstr ""
"Οι δυνατές μονάδες κάνουν 1 περισότερη ζημιά γιά κάθε επιτυχημένο χτύπημα σέ "
"μάχη σώμα μέ σώμα καί έχουν 2 περισσότερους βαθμούς υγείας."
#: 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"
"Αν καί χρήσιμο γιά κάθε μονάδα πού πολεμάει σώμα μέ σώμα, τό χαρακτηριστικό "
"του δυνατού είναι πιό αποτελεσματικό γιά μονάδες μέ μεγάλο αριθμό "
"χτυπημάτων, όπως το ξωτικό-πολεμιστή. Οι δυνατές μονάδες μπορεί νά είναι "
"πολύ χρήσιμες όπου λίγο περισσότερη ζημιά χρειάζεται γιά να μετατρέψουμε ένα "
"χτύπημα πού κάνει ζημιά σε θανατηφόρο. "
#: data/help.cfg:288
msgid "Loyal"
msgstr "πιστός"
#: 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 ""
"Οι πιστές μονάδες δέν έχουν έξοδα συντήρησης. Οι περισσότερες μοάδες έχουν "
"ένα κόστος συντήρησης στό τέλος κάθε γύρου, ανάλογα μέ τό επίπεδό τους. Γιά "
"τις πιστές μονάδες δέν υπάρχει κόστος. "
#: 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"
"Κατά τη διάρκεια των εκστρατειών, ορισμένες μονάδες μπορούν να επιλέξουν "
"αυτόβουλα να έρθουν μαζί με τις δυνάμεις σου. Αυτές οι μονάδες μαρκάρονται "
"μέ το χαρακτηριστικό τής πιστής μονάδας. Αν καί έχουν κόστος γιά να "
"ανακληθούν, αλλά δέν έχουν κόστος συντηρησης. Αυτό μπορεί να τους κάνει "
"ανεκτίμητους σέ μιά μεγάλη εκστρατεία, πού δέν υπάρχει πολύ χρυσάφι.Αυτό τό "
"χαρακτηριστικό δέν δίνεται ποτέ σέ μονάδες πού στρατολογούνται, άρα δέν θά "
"ήταν σοφό να διώξουμε αυτές τις μονάδες η να τις στείλουμε σέ έναν ανόητο "
"θάνατο."
#: data/help.cfg:296 data/multiplayer.cfg:69 data/multiplayer.cfg:158
#: data/multiplayer.cfg:260 data/translations/english.cfg:129
msgid "Undead"
msgstr "Ζωντανοί-Νεκροί"
#: data/help.cfg:297
msgid "Undead units are immune to poison."
msgstr "Οι Ζωντανές-Νεκρές μονάδες δέν μπορούν να δηλητηριαστούν. "
#: 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"
"Οι Ζωντανές-Νεκρές μονάδες γενικά έχουν 'Ζωντανός-Νεκρός' σάν τό μόνο τους "
"χαρακτηριστικό. Αφού οι μονάδες αυτές είναι τά σώματα των νεκρών, "
"αναστημένοι γιά να πολεμήσουν ξανά, τό δηλητήριο δέν έχει κανένα αποτέλεσμα "
"πάνω τους. Αυτό τους κάνει ανεκτίμητους γιά την αντιμετώπιση εχθρών πού "
"χρησιμοποιούν δηλητήριο στίς επιθέσεις τους. "
#: data/help.cfg:304
msgid "Dextrous"
msgstr "Επιδέξιος"
#: data/help.cfg:305
msgid "Dextrous units do 1 more damage for every successful strike with a bow."
msgstr ""
"Οι επιδέξιες μονάδες κάνουν επιπλέον 1 βαθμό ζημιάς μέ κάθε επιτυχημένο "
"βέλος. "
#: 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"
"Μόνο τά ξωτικά έχουν το χαρακτηριστικό του επιδέξιου. Τά ξωτικά είναι γνωστά "
"γιά τήν χάρη τους καί τήν ικανότητά τους μέ τό τόξο. Ορισμένοι όμως είναι "
"προκισμένοι μέ φυσικό ταλέντο πού ξεπερνάει τούς ομοίους του. Αυτά τά ξωτικά "
"κάνουν έναν επιπλέον πόνο ζημιάς μέ κάθε βέλος. "
#: data/help.cfg:312 data/terrain.cfg:144
msgid "Grassland"
msgstr "Λιβάδι"
#: 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 ""
"Τά λειβάδια αντιπροσωπεύουν ανοιχτές εκτάσεις, είτε καλιιεργημένες, είτε "
"αποψιλωμένες γιά σπορά, είτε άγριες. Οντας ανοιχτός χώρος, είναι εύκολο νά "
"τη διασχίσει κανείς, αλλά δύσκολο νά αμυνθεί σέ αυτά. Τυπικά οι μονάδες πού "
"τά πάνε καλά είναι είτε ιππικό, είτε πολύ κινητικές μονάδες πού "
"εκμεταλλεύονται τόν ελεύθερο χώρο.\n"
"\n"
" Οι περισσότερες μονάδες έχουν 30 μέ 40% άμυνα στά λειβάδια. "
#: data/help.cfg:322 data/terrain.cfg:118 data/terrain.cfg:126
msgid "Road"
msgstr "Δρόμος"
#: 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 ""
"Οι δρόμοι είναι μονοπάτια από χώμα, δημιουργημένα από πολλούς ταξιδιώτες πού "
"πέρασεαν από πάνω. Οσον αφορά το παιχνίδι, οι δρόμοι είναι τό ίδιο όπως τό "
"<ref>dst=terrain_grassland text=Λειβαδι</ref>."
#: data/help.cfg:330 data/terrain.cfg:325
msgid "Forest"
msgstr "Δάσος"
#: 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 ""
"Τά δάση αντιπροσωπεύουν δασώδη έκταση με σημαντική βλάστηση, αρκετή γιά να "
"εμποδίζει τήν διέλευση. Αν καί επιβραδύνουν σχεδόν όλους, τά δάση προσφέρουν "
"καλύτερη άμυνα στίς περισσότερες μονάδες από τόν ανοιχτό χώρο. Τό ιππικό "
"έχει τόσο πολύ πρόβλημα να κινηθεί στά δάση, ώστε οποιδήποτε πλεονέκτημα από "
"τό ότι δέν φαίνονται, ακυρώνεται. Τά ξωτικά είναι εξαίρεση στόν γενικό "
"κανόνα γιά τά δάση. Οχι μόνο έχουν πλήρη κινητικότητα στά δάση, αλλά επίσης "
"καί σημαντικό αμυντικό μπόνους. Οι νάνοι είναι άλλη μιά εξαίρεση στόν κανόνα "
"γιατί αν καί μπορούν να προχωρήσουν μέσα στό δάσος χωρίς σημαντική "
"επιβράδυνση, η μή εξοικείωσή τους με τό έδαφος τούς κάνει νά μήν έχουν "
"αμυντικό μπόνους.\n"
"\n"
"Οι περισσότερες μονάδες έχουν 50% άμυνα στά δάση, αλλά τό ιππικό μόνο 40%. "
"Τά ξωτικά από την άλλη έχουν 60 μέ 70% άμυνα, ακόμα καί γιά τις έφφιπες "
"μονάδες τους. Οι νάνοι έχουν γενικά μόνο 30% άμυνα στά δάση. "
#: data/help.cfg:340 data/terrain.cfg:286
msgid "Hills"
msgstr "Λόφοι"
#: 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 ""
"Οι λόφοι αντιπροσωπεύουν αρκετά ανώμαλο έδαφος, μέ αρκετά βαθουλώματα καί "
"υψώματα στό έδαφος ώστε να δίνει κάποια κάλυψη. Οι λόφοι δυσκολεύουν στό "
"πέρασμα τους τλις περισσότερες μονάδες. Οι νάνοι, οι Τρόλ καί οι όρκ έχουν "
"αρκετή εξοικείωση με τό έδαφος ώστε να μπορούν να περάσουν χωρίς να "
"επιβραδυνθούν. Τό ιππικό έχει αρκετό πρόβλημα να περάσει αυτού τού είδους το "
"έδαφος, έτσι ώστε να αναιρείται τό όποιο αμυντικό πλεονέκτημα λόγω της "
"κάλυψης.\n"
"\n"
"Οι περισσότερες μονάδες έχουν περίπου 50% άμυνα στούς λόφους, ενώ γιά τό "
"ιππικό αυτό τό ποσοστό είναι μόνο 40%. Οι νάνοι έχουν άμυνα 60% στούς λόφους."
#: data/help.cfg:350 data/terrain.cfg:310
msgid "Mountains"
msgstr "Βουνά"
#: data/help.cfg:355
msgid ""
"Mountains are steep enough that units often have to climb over obstacles to "
"move. By this nature, they provide a considerable defensive bonus for most "
"troops, but they also severely impede any passage through them. Most cavalry "
"simply cannot enter mountainous terrain; however, elvish cavalry is an "
"exception to this, as are the goblin wolf riders. Both Dwarves and Trolls "
"are native to mountainous terrain, and have a very easy time getting "
"around.\n"
"\n"
"Most units receive about 60% defense in mountains, whereas Dwarves enjoy 70%."
msgstr ""
#: data/help.cfg:360 data/terrain.cfg:55
msgid "Swamp"
msgstr "Βάλτος"
#: 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 ""
"Οι βάλτοι αντιπροσωπεύουν υγρότοπους καί επιβραδύνουν σχεδόν όλους, ενώ "
"επίσης υποβαθμίζουν την ικανότητα να υπερασπιστεί κανείς τόν εαυτό του. Η "
"εξαίρεση είναι οι ράτσες πού έχουν την σωματική ικανότητα να κινούνται στό "
"νερό. Αυτές έχουν τόσο πλήρη κινητικότητα όσο καί ένα αμυντικό μπόνους. "
"Αυτοί πού ζούν στό βάλτο είναι επίσης επιδέξιοι στό να χρησιμοποιούν αυτό τό "
"έδαφος γιά κάλυψη.\n"
"\n"
"Οι περισσότερες μονάδες έχουν άμυνα 30% στούς βάλτους. Οι θαλασσάνθρωποι, οι "
"Νάγκα καί οι Σαυράνθρωπο έχουν γενικά 60%. "
#: data/help.cfg:370 data/terrain.cfg:34
msgid "Shallow Water"
msgstr "Ρηχά Νερά"
#: data/help.cfg:375
msgid ""
"Shallow water represents any body of water deep enough to come up to roughly "
"a man's waist. This is enough to slow down nearly anyone and leave them wide "
"open to attack. Dwarves, given that the water reaches up almost to their "
"heads, have an extremely hard time of this. The exception is any race whose "
"bodies naturally lend themselves to swimming, for which they receive a "
"considerable defensive bonus and full movement.\n"
"\n"
"Most units make do with 20 to 30% defense in shallow water, whereas both "
"Naga and Mermen enjoy 60%."
msgstr ""
#: data/help.cfg:380 data/terrain.cfg:25
msgid "Deep Water"
msgstr "Βαθιά Νερά"
#: 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 ""
"Τό βαθύ νερό αντιπροσωπεύει οποιδήποτε κομμάτι νερού αρκετά βαθύ γιά να "
"σκεπάσει τό κεφάλι ενός ανθρώπου. Οι περισσότερες μονάδες δέν μπορούν να "
"μπούν στά βαθιά νερά: Είναι η περιοχή γιά μονάδες πού είτε πετούν, είτε "
"είναι ιδιαίτερα καλοί κολυμβητές.\n"
"\n"
"Οι θαλασσάνθρωποι καί οι νάγκα έχουν 50% άμυνα στά βαθιά νερά, μέ πλήρη "
"κινητικότητα. "
#: data/help.cfg:390 data/terrain.cfg:257
msgid "Snow"
msgstr "Χιόνι"
#: 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 ""
"Τό χιόνι αντιπροσωπεύει μιά επίπεδη επιφάνεια πού είναι παγωμένη, είτε μόνιμα"
"(σάν τήν τούντρα), είτε προσωρινά (σάν χιονισμένο λιβάδι). Οι περισσότερες "
"μονάδες επιβραδύνονται από τό χιόνι καί έχεουν μεγαλύτερη δυσκολία να "
"υπερασπιστούν τόν εαυτό τους.\n"
"\n"
"Οι περισσότερες μονάδες έχουν άμυνα στό χιόνι 20 μέ 40%."
#: data/help.cfg:400 data/terrain.cfg:265
msgid "Ice"
msgstr "Πάγος"
#: 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 ""
"Ο πάγος αντιπροσωπεύει ένα κομμάτι παγωμένου νερού. Γιά τούς σκοπούς του "
"παιχνιδιού είναι τό ίδιο μέ τό <ref>dst=terrain_tundra text=Χιόνι</ref>. "
"Σημειωτέον ότι μονάδες πού μπορούν νά κολυμπούν, ακόμα καί όσες μπορούν να "
"αναπνέουν κάτω από τό νερό, δέν μπορούν να κολυμπήσουν κάτω από πάγο. "
#: data/help.cfg:408 data/terrain.cfg:374 data/terrain.cfg:485
msgid "Castle"
msgstr "Κάστρο"
#: 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 ""
"Τά κάστρα είναι οποιουδήποε είδους μόνιμη οχύρωση. Σχεδόν όλες οι μονάδες "
"έχουν ένα σημαντικό μπόνους στήν άμυνά τους όντας στό κάστρο καί όλε ςοι "
"μονάδες έχουν πλήρη κινητικότητα. Η τοποθέτηση μονάδων στό κάστρο "
"αντιπροσωπεύει την αμυντική του ικανότητα. Χωρίς μιά μονάδα σέ κάθε "
"εξαγωνάκι του κάστρου, μιά εχθρική μονάδα μπορείνά μπεί στό κάστρο "
"ανενόχλητη, κερδίζοντας έτσι τό αμυντικό μπόνους όπως όλοι μέσα.\n"
"\n"
"Οι περισσότερες μονάδες έχουν 60% άμυνα σέ ένα κάστρο."
#: data/help.cfg:420 data/terrain.cfg:100
msgid "Sand"
msgstr "Άμμος"
#: 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 ""
"Η αστάθεια της άμμου την κάνει πιό δύσκολη να περαστεί από τις περισσότερες "
"μονάδες καί τις αφήνει ανοιχτές σέ επίθεση. Αντίθετα τά πλατιά πόδια η "
"φιδίσια σώματα τών σαυροεδιών ρατσών τούς επιτρέπει να τις περάσουν πολύ πιό "
"εύκολα.\n"
"\n"
"Οι περισσότερες μονάδες έχουν 20 μέ 40% άμυνα στην άμμο."
#: data/help.cfg:430 data/terrain.cfg:109
msgid "Desert"
msgstr "Ερημος"
#: 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 ""
"Οι έρημοι έχουν κάπως διαφορετική σύσταση από μικρά σκάμματα άμμου η "
"παραλίες, όμως γιά τους σκοπούς του παιχνιδιού είναι τό ίδιο. Βλ. "
"<ref>dst=terrain_sand text=Αμμος.</ref>."
#: data/help.cfg:438 data/terrain.cfg:357
msgid "Cave"
msgstr "Σπηλιά"
#: 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 ""
"Τό έδαφος σπηλιάς αντιπροσωπεύει υπόγειες στοές μέ αρκετό χώρο γιά να "
"περάσει μιά μονάδα. Οι περισσότερες μονάδες είναι τελείως ασυνήθιστες μέ "
"αυτό τό έδαφος, καί έτσι γίνονται πιό αργές καί εμποδίζονται στήν άμυνα. Οι "
"νάνοι καί οι Τρόλ, πού ζούν σέ σπηλιές μπορούν να κινούνται εύκολα σέ αυτό "
"τό έδαφος, κυρίως οι νάνοι, πού λόγω του μικρού μεγέθους τους μπορούν να "
"ξεπερνούν πολλά εμπόδια πού οι άλλες ράτσες δέν μπορούν.\n"
"\n"
"Οι περισσότερες μονάδες έχουν 20 μέχρι 40% άμυνα στίς σπηλιές, ενώ οι νάνοι "
"έχουν 50%."
#: data/help.cfg:448 data/terrain.cfg:151
msgid "Savanna"
msgstr "Σαβάννα"
#: 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 ""
"Οι σαβάννες είναι πεδιάδες από ψηλό χορτάρι, πού βρίσκονται στά θερμότερα "
"κλίματα του κόσμου. Γιά τους σκοπούς του παιχνιδιού είναι σάν "
"<ref>dst=terrain_grassland text=λειβάδι</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 "Χωριό"
#: 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 ""
"Τα χωριά αντιπροσωπεύουν οποιαδήποτε ομάδα κτηρίων, φτιαγμένα από ανθρώπους "
"ή μή. Σχεδόν όλες οι μονάδες ακόμα καί τό ιππικό περνάνε εύκολα από τά "
"χωριά καί οι περισσότερες μονάδες έχουν ένα αμυντικό μπόνους αν βρίσκονται "
"σέ χωριό. Τά χωριά παρέχουν στίς μονάδες τις πηγές γιά να περιποιηθούν τις "
"πληγές τους, κάτι πού τους επιτρέπει να θεραπεύσουν 8 μονάδες υγείας σέ κάθε "
"γύρο, η νά γιατρευτούν από δηλητήριο.\n"
"\n"
"Οι περισσότερες μονάδες έχουν άμυνα 50 με 60% στά χωριά, ενώ τό ιππικό έχει "
"μόνο 40%."
#: data/help.cfg:467 data/terrain.cfg:423
msgid "Canyon"
msgstr "Φαράγγι"
#: 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 ""
"Ενα φαράγγι είναι ένα βαθούλωμα στό έδαφος πού οδηγεί σέ άγνωστα βάθη. Τά "
"φαράγγια διακρίνονται γιά τά τείχη τους πού χρειάζονται ημέρες γιά να "
"περαστούν. Οσον αφορά τό παιχνίδι, μόνο μονάδες πού μπορούν να πετάξουν πάνω "
"από φαράγγια μπορούν να περάσουν αυτό τό έδαφος. "
#: data/help.cfg:474 data/terrain.cfg:472
msgid "Lava"
msgstr "Λάβα"
#: 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 ""
"Οι κίνδυνοι πού υπάρχουν στό περπάτημα πάνω στή λάβα είναι προφανείς. Αυτό "
"τό έδαφος μπορεί να περαστεί μόνο από τις μονάδες πού μπορούν να πετάξουν "
"πάνω από αυτό. "
#: data/help.cfg:481 data/terrain.cfg:462
msgid "River Ford"
msgstr "Πέρασμα Ποταμού"
#: 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 ""
"Οταν ένα ποτάμι τυχαίνει νά είναι εξαιρετικά ρηχό, τό πέρασμά του είναι "
"εξαιρετικά εύκολη υπόθεση γιά μονάδες ξηράς. επιπλέον οποιοδήποτε πλάσμα "
"προσαρμοσμένο στό κολύμπι έχει πλήρη κινητικότητα ακόμα καί σέ τέτοια μέρη "
"στό ποτάμι. Οσον αφορά το παιχνίδι, ένα πέρασμα ποταμού αντιμετωπίζεται σάν "
"είτε λειβάδι, είτε ρηχό νερό, καί επιλέγεται αυτό πού δίνει τά καλύτερα "
"αμυντικά μπόνους καί μπόνους κίνησης γιά τη μονάδα πού είναι πάνω του."
#: data/help.cfg:488 data/terrain.cfg:75 data/terrain.cfg:83
#: data/terrain.cfg:91
msgid "Bridge"
msgstr "Γέφυρα"
#: data/help.cfg:492
msgid ""
"To those capable of building one, the ability to lay a bridge offers a "
"liberation from the fickle nature of waterways, whose fords come and go with "
"the rise and fall of the waterline. This is to say nothing of the luxury of "
"dry feet, the loss of which is no laughing matter in the cold months of the "
"year.\n"
"\n"
"For those who go by land or sea, a bridge is the best of both worlds - for "
"gameplay purposes, it is treated either as grassland or shallow water, "
"whichever offers the best movement and defensive bonuses for the unit "
"occupying the bridge hex. Note that a swimming unit and a land unit are not "
"capable of occupying a bridge hex at the same time."
msgstr ""
#: data/help.cfg:497 data/terrain.cfg:349
msgid "Cave Wall"
msgstr "Τοίχωμα σπηλιάς"
#: data/help.cfg:499
msgid ""
"Cave walls are made of solid stone, renowned for its ability to impede even "
"the most determined traveler."
msgstr ""
#: data/items.cfg:264
msgid ""
"You have come across a wishing well.\n"
"What would you like to wish for?"
msgstr ""
#: data/items.cfg:268
msgid "A swift victory"
msgstr ""
#: data/items.cfg:276
msgid ""
"With this golden coin, I wish that this battle end in a swift and safe "
"victory."
msgstr ""
"Μέ αυτό τό χρυσό νόμισμα, εύχομαι η μάχη νά έχει ένα γρήγορο καί αίσιο τέλος "
#: data/items.cfg:283
msgid "Lots of gold"
msgstr "Πολύ Χρυσάφι"
#: data/items.cfg:291
msgid "I wish this single gold coin be returned ten-fold to me."
msgstr "Εύχομαι αυτό τό νόμισμα νά μού επιστραφεί στό δεκαπλάσιο"
#: data/items.cfg:298
msgid "Peace throughout Wesnoth."
msgstr "Ειρήνη στό Γουέσνοθ"
#: data/items.cfg:306
msgid "The only thing worth wishing for is peace throughout the land."
msgstr " Τό μόνο πράγμα πού αξίζει κανείς νά ευχηθεί είναι ειρήνη στή χώρα"
#: data/items.cfg:313
msgid "Don't make a wish."
msgstr "Μήν κάνεις ευχή"
#: data/items.cfg:336
msgid "Potion of Healing"
msgstr "Φίλτρο ίασης"
#: data/items.cfg:339
msgid "A feeling of well-being overwhelms the drinker."
msgstr "Ενα αίσθημα υγείας κυριεύει τόν πότη"
#: data/items.cfg:340
msgid "You are not worthy of healing."
msgstr " Δέν αξίζεις νά γιατρευτείς"
#: data/items.cfg:374
msgid "Poison"
msgstr "Δηλητήριο"
#: data/items.cfg:377
msgid "Poison is seeping through the veins of this unit at this very moment."
msgstr " Αυτή τη στιγμή δηλητήριο κυλάει στίς φλέβες αυτής της μονάδας"
#: data/items.cfg:412
msgid "Holy Water"
msgstr " Αγιασμένο νερό"
#: data/items.cfg:415
msgid "This water will make melee weapons holy."
msgstr "Αυτό τό νερό αγιάζει τά όπλα γιά μάχη σώμα μέ σώμα."
#: data/items.cfg:416
msgid "I am not suited to the use of this item! Let another take it."
msgstr ""
" Δέν μου ταιριάζει η χρήση αυτού του αντικειμένου! Ας τό πάρει κάποιος άλλος."
#: data/items.cfg:451 data/scenarios/tutorial/Traits_and_Specialties.cfg:198
msgid "Potion of Strength"
msgstr "Φίλτρο δύναμης"
#: data/items.cfg:454
msgid "Strength is given to the drinker."
msgstr "Ο πότης αποκτάει δύναμη "
#: data/items.cfg:495
msgid "Potion of Decay"
msgstr "Φίλτρο αποσύνθεσης"
#: data/items.cfg:498
msgid "This poor unit drank something really bad."
msgstr "Αυτή η μονάδα ήπιε κάτι πραγματικά κακό"
#: data/items.cfg:533
msgid "Ring of Regeneration"
msgstr "Δαχτυλίδι αναγέννησης "
#: data/items.cfg:536
msgid "This ring will heal the bearer a little each turn."
msgstr "Αυτό τ ό δαχτυλίδι θά γιατρεύει τόν κάτοχό του από λίγο κάθε γύρο."
#: data/items.cfg:556
msgid "Can't set abilities yet, sorry."
msgstr "Λυπάμαι, δέν μπορώ ακόμα να ρυθμίσω ικανότητες. "
#: data/items.cfg:577
msgid "Ring of Slowness"
msgstr "Δαχτυλίδι βραδύτητας."
#: data/items.cfg:580
msgid "The bearer of this ring is slowed."
msgstr "Ο κάτοχος του δαχτυλιδιού αυτού επιβραδύνεται. "
#: data/items.cfg:615
msgid "Staff of Swiftness"
msgstr ""
#: data/items.cfg:618
msgid "This staff will grant the bearer swift movement."
msgstr ""
#: data/items.cfg:619
msgid "Only magical beings can wield such an object."
msgstr "Μόνο μαγικά όντα μπορούν νά φέρουν αυτό τό αντικείμενο."
#: data/items.cfg:653
msgid "Storm Trident"
msgstr "Τρίαινα θύελλας"
#: data/items.cfg:656
msgid "This trident allows a merman to shoot electric bolts at his enemies!"
msgstr ""
" Αυτή η τρίαινα επιτρέπει σε θαλασσανθρώπος να ρίχνουν ηλεκτρικές εκκενώσεις "
"στούς αντιπάλους τους"
#: data/items.cfg:657
msgid "Only the mermen can use this item!"
msgstr "Μόνο οιθαλασσάνθρωποι μπορούν να χρησιμοποιήσουν αυτό τό αντικείμενο. "
#: data/items.cfg:669
msgid "storm trident"
msgstr "τρίαινα θύελλας"
#: data/items.cfg:709
msgid "Flaming Sword"
msgstr "Ξίφος της φωτιάς"
#: data/items.cfg:713
msgid "Only the leader of an army can wield this sword!"
msgstr ""
"Μόνο ο αρχηγός ενός στρατού μπορεί να χρησιμοποιήσει αυτό τό αντικείμενο."
#: data/items.cfg:725
msgid "flaming sword"
msgstr "ξίφος της φωτιάς"
#: data/items.cfg:759
msgid "Scepter of Fire"
msgstr "Σκήπτρο της φωτιάς"
#: 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 ""
"Αυτό τό αρχαίο σκήπτρο σφυρηλατήθηκε από τους νάνους. Σύμβολο των βασιλιάδων "
"του Γουέσνοθ, τό Σκήπτρο έχει τή δύναμη νά ρίχνει μπάλλες φωτιάς στούς "
"εχθρούς του κατόχου! "
#: 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 ""
"Αυτό είναι τό σκήπτρο της φωτιάς. Μόνο ένας πραγματικός διάδοχος του θρόνου "
"θα τολμούσε να τό πάρει!"
#: data/items.cfg:816
msgid "Zap~"
msgstr " Ζάπ"
#: data/multiplayer.cfg:3
msgid "User Map"
msgstr " χάρτης Χρήστη"
#: data/multiplayer.cfg:20
msgid "Default"
msgstr "Προκαθροισμένη ρύθμιση"
#: data/multiplayer.cfg:24 data/multiplayer.cfg:113 data/multiplayer.cfg:215
#: data/multiplayer.cfg:305 src/leader_list.cpp:99
msgid "Random"
msgstr "Τυχαία"
#: data/multiplayer.cfg:30 data/multiplayer.cfg:221
msgid "Loyalists"
msgstr "Φιλοβασιλικοί "
#: data/multiplayer.cfg:43 data/multiplayer.cfg:234
msgid "Rebels"
msgstr "Αντάρτες"
#: data/multiplayer.cfg:56 data/multiplayer.cfg:247
msgid "Northerners"
msgstr "Βόρειοι"
#: data/multiplayer.cfg:82 data/multiplayer.cfg:273
msgid "Knalgan Alliance"
msgstr "Συμμαχία της Κνάλγκα"
#: data/multiplayer.cfg:95 data/multiplayer.cfg:184 data/multiplayer.cfg:286
msgid "Drakes"
msgstr "Δρακοειδή"
#: data/multiplayer.cfg:109
msgid "Classic"
msgstr "Κλασσικό "
#: data/multiplayer.cfg:119 data/translations/english.cfg:127
msgid "Humans"
msgstr "Ανθρωποι"
#: data/multiplayer.cfg:132 data/translations/english.cfg:126
msgid "Elves"
msgstr "Ξωτικά"
#: data/multiplayer.cfg:145 data/translations/english.cfg:128
msgid "Orcs"
msgstr "ορκ"
#: data/multiplayer.cfg:171
msgid "Dwarves"
msgstr "νάνοι"
#: data/multiplayer.cfg:197 data/units/Saurian.cfg:5
msgid "Saurian"
msgstr "Σαυράνθρωποι "
#: data/multiplayer.cfg:211
msgid "Age of Heroes"
msgstr "Εποχή των Ηρώων."
#: data/multiplayer.cfg:301
msgid "Great War"
msgstr "Μεγάλος Πόλεμος"
#: data/multiplayer.cfg:311
msgid "Alliance of Light"
msgstr "Συμμαχία του Φωτός"
#: data/multiplayer.cfg:324
msgid "Alliance of Darkness"
msgstr "Συμμαχία του Σκότους"
#: data/scenario-test.cfg:37
msgid ""
"You can come if you wish, but the leader is only interested in speaking to "
"Baldras."
msgstr ""
"Ελα αν θές, αλλά ο αρχηγός ενδιαφέρεται να μιλήσει μόνο στόν Μπάλντρας. "
#: data/scenarios/multiplayer/2p_Blitz.cfg:7
msgid "2p - Blitz"
msgstr "Γρήγορο παιχνίδι γιά 2 παίχτες"
#: 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 ""
"Ενας χάρτης μονομαχίας γιά δύο παίχτες καί πολύ γρήγορο παιχνίδι. "
"Συνιστώμενη ρύθμιση 2 χρυσά ανά χωριό "
#: data/scenarios/multiplayer/2p_Charge.cfg:7
msgid "2p - Charge"
msgstr ""
#: data/scenarios/multiplayer/2p_Den_of_Onis.cfg:3
msgid "2p - Den of Onis"
msgstr ""
#: data/scenarios/multiplayer/2p_Den_of_Onis.cfg:4
msgid ""
"Danger lurks around every corner in this underground battlefield, a duel map "
"where force and subterfuge meet. Recommended settings of 2G per village."
msgstr ""
#: data/scenarios/multiplayer/2p_Divide_and_Conquer.cfg:3
msgid "2p - Divide and Conquer"
msgstr ""
#: data/scenarios/multiplayer/2p_Divide_and_Conquer.cfg:4
msgid ""
"This small duel map divides the field of battle into three segments. "
"Recommended settings of 2G per village."
msgstr ""
#: data/scenarios/multiplayer/2p_Hamlets.cfg:3
msgid "2p - Hamlets"
msgstr ""
#: data/scenarios/multiplayer/2p_Hamlets.cfg:4
msgid ""
"Warfare transforms the simple farms and villages of a peaceful region into a "
"subtly parceled battlefield. Recommended settings of 2G per village."
msgstr ""
#: data/scenarios/multiplayer/2p_Hornshark_Island.cfg:3
msgid "2p - Hornshark Island"
msgstr ""
#: data/scenarios/multiplayer/2p_Hornshark_Island.cfg:4
msgid ""
"Players must navigate the dispersive terrain of this small but "
"topographically dense island. Recommended settings of 2G per village."
msgstr ""
#: data/scenarios/multiplayer/2p_Meteor_Lake.cfg:3
msgid "2p - Meteor Lake"
msgstr ""
#: data/scenarios/multiplayer/2p_Meteor_Lake.cfg:4
msgid ""
"Long ago, a great meteor fell from the heavens, leaving its mark on this "
"coniferous region. Recommended settings of 2G per village."
msgstr ""
#: data/scenarios/multiplayer/2p_Sablestone_Delta.cfg:3
msgid "2p - Sablestone Delta"
msgstr ""
#: data/scenarios/multiplayer/2p_Sablestone_Delta.cfg:4
msgid ""
"Two armies collide on this disjointed coastal landscape of hidden caves and "
"jagged rivers. Recommended settings of 2G per village."
msgstr ""
#: data/scenarios/multiplayer/2p_Silverhead_Crossing.cfg:3
msgid "2p - Silverhead Crossing"
msgstr ""
#: data/scenarios/multiplayer/2p_Silverhead_Crossing.cfg:4
msgid ""
"Players must traverse all manner of terrain in pursuit of victory on this "
"multi-fronted duel map. Recommended settings of 2G per village."
msgstr ""
#: data/scenarios/multiplayer/2p_Sullas_Ruins.cfg:3
msgid "2p - Sullas Ruins"
msgstr ""
#: data/scenarios/multiplayer/2p_Sullas_Ruins.cfg:4
msgid ""
"Flooded by the seas and battered by the winter elements, only ruins, water "
"and ice now remain in the shadow of this once mighty empire. Recommended "
"settings of 2G per village."
msgstr ""
#: data/scenarios/multiplayer/2p_Wesbowl.cfg:3
msgid "2p - Wesbowl"
msgstr ""
#: data/scenarios/multiplayer/2p_Wesbowl.cfg:6
msgid ""
"In Wesbowl, a player must get their ball to the other player's end zone. "
"However, the other player can attack your units. Wesbowl is played with "
"blunt weapons, and healers are on hand, so when units are killed, they "
"return to that player's end zone with an injury."
msgstr ""
#: data/scenarios/multiplayer/2p_Wesbowl.cfg:11
msgid ""
"\n"
"Victory:\n"
"@Move either ball to your opponent's endzone more times than they move their "
"ball to yours\n"
"Defeat:\n"
"#Opponent moves the balls to your endzone more times than you move them to "
"theirs"
msgstr ""
#: data/scenarios/multiplayer/2p_Wesbowl.cfg:199
#: data/scenarios/multiplayer/2p_Wesbowl.cfg:476
msgid "Red scores! Current score is $redscore-$bluescore"
msgstr ""
#: data/scenarios/multiplayer/2p_Wesbowl.cfg:247
#: data/scenarios/multiplayer/2p_Wesbowl.cfg:524
msgid "Blue scores! Current score is $redscore-$bluescore"
msgstr ""
#: data/scenarios/multiplayer/2p_Wesbowl.cfg:337
#: data/scenarios/multiplayer/2p_Wesbowl.cfg:614
msgid "Should I pass the ball to $passto.type ($xloc,$yloc)?"
msgstr ""
#: data/scenarios/multiplayer/2p_Wesbowl.cfg:339
#: data/scenarios/multiplayer/2p_Wesbowl.cfg:616
msgid "Yes!"
msgstr ""
#: 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 "όχι"
#: data/scenarios/multiplayer/2p_Wesbowl.cfg:661
msgid "Blue team wins! Final score: $redscore-$bluescore"
msgstr ""
#: data/scenarios/multiplayer/2p_Wesbowl.cfg:673
msgid "Red team wins! Final score: $redscore-$bluescore"
msgstr ""
#: data/scenarios/multiplayer/2p_Wesbowl.cfg:685
msgid "Draw! Final score: $redscore-$bluescore"
msgstr ""
#: data/scenarios/multiplayer/3p_1v1v1Hex.cfg:3
msgid "3p - 1v1v1Hex"
msgstr ""
#: data/scenarios/multiplayer/3p_1v1v1Hex.cfg:4
msgid ""
"Three players do battle in this small, enclosed region. Recommended settings "
"of 2G per village."
msgstr ""
#: data/scenarios/multiplayer/3p_Morituri.cfg:3
msgid "3p - Morituri"
msgstr ""
#: data/scenarios/multiplayer/3p_Morituri.cfg:4
msgid ""
"Only one faction will emerge victorious from this tightly bordered three-"
"player map. Recommended settings of 2G per village."
msgstr ""
#: data/scenarios/multiplayer/3p_Triple_Blitz.cfg:3
msgid "3p - Triple Blitz"
msgstr "Γρήγορο παιχνίδι γιά 3 παίχτες "
#: data/scenarios/multiplayer/3p_Triple_Blitz.cfg:4
msgid ""
"Three players come head to head on this water-cut battlefield. Recommended "
"settings of 2G per village."
msgstr ""
#: data/scenarios/multiplayer/4p_An_Island.cfg:7
msgid "4p - An Island"
msgstr ""
#: data/scenarios/multiplayer/4p_An_Island.cfg:10
msgid ""
"A 4 player map that is suitable for individual or team play, victory rests "
"of dominating the centre island. North-West: Forest dominated area, North-"
"East: Mixed snow plains, South-West: Mixed desert plains, South-East: "
"Mountain dominated area."
msgstr ""
#: data/scenarios/multiplayer/4p_Bluewater_Province.cfg:3
msgid "4p - Blue Water Province"
msgstr ""
#: data/scenarios/multiplayer/4p_Bluewater_Province.cfg:4
msgid ""
"It has been said that Bluewater Province has been destroyed and rebuilt some "
"twenty times. Now, as armies once again converge on the rocky streams and "
"snowcapped mountains of this small province, its villagers hardly seem to "
"take notice. Recommended settings of 2 gold per village."
msgstr ""
#: data/scenarios/multiplayer/4p_CastleHoppingIsle.cfg:9
msgid "4p - Castle Hopping Isle"
msgstr ""
#: data/scenarios/multiplayer/4p_CastleHoppingIsle.cfg:11
msgid ""
"Many closely placed and strategically located castles. Small map for fast "
"play. Recommended setting of 2 gold per village, and players 1, 3 vs players "
"2, 4 for 2v2."
msgstr ""
#: data/scenarios/multiplayer/4p_Clash.cfg:3
msgid "4p - Clash"
msgstr "Σύγκρουση γιά 4 παίχτες "
#: data/scenarios/multiplayer/4p_Clash.cfg:5
msgid ""
"Small map for 2v2. Teams should be player 1 and 3, vs player 2 and 4. "
"Recommended setting of 2 gold per village."
msgstr ""
#: data/scenarios/multiplayer/4p_King_of_the_Hill.cfg:3
msgid "4p - King of the Hill"
msgstr ""
#: data/scenarios/multiplayer/4p_King_of_the_Hill.cfg:5
msgid ""
"Who will remain standing as King of the Hill? Best played as a free-for-all "
"(with everyone fighting everyone else)."
msgstr ""
#: data/scenarios/multiplayer/4p_Lagoon.cfg:3
msgid "4p - Lagoon"
msgstr ""
#: data/scenarios/multiplayer/4p_Lagoon.cfg:4
msgid ""
"Four factions contend for dominance over this watery settlement. Recommended "
"settings of 1G per village."
msgstr ""
#: data/scenarios/multiplayer/4p_Siege_Castles.cfg:7
msgid "4p - Siege Castles"
msgstr ""
#: data/scenarios/multiplayer/4p_Siege_Castles.cfg:9
msgid "Take control of this huge river delta."
msgstr ""
#: data/scenarios/multiplayer/4p_The_Valley_of_Death.cfg:3
msgid "4p - The Valley of Death"
msgstr ""
#: data/scenarios/multiplayer/4p_The_Valley_of_Death.cfg:5
msgid "Can you defeat all enemies and declare victory in this desolate valley?"
msgstr ""
#: data/scenarios/multiplayer/4p_The_Wilderlands.cfg:3
msgid "4p - The Wilderlands"
msgstr ""
#: data/scenarios/multiplayer/4p_The_Wilderlands.cfg:4
msgid ""
"A vast region of wild, untamed wilderness, its terrain dotted with forests, "
"caves, rivers, and the ruins of ancient fortresses. Recommended settings of "
"1G per village."
msgstr ""
#: data/scenarios/multiplayer/5p_ForestOfFear.cfg:3
msgid "5p - Forest of Fear"
msgstr ""
#: data/scenarios/multiplayer/5p_ForestOfFear.cfg:5
msgid "In this mixed landscape, five armies battle for supremacy."
msgstr ""
#: data/scenarios/multiplayer/6p_Hexcake.cfg:3
msgid "6p - Hexcake"
msgstr ""
#: data/scenarios/multiplayer/6p_Hexcake.cfg:5
msgid "2 vs. 2 or 3 vs. 3 team game."
msgstr ""
#: data/scenarios/multiplayer/6p_Smallolof.cfg:3
msgid "6p - Smallolof"
msgstr ""
#: data/scenarios/multiplayer/6p_Smallolof.cfg:4
msgid ""
"Only a true tactician will survive in this deadly and confining battlefield, "
"where six boxed-in armies come to a head. Recommended settings of 2 gold per "
"village."
msgstr ""
#: data/scenarios/multiplayer/7p_battleworld.cfg:7
msgid "7p - Battle World"
msgstr ""
#: data/scenarios/multiplayer/7p_battleworld.cfg:9
msgid ""
"Up to 7 armies thrash about in this peaceful land. Prepare for a long battle."
msgstr ""
#: data/scenarios/multiplayer/Random_Scenario.cfg:3
#: data/scenarios/multiplayer/Random_Scenario.cfg:17
msgid "Random map"
msgstr ""
#: data/scenarios/multiplayer/Random_Scenario.cfg:4
msgid ""
"Randomly generated map. Note: random maps are often unbalanced, but if you "
"have time, you can regenerate them until you get a good one."
msgstr ""
#: data/scenarios/multiplayer/Random_Scenario_Desert.cfg:3
#: data/scenarios/multiplayer/Random_Scenario_Desert.cfg:17
msgid "Random map (Desert)"
msgstr ""
#: data/scenarios/multiplayer/Random_Scenario_Desert.cfg:5
msgid ""
"A random map with sand as the primary terrain. Note: random maps are often "
"unbalanced, but if you have time, you can regenerate them until you get a "
"good one."
msgstr ""
#: data/scenarios/multiplayer/Random_Scenario_Marsh.cfg:3
#: data/scenarios/multiplayer/Random_Scenario_Marsh.cfg:17
msgid "Random map (Marsh)"
msgstr ""
#: data/scenarios/multiplayer/Random_Scenario_Marsh.cfg:5
msgid ""
"A random map with swamp as the primary terrain. Note: random maps are often "
"unbalanced, but if you have time, you can regenerate them until you get a "
"good one."
msgstr ""
#: data/scenarios/multiplayer/Random_Scenario_Winter.cfg:3
#: data/scenarios/multiplayer/Random_Scenario_Winter.cfg:17
msgid "Random map (Winter)"
msgstr ""
#: data/scenarios/multiplayer/Random_Scenario_Winter.cfg:4
msgid ""
"A random map set in the break between spring and winter, mainly with snowy "
"terrains. Note: random maps are often unbalanced, but if you have time, you "
"can regenerate them until you get a good one."
msgstr ""
#: data/scenarios/multiplayer/scenarios.cfg:3
msgid "2p - Across The River"
msgstr ""
#: data/scenarios/multiplayer/scenarios.cfg:5
msgid ""
"This map is a convenient way to do some testing with two factions, as it is "
"pretty well balanced towards both sides.\n"
"You can use it AI vs AI to see how well a faction fares against another."
msgstr ""
#: data/scenarios/tutorial/Basic_Training.cfg:4
msgid "Basic Training"
msgstr ""
#: 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 ""
#: 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 ""
#: data/scenarios/tutorial/Basic_Training.cfg:78
msgid "Recruit a unit"
msgstr ""
#: data/scenarios/tutorial/Basic_Training.cfg:85
msgid "Excellent! You have recruited an Elvish Fighter."
msgstr ""
#: 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 ""
#: data/scenarios/tutorial/Basic_Training.cfg:99
msgid ""
"Since units cannot move on the turn they are recruited, you must end your "
"turn. To do this, simply click the 'End Turn' button in the lower-right hand "
"corner."
msgstr ""
#: data/scenarios/tutorial/Basic_Training.cfg:102
msgid "End your turn"
msgstr ""
#: data/scenarios/tutorial/Basic_Training.cfg:109
msgid "You have successfully ended your turn."
msgstr ""
#: data/scenarios/tutorial/Basic_Training.cfg:118
msgid ""
"Your next task is to move your Elvish Fighter. To move a unit, first select "
"it, then select his destination. In this case, his destination is the forest "
"next to the Elvish Shaman, Merle."
msgstr ""
#: data/scenarios/tutorial/Basic_Training.cfg:121
msgid "Move your Elvish Fighter next to Merle"
msgstr ""
#: data/scenarios/tutorial/Basic_Training.cfg:147
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 ""
#: data/scenarios/tutorial/Basic_Training.cfg:156
msgid ""
"Now, you need to attack with your fighter. To attack, first select a unit, "
"then select its target, which must be next to the attacking unit. You will "
"then see the attack options box, where you must select an attack to use."
msgstr ""
#: data/scenarios/tutorial/Basic_Training.cfg:159
msgid "Attack Merle"
msgstr ""
#: data/scenarios/tutorial/Basic_Training.cfg:177
msgid "You have successfully attacked Merle."
msgstr ""
#: data/scenarios/tutorial/Basic_Training.cfg:186
msgid "End your turn, and wait for Merle to attack you."
msgstr ""
#: data/scenarios/tutorial/Basic_Training.cfg:194
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 ""
#: data/scenarios/tutorial/Basic_Training.cfg:203
#: data/scenarios/tutorial/Basic_Training.cfg:206
msgid "Move your fighter onto a village."
msgstr ""
#: data/scenarios/tutorial/Basic_Training.cfg:220
msgid "Villages heal the units on them."
msgstr ""
#: data/scenarios/tutorial/Basic_Training.cfg:229
msgid ""
"Now, you must defeat Merle by reducing her to 0 HP or lower. Just attack "
"repeatedly."
msgstr ""
#: data/scenarios/tutorial/Basic_Training.cfg:232
msgid "Defeat Merle"
msgstr ""
#: data/scenarios/tutorial/Basic_Training.cfg:251
msgid ""
"Oops! You moved your leader off of the keep. Remember, when your leader is "
"not on a keep, you cannot recruit. Also remember that if your leader dies, "
"you lose. In order to continue the tutorial, I will have to teleport you "
"back onto your keep."
msgstr ""
#: data/scenarios/tutorial/Basic_Training.cfg:270
#: data/scenarios/tutorial/Traits_and_Specialties.cfg:229
msgid ""
"Unfortunately, you lost, because your leader was defeated. Hopefully you "
"have gained wisdom from my teachings anyway."
msgstr ""
#: data/scenarios/tutorial/Basic_Training.cfg:278
#: data/scenarios/tutorial/Traits_and_Specialties.cfg:237
msgid ""
"Unfortunately, you lost, because you ran out of time. Hopefully you have "
"gained wisdom from my teachings anyway."
msgstr ""
#: data/scenarios/tutorial/Basic_Training.cfg:290
msgid "You have successfully completed the first training scenario."
msgstr ""
#: data/scenarios/tutorial/Basic_Training.cfg:293
#: data/scenarios/tutorial/Traits_and_Specialties.cfg:287
msgid "Hooray!"
msgstr ""
#: 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 ""
#: data/scenarios/tutorial/Basic_Training.cfg:302
#: data/scenarios/tutorial/Traits_and_Specialties.cfg:252
msgid "Yes"
msgstr ""
#: data/scenarios/tutorial/Basic_Training.cfg:304
#: data/scenarios/tutorial/Traits_and_Specialties.cfg:254
msgid "I'm done reviewing skills!"
msgstr ""
#: data/scenarios/tutorial/Basic_Training.cfg:324
msgid ""
"Although you have completed your first scenario, your training is not yet "
"over. We will now proceed to the next scenario, in which you will fight me "
"in a mock battle."
msgstr ""
#: data/scenarios/tutorial/Traits_and_Specialties.cfg:4
msgid "Traits and Specialties"
msgstr ""
#: data/scenarios/tutorial/Traits_and_Specialties.cfg:46
msgid ""
"Now you will be subject to a more difficult test. You must defeat me in mock "
"battle."
msgstr ""
#: data/scenarios/tutorial/Traits_and_Specialties.cfg:50
msgid ""
"You can win most scenarios simply by defeating all enemy leaders. Win this "
"scenario by defeating me. Your fighter from the previous scenario can help "
"you in this battle. To recall him, right-click on a castle tile, select "
"Recall, select your fighter, then select 'OK'. You should also recruit "
"Elvish Fighters and Elvish Archers."
msgstr ""
#: data/scenarios/tutorial/Traits_and_Specialties.cfg:69
msgid ""
"Skills covered:\n"
"Recalling\n"
"Traits\n"
"Gold\n"
"Time of day\n"
"Terrains\n"
"Resistance\n"
"Specialties\n"
"Objects"
msgstr ""
#: data/scenarios/tutorial/Traits_and_Specialties.cfg:71
msgid "Defeat Delfador"
msgstr ""
#: data/scenarios/tutorial/Traits_and_Specialties.cfg:75
#: data/scenarios/tutorial/utils.cfg:51
msgid "Death of Konrad"
msgstr ""
#: data/scenarios/tutorial/Traits_and_Specialties.cfg:79
#: data/scenarios/tutorial/utils.cfg:59
msgid "Turns run out"
msgstr ""
#: data/scenarios/tutorial/Traits_and_Specialties.cfg:94
msgid "You have successfully recalled your Elvish Fighter."
msgstr ""
#: 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 ""
#: data/scenarios/tutorial/Traits_and_Specialties.cfg:106
msgid ""
"You may notice that your units have slightly different statistics than the "
"statistics shown before you recruited them. This is because they have been "
"assigned traits."
msgstr ""
#: data/scenarios/tutorial/Traits_and_Specialties.cfg:119
msgid ""
"When you recruit and recall units, you lose gold. If this would cause you to "
"have less than 0 gold, you cannot recruit or recall."
msgstr ""
#: data/scenarios/tutorial/Traits_and_Specialties.cfg:131
msgid ""
"The sun is setting over Wesnoth. The time of day affects how much damage "
"units of different alignments can inflict upon each other."
msgstr ""
#: data/scenarios/tutorial/Traits_and_Specialties.cfg:143
msgid "Each hex has a terrain, which gives the hex distinctive properties."
msgstr ""
#: data/scenarios/tutorial/Traits_and_Specialties.cfg:155
msgid ""
"Each attack has a damage type which affects how much damage different units "
"take from that attack."
msgstr ""
#: data/scenarios/tutorial/Traits_and_Specialties.cfg:167
msgid ""
"Many units have a specialty which changes the rules of play in some way."
msgstr ""
#: data/scenarios/tutorial/Traits_and_Specialties.cfg:189
msgid ""
"Some objects change the statistics of the unit that triggered them. One of "
"your units found a potion which will make him do more damage on his attack. "
"To see his new combat statistics, look at the Status Table."
msgstr ""
#: data/scenarios/tutorial/Traits_and_Specialties.cfg:197
msgid "This potion increases the damage of all the drinker's attacks by four."
msgstr ""
#: data/scenarios/tutorial/Traits_and_Specialties.cfg:218
msgid ""
"Remember to try to prevent the enemy from capturing villages, and to "
"recapture the ones that they already have. This will cut off their gold "
"supply and make them unable to recruit."
msgstr ""
#: data/scenarios/tutorial/Traits_and_Specialties.cfg:284
msgid "Next, you may want to begin a campaign, or play multiplayer."
msgstr ""
#: data/scenarios/tutorial/utils.cfg:11
msgid "That was explained well! But.."
msgstr ""
#: data/scenarios/tutorial/utils.cfg:44
msgid ""
"Skills covered:\n"
"Recruiting units\n"
"Moving units\n"
"Attacking enemy units\n"
"Gaining experience\n"
"Winning scenarios"
msgstr ""
#: data/scenarios/tutorial/utils.cfg:45
msgid "Current objective:"
msgstr ""
#: data/scenarios/tutorial/utils.cfg:55
msgid "Death of Delfador"
msgstr ""
#: data/scenarios/tutorial/utils.cfg:66
msgid "How do I recruit units?"
msgstr ""
#: data/scenarios/tutorial/utils.cfg:66
msgid ""
"To recruit a unit, right click on the castle tile on which you wish to "
"recruit the unit. Then select Recruit, or just hold your cursor over the "
"tile and press 'Ctrl-R'. Next, select the type of unit that you want to "
"recruit, and select 'OK'. In order to recruit faster, you can use 'Ctrl-"
"Shift-R' to re-recruit the last type of unit you recruited."
msgstr ""
#: data/scenarios/tutorial/utils.cfg:67
msgid ""
"A leader is a unit that can recruit. This means that when the leader is on a "
"keep, he can recruit units on the surrounding castle tiles. Leaders are "
"usually powerful units that each side only controls one of. Also, your "
"leader is usually the first unit that your side controls, and starts on a "
"keep. You can select your leader quickly by pressing 'l'. If your leader "
"dies, you lose the game. You can win most scenarios by defeating all enemy "
"leaders."
msgstr ""
#: data/scenarios/tutorial/utils.cfg:67
msgid "What's a leader?"
msgstr ""
#: data/scenarios/tutorial/utils.cfg:68
msgid "How should I choose what kind of units to recruit?"
msgstr ""
#: data/scenarios/tutorial/utils.cfg:68
msgid ""
"You have to carefully review their skills, which are displayed to the left "
"of the unit selection box, and cost, which is displayed after the name of "
"the unit. You will learn more about these statistics throughout the tutorial."
msgstr ""
#: data/scenarios/tutorial/utils.cfg:69
msgid "What happens when I recruit a unit?"
msgstr ""
#: data/scenarios/tutorial/utils.cfg:69
msgid ""
"When you recruit a unit, it appears at full health on a castle tile of your "
"choice. It also receives two traits, which will be discussed later. It "
"cannot move or attack until you end your turn."
msgstr ""
#: data/scenarios/tutorial/utils.cfg:73
msgid "How do I end my turn?"
msgstr ""
#: data/scenarios/tutorial/utils.cfg:73
msgid ""
"One way to end your turn is to press 'Alt-Space'. Alternatively, you can "
"right-click and select End Turn, or select the End Turn button in the lower-"
"right hand corner."
msgstr ""
#: data/scenarios/tutorial/utils.cfg:74
msgid "What happens when I end my turn?"
msgstr ""
#: data/scenarios/tutorial/utils.cfg:74
msgid ""
"When you end your turn, it becomes another side's turn and only that side "
"has the right to move, until that side ends its turn. After all sides end "
"their turns, the next turn begins. This has various effects, including "
"causing all units to regain their full movement potential. The number of the "
"current turn is displayed on the status bar next to the image of a flag. "
"When this number exceeds the maximum number of turns, you lose the game."
msgstr ""
#: data/scenarios/tutorial/utils.cfg:78
msgid "How far can my Elvish Fighter move?"
msgstr ""
#: data/scenarios/tutorial/utils.cfg:78
msgid ""
"Your Elvish Fighter begins with a certain number of move points each turn; "
"this is called his speed. When your Elvish Fighter moves along a path, each "
"hex he goes through costs him move points; this includes his destination. "
"When you select your Elvish Fighter, all hexes he can't move onto within one "
"turn will be shaded. If the destination is far enough away that he needs "
"more than one turn to reach it, a number will appear showing how many turns "
"it will take him. Clicking on a far-away space will set the unit on a course "
"for that space, which means it automatically moves as far as it can towards "
"that space every turn. If you accidentally set a unit on a course, select it "
"twice to remove the course."
msgstr ""
#: data/scenarios/tutorial/utils.cfg:79
msgid ""
"A unit's zone of control is the location consisting of all hexes the unit is "
"adjacent to. Units cannot move through opponent's zones of control; they can "
"only move into it. When they do this, they lose all of their remaining "
"movement. Zones of control can be used to block enemies from reaching your "
"weak and wounded units."
msgstr ""
#: data/scenarios/tutorial/utils.cfg:79
msgid "What's the zone of control?"
msgstr ""
#: data/scenarios/tutorial/utils.cfg:80
msgid "How do I tell who is allied and who is an enemy?"
msgstr ""
#: data/scenarios/tutorial/utils.cfg:80
msgid ""
"Units you control have a green, yellow, or red energy circle above their "
"health bar, the green vertical bar next to them. Units with full movement "
"have green: ones with some movement yellow, ones with no movement red. Units "
"controlled by the enemy do not have an energy circle. Allied units you do "
"not control, like me, have a blue energy circle. Also, the option 'Show Team "
"Colors', in Preferences, causes the color of a unit's controller is "
"displayed as a disc below the unit."
msgstr ""
#: data/scenarios/tutorial/utils.cfg:84
msgid "Can Merle retaliate from my attack?"
msgstr ""
#: data/scenarios/tutorial/utils.cfg:84
msgid ""
"Whenever a unit is attacked, it retaliates with one of their own weapons. "
"This means that after each blow from the attacker, the defender retaliates "
"with one blow. This continues until one side runs out of blows, in which "
"case the other unit continues attacking until its blows are depleted as "
"well. However, any unit can only retaliate by using a weapon of the same "
"range as the one used to attack. This means that a ranged attack can only be "
"countered by a ranged attack and a melee attack can only be countered by a "
"melee attack. Most units have more powerful melee attacks than ranged "
"attacks. Units with strong ranged attacks are useful in retaliation against "
"melee oriented units. Some melee units without ranged attacks won't be able "
"to retaliate at all. However ranged units cannot shoot across multiple "
"hexes; this is one of the distinctive features of Wesnoth."
msgstr ""
#: data/scenarios/tutorial/utils.cfg:85
msgid ""
"Every attack does a certain amount of damage per hit, and can be used a "
"certain number of times per battle. These numbers, called the attack's "
"damage and strike numbers, are displayed in order under the name of the "
"attack on the unit's status table and next to it on the attack options menu. "
"To quickly find the maximum damage an attack can inflict, multiply the "
"damage by the number of strikes. For example, my lightning attack does 14 "
"damage per blow and has 4 blows, so it can deal up to 56 damage in a single "
"combat."
msgstr ""
#: data/scenarios/tutorial/utils.cfg:85
msgid "How can you tell how powerful a unit's attacks are?"
msgstr ""
#: data/scenarios/tutorial/utils.cfg:86
msgid ""
"Units have the ability to block blows. The chance that a unit has to hit is "
"based on the defender's skill at defending blows, and is listed on the "
"attack options menu after the damage and strike numbers for the bow attack."
msgstr ""
#: data/scenarios/tutorial/utils.cfg:86
msgid "Will my fighter hit every time when he attacks?"
msgstr ""
#: data/scenarios/tutorial/utils.cfg:90
msgid "What's experience?"
msgstr ""
#: data/scenarios/tutorial/utils.cfg:90
msgid ""
"When a unit fights another unit, it gains experience, denoted 'XP', from the "
"combat. The amount of experience gained is equal to the opponent's level, "
"which is usually a representation of that unit's power. However, much more "
"experience is gained from defeating an enemy unit. The amount of XP gained "
"from killing an enemy is equal to 8 times the enemy's level."
msgstr ""
#: data/scenarios/tutorial/utils.cfg:91
msgid "What happens when a unit advances?"
msgstr ""
#: data/scenarios/tutorial/utils.cfg:91
msgid ""
"When a unit advances, it transforms into a different unit type. This unit "
"type is dependent on what the unit was originally, but occasionally there "
"will be more than one choice of what to advance into. Advanced units are "
"usually more powerful and 1 level higher than they were originally. Also, "
"when a unit advances, it is healed completely and any handicaps that have "
"been cast on it are removed. This is known as 'advance-heal'."
msgstr ""
#: data/scenarios/tutorial/utils.cfg:95
msgid "What happens when a unit moves onto a village?"
msgstr ""
#: data/scenarios/tutorial/utils.cfg:95
msgid ""
"Whenever a unit moves onto a village, he flags the village for his side. "
"This action takes all of the unit's remaining movement. Villages flagged for "
"a side give the side several benefits, including giving the side an extra "
"gold coin every turn, and reducing the total upkeep cost of that side's "
"units by one. The total number of villages you control is also displayed on "
"the status bar after the picture of a house. In addition to the economic "
"benefit of villages, villages can be used in battle. Villages heal the units "
"on them 8 HP per turn."
msgstr ""
#: data/scenarios/tutorial/utils.cfg:96
msgid "How do I heal when there aren't any villages nearby?"
msgstr ""
#: data/scenarios/tutorial/utils.cfg:96
msgid ""
"There are ways to heal even without villages. If a unit does not move or "
"attack for 1 turn, he heals 2 HP from resting. However if an enemy attacks "
"him he cannot receive rest-heal. Also, there are some units which heal the "
"units surrounding them. The Elvish Shaman is one such unit; units next to an "
"Elvish Shaman are healed 4 HP per turn. Finally, whenever you beat a "
"scenario all of your units are fully healed."
msgstr ""
#: data/scenarios/tutorial/utils.cfg:100
msgid "How do I know how to complete a scenario? Will you always tell me?"
msgstr ""
#: data/scenarios/tutorial/utils.cfg:100
msgid ""
"Sometimes it is not clear how to win a scenario just by listening to the "
"dialog. In this case you need to look at the scenario objectives, which "
"appear after the opening dialog. It can also be accessed by clicking "
"'Objectives' on the menu. The scenario objectives are a list of victory "
"conditions and defeat conditions, and when any of the conditions are met, "
"the scenario is over. Hopefully, it was a victory condition that was met."
msgstr ""
#: data/scenarios/tutorial/utils.cfg:101
msgid "What happens when I win a scenario?"
msgstr ""
#: data/scenarios/tutorial/utils.cfg:101
msgid ""
"When you win a scenario, all of your units survive and are revived to full "
"health, and you do not have to pay them for the remaining turns. Also, if "
"your army remains in the area after you win, all villages surrender to you "
"immediately after you win. However between scenarios, 20% of your gold is "
"lost."
msgstr ""
#: data/scenarios/tutorial/utils.cfg:105
msgid ""
"First, you must pay 20 pieces of gold for each unit you recall, regardless "
"of the type of unit. Other than that, recalled units are basically like "
"recruited units, except that instead of a new unit appearing, a unit from a "
"previous scenario will appear."
msgstr ""
#: data/scenarios/tutorial/utils.cfg:105
msgid "What happens when I recall a unit?"
msgstr ""
#: data/scenarios/tutorial/utils.cfg:106
msgid "How should I decide which units to recall?"
msgstr ""
#: data/scenarios/tutorial/utils.cfg:106
msgid ""
"You should usually recall units that have already advanced to the next "
"level. However, you may also want to recall units that have high experience, "
"and are thus likely to advance. You should recall units that will be useful "
"for the scenario you are in; for example in a forest scenario, recall elves."
msgstr ""
#: data/scenarios/tutorial/utils.cfg:110
msgid ""
"The function of traits is add variety by making units of the same type "
"different from each other. This is done by randomly assigning each unit "
"traits when they are recruited. The traits that a unit has are displayed on "
"the Status Table, and the function of a specific trait can be found by "
"putting your cursor over that trait."
msgstr ""
#: data/scenarios/tutorial/utils.cfg:110
msgid "What do traits do?"
msgstr ""
#: data/scenarios/tutorial/utils.cfg:111
msgid ""
"There are four distinct traits, which have effects ranging from increasing a "
"unit's hit points to decreasing the amount of XP required to advance. "
"However all traits are designed to improve unit's power; there are no "
"'negative' traits. Most units have an equal chance to get any two different "
"traits when they are recruited. Also, some races and units may have traits "
"that are unique to them."
msgstr ""
#: data/scenarios/tutorial/utils.cfg:111
msgid "What kind of traits can my units get?"
msgstr ""
#: data/scenarios/tutorial/utils.cfg:115
msgid "How much gold do my units cost?"
msgstr ""
#: data/scenarios/tutorial/utils.cfg:115
msgid ""
"You need to pay each unit you recruit or recall gold when you recruit it. "
"The cost of recruiting a unit is displayed under the unit's name. The cost "
"of recalling a unit is always 20 gold. A unit also costs gold for each turn "
"it is under your control. This cost, called 'upkeep', is equal to the level "
"of the unit. However, units you do not recruit or recall such as your leader "
"do not cost any gold at all. The total upkeep cost of your units is "
"displayed on the status bar at the top after a picture of gold and then a "
"red arrow."
msgstr ""
#: data/scenarios/tutorial/utils.cfg:116
msgid "How do I get gold?"
msgstr ""
#: data/scenarios/tutorial/utils.cfg:116
msgid ""
"You begin each scenario with a percentage of gold from the previous "
"scenario. If this is less than 100 gold, you begin with 100 gold instead. "
"The amount of gold you have is displayed on the status bar after the picture "
"of gold. After the start of a scenario, you receive 2 gold every turn. Since "
"you usually need more gold than that, you should flag villages, which give "
"you 1 gold per turn."
msgstr ""
#: data/scenarios/tutorial/utils.cfg:120
msgid ""
"There are 3 alignments: Lawful, Neutral, and Chaotic. There are also 3 times "
"of day: day, twilight, and night. During day, units of the alignment Lawful, "
"such as humans, do 25% more damage, while Chaotic units such as undead do "
"25% less. At night it is reversed. During twilight, all units do their "
"normal damage. Neutral units such as elves are unaffected by day and night."
msgstr ""
#: data/scenarios/tutorial/utils.cfg:120
msgid "What are the different alignments and times of day?"
msgstr ""
#: data/scenarios/tutorial/utils.cfg:121
msgid "How do I know what time of day it is?"
msgstr ""
#: data/scenarios/tutorial/utils.cfg:121
msgid ""
"The times of day usually progress in a sequence: dawn- identical to "
"twilight, morning- day, evening- day, dusk- twilight, first-watch- night, "
"second-watch- night, then repeat. This is represented by the sun and moon "
"which each rise in the east and set in the west. However some scenarios have "
"a different sequence, such as underground where it is perpetually night. You "
"can find out the current time of day by looking at the Status Table."
msgstr ""
#: data/scenarios/tutorial/utils.cfg:125
msgid ""
"Two terrains have properties which have already been described; namely "
"villages and castle. However the properties of most terrains are more "
"subtle, and have to do with the advantages and disadvantages different units "
"have when they move onto them. The first property of a terrain is the number "
"of move points it takes each unit to move through the hex. The second "
"property is the defense that the terrain gives units standing on it. This is "
"a percentage which determines the unit's chance to be hit on that terrain. "
"For example; many elves have 70% defense in woods, and are therefore hit 30% "
"of the time."
msgstr ""
#: data/scenarios/tutorial/utils.cfg:125
msgid "What are the different properties that terrains have?"
msgstr ""
#: data/scenarios/tutorial/utils.cfg:126
msgid "How do I find out the properties of a specific terrain?"
msgstr ""
#: data/scenarios/tutorial/utils.cfg:126
msgid ""
"To find out the properties of a terrain with respect to a specific unit, "
"right-click on the unit, select Unit Description, then look at Terrain "
"Modifiers. To find out which terrain is on a particular hex, move your "
"cursor over that hex and look in the upper-right hand corner of the screen. "
"This will display, in order, the name of the terrain, then the coordinates "
"of the hex, then the selected unit's defense, then the number of move points "
"it will cost the selected unit to move through that hex."
msgstr ""
#: data/scenarios/tutorial/utils.cfg:130
msgid ""
"Each unit has a certain resistance against each attack type. This resistance "
"is a percentage which is subtracted from the damage of opponent's weapons of "
"that type. For example, if an Elvish Scout is attacked by an Elvish Archer, "
"the archer does 20% more damage than normal, since Elvish Scouts have -20% "
"resistance to pierce. This bonus/penalty is calculated additively with other "
"bonuses/penalties like time of day, so two -50% penalties would add up to -"
"100%."
msgstr ""
#: data/scenarios/tutorial/utils.cfg:130
msgid "How does resistance affect attack damage?"
msgstr ""
#: data/scenarios/tutorial/utils.cfg:131
msgid ""
"There are 6 different damage types: blade, pierce, impact, fire, cold, and "
"holy. Heavily armored units have high resistance to the physical types: "
"blade, pierce, and impact, but low resistance to the magical types: fire and "
"cold. All living units have resistance to holy while undead are extremely "
"weak to it. To find out a specific unit's resistance, right-click on the "
"unit, select Unit Description, then look at Resistances."
msgstr ""
#: data/scenarios/tutorial/utils.cfg:131
msgid "What are the different damage types?"
msgstr ""
#: data/scenarios/tutorial/utils.cfg:135
msgid ""
"Each specialty does something different; that's the whole point of a "
"specialty. To find a description of a unit's specialty, put your cursor over "
"the name of the specialty."
msgstr ""
#: data/scenarios/tutorial/utils.cfg:135
msgid "What do specialties do?"
msgstr ""
#: data/scenarios/tutorial/utils.cfg:136
msgid ""
"The specialties a unit gets are determined by the unit type; for example all "
"generals have the specialty leadership. There are two kinds of specialties: "
"abilities, and attack specials. Abilities apply to units while attack "
"specials only apply to one of the unit's attacks."
msgstr ""
#: data/scenarios/tutorial/utils.cfg:136
msgid "Which units get specialties?"
msgstr ""
#: data/scenarios/tutorial/utils.cfg:137
msgid ""
"There are many different specialties, and learning about them is one of the "
"interesting parts of playing Wesnoth. The two most common specialties are "
"called 'magical' and 'leadership'. Magical attacks have a 70% chance of "
"hitting enemies regardless of what terrain they are on. Units do more damage "
"while next to a unit of higher level with leadership."
msgstr ""
#: data/scenarios/tutorial/utils.cfg:137
msgid "What kinds of specialties can my units get?"
msgstr ""
#: data/scenarios/tutorial/utils.cfg:138
msgid "How do I use specialties?"
msgstr ""
#: data/scenarios/tutorial/utils.cfg:138
msgid ""
"To use a specialty, you just have to move and/or attack with your units in a "
"way which triggers the specialty. For example, in order to use leadership, "
"you must move a unit with leadership next to another unit, then attack with "
"the other unit."
msgstr ""
#: data/scenarios/tutorial/utils.cfg:142
msgid ""
"The objects you encounter are put in by the scenario designer, so they vary "
"from campaign to campaign. In Heir to the Throne, most objects give the unit "
"who picks them up a new weapon. However there are usually not that many "
"objects in a campaign."
msgstr ""
#: data/scenarios/tutorial/utils.cfg:142
msgid "What kind of objects am I likely to encounter?"
msgstr ""
#: data/scenarios/tutorial/utils.cfg:143
msgid "How long do these objects last?"
msgstr ""
#: data/scenarios/tutorial/utils.cfg:143
msgid ""
"Most objects are permanent changes to the unit that receives them. However a "
"few objects, such as holy water, last only until the end of the scenario."
msgstr ""
#: data/scenarios/tutorial/utils.cfg:147
msgid "How do I play a campaign?"
msgstr ""
#: data/scenarios/tutorial/utils.cfg:147
msgid ""
"To begin a campaign, run Wesnoth, select 'Campaign', select which campaign "
"to play, then select Easy, Normal, or Hard. Heir to the Throne is the "
"suggested for newcomers to Wesnoth."
msgstr ""
#: data/scenarios/tutorial/utils.cfg:148
msgid "How do I play multiplayer?"
msgstr ""
#: data/scenarios/tutorial/utils.cfg:148
msgid ""
"To play Wesnoth against other people, select 'Multiplayer'. Then select "
"'Join Official Server'. This will connect you to the official Wesnoth "
"server, where you can join a game by selecting it, then selecting 'Join "
"Game'."
msgstr ""
#: data/schedules.cfg:123 data/schedules.cfg:130
msgid "Underground"
msgstr ""
#: data/terrain.cfg:11 src/multiplayer_create.cpp:52
#: src/multiplayer_lobby.cpp:311 src/multiplayer_lobby.cpp:317
msgid "Shroud"
msgstr "Καλυμμένος Χάρτης"
#: data/terrain.cfg:18 src/multiplayer_lobby.cpp:307
msgid "Fog"
msgstr ""
#: data/terrain.cfg:134
msgid "Dirt"
msgstr "Χώμα"
#: data/terrain.cfg:213 data/terrain.cfg:224
msgid "Desert Village"
msgstr ""
#: data/terrain.cfg:235
msgid "Tropical Forest Village"
msgstr ""
#: data/terrain.cfg:246
msgid "Oasis"
msgstr ""
#: data/terrain.cfg:275
msgid "Snow Village"
msgstr ""
#: data/terrain.cfg:293
msgid "Desert Hills"
msgstr ""
#: data/terrain.cfg:301
msgid "Snow Hills"
msgstr ""
#: data/terrain.cfg:317
msgid "Desert Mountains"
msgstr ""
#: data/terrain.cfg:332
msgid "Tropical Forest"
msgstr ""
#: data/terrain.cfg:341
msgid "Snow Forest"
msgstr ""
#: data/terrain.cfg:383
msgid "Encampment"
msgstr "Στρατόπεδο"
#: data/terrain.cfg:393
msgid "Dwarven Castle"
msgstr "Κάστρο των Νάνων"
#: data/terrain.cfg:403
msgid "Keep"
msgstr "Πύργος"
#: data/terrain.cfg:430
msgid "Ruin"
msgstr "Ερείπεια"
#: data/terrain.cfg:440
msgid "Sunken Ruin"
msgstr "Βυθισμένα ερείπεια"
#: data/terrain.cfg:451
msgid "Swamp Ruin"
msgstr "Ερείπεια σέ Βάλτο"
#: data/themes/default.cfg:78
msgid "Menu"
msgstr "μενού"
#: data/themes/default.cfg:89
msgid "Actions"
msgstr "Ενέργειες"
#: data/themes/default.cfg:111
msgid "End Turn"
msgstr "Τέλος Γύρου"
#: data/themes/default.cfg:167 src/playturn.cpp:2247 src/unit.cpp:1091
msgid "HP"
msgstr "Βαθμοί Υγείας"
#: data/themes/default.cfg:176 src/playturn.cpp:2068 src/playturn.cpp:2248
msgid "XP"
msgstr "Εμπειρία"
#: data/themes/default.cfg:186
msgid "gold"
msgstr " χρυσά νομίσματα"
#: data/themes/default.cfg:195
msgid "villages"
msgstr " χωριά"
#: data/themes/default.cfg:204
msgid "units"
msgstr "μονάδες"
#: data/themes/default.cfg:213
msgid "upkeep"
msgstr "έξοδα συντήρησης"
#: data/themes/default.cfg:222
msgid "income"
msgstr "εισόδημα"
#: data/themes/default.cfg:358
msgid "statuspanel^level"
msgstr ""
#: data/themes/default.cfg:389
msgid "statuspanel^movement"
msgstr ""
#: data/themes/default.cfg:520
msgid "Act."
msgstr "Ενέργησε"
#: data/themes/default.cfg:553
msgid "short end-turn^End"
msgstr ""
#: 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 ""
"Οι νομοταγείς μονάδες πολεμούν καλύτερα την ημέρα καί οι χαοτικές μονάδες "
"την νύχτα. Οι ουδέτερες μονάδες δέν επηρρεάζονται από μέρα καί νύχτα."
#: data/tips.cfg:2
msgid ""
"In a campaign, you can use veteran units from previous scenarios by using "
"the 'recall' option."
msgstr ""
"Σε μιά εκστρατεία μπορείς να χρησιμοποιήσεις μονάδες βετεράνων από παλιότερα "
"σενάρια, χρησιμοποιώντας την επιλογή 'Ανάκληση'. "
#: data/tips.cfg:3
msgid ""
"There are six types of attacks: pierce, blade, impact, fire, cold, and holy. "
"Different units have weaknesses against different types of attacks. Right-"
"click on a unit, and then select 'Unit Description', and then click "
"'Resistance' to see how much resistance a unit has against different attack "
"types."
msgstr ""
#: data/tips.cfg:4
msgid ""
"The terrain your units are on determines the chance your opponents have of "
"hitting them in battle. The defensive rating for the currently selected unit "
"in the currently selected terrain is displayed in the top-right corner of "
"the screen."
msgstr ""
#: data/tips.cfg:5
msgid ""
"Poisoned units lose 8 hitpoints every turn, but they will not die from "
"poison: poison will never reduce them below 1 hitpoint. Poisoned units can "
"be cured by moving them to a village, or placing them next to a unit with "
"the 'cure' ability."
msgstr ""
"Αυτή η μονάδα έχει δηλητηριαστεί. Θά χάνει 8 βαθμούς υγείας κάθε γύρο μέχρι "
"να βρεί θεραπεία γιά τό δηλητήριο σέ ένα χωριό η από μιά φιλική μονάδα μέ "
"την ιδιότητα του θεραπευτή. \n"
" \n"
" Οι μονάδες δέν μπορούν να σκοτωθούν μόνο από δηλητήριο. Τό δηλητήριο δέν θά "
"μειώσει τούς βαθμούς υγείας κάτω από 1 βαθμό υγείας."
#: data/tips.cfg:6
msgid ""
"You can use units from a previous scenario by selecting 'Recall' by the game "
"menu. By recalling the same units over and over, you can build up a powerful "
"and experienced army."
msgstr ""
#: data/tips.cfg:7
msgid ""
"Units have a Zone of Control in each of the hexes next to them. If a unit "
"moves into an enemy's Zone of Control, it may not move any further that "
"turn. Level 0 units are too frail to control a zone; and skirmisher units "
"are skilled enough to ignore these zones."
msgstr ""
#: data/tips.cfg:8
msgid ""
"The chance to hit a unit usually depends on how well that unit can defend "
"itself in the terrain it is standing in, however magical attacks have a 70% "
"chance to hit both when attacking and defending, and marksman attacks have "
"at least 60% chance to hit when attacking."
msgstr ""
"Η πιθανότητα να χτυπήσεις μιά μονάδα εξαρτάται από τό πόσο καλά η μονάδα "
"αυτή μπορεί νά αμυνθεί στό έδαφος πού στέκεται. Ομως οι μαγικές επιθέσεις "
"έχουν πιθανότητα επιρτυχίας 70% τόσο όταν επιτίθενται, όσο καί όταν "
"αμύνονται καί οι επιθέσεις από τοξότες ακριβείας έχουν πιθανότητα επιτυχίας "
"τουλάχιστο 60% όταν επιτίθενται. "
#: data/tips.cfg:9
msgid ""
"Units stationed in villages heal 8 hitpoints at the beginning of their turn."
msgstr ""
"Οι μονάδες πού είναι σέ χωριά θεραπεύονται κατά 8 μονάδες στή αρχή του γύρου "
"τους."
#: 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 ""
"Οι μονάδες πού ούτε κινούνται ούτε επιτίθενται κατά τη διαρκεια του γύρου "
"τους, αναπαύοντια καί ανακτούν 2 πόντους υγείας στήν αρχή του επόμενου γύρου "
"τους."
#: 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 ""
"Οι περισσότερες μονάδες πεζικού αμύνονται καλύτερα στά χωριά καί κάστρα από "
"ότι σέ άλλο έδαφος, ενώ οι περισσότερες έφιππες μονάδες έν έχουν αμυντικό "
"πλεονέκτημα σέ χωριά καί κάστρα."
#: 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 ""
"Οι έφιππες μονάδες είναι γενικά ανθεκτικές σέ επιθέσεις με όπλα κοπής ή "
"κρούσης, αλλά είναι ευάλωτες σέ επιθέσεις με όπλα τρυπήματος, "
"συμπεριλαμβανομένων τόξων καί ακόντιων. "
#: 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 ""
"Ο καλύτερος τρόπος να κερδίσεις εμπειρία είναι να δώσεις τό τελειωτικό "
"χτύπημα σέ μιά εχθρική μονάδα. Οι μονάδες πού σκοτώνουν έναν εχθρό κερδίζουν "
"8 μονάδες εμπειρίας γιά κάθε επίπεδο της εχθρικής μονάδας πού σκοτώνουν."
#: 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 ""
"Οι μονάδες των ξωτικών πολεμούν καί κινούνται πολύ καλά στά δάση. Οι μονάδες "
"των νάνων κινούνται καί πολεμούν πολύ καλά σέ λόφους καί βουνά."
#: 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 ""
"Η υπομονή είναι συχνά κλειδί. Αντί να επιτεθείς μέ ΄σχημες συνθήκες η λίγα "
"στρατεύματα, είναι καλύτερα να περιμε΄νεις γιά καλύτερες συνθήκες καί μετά "
"να επιτεθείς."
#: 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 ""
"Αν δέχεσαι επίθεση από πολλές πλευρές, ίσως είναι καλή ιδέα να στείλεις "
"αναλώσιμες μονάδες σέ ορισμένες πλευρές γιά να καθυστερήσεις τς εχθρικές "
"μονάδες."
#: data/tips.cfg:17
msgid ""
"Do not be afraid to retreat and regroup, it is often the key to victory."
msgstr ""
"Μήν φοβάσαι νά υποχωρήσεις καί να ανασυνταχθείς, συχνά αυτό είναι τό κλειδί "
"γιά την νίκη."
#: 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 ""
"Στίς περισσότερες εκστρατείες έχει μπόνους χρυσού αν τερματίσεις νωρίτερα, "
"ανάλογα με τον αριθμό χωριών στόν χάρτη καί τόν αριθμό των γύρων πρίν τό "
"τέλος πού έμειναν όταν τελειωσες. Πάντα θά πάρεις με αυτό τόν τρόπο "
"περισότερο χρυσάφι από ότι αν καταλαμβάνεις χωριά καί περιμένεις να "
"τελειώσουν οι γύροι."
#: 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 ""
"Ο αρχηγός ,πορεί να στρατολογήσει η νά ανακαλέσει μονάδες από οποιοδήποτε "
"κάστρο η στρατόπεδο, όχι αναγκαστικά από αυτό πού ξεκίνησε. Μπορεί να "
"καταλάβεις μιά βάση του εχθρού καί να στρατολογήσεις από εκεί. ΕΠιπλέον, "
"μερικοί από τους συμμάχους σου ίσς νά είναι διατεθειμένοι να κάνουν χώρο στό "
"δικό τους κάστρο, ώστε να μπορείς να στρατολογήσεις από εκεί. "
#: data/tips.cfg:20
msgid ""
"Skeletons are resistant to piercing and bladed attacks, but vulnerable to "
"impact, fire, and holy attacks."
msgstr ""
"Οι σκελετοί είναι ανθεκτικοί σέ επιθέσεις τυπήματος καί κοψίματος, αλλά "
"ευάλωτοι σέ επιθέσεις κρούσης, φωτιάς καί ιερές επιθέσεις. "
#: data/tips.cfg:21
msgid ""
"Units with leadership ability make lower level adjacent units on the same "
"side fight better."
msgstr ""
"Οι μονάδες με την ικανότητα ηγεσίας κάνουν μονάδες χαμηλώτερου επιπέδου της "
"ίδιας πλευράς πού είναι δίπλα τους να πολεμάνε καλύτερα."
#: 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 ""
"Γενικά απέφυγε να σταθείς δίπλα σέ χωριό πού δέν είναι κατειλημμένο. Μιά "
"εχθρική μονάδα μπορεί να πάει στό χωριό καί να σας επιτεθεί, εκμεταλλευόμενη "
"τήν άμυνα καί θεραπεία του χωριού."
#: data/tips.cfg:23
msgid ""
"Holding the mouse cursor on an ability or trait shows a description of that "
"ability or trait."
msgstr ""
"Κρατώντας τό ποντίκι πάνω από μιά ικανότητα η χαρακτηριστικό δείχνει μιά "
"περιγραφή αυτής της ικανότητας η χαρακτηριστικού. "
#: data/tips.cfg:24
msgid "Use lines of units to screen injured units to let them recover."
msgstr ""
"Χρησιμοποίησε γραμμές από μονάδες γιά να προστατεύσουν τις τραυματισμένες "
"μονάδες καί να τούς δώσουμε χρόνο να γίνουν καλά. "
#: data/tips.cfg:25
msgid "Read the hotkeys list in the preferences menu."
msgstr "Διάβασε τη λίστα καυτών πλήκτρων(hotkeys) από τό μενού προτιμήσεων. "
#: 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 ""
"Αν κινήσεις μιά μονάδα, αλλά δέν επιτεθείς η ανακαλύψεις άλλη πληροφορία, "
"μπορείς νά πάρεις πίσω την κίνηση πατώντας τό πλήκτρο 'u'."
#: data/tips.cfg:27
msgid ""
"You can see how far enemy units can move by moving the mouse cursor over "
"them."
msgstr ""
"Μπορείς νά δείς πόσο μακριά μπορούν να κινηθούν οι εχθρικές μονάδες "
"κοθνώντας τό ποντίκι πάνω τους."
#: data/tips.cfg:28
msgid ""
"Use healers to support your attacks - they will win you battles without "
"needing to attack anything themselves."
msgstr ""
"Χρησιμοποίησε τους θεραπευτές γιά υποστήριξη των επιθέσεών σας-θά κερδίσουν "
"μάχες γιά σας χωρίς να χρειαστεί νά επιτεθούν οι ίδιοι σέ κανέναν."
#: 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 ""
"Η επίθεση 'επιβράδυνσης' επιβραδύνει τίς εχθρικές μονάδες, αλλά επίσης τους "
"δίνει μιά επίθεση λιγώτερη από ότι θά είχαν κανονικά. Ειναι συνεπώς πολύ "
"αποτελεσματική εναντίον μονάδων μέ μικρό αριθμό ισχυρών επιθέσεων."
#: data/tips.cfg:30
msgid "Holy attacks are very powerful against undead."
msgstr "Οι ιερές επιθέσεις είναι πολύ ισχυρές εναντίον των Ζωντανών-Νεκρών."
#: data/tips.cfg:31
msgid ""
"Units are healed when they advance a level. Used wisely, this can turn a "
"fight."
msgstr ""
"Οι μονάδες γιατρεύονται ότνα εξελιχθούν στό επόμενο επίπεδο. Αν αυτό "
"χρησιμοποιηθεί σοφά, μπορεί να αλλάξει την έκβαση μιάς μάχης."
#: data/tips.cfg:32
msgid ""
"Charging units are best used against enemies they can kill with a single "
"blow."
msgstr ""
"Οι μονάδες πού κάνουν έφιππη επίθεση μέ κοντάρι είναι αποτελεσματικώτεροι "
"εναντίον αντιπάλων πού μπορούν νά σκοτώσουν μέ ένα κάι μόνο χτύπημα."
#: data/traits.cfg:6 data/translations/english.cfg:61
msgid "loyal"
msgstr "πιστός"
#: data/traits.cfg:7
msgid "Zero upkeep"
msgstr "Μηδενικά έξοδα συντήρησης"
#: data/traits.cfg:17
msgid "undead"
msgstr "Ζωντανός-Νεκρός"
#: data/traits.cfg:18
msgid "Immune to poison"
msgstr "Ανοσία στή δηλητηρίαση"
#: data/traits.cfg:25
msgid "strong"
msgstr "δυνατός"
#: data/traits.cfg:41
msgid "dextrous"
msgstr " Επιδέξιος"
#: data/traits.cfg:53
msgid "quick"
msgstr "γρήγορος"
#: data/traits.cfg:68
msgid "intelligent"
msgstr "έξυπνος"
#: data/traits.cfg:79
msgid "resilient"
msgstr "ανθεκτικός"
#: data/translations/english.cfg:2
msgid "Easy"
msgstr "εύκολο"
#: data/translations/english.cfg:3
msgid "Medium"
msgstr "Μέτριο"
#: data/translations/english.cfg:4
msgid "Hard"
msgstr "δύσκολο"
#: 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 ""
#: data/translations/english.cfg:10
msgid ""
"Neutral units are unaffected by day and night, fighting equally well under "
"both conditions."
msgstr ""
#: data/translations/english.cfg:14
msgid ""
"Chaotic units fight better at night, and worse at day.\n"
"\n"
"Day: -25% Damage\n"
"Night: +25% Damage"
msgstr ""
#: 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 ""
"Ενέδρα:\n"
"Αυτή η μονάδα μπορεί να κρυφτεί σε δάσος και να μείνει αθέατη από τους "
"εχθρούς της.\n"
"\n"
"Οι εχθρικές μονάδες δε μπορούν να δουν ούτε να επιτεθούν αυτή τη μονάδα όταν "
"είναι σε δάσος εκτός αν η μονάδα επιτεθεί όπου εμφανίζεται ή αν υπάρχουν "
"εχθρικές μονάδες δίπλα από αυτή τη μονάδα."
#: 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 "ενέδρα"
#: data/translations/english.cfg:31
msgid ""
"Cures:\n"
"This unit combines herbal remedies with magic to heal units more quickly "
"than is normally possible on the battlefield.\n"
"\n"
"This unit will care for all adjacent friendly units that are injured at the "
"beginning of the turn.\n"
"A unit cared for by a curer may heal up to 8 HP per turn.\n"
"A curer may heal a total of 18 HP per turn, for all units it cares for.\n"
"A curer can cure a unit of poison, although that unit will receive no "
"additional healing on the turn it is cured of the poison."
msgstr ""
#: data/translations/english.cfg:33 data/units/Elvish_Druid.cfg:19
#: data/units/Elvish_Shyde.cfg:21 data/units/Mermaid_Priestess.cfg:10
#: data/units/Saurian_Soothsayer.cfg:22 data/units/White_Mage.cfg:13
#: data/units/White_Mage.cfg:88
msgid "cures"
msgstr "θεραπεύει"
#: data/translations/english.cfg:40
msgid ""
"Heals:\n"
"Allows the unit to heal adjacent friendly units at the beginning of the "
"turn.\n"
"\n"
"A unit cared for by a healer may heal up to 4 HP per turn.\n"
"A healer may heal a total of 8 HP per turn, for all units it cares for.\n"
"A poisoned unit cannot be cured of its poison by a healer, and must seek the "
"care of a village or a unit that can cure."
msgstr ""
#: data/translations/english.cfg:42 data/units/Elvish_Shaman.cfg:11
#: data/units/Paladin.cfg:24 data/units/Saurian_Icecaster.cfg:21
#: data/units/Saurian_Tribalist.cfg:21
msgid "heals"
msgstr "γιατρεύει"
#: data/translations/english.cfg:47
msgid ""
"Illuminates:\n"
"This unit illuminates the surrounding area, making lawful units fight "
"better, and chaotic units fight worse.\n"
"\n"
"Any units adjacent to this unit will fight as if it were dusk when it is "
"night, and as if it were day when it is dusk."
msgstr ""
#: data/translations/english.cfg:49
msgid "illuminates"
msgstr "φωτίζει"
#: data/translations/english.cfg:54
msgid ""
"Leadership:\n"
"This unit can lead friendly units that are next to it, making them fight "
"better.\n"
"\n"
"Adjacent friendly units of lower level will do more damage in battle. When a "
"unit adjacent to, of a lower level than, and on the same side as a unit with "
"Leadership engages in combat, its attacks do 25% more damage times the "
"difference in their levels."
msgstr ""
#: data/translations/english.cfg:56 data/units/Commander.cfg:11
#: data/units/Commander.cfg:98 data/units/Death_Knight.cfg:17
#: data/units/Drake_Flameheart.cfg:15 data/units/Drake_Flare.cfg:10
#: data/units/Elvish_Captain.cfg:11 data/units/Elvish_Marshal.cfg:12
#: data/units/Fire_Dragon.cfg:7 data/units/General.cfg:24
#: data/units/Grand_Marshal.cfg:20 data/units/Lieutenant.cfg:19
#: data/units/Lord.cfg:10 data/units/Lord.cfg:86
#: data/units/Noble_Commander.cfg:15 data/units/Noble_Lord.cfg:15
#: data/units/Orcish_Leader.cfg:9 data/units/Orcish_Ruler.cfg:9
#: data/units/Orcish_Sovereign.cfg:9 data/units/Princess.cfg:18
#: data/units/Princess.cfg:56 data/units/Sergeant.cfg:20
#: data/units/Warrior_King.cfg:21 src/actions.cpp:471 src/actions.cpp:587
msgid "leadership"
msgstr "ηγεσία"
#: data/translations/english.cfg:59
msgid ""
"Loyal:\n"
"Never more than 1 upkeep."
msgstr ""
#: data/translations/english.cfg:66
msgid ""
"Nightstalk:\n"
"The unit becomes invisible during night.\n"
"\n"
"Enemy units cannot see or attack this unit at night, except for any turn "
"immediately after this unit has attacked, or if there are enemy units next "
"to this unit."
msgstr ""
"Νυχτοκυνηγός:\n"
"Αυτή η μονάδα είναι αθέατη κατά τη διάρκεια της νύχτας.\n"
"\n"
"Οι εχθρικές μονάδες δε μπορούν να δουν ούτε να επιτεθούν αυτή τη μονάδα τη "
"νύχτα εκτός αν η μονάδα επιτεθεί όπου εμφανίζεται ή αν υπάρχουν εχθρικές "
"μονάδες δίπλα από αυτή τη μονάδα."
#: data/translations/english.cfg:68 data/units/Nightgaunt.cfg:21
#: data/units/Shadow.cfg:16
msgid "nightstalk"
msgstr "νυχτοκυνηγός"
#: data/translations/english.cfg:71
msgid ""
"Regenerates:\n"
"The unit will heal itself 8 hp per turn. If it is poisoned, it will remove "
"the poison instead of healing."
msgstr ""
#: data/translations/english.cfg:73 data/units/Great_Troll.cfg:7
#: data/units/Tentacle.cfg:7 data/units/Troll.cfg:7
#: data/units/Troll_Hero.cfg:7 data/units/Troll_Rocklobber.cfg:7
#: data/units/Troll_Warrior.cfg:7 data/units/Troll_Whelp.cfg:7
msgid "regenerates"
msgstr "αναπλάθεται"
#: 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 ""
"ακροβολιστής\n"
"η μονάδα αυτή μπορεί νά προσπεράειγρήγορα τούς εχθρούς καί αγνοεί τις "
"Ζώνες Ελέγχου"
#: 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 "ακροβολιστής"
#: data/translations/english.cfg:81
msgid ""
"Steadfast:\n"
"This unit's resistance is doubled, up to a maximum of 50%, when defending."
msgstr ""
"απτόητος\n"
"η αντοχή τής μονάδας αυτής διπλασιάζεται μέχρι 50% σέ άμυνα"
#: 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 "απτόητος"
#: data/translations/english.cfg:86
msgid ""
"Teleport:\n"
"This unit may teleport between any two friendly villages using one of its "
"moves."
msgstr ""
#: data/translations/english.cfg:88 data/units/Silver_Mage.cfg:22
#: data/units/Silver_Mage.cfg:158
msgid "teleport"
msgstr "τηλεμεταφορά"
#: data/translations/english.cfg:93
msgid ""
"Backstab:\n"
"This attack deals double damage if a friendly unit is on the opposite side "
"of the target. (This doesn't work with allied units.)"
msgstr ""
#: data/translations/english.cfg:96
msgid ""
"Berserk:\n"
"Whether used offensively or defensively, this attack presses the engagement "
"until one of the combatants is slain."
msgstr ""
#: data/translations/english.cfg:99
msgid ""
"Charge:\n"
"This attack deals double damage to the target. It also causes this unit to "
"take double damage from the target's counterattack."
msgstr ""
#: data/translations/english.cfg:102
msgid ""
"Drain:\n"
"This unit drains health from living units, healing itself for half the "
"amount of damage it deals."
msgstr ""
#: data/translations/english.cfg:105
msgid ""
"First Strike:\n"
"This unit always strikes first with this attack, even if they are defending."
msgstr ""
#: data/translations/english.cfg:108
msgid ""
"Magical:\n"
"This attack always has a 70% chance to hit."
msgstr ""
#: data/translations/english.cfg:111
msgid ""
"Marksman:\n"
"When used offensively, this attack always has at least a 60% chance to hit."
msgstr ""
#: data/translations/english.cfg:114
msgid ""
"Plague:\n"
"When a unit is killed by a Plague attack, that unit is replaced with a unit "
"identical to and on the same side as the unit with the Plague attack. (This "
"doesn't work on Undead or units in villages.)"
msgstr ""
#: data/translations/english.cfg:117
msgid ""
"Poison:\n"
"This attack poisons the target. Poisoned units lose 8 HP every turn until "
"they are cured or are reduced to 1 HP."
msgstr ""
#: data/translations/english.cfg:120
msgid ""
"Slow:\n"
"This attack slows the target. Slowed units move at half normal speed and "
"receive one less attack than normal in combat until the end of their "
"controllers' turn."
msgstr ""
#: data/translations/english.cfg:123
msgid ""
"Stone:\n"
"This attack turns the target to stone. Units that have been turned to stone "
"may not move or attack."
msgstr ""
#: data/translations/english.cfg:132
msgid "$name's Bridge,$name's Crossing"
msgstr ""
#: data/translations/english.cfg:133
msgid "$name's Highway,$name's Pass,Path of $name"
msgstr ""
#: data/translations/english.cfg:134
msgid "$name River,River $name"
msgstr "$name ποταμός,ποταμός $name"
#: data/translations/english.cfg:135
msgid "$name Forest,$name's Forest"
msgstr "$name δάσος,$name|s δάσος"
#: data/translations/english.cfg:136
msgid "$name Lake"
msgstr "$name λίμνη"
#: data/translations/english.cfg:137
msgid "$name|bury,$name|ham,$name|ton"
msgstr ""
#: data/translations/english.cfg:138
msgid "$name|harbor,$name|port"
msgstr ""
#: data/translations/english.cfg:139
msgid "$name|ham,$name|ford,$name|cross,$river|ford,$river|cross"
msgstr ""
#: data/translations/english.cfg:140
msgid "$river|bridge,$river|bridge,$river|bridge,$name|ham,$name|bridge"
msgstr ""
#: data/translations/english.cfg:141
msgid "$name|ham,$name|ton,$name|field"
msgstr ""
#: data/translations/english.cfg:142
msgid "$name|ham,$name|ton,$name|wood,$name Forest"
msgstr ""
#: data/translations/english.cfg:143
msgid "$name|ham,$name|bury,$name|ton,$name|hill,$name|crest"
msgstr ""
#: data/translations/english.cfg:144
msgid ""
"$name|ham,$name|bury,$name|ton,$name|mont,$name|mont,$name|cliff,$name|cliff"
msgstr ""
#: data/units/Ancient_Lich.cfg:3
msgid "Ancient Lich"
msgstr ""
#: data/units/Ancient_Lich.cfg:22
msgid ""
"A being of this order is a herald of the age long past. Anyone who "
"encounters an Ancient Lich likely has far worse things to worry about than "
"death.\n"
"\n"
"Special Notes: The ranged attacks of a lich are magical, and always have a "
"high chance of hitting an opponent. The touch of a lich drains the victim's "
"life to renew the lich."
msgstr ""
#: data/units/Ancient_Lich.cfg:44 data/units/Demilich.cfg:32
#: data/units/Dread_Lich.cfg:21 data/units/Ghost.cfg:23 data/units/Lich.cfg:24
msgid "touch"
msgstr "Αγγιγμα"
#: 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 "κρύο"
#: 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 "ρούφηγμα ζωής"
#: 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 "μαγική"
#: 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 "μαγική"
#: data/units/Ancient_Wose.cfg:3
msgid "Ancient Wose"
msgstr ""
#: data/units/Ancient_Wose.cfg:7 data/units/Elder_Wose.cfg:7
#: data/units/Wose.cfg:7
msgid "ambush,regenerates"
msgstr "ενέδρα,αναπλάθεται"
#: data/units/Ancient_Wose.cfg:22
msgid ""
"There is a curious story of a farmer who had a great oak in his lawn, a tree "
"which had stood when his father first broke the soil on that land, and under "
"which his family had many memories. It was thus a shock to him, one morning, "
"when he awoke to find it somehow spirited away, with nothing but a bare "
"patch of earth where it once stood. The poor farmer was never quite the "
"same, afterwards.\n"
"\n"
"Such encounters are all that is known of what are presumably the most "
"ancient of woses.\n"
"\n"
"Special Notes: Woses regenerate by using natural resources around them, "
"without needing to huddle in villages to obtain sustenance and aid."
msgstr ""
#: data/units/Ancient_Wose.cfg:43 data/units/Elder_Wose.cfg:24
#: data/units/Wose.cfg:24
msgid "crush"
msgstr ""
#: 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 "κρούση"
#: data/units/Arch_Mage.cfg:3
msgid "Arch Mage"
msgstr ""
#: data/units/Arch_Mage.cfg:24 data/units/Arch_Mage.cfg:134
msgid ""
"The title of Arch Mage is conferred only after a lifetime of study and "
"achievement to match. Arch Magi are often employed in positions of "
"education, or as advisors to those wise enough to seek the fruits of their "
"wisdom. Many tend to wealthy patrons, a profitable enterprise for both as, "
"outside of the occasional task or word of advice, it gives the mage leave to "
"pursue their research undisturbed. Certain others shun civilization, "
"spending their days as hermits, often to study something which most would "
"tend to frown upon.\n"
"\n"
"Though not trained for any sort of combat, if need arises an Arch Mage can "
"unleash the full power of their art, something which is not to be taken "
"lightly.\n"
"\n"
"Special Notes: the arch mage's fireballs are magical, and always have a high "
"chance of hitting an opponent."
msgstr ""
#: data/units/Arch_Mage.cfg:40 data/units/Arch_Mage.cfg:152
#: data/units/Dark_Sorcerer.cfg:24 data/units/Deathmaster.cfg:32
#: data/units/Elder_Mage.cfg:24 data/units/Elvish_Druid.cfg:27
#: data/units/Elvish_Enchantress.cfg:25 data/units/Elvish_Shaman.cfg:28
#: data/units/Elvish_Sorceress.cfg:25 data/units/Great_Mage.cfg:28
#: data/units/Great_Mage.cfg:126 data/units/Mage.cfg:26
#: data/units/Mage.cfg:109 data/units/Mermaid_Diviner.cfg:31
#: data/units/Mermaid_Enchantress.cfg:23 data/units/Mermaid_Initiate.cfg:25
#: data/units/Mermaid_Priestess.cfg:26 data/units/Necromancer.cfg:21
#: data/units/Orcish_Shaman.cfg:23 data/units/Orcish_Shaman.cfg:86
#: data/units/Orcish_Shaman.cfg:149 data/units/Outlaw_Princess.cfg:53
#: data/units/Outlaw_Queen.cfg:55 data/units/Red_Mage.cfg:27
#: data/units/Red_Mage.cfg:124 data/units/Saurian_Icecaster.cfg:24
#: data/units/Saurian_Soothsayer.cfg:24 data/units/Saurian_Tribalist.cfg:23
#: data/units/Silver_Mage.cfg:84 data/units/Silver_Mage.cfg:220
#: data/units/White_Mage.cfg:33 data/units/White_Mage.cfg:108
msgid "staff"
msgstr "ραβδί"
#: 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 "μπάλλα φωτιάς"
#: 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 "φωτιά"
#: data/units/Arch_Mage.cfg:113
msgid "female^Arch Mage"
msgstr ""
#: data/units/Assassin.cfg:3
msgid "Assassin"
msgstr ""
#: data/units/Assassin.cfg:21 data/units/Assassin.cfg:116
msgid ""
"The greatest of thieves are sometimes tasked to take far more than their "
"victim's belongings. Masters of knife-fighting and uncannily light on their "
"feet, these menacing figures employ any means to silently dispatch their "
"victims, be it poisoned knives thrown from afar, or a dagger planted in the "
"back. Deadly at night, these assassins are somewhat uncomfortable fighting "
"under the open sun.\n"
"\n"
"Special Notes: while a unit with the same allegiance as the assassin "
"distracts an enemy, the assassin may backstab, inflicting double damage, by "
"creeping around behind that enemy. Their throwing knives are also poisoned, "
"which will continually sap away an enemy's strength."
msgstr ""
#: data/units/Assassin.cfg:37 data/units/Assassin.cfg:119
#: data/units/Dwarvish_Thunderer.cfg:38
#: data/units/Dwarvish_Thunderguard.cfg:22 data/units/Orcish_Archer.cfg:21
#: data/units/Orcish_Assassin.cfg:21 data/units/Orcish_Slayer.cfg:22
#: data/units/Poacher.cfg:25 data/units/Rogue.cfg:23 data/units/Rogue.cfg:85
#: data/units/Thief.cfg:86 data/units/Thief.cfg:189 data/units/Trapper.cfg:26
msgid "dagger"
msgstr "στιλέτο"
#: 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 "λεπίδα"
#: 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 "πισώπλατο μαχαίρωμα"
#: data/units/Assassin.cfg:68 data/units/Assassin.cfg:150
#: data/units/Rogue.cfg:41 data/units/Rogue.cfg:103
msgid "knife"
msgstr "μαχαίρι"
#: 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 "δηλητήριο"
#: data/units/Assassin.cfg:98
msgid "female^Assassin"
msgstr ""
#: data/units/Bandit.cfg:3
msgid "Bandit"
msgstr ""
#: data/units/Bandit.cfg:18
msgid ""
"Bandits are a motley collection of men, most of dubious background. They are "
"the strong arm of any organized group of criminals, and though they may lack "
"in finesse, or intelligence, they excel at their preferred task of pummeling "
"victims into submission. Like any sort of outlaw, they're not comfortable "
"fighting in broad daylight, being used to working at night."
msgstr ""
#: data/units/Bandit.cfg:34 data/units/Drake_Enforcer.cfg:43
#: data/units/Drake_Gladiator.cfg:61 data/units/Great_Troll.cfg:24
#: data/units/Heavy_Infantryman.cfg:19 data/units/Iron_Mauler.cfg:22
#: data/units/Mage_of_Light.cfg:35 data/units/Mage_of_Light.cfg:112
#: data/units/Outlaw.cfg:21 data/units/Outlaw.cfg:95
#: data/units/Shock_Trooper.cfg:19 data/units/Warrior_King.cfg:26
msgid "mace"
msgstr "σφύρα"
#: data/units/Battle_Princess.cfg:3 data/units/Battle_Princess.cfg:55
msgid "female^Battle Princess"
msgstr "Πριγκήπισσα Μαχητής"
#: data/units/Battle_Princess.cfg:19 data/units/Battle_Princess.cfg:70
msgid "leadership,skirmisher"
msgstr "ηγεσία,ακροβολιστής"
#: data/units/Battle_Princess.cfg:21 data/units/Battle_Princess.cfg:72
msgid ""
"A noble by birth, the Princess has learnt swordplay with the greatest "
"generals, and battle tactics with the greatest sages, making her both a "
"great combatant and leader. Now battle-hardened and strong of will, she can "
"now aid those around her in the art of combat."
msgstr ""
#: data/units/Battle_Princess.cfg:36 data/units/Battle_Princess.cfg:75
#: data/units/Bowman.cfg:33 data/units/Cavalier.cfg:41
#: data/units/Cavalryman.cfg:43 data/units/Commander.cfg:35
#: data/units/Commander.cfg:110 data/units/Deathblade.cfg:40
#: data/units/Dragoon.cfg:45 data/units/Drake_Blademaster.cfg:23
#: data/units/Drake_Clasher.cfg:35 data/units/Drake_Enforcer.cfg:25
#: data/units/Drake_Flameheart.cfg:26 data/units/Drake_Flare.cfg:25
#: data/units/Drake_Gladiator.cfg:24 data/units/Drake_Warrior.cfg:22
#: data/units/Elvish_Archer.cfg:45 data/units/Elvish_Archer.cfg:147
#: data/units/Elvish_Avenger.cfg:51 data/units/Elvish_Avenger.cfg:167
#: data/units/Elvish_Captain.cfg:26 data/units/Elvish_Champion.cfg:23
#: data/units/Elvish_Fighter.cfg:24 data/units/Elvish_Hero.cfg:22
#: data/units/Elvish_High_Lord.cfg:22 data/units/Elvish_Lord.cfg:22
#: data/units/Elvish_Marksman.cfg:49 data/units/Elvish_Marksman.cfg:169
#: data/units/Elvish_Marshal.cfg:28 data/units/Elvish_Outrider.cfg:32
#: data/units/Elvish_Ranger.cfg:48 data/units/Elvish_Ranger.cfg:163
#: data/units/Elvish_Rider.cfg:34 data/units/Elvish_Scout.cfg:33
#: data/units/Elvish_Sharpshooter.cfg:48
#: data/units/Elvish_Sharpshooter.cfg:168 data/units/Fighter.cfg:20
#: data/units/Fighter.cfg:61 data/units/General.cfg:31
#: data/units/Grand_Knight.cfg:25 data/units/Grand_Marshal.cfg:27
#: data/units/Horse_Lord.cfg:22 data/units/Knight.cfg:24
#: data/units/Lieutenant.cfg:26 data/units/Longbowman.cfg:22
#: data/units/Lord.cfg:23 data/units/Lord.cfg:99
#: data/units/Master_Bowman.cfg:22 data/units/Mounted_Fighter.cfg:22
#: data/units/Mounted_Warrior.cfg:22 data/units/Naga-Fighter.cfg:21
#: data/units/Naga-Fighter.cfg:56 data/units/Naga-Myrmidon.cfg:26
#: data/units/Naga-Myrmidon.cfg:66 data/units/Naga-Warrior.cfg:25
#: data/units/Naga-Warrior.cfg:64 data/units/Noble_Commander.cfg:28
#: data/units/Noble_Fighter.cfg:23 data/units/Noble_Lord.cfg:28
#: data/units/Orcish_Grunt.cfg:19 data/units/Orcish_Leader.cfg:21
#: data/units/Orcish_Ruler.cfg:21 data/units/Orcish_Sovereign.cfg:22
#: data/units/Orcish_Warlord.cfg:20 data/units/Orcish_Warrior.cfg:19
#: data/units/Paladin.cfg:30 data/units/Princess.cfg:23
#: data/units/Princess.cfg:61 data/units/Royal_Guard.cfg:25
#: data/units/Sea_Orc.cfg:20 data/units/Sergeant.cfg:24
#: data/units/Swordsman.cfg:24
msgid "sword"
msgstr "σπαθί"
#: 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 "σκήπτρο της φωτιάς"
#: data/units/Blood_Bat.cfg:3
msgid "Blood Bat"
msgstr ""
#: data/units/Blood_Bat.cfg:17
msgid ""
"Blood Bats are fast and can drain the blood of those they attack, thereby "
"healing themselves, even to the point where they become stronger than they "
"began the battle. Such is their fury that the fur of these undead flying "
"beasts is tainted red with the blood of their victims."
msgstr ""
#: data/units/Blood_Bat.cfg:33 data/units/Cave_Spider.cfg:33
#: data/units/Direwolf_Rider.cfg:26 data/units/Goblin_Knight.cfg:23
#: data/units/Sea_Serpent.cfg:20 data/units/Vampire_Bat.cfg:19
#: data/units/Wolf_Rider.cfg:23
msgid "fangs"
msgstr "δαγκάνες"
#: data/units/Bone_Shooter.cfg:3
msgid "Bone Shooter"
msgstr ""
#: data/units/Bone_Shooter.cfg:15
msgid ""
"Of a necromancer's creations, some take more strongly to the false life "
"given them. Potency of life is given equipment to match; archers, in "
"particular are often outfitted with a truly vile arsenal. Their quivers are "
"filled with shafts made not of wood, but of the bones of their victims. "
"Dubbed simply 'Bone-Shooters' by their unfortunate enemies, these "
"abominations are a terror to all who live."
msgstr ""
#: data/units/Bone_Shooter.cfg:36 data/units/Soul_Shooter.cfg:27
msgid "stab"
msgstr ""
#: 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 "τόξο"
#: 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 "τρύπημα"
#: data/units/Bowman.cfg:3
msgid "Bowman"
msgstr "Τοξότης"
#: data/units/Bowman.cfg:18
msgid ""
"The use of archery in shooting something other than game was seen from its "
"inception, and archers have been indispensable in warfare since time "
"immemorial. Usually of humble origins, hailing from the peasantry or the odd "
"woodsman, bowmen have reasonable prowess with both a bow and a short sword, "
"and are very common on the battlefield."
msgstr ""
#: data/units/Cavalier.cfg:3
msgid "Cavalier"
msgstr ""
#: data/units/Cavalier.cfg:26
msgid ""
"A triumphant sight on the battlefield, cavaliers are masters at the use of "
"both sword and crossbow from horseback. Their facility with ranged weapons "
"allows them to strike at many a foe with impunity, and their mettle has "
"turned the tide of some of the greatest battles in known history."
msgstr ""
#: data/units/Cavalier.cfg:62 data/units/Death_Knight.cfg:51
#: data/units/Dragoon.cfg:66 data/units/Duelist.cfg:83
#: data/units/General.cfg:54 data/units/Grand_Marshal.cfg:50
#: data/units/Lieutenant.cfg:43 data/units/Master_at_Arms.cfg:54
#: data/units/Orcish_Crossbowman.cfg:39 data/units/Orcish_Crossbowman.cfg:66
#: data/units/Orcish_Slurbow.cfg:40 data/units/Orcish_Slurbow.cfg:67
#: data/units/Sergeant.cfg:41 data/units/Wall_Guard.cfg:37
msgid "crossbow"
msgstr "βαλλίστρα"
#: data/units/Cavalryman.cfg:3
msgid "Cavalryman"
msgstr ""
#: data/units/Cavalryman.cfg:28
msgid ""
"Cavalrymen are distinguished from horsemen by their tactics and equipment. A "
"cavalryman wears heavier armor, and carries a sword and shield, rather than "
"a lance. Their tactics do not include charging, but instead maneuvers like "
"hit and run slashes with their sword, using both horse and rider as an "
"effective tool of melee.\n"
"\n"
"Cavalrymen are very useful for taking and holding positions on open ground, "
"for screening friendly soldiers, and also for scoutwork."
msgstr ""
#: data/units/Cave_Spider.cfg:3
msgid "Giant Spider"
msgstr "Γιγάντια Αράχνη"
#: data/units/Cave_Spider.cfg:17
msgid ""
"Giant Spiders are said to roam the depths of Knalga, devouring many victims. "
"They can bite at close range, thereby poisoning their enemies, and also can "
"attack with a web at long range, slowing their foes down."
msgstr ""
#: data/units/Cave_Spider.cfg:47
msgid "web"
msgstr "ιστός"
#: 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 ""
#: data/units/Chocobone.cfg:3
msgid "Chocobone"
msgstr ""
#: data/units/Chocobone.cfg:18
msgid ""
"Riding the bones of ostrich-like large birds once used as mounts by a lost "
"civilization, the skeletal Chocobones can move faster than most cavalry "
"units."
msgstr ""
#: data/units/Chocobone.cfg:33 data/units/Drake_Clasher.cfg:53
#: data/units/Drake_Enforcer.cfg:61 data/units/Drake_Gladiator.cfg:42
#: data/units/Dwarvish_Guardsman.cfg:30 data/units/Dwarvish_Guardsman.cfg:44
#: data/units/Dwarvish_Sentinel.cfg:33 data/units/Dwarvish_Sentinel.cfg:47
#: data/units/Dwarvish_Stalwart.cfg:32 data/units/Dwarvish_Stalwart.cfg:46
#: data/units/Goblin_Impaler.cfg:23 data/units/Goblin_Impaler.cfg:42
#: data/units/Goblin_Spearman.cfg:22 data/units/Goblin_Spearman.cfg:35
#: data/units/Horseman.cfg:24 data/units/Javelineer.cfg:23
#: data/units/Javelineer.cfg:51 data/units/Merman_Entangler.cfg:22
#: data/units/Merman_Hunter.cfg:20 data/units/Merman_Hunter.cfg:60
#: data/units/Merman_Javelineer.cfg:21 data/units/Merman_Javelineer.cfg:61
#: data/units/Merman_Netcaster.cfg:21 data/units/Merman_Spearman.cfg:20
#: data/units/Merman_Spearman.cfg:60 data/units/Saurian.cfg:24
#: data/units/Saurian.cfg:42 data/units/Saurian_Ambusher.cfg:22
#: data/units/Saurian_Ambusher.cfg:40 data/units/Saurian_Flanker.cfg:24
#: data/units/Saurian_Flanker.cfg:42 data/units/Saurian_Skirmisher.cfg:22
#: data/units/Saurian_Skirmisher.cfg:40 data/units/Saurian_Warrior.cfg:25
#: data/units/Saurian_Warrior.cfg:43 data/units/Spearman.cfg:61
#: data/units/Spearman.cfg:112
msgid "spear"
msgstr "δόρυ"
#: 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 ""
#: data/units/Cockatrice.cfg:3
msgid "Cockatrice"
msgstr ""
#: data/units/Cockatrice.cfg:17
msgid ""
"Sometimes known as 'basilisks', these mystical creatures are said to be able "
"to turn the living to stone. Needless to say, this makes them extremely "
"dangerous."
msgstr ""
#: data/units/Cockatrice.cfg:33
msgid "gaze"
msgstr ""
#: data/units/Cockatrice.cfg:38 src/actions.cpp:898 src/actions.cpp:1065
msgid "stone"
msgstr ""
#: data/units/Commander.cfg:3 data/units/Commander.cfg:90
msgid "Commander"
msgstr ""
#: data/units/Commander.cfg:20 data/units/Commander.cfg:107
msgid ""
"The rank of Commander is held by those who lead battle groups into combat. "
"Possessing leadership skills, they give lower-level units in adjacent hexes "
"improved performance in combat. Commanders are best skilled with the sword, "
"although they also carry a bow to use when necessary. If the Commander is "
"lost, so is the battle."
msgstr ""
#: data/units/Cuttle_Fish.cfg:3
msgid "Cuttle Fish"
msgstr ""
#: data/units/Cuttle_Fish.cfg:17
msgid ""
"Cuttle Fish are gigantic creatures of the seas. They can grab their "
"opponents with strong tentacles, or spit a poisonous black ink from a "
"distance. The best way to survive an encounter with these monsters is to "
"remain ashore."
msgstr ""
#: data/units/Cuttle_Fish.cfg:33 data/units/Tentacle.cfg:21
msgid "tentacle"
msgstr "πλοκάμι"
#: data/units/Cuttle_Fish.cfg:69
msgid "ink"
msgstr "μελάνι"
#: data/units/Dark_Adept.cfg:4
msgid "Dark Adept"
msgstr ""
#: data/units/Dark_Adept.cfg:24 data/units/Dark_Adept.cfg:86
msgid ""
"To attract any practitioners, the lure of black magic must be a great prize "
"indeed, for anyone caught practicing the art in the civilized world is "
"subject to a death sentence. And yet there are those who pursue this art, "
"for the prize offered is nothing less than immortality. Hidden away in "
"secret cults, or initiated into the dark orders of the underworld, the "
"training which these fanatics must endure often drives them to exhaustion "
"and enfeeblement.\n"
"\n"
"In such condition, their only weapon is the craft they have so committed "
"themselves to learning.\n"
"\n"
"Special Notes: The attacks of a dark adept are magical, and always have a "
"high chance of hitting an opponent."
msgstr ""
#: data/units/Dark_Adept.cfg:39 data/units/Dark_Adept.cfg:101
#: data/units/Dark_Sorcerer.cfg:47 data/units/Necromancer.cfg:38
msgid "chill wave"
msgstr ""
#: data/units/Dark_Adept.cfg:66
msgid "female^Dark Adept"
msgstr ""
#: data/units/Dark_Queen.cfg:3
msgid "female^Dark Queen"
msgstr ""
#: data/units/Dark_Queen.cfg:18
msgid ""
"The evil queen mother Asheviere has terrorized Wesnoth for many years. Her "
"knowledge of magic makes her a worthy foe in combat, although her power is "
"mostly derived from those she commands."
msgstr ""
#: data/units/Dark_Queen.cfg:35
msgid "scepter"
msgstr "σκήπτρο"
#: data/units/Dark_Sorcerer.cfg:3
msgid "Dark Sorcerer"
msgstr ""
#: data/units/Dark_Sorcerer.cfg:21
msgid ""
"The dread inspired by black magic comes chiefly from how little is known "
"about it, to the common man. If immortality is truly what it grants, then "
"the transformation to lichdom would seem something to be achieved as soon as "
"possible, lest disease or infirmity claim the mage. Yet, on occasion, a dark "
"sorcerer has been seen who was quite aged, and yet clearly powerful enough "
"to rival a lich.\n"
"\n"
"One can only speculate why such a person would delay, or forgo that path "
"entirely. It is surmised that either lichdom falls short of the true "
"immortality it is claimed to be, or that there is a terrible and unspoken "
"price for becoming one.\n"
"\n"
"Special Notes: the ranged attacks of a dark sorcerer are magical, and always "
"have a high chance of hitting an opponent. The staff of a dark sorcerer is "
"marked with the plague, and any foe struck down by it will rise again in "
"unlife."
msgstr ""
#: data/units/Dark_Sorcerer.cfg:29 data/units/Soulless.cfg:44
msgid "plague(Walking Corpse)"
msgstr ""
#: data/units/Dark_Spirit.cfg:3
msgid "Dark Spirit"
msgstr "Σκοτεινό Πνεύμα"
#: 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 ""
"Τά σκοτεινά πνεύματα είναι αγγελιοφόροι καί μεταφορείς εξελίξεων από τόν "
"κόσμο των νεκρών, καί μιά δύναμη τρόμου σέ αυτόν τόν κόσμο. Ευτυχώς, "
"συναντώνται σπάνια στό Γουέσνοθ."
#: data/units/Dark_Spirit.cfg:32 data/units/Spectre.cfg:52
#: data/units/Wraith.cfg:28
msgid "baneblade"
msgstr "φαρμακωμένο Σπαθί"
#: data/units/Dark_Spirit.cfg:49 data/units/Ghost.cfg:35
#: data/units/Spectre.cfg:69 data/units/Wraith.cfg:45
msgid "wail"
msgstr "Στριγγλιά"
#: data/units/Death_Knight.cfg:3
msgid "Death Knight"
msgstr "Ιππότης Θανάτου"
#: 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 ""
"Ιστορίες ακούγονται γιά τους ισχυρότερους πολεμιστές καί στρατηγούς, πού, "
"καταραμένοι από τό μίσος καί την αίσθηση της προδοσίας επιστρέφουν στόν "
"κόσμο αυτό σαν Ιππότες Θανάτου. Εχοντας τά ίδια όπλα όπως καί πρίν, οδηγούν "
"τόυς Ζωντανούς-Νεκρούς στήν αποστολή τους γιά εκδίκηση. "
#: data/units/Death_Knight.cfg:34 data/units/Dwarvish_Lord.cfg:28
#: data/units/Dwarvish_Steelclad.cfg:27
msgid "battle axe"
msgstr "πολεμικό τσεκούρι"
#: data/units/Deathblade.cfg:3
msgid "Deathblade"
msgstr "Θανατολεπίδας"
#: 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 ""
"Στή ζωή, τά εκτρώματα γνωστά σάν 'θανατολεπίδες' ήταν πολύ καλοί στή μάχη, "
"στρατιώτες πού ήταν τόσο σβέλτοι όσο καί καί θανατηφόροι. Οι νέοι τους "
"αφέντες τό αναγνωρίζουν καί προσπαθούν να το εκμεταλλευτούν εξοπλίζοντάς "
"τους ανάλογα με τις ικανότητες πού κάποτε είχαν. Αν καί εύθραυστα, αυτά τά "
"τέρατα είναι πολύ πιό γρήγορα από τά υπόλοιπα του είδους τους, τόσο στά "
"πόδια τους, όσο καί με τις λεπίδες τους. "
#: data/units/Deathmaster.cfg:3
msgid "Deathmaster"
msgstr "Αρχοντας Θανάτου"
#: 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 ""
"Οι περιπλανήσεις του σε σκοτεινό μονοπάτι του έχουν δώσει δύναμη πού "
"κανονικά δέν δίνεται σέ θνητούς, αλλά με τρομερό κόστος: Οι Ζωντανοί-Νεκροί "
"στούς οποίους έδωσε την ψυχή του, απαιτούν καί τό θνητό περίβλημμά της καί "
"σε βάθος χρόνου θά γινει ένας πραγματικός Ζωντανός-Νεκρός καί τρόμος γιά "
"όλους τους ζωντανούς."
#: data/units/Demilich.cfg:3
msgid "Demilich"
msgstr ""
#: data/units/Demilich.cfg:17
msgid ""
"After too much time dabbling with forbidden magics and dark arts, these magi "
"have begun to pay a heavy price. Demiliches have started losing their "
"bodies, becoming undead themselves. With time, they may become fully undead, "
"and feared by all alike."
msgstr ""
#: data/units/Direwolf_Rider.cfg:3
msgid "Direwolf Rider"
msgstr "Ιππέας Μεγάλου Λύκου "
#: 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 ""
"Οι Μεγάλοι λύκοι διαφέρουν από τους υπόλοιπους μόνο στό μέγεθος καί χρώμα. "
"Τυπικά είναι ψηλότεροι από ένα άλογο στόν ώμο καί έχουν ανάλογη όρεξη. Μόνο "
"ένας τρελλός θά τους συναντούσε με τη θέλησή του. Οι καλικάντζαροι, μέ "
"μεγάλες θυσίες κατάφεραν να τους εξημερώσουν, αν μπορεί να λεχθεί κάτι "
"τέτοιο.\n"
"\n"
" Τά νύχια ενός λύκου δέν θεωρούνται σάν τά πιό επικίνδυνα όπλα τους, αλλά "
"γιά ένα τόσο μεγάλο κτήνος, είναι μακρύτερα καί πιό χοντρά από σιδερένια "
"καρφιά. Οι καβαλλάρηδές τους χύνουν ένα δηλητήριο, σάν καί αυτό πού "
"χρησιμοποιούν οι όρκ-δολοφόνοι στά μπροστινά δόντια τους, κάνοντας έτσι ένα "
"δάγκωμα από αυτά τά κτήνη φονικό όπλο.\n"
"\n"
" Ειδικές σημειώσεις: Αν τά δόντια του μεγάλου λύκου δαγκώσουν μιά μονάδα, "
"αυτή έχει δηλητηριαστεί καί τά θύματα της δηλητηρίασης θά χάνουν συνέχεια "
"βαθμούς υγείας μέχρι να γιατρευτούν σέ ένα χωριό η από έναν θεραπευτή."
#: 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 "νύχια"
#: data/units/Dragoon.cfg:3
msgid "Dragoon"
msgstr "δραγώνος"
#: 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 ""
" Οι πιό ταλαντούχοι ιππείς στό στρατό του Γουέσνοθ εκπαιδεύονται στή χρήση "
"του μικρού τόξου καί εξοπλίζονται μέ πιό ισχυρά άλογα. Καλά εξοπλισμένοι, "
"ικανότατοι στή χρήση του σπαθιού, αυτοί οι στρατιώτες μπορούν να προχωρήσουν "
"καί νά κρατήσουν τό έδαφος πού καταλαμβάνουν. Η κινητικότητα τους καί αντοχή "
"τους τους καθιστά πολύτιμους στό πεδίο της μάχης "
#: data/units/Drake_Blademaster.cfg:4
msgid "Drake Blademaster"
msgstr "Δρακοειδές Μάστορας του Σπαθιού"
#: 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 ""
"Τά δρακοειδή πού γίνονται μάστορες στήν χρήση του σπαθιού γίνονται δεκτά σέ "
"ένα ειδικό τάγμα. Το έμβλημά του είναι ασπρόμαυρη πολεμική μπογιά πού φορούν "
"στή μάχη."
#: 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 "ανάσα Φωτιάς"
#: data/units/Drake_Burner.cfg:3
msgid "Drake Burner"
msgstr "Δρακοειδές Καυστήρας"
#: 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 ""
"Τά δρακοειδή-καυστήρες είναι οι λίγοι καί περήφανοι πού έχουν κληρονομήσει "
"πιό αυθεντικά τις δυνάμεις των μακρυνών προγόνων τους, κυρίως την ικανότητα "
"να εκπνέουν φωτιά. Αυτό, σέ συνδυασμό με τό μέγεθος τους καί τά χέρια μέ τα "
"μεγάλα νύχια, τους καθιστά έναν επικίνδυνο εχθρό στή μάχη. "
#: data/units/Drake_Clasher.cfg:3
msgid "Drake Clasher"
msgstr ""
#: data/units/Drake_Clasher.cfg:20
msgid ""
"A Drake Clasher is incapable of both flight and fire-breathing, and most "
"assume their relegation to melee combat is because of disability - an "
"attempt to garner use from what otherwise would be a liability. It is "
"possible that they have some mild deficiency in those skills, but those who "
"support this theory have failed to consider how uniquely well-suited they "
"are to combat a fellow drake.\n"
"\n"
"They are, in fact, the Judicators of the Drake Hierarchy, and though their "
"armament is now largely ceremonial, it is none the less effective. In their "
"encounters with lesser races, they discovered that their natural size and "
"strength were themselves powerful weapons, and when combined with the "
"armament worn by this caste, the resulting warriors lack some of the typical "
"weaknesses of their kind, such as the strong vulnerability to spears and "
"arrows."
msgstr ""
#: data/units/Drake_Enforcer.cfg:3
msgid "Drake Enforcer"
msgstr ""
#: data/units/Drake_Enforcer.cfg:19
msgid ""
"The great Drake Enforcers epitomize the raw strength of their kind. Long "
"hours at the forge have provided them with a bristling array of weaponry, "
"and have clad them head to toe in shining armor."
msgstr ""
#: data/units/Drake_Fighter.cfg:3
msgid "Drake Fighter"
msgstr "Δρακοειδές πολεμιστής"
#: data/units/Drake_Fighter.cfg:18
msgid ""
"Drake Fighters wield curved scimitars with deadly skill, and possess the "
"fire breathing skills of their ancestors. The most skilled Fighters go on to "
"join the ranks of the elite Drake Warriors."
msgstr ""
#: data/units/Drake_Fighter.cfg:33
msgid "scimitar"
msgstr "γιαταγάνι"
#: data/units/Drake_Fire.cfg:3
msgid "Fire Drake"
msgstr "Δρακοειδές της φωτιάς"
#: data/units/Drake_Fire.cfg:18
msgid ""
"The great fire drakes are masters of their internal fire. Clad in shining "
"armor, they belch columns of flame at any who oppose them, a testament to "
"the strength and majesty of their kind."
msgstr ""
#: data/units/Drake_Flameheart.cfg:3
msgid "Drake Flameheart"
msgstr ""
#: data/units/Drake_Flameheart.cfg:23
msgid ""
"It is said that the eldest lines of drakes - the direct descendants of the "
"dragons themselves, have veins which course with fire rather than blood. "
"That they can breathe fire as they do lends credence to this belief, though, "
"for some reason, no one has tried cutting one open to find out.\n"
"\n"
"Special Notes: the leadership of a Flameheart enables friendly units next to "
"it to deal more damage in combat, though this only applies to units of lower "
"level."
msgstr ""
#: data/units/Drake_Flare.cfg:3
msgid "Drake Flare"
msgstr ""
#: data/units/Drake_Flare.cfg:22
msgid ""
"Drakes are an old race, wise enough to hearken to their own natural leaders. "
"Those who are called 'flares' by their enemies are the drakes who aspire to "
"be such leaders, both in war and in peace.\n"
"\n"
"Special Notes: the leadership of a Flare enables friendly units next to it "
"to deal more damage in combat, though this only applies to units of lower "
"level."
msgstr ""
#: data/units/Drake_Gladiator.cfg:3
msgid "Drake Gladiator"
msgstr ""
#: data/units/Drake_Gladiator.cfg:18
msgid ""
"The Gladiator has taken a completely different path from the Slashers. "
"Rather than emphasize training, they have chosen to focus on the craft of "
"their weaponry. They are the smiths of Drake society, and it follows that "
"they possess the best weaponry - the sharpest blades and spears, and the "
"maces which complement their already impressive array. Their intense focus "
"on their weapons comes at the slight expense of their defensive abilities."
msgstr ""
#: data/units/Drake_Glider.cfg:3
msgid "Drake Glider"
msgstr ""
#: data/units/Drake_Glider.cfg:20
msgid ""
"Drake Gliders wear as little armor as possible so they can quickly escape "
"their foes when they leave their caves. These Drakes are competent fighters, "
"possessing the internal fire common to many of their kin. Gliders can also "
"effectively use their speed to viciously slam their opponents into "
"submission. The best gliders can look forward to being accepted into the "
"ranks of the high flying Sky Drakes."
msgstr ""
#: data/units/Drake_Glider.cfg:23 data/units/Drake_Hurricane.cfg:27
#: data/units/Drake_Sky.cfg:28
msgid "slam"
msgstr ""
#: data/units/Drake_Hurricane.cfg:3
msgid "Hurricane Drake"
msgstr ""
#: data/units/Drake_Hurricane.cfg:19
msgid ""
"Masters of the aerial realm, the Hurricane Drakes are the elite amongst "
"those drakes which are gifted with flight. Soaring high in the air, they can "
"see past most defensive cover and spit fire at their foes with impunity."
msgstr ""
#: data/units/Drake_Inferno.cfg:3
msgid "Inferno Drake"
msgstr ""
#: data/units/Drake_Inferno.cfg:19
msgid ""
"The flying configurations known as Drake Infernos are the masters of the "
"fire they breathe, and rival their predecessors the Dragons in their ability "
"to use it. This natural ability renders them nearly immune to fire. Their "
"shining, flame-colored armor is a mark of their proud and powerful caste, "
"the ideal to which their brethren aspire."
msgstr ""
#: data/units/Drake_Sky.cfg:3
msgid "Sky Drake"
msgstr ""
#: data/units/Drake_Sky.cfg:20
msgid ""
"Sky drakes are truly the kings of the sky. Using their momentum and fire "
"breath as weapons these drakes are the bane of many. They can swiftly swoop "
"down on prey, and are usually long gone before anyone can stop them."
msgstr ""
#: data/units/Drake_Slasher.cfg:4
msgid "Drake Slasher"
msgstr ""
#: data/units/Drake_Slasher.cfg:19
msgid ""
"Slashers are clashers who have chosen to master the use of a Halberd instead "
"of carrying a sword and the spear. Their great size allows them to use a "
"weapon of matching scale, large enough to skewer a horse as a man would a "
"boar. Their training has also enhanced their stamina and defensive skills, "
"which is a major advantage over their close cousins the Gladiators."
msgstr ""
#: data/units/Drake_Slasher.cfg:25 data/units/Drake_Slasher.cfg:43
#: data/units/Drake_Warden.cfg:26 data/units/Drake_Warden.cfg:44
#: data/units/Halbardier.cfg:28 data/units/Halbardier.cfg:69
msgid "halberd"
msgstr "λογχοπέλεκυς"
#: 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 ""
#: data/units/Drake_Warden.cfg:4
msgid "Drake Warden"
msgstr ""
#: data/units/Drake_Warden.cfg:20
msgid ""
"The Warden represents the pinnacle of the clasher caste, being picked from "
"the most able Slashers. They have forged their might such that few warriors "
"on this earth would dare stand against them. The Wardens' weapon of choice "
"is the halberd, which they use to great effect."
msgstr ""
#: data/units/Drake_Warrior.cfg:4
msgid "Drake Warrior"
msgstr ""
#: data/units/Drake_Warrior.cfg:19
msgid ""
"Drake Warriors wield swords with great skill, and possess the fire breathing "
"skills of their ancestors. The great strength of their kind allows them to "
"strike withering blows, and to withstand punishment in equal measure."
msgstr ""
#: data/units/Draug.cfg:3
msgid "Draug"
msgstr ""
#: data/units/Draug.cfg:17
msgid ""
"Towering remains of what once were legendary warriors, the Draug strike fear "
"in the hearts of all who oppose them. They are driven not by malice, but are "
"forever bound within the dream of unlife, wandering through the greatest "
"battles of their memory, and fighting desperately for release, for a peace "
"bought only by strength of arms. The memory of their enemy, and the purpose "
"of their struggle have long faded into oblivion."
msgstr ""
#: data/units/Draug.cfg:37 data/units/Dwarvish_Fighter.cfg:22
#: data/units/Revenant.cfg:36 data/units/Skeleton.cfg:37
msgid "axe"
msgstr "τσεκούρι"
#: data/units/Dread_Lich.cfg:3
msgid "Dread Lich"
msgstr ""
#: data/units/Dread_Lich.cfg:18
msgid ""
"At long last, Ha'atel has paid the ultimate sacrifice for the dark arts into "
"which he has delved, and has, himself, entered into undeath. At the apex of "
"his power, he has become a lich, a waking embodiment of dread. He has, "
"beyond any doubt, passed the point of no return, and his power and "
"immortality will have to provide consolation for what he has lost in his "
"quest to achieve them."
msgstr ""
#: data/units/Duelist.cfg:3
msgid "Duelist"
msgstr ""
#: data/units/Duelist.cfg:21
msgid ""
"It is a peculiar fashion of Wesnoth's nobility, in that they typically "
"enroll their sons into one of two orders of armigers, training them either "
"in the art of horsemanship, or fencing. Duelists are so named for an "
"unfortunately common practice of young aristocrats, for whom the heat of "
"insult can sometimes incite a rash demonstration of their natural right.\n"
"\n"
"Experienced fencers, who often look the part of nobility if not always "
"actually of noble birth, carry with them a small crossbow that is easily "
"concealed under a coat or cape. Slow to load and often thought dishonorable "
"to use, it is in fact very useful, and those of their ranks who live long "
"enough to be veterans typically do so by making such concessions to utility "
"and survival.\n"
"\n"
"Special Notes: their skill at skirmishing allows these fencers to dart right "
"past an opponent, ignoring zones of control."
msgstr ""
#: data/units/Duelist.cfg:67 data/units/Fencer.cfg:78
#: data/units/Master_at_Arms.cfg:38
msgid "rapier"
msgstr "σπαθί ξιφασκίας"
#: data/units/Dwarvish_Berserker.cfg:3
msgid "Dwarvish Berserker"
msgstr ""
#: data/units/Dwarvish_Berserker.cfg:17
msgid ""
"Dwarves are an ancient race of powerful fighters. Their Berserkers forget "
"all defense in exchange for massive damage against their enemies. Once a "
"battle is entered, Dwarvish Berserkers attack ferociously, continuing to "
"push the attack until either they or their enemy lies dead."
msgstr ""
#: data/units/Dwarvish_Berserker.cfg:27 data/units/Dwarvish_Ulfserker.cfg:26
msgid "berserker frenzy"
msgstr ""
#: data/units/Dwarvish_Berserker.cfg:30 data/units/Dwarvish_Ulfserker.cfg:29
msgid "berserk"
msgstr ""
#: data/units/Dwarvish_Dragonguard.cfg:3
msgid "Dwarvish Dragonguard"
msgstr ""
#: data/units/Dwarvish_Dragonguard.cfg:17
msgid ""
"It is not clear why the Dragonguards are called what they are, a name given "
"by their dwarven brethren. Some speculate that the name comes from their "
"weapon of choice, these strange staves that belch fire and death. Others "
"have surmised that it is because such weapons would be a threat against even "
"a true Dragon, should such a thing be seen again in the known world. "
"Whatever the case, it is for these weapons that the guardians of the great "
"Dwarven citadels are both renowned and feared; weapons that have broken the "
"mightiest of warriors in a single blow."
msgstr ""
#: data/units/Dwarvish_Dragonguard.cfg:21
#: data/units/Dwarvish_Dragonguard.cfg:39
msgid "dragonstaff"
msgstr ""
#: data/units/Dwarvish_Fighter.cfg:3
msgid "Dwarvish Fighter"
msgstr ""
#: data/units/Dwarvish_Fighter.cfg:19
msgid ""
"Dwarvish Fighters wield mighty battle axes and hammers, which make them "
"feared opponents in close range combat. They are excellent in mountainous "
"terrain or underground. Though not swift, their power and endurance more "
"than compensate."
msgstr ""
#: data/units/Dwarvish_Fighter.cfg:39 data/units/Dwarvish_Lord.cfg:45
#: data/units/Dwarvish_Steelclad.cfg:45 data/units/Troll_Warrior.cfg:24
msgid "hammer"
msgstr "σφυρί"
#: data/units/Dwarvish_Guardsman.cfg:3
msgid "Dwarvish Guardsman"
msgstr ""
#: data/units/Dwarvish_Guardsman.cfg:22
msgid ""
"The most resilient dwarves sometimes join the Dwarvish army as Guardsmen. "
"Slow and without a strong attack, they guard the Army's flank, soaking up a "
"lot of damage, and hurling heavy spears for defense."
msgstr ""
#: data/units/Dwarvish_Lord.cfg:3
msgid "Dwarvish Lord"
msgstr ""
#: data/units/Dwarvish_Lord.cfg:25
msgid ""
"Clad in shining armor, these dwarves look like kings from under the "
"mountains. They wield axe and hammer with masterful skill, and can hit a "
"target with a thrown hand axe at several paces. Though slow on their feet, "
"these dwarves are a testament to the prowess of their kin."
msgstr ""
#: data/units/Dwarvish_Lord.cfg:61
msgid "hatchet"
msgstr "μικρό τσεκούρι"
#: data/units/Dwarvish_Runemaster.cfg:3
msgid "Dwarvish Runemaster"
msgstr ""
#: data/units/Dwarvish_Runemaster.cfg:17
msgid ""
"Dwarven magic, inasmuch as is known, most often manifests itself by the "
"inscription of runes in the surface of an object, which by their mere "
"presence somehow imbue it with power. Though rarely seen in combat, a master "
"of these runes can put them to terrifying use."
msgstr ""
#: data/units/Dwarvish_Runemaster.cfg:21
msgid "runic hammer"
msgstr ""
#: data/units/Dwarvish_Runemaster.cfg:42
msgid "Lightning bolt"
msgstr ""
#: data/units/Dwarvish_Sentinel.cfg:3
msgid "Dwarvish Sentinel"
msgstr ""
#: data/units/Dwarvish_Sentinel.cfg:25
msgid ""
"The Sentinel, with his tower shield and great courage, refuses to yield "
"under even the strongest of enemy attacks."
msgstr ""
#: data/units/Dwarvish_Stalwart.cfg:3
msgid "Dwarvish Stalwart"
msgstr ""
#: data/units/Dwarvish_Stalwart.cfg:24
msgid ""
"Stalwarts, after years in battle, have fashioned new shields and strong "
"armor from the ruins of their enemies. While slow, they are the feared for "
"their resilience and strength."
msgstr ""
#: data/units/Dwarvish_Steelclad.cfg:3
msgid "Dwarvish Steelclad"
msgstr ""
#: data/units/Dwarvish_Steelclad.cfg:24
msgid ""
"The more experienced Dwarvish Steelclad fighters wear heavy chain mail and "
"plate armor, for which they are rightly famous."
msgstr ""
#: data/units/Dwarvish_Thunderer.cfg:3
msgid "Dwarvish Thunderer"
msgstr ""
#: data/units/Dwarvish_Thunderer.cfg:16
msgid ""
"When the men of Wesnoth first encountered the dwarves, they were mystified "
"by the power of the Dwarvish Thunderers, who were able to hurl death from "
"afar through the apparatus of these strange ... 'wands' they carried into "
"battle. After the peace instituted by the Ka'lian came into effect, "
"Haldric's people, not understanding these weapons, and certainly unable to "
"make any of their own, realized they were lucky to no longer be fighting the "
"dwarves, and vowed never to do so again."
msgstr ""
#: data/units/Dwarvish_Thunderer.cfg:63
msgid "thunderstick"
msgstr ""
#: data/units/Dwarvish_Thunderguard.cfg:3
msgid "Dwarvish Thunderguard"
msgstr ""
#: data/units/Dwarvish_Thunderguard.cfg:18
msgid ""
"The Dwarven Thunderguards are famed for their curious weaponry, these "
"strange staves of wood and iron that make a thunderous noise in their anger. "
"The machinations behind this weaponry are a mystery, a secret taken to the "
"grave by the dwarves of Knalga who wield them, and are assumed to have even "
"forged them. The most that is known are reports of dwarves pouring a strange "
"black dust into the mouth of their weapons, which some say is a food to fuel "
"the beast imprisoned within.\n"
"\n"
"Though a single shot from these 'thundersticks' can take several minutes to "
"prepare, the results are seen by the Dwarves as being well worth the wait."
msgstr ""
#: data/units/Dwarvish_Thunderguard.cfg:48
msgid "dragonstick"
msgstr ""
#: data/units/Dwarvish_Ulfserker.cfg:3
msgid "Dwarvish Ulfserker"
msgstr ""
#: data/units/Dwarvish_Ulfserker.cfg:16
msgid ""
"Dwarves are an ancient race of powerful fighters. Ulfserkers are the most "
"ferocious of these in battle: they persist until either their enemy is dead "
"or they themselves perish, no matter how many wounds they receive."
msgstr ""
#: data/units/Elder_Mage.cfg:3
msgid "Elder Mage"
msgstr ""
#: data/units/Elder_Mage.cfg:22
msgid ""
"Once great, Elder Magi have seen their power a little diminished from "
"wearying years of battle. Nevertheless they remain feared on the battlefield "
"on account of their powerful lightning bolts."
msgstr ""
#: data/units/Elder_Mage.cfg:40
msgid "lightning"
msgstr ""
#: data/units/Elder_Wose.cfg:3
msgid "Elder Wose"
msgstr ""
#: data/units/Elder_Wose.cfg:21
msgid ""
"Woses have been said to possess many shapes, all of them tree-like in form, "
"and as they age, to increase in size. Tales tell of woses who resemble trees "
"in this respect as well, towering over the creatures who walk beneath them. "
"This is the greater part of why they are so rarely seen - standing in the "
"slumber which they so often do, a wose of that stature appears to be nothing "
"more than an oddly-shaped tree. Even a careless elf can sometimes be "
"fooled.\n"
"\n"
"Woses are not warriors by any means, however the strength they possess is "
"obviously capable of violence, should someone manage to raise the ire of "
"these creatures.\n"
"\n"
"Special Notes: Woses regenerate by using natural resources around them, "
"without needing to huddle in villages to obtain sustenance and aid."
msgstr ""
#: data/units/Elvish_Archer.cfg:3
msgid "Elvish Archer"
msgstr "ξωτικό-τοξότης "
#: data/units/Elvish_Archer.cfg:20 data/units/Elvish_Archer.cfg:122
msgid ""
"Elves have always had a reputation for archery, a skill that, for many "
"reasons, comes naturally to them. Even the frail of body can be deadly with "
"a bow in hand, and in times of war, many will take up this weapon. Though "
"their relative inexperience with combat leaves them somewhat vulnerable, "
"their natural grace ensures that they can best any of humanity's fresh "
"recruits."
msgstr ""
#: data/units/Elvish_Archer.cfg:105
msgid "female^Elvish Archer"
msgstr "Ξωτικό-Τοξότρια"
#: data/units/Elvish_Avenger.cfg:3
msgid "Elvish Avenger"
msgstr "Ξωτικό-Εκδικητής"
#: data/units/Elvish_Avenger.cfg:26 data/units/Elvish_Avenger.cfg:142
msgid ""
"The curious name of the elvish 'Avengers' comes from a tactic often employed "
"by these master rangers. The enemy is allowed to break through a feint "
"defense, and when the vulnerable troops behind the front line follow, these "
"archers break cover and attack, cutting the supply lines and surrounding the "
"enemy in one fell stroke.\n"
"\n"
"This has, at times, been interpreted as a form of vengeance for their "
"brethren lost earlier in the battle. Although not so base in design, it is "
"not at all inaccurate.\n"
"\n"
"Special Notes: the avengers' skill as woodsmen render them invisible to an "
"enemy unless they are immediately adjacent, or have revealed themselves by "
"attacking."
msgstr ""
#: data/units/Elvish_Avenger.cfg:119
msgid "female^Elvish Avenger"
msgstr "Ξωτικό-Εκδικήτρια"
#: data/units/Elvish_Captain.cfg:3
msgid "Elvish Captain"
msgstr ""
#: data/units/Elvish_Captain.cfg:23
msgid ""
"Elves, unlike many other races, will quickly acknowledge and follow any of "
"their peers who have experience in combat. This is quite at odds with "
"humanity, for whom leadership is often a fickle mess of coercion and "
"intimidation. The combination of their willingness to accept the wisdom of "
"their leaders, and the tendency to choose leaders of merit is one of the "
"quiet strengths of the elves.\n"
"\n"
"Special Notes: the leadership of a Captain enables friendly units next to it "
"to deal more damage in combat, though this only applies to units of lower "
"level."
msgstr ""
#: data/units/Elvish_Champion.cfg:3
msgid "Elvish Champion"
msgstr ""
#: data/units/Elvish_Champion.cfg:20
msgid ""
"Those few elves who deliberately hone themselves into weapons of war become "
"something which belies the rather docile reputation of their race. "
"Dedication and skill are matched with purity of form, and the result is a "
"mastery of swordsmanship to which few can compare. Even archery, treated as "
"a secondary pursuit, is executed with a skill that most of humanity can only "
"stare at with wonder."
msgstr ""
#: data/units/Elvish_Druid.cfg:3
msgid "female^Elvish Druid"
msgstr ""
#: data/units/Elvish_Druid.cfg:24
msgid ""
"The magic of the wood elves is poorly suited for combat, but effective "
"nonetheless. The forests in which they live can be quickened by a word of "
"command, and will lash out at those who threaten their peace.\n"
"\n"
"Their chief ability lies in healing, and it is for this skill that the "
"elvish druids are revered by their people.\n"
"\n"
"Special Notes: A druid's entangling attack slows enemies down and reduces by "
"one the strikes they can deliver in combat. Druids are capable of healing "
"units around them, and curing them of poison."
msgstr ""
#: data/units/Elvish_Druid.cfg:45 data/units/Elvish_Shyde.cfg:54
msgid "ensnare"
msgstr "παγιδεύω"
#: data/units/Elvish_Druid.cfg:66 data/units/Elvish_Shyde.cfg:75
msgid "thorns"
msgstr "αγκάθια"
#: data/units/Elvish_Enchantress.cfg:3
msgid "female^Elvish Enchantress"
msgstr ""
#: data/units/Elvish_Enchantress.cfg:21
msgid ""
"The Elven Enchantresses are masters of offensive magic, striking at their "
"enemies both with blasts of icy wind drawn from the ethereal plane, and "
"magically animate roots with which they bind their enemies in place."
msgstr ""
#: data/units/Elvish_Enchantress.cfg:65 data/units/Elvish_Shaman.cfg:46
#: data/units/Elvish_Sorceress.cfg:65
msgid "entangle"
msgstr ""
#: data/units/Elvish_Enchantress.cfg:117 data/units/Elvish_High_Lord.cfg:43
#: data/units/Elvish_Lord.cfg:38 data/units/Elvish_Sorceress.cfg:117
#: data/units/Elvish_Sylph.cfg:84
msgid "faerie fire"
msgstr ""
#: data/units/Elvish_Fighter.cfg:3
msgid "Elvish Fighter"
msgstr ""
#: data/units/Elvish_Fighter.cfg:19
msgid ""
"Elves are not warlike by nature, but in times of need, their natural grace "
"and agility serve them well, as does their skillful craftsmanship. An elf "
"can grasp the basics of swordsmanship and archery in an uncannily short "
"time, and put them to effective use on the battlefield."
msgstr ""
#: data/units/Elvish_Hero.cfg:3
msgid "Elvish Hero"
msgstr ""
#: data/units/Elvish_Hero.cfg:19
msgid ""
"A relatively small amount of experience will turn an elf from a competent "
"fighter into a master of combat. Those who are honored as heroes are strong "
"with both sword and bow, skills that never fade for lack of practice."
msgstr ""
#: data/units/Elvish_High_Lord.cfg:3
msgid "Elvish High Lord"
msgstr "Μέγας Αρχοντας των Ξωτικών"
#: data/units/Elvish_High_Lord.cfg:19
msgid ""
"The leaders of the elves do not fall sallow and frail with age. Rather, it "
"is then that they grow to their true potential. Quiet and contemplative in "
"times of peace, a High Lord in the full of his wrath is an awesome sight "
"indeed."
msgstr ""
#: data/units/Elvish_Lady.cfg:4
msgid "female^Elvish Lady"
msgstr "κυρά των Ξωτικών"
#: data/units/Elvish_Lady.cfg:19
msgid ""
"Elves choose their leaders for their power and wisdom; foresight is what has "
"protected them in times of uncertainty. Their just reign is rewarded by the "
"unflagging fealty of their people, which is the greatest gift any ruler "
"could ask for."
msgstr ""
"Τα ξωτικά επιλέγουν τους ηγέτες τους γιά την δύναμη καί τη σοφία τους. Η "
"πρόνοια είναι αυτό πού τούς προστάτεψε σέ καιρούς αβεβαιότητας. Η δίκαια "
"εξουσία τους επιβραβεύεται από την μόνιμη αφοσίωση του λαού τους, πού είναι "
"τό μεγαλύτερο δώρο πο΄θυ θά μπορούσε να ζητήσει κάθε ηγέτης. "
#: data/units/Elvish_Lady.cfg:21
msgid "shove"
msgstr "σπρώξιμο"
#: data/units/Elvish_Lord.cfg:3
msgid "Elvish Lord"
msgstr "Αρχοντας των Ξωτικών"
#: data/units/Elvish_Lord.cfg:19
msgid ""
"The nobility of the elves are possessed of merit to match their standing in "
"society. Elvish Lords are the wisest and strongest of their people, and are "
"fearsome in their command of magic."
msgstr ""
"Τά ξωτικά μέ αρχοντιά έχουν ξεχωριστή θέση στήν κοινωνία. Οι άρχοντες των "
"ξωτικών είναι οι σοφότεροι καί δυνατότεροι του λαού καί τρομεροί στήν μαγική "
"τους τέχνη."
#: data/units/Elvish_Marksman.cfg:3
msgid "Elvish Marksman"
msgstr "τοξότης ακριβείας των ξωτικών"
#: data/units/Elvish_Marksman.cfg:24 data/units/Elvish_Marksman.cfg:144
msgid ""
"One of the things which contributes to their skill with the bow is the "
"unusually clear vision of elves. An elf practiced at archery can hit targets "
"that a man couldn't even see, even at night, and can nock a second arrow "
"almost as soon as the first is let fly.\n"
"\n"
"This prodigious skill does come with one cost, that being a lack of practice "
"with the sword.\n"
"\n"
"Special Notes: Their marksmanship gives these elves a high chance of hitting "
"their enemy, but only on the attack."
msgstr ""
"Ενα από τά πράγματα που συμβάλλουν στήν ικανότητά τος μέ τό τόξο είναι η "
"ιδιαίτερα καλή όραση των ξωτικών. Ενα ξωτικό πού έχει εξασκηθεί στήν "
"τοξοβολία μπορεί να χτυπήσει στόχους πού ένας άνθρωπος δέν θά έβλεπε κάν, "
"ακόμα καί τη νύχτα, καί μπορεί νά ρίξει καί δεύτερο βέλος μόλις φύγει τό "
"πρώτο.\n"
" \n"
"Αυτή η εξαιρετική ικανότητα δέν έρχεται χωρίς κάποιο κόστος, μιά έλειψη "
"δηλαδή εξάσκησης στό σπαθί.\n"
"\n"
" Εδικές σημειώσεις: Η δεινή σκοπευτική τους ικανότητα δίνει σέ αυτά τά "
"ξωτικά μιά υψηλή πιθανότητα να χτυπήσουν τόν εχθρό, αλλά μόνο όταν "
"επιτίθενται. "
#: data/units/Elvish_Marksman.cfg:65 data/units/Elvish_Marksman.cfg:185
#: data/units/Elvish_Sharpshooter.cfg:65
#: data/units/Elvish_Sharpshooter.cfg:185
msgid "longbow"
msgstr "μακρύ τόξο"
#: data/units/Elvish_Marksman.cfg:67 data/units/Elvish_Marksman.cfg:187
#: data/units/Elvish_Sharpshooter.cfg:67
#: data/units/Elvish_Sharpshooter.cfg:187 data/units/Fire_Dragon.cfg:62
msgid "marksman"
msgstr "δεινός σκοπευτής"
#: data/units/Elvish_Marksman.cfg:123
msgid "female^Elvish Marksman"
msgstr "τοξότρια ακριβείας των ξωτικών"
#: data/units/Elvish_Marshal.cfg:3
msgid "Elvish Marshal"
msgstr "Στρατάρχης των Ξωτικών "
#: data/units/Elvish_Marshal.cfg:25
msgid ""
"The longevity and natural intelligence of elves makes for a vicious aptitude "
"for military matters, enough even to counter their general distaste for such "
"things. Elves remember things much more clearly than humankind, and can "
"often intuit what the other can only be trained to do. Certainly, on those "
"rare occasions when an elf sets his mind to war, the strategy that results "
"is the work of a master.\n"
"\n"
"Special Notes: the leadership of a Marshal enables friendly units next to it "
"to deal more damage in combat, though this only applies to units of lower "
"level"
msgstr ""
"Η μακροζωία καί φυσική εξυπνάδα των ξωτικών τούς δίνει ένα μεγάλο "
"πλεονέκτημα γιά στρατιωτικά θέματα, αρκετό να αντισταθμίσει την φυσική τους "
"απέχθεια γιά τέτοια πράγματα. Τά ξωτικά θυμούνται πολύ πιό καθαρά από τους "
"ανθρώπους καί συχνά μπορούν να διαισθανθούν αυτά πού άλλοι πρέπει να "
"εξασκηθούν γιά να μπορούν να κάνουν. Γιά τις λίγες φορές πού ένα ξωτικό "
"μπαίνει στή λογική του πολέμου, η στρατηγική πού εκπονεί, είναι η δουλειά "
"ενός εξπέρ.\n"
"\n"
"Ειδικές σημειώσεις: Η ηγεσία του Στρατάρχη επιτρέπει σέ φιλικές μονάδες νά "
"κάνουν περισσότερη ζημιά στή μάχη, αν καί αυτό αφορά μόνο μονάδες "
"χαμηλώτερου επιπέδου."
#: data/units/Elvish_Outrider.cfg:3
msgid "Elvish Outrider"
msgstr "Ξωτικό-Αγγελιοφόρος"
#: data/units/Elvish_Outrider.cfg:29
msgid ""
"Elvish Outriders are trained as the royal couriers of the elven kingdoms. "
"Despite the peaceful nature of their people, their experience makes them "
"quite deadly in combat. No man has ever come close to their skill in using a "
"bow on horseback - in fact, most would be hard pressed to equal it standing "
"on solid ground.\n"
"\n"
"The speed of these soldiers allows the elves to strike when and where they "
"choose when fighting on their home ground, a fact that has saved many of "
"their number from death."
msgstr ""
"Τά ξωτικά-αγγελιοφόροι είναι οι βασιλικοί αγγελιοφόροι των βασιλείων των "
"ξωτικών. Παρά την ειρηνική φύση τού λαού τους, η εμεπιρεία τους τούς κάνει "
"φονικούς στή μάχη. Κανείς άνθρωπος δέν μπορεί να παραβγεί μέ την ικανότητά "
"τους στήν έφιππη τοξοβολία καί οι περισσότεροι θά είχαν πρόβλημα να "
"συγκριθούν ακόμα καί στεκόμενοι σέ στέρεο έδαφος.\n"
"\n"
" Η ταχύτητα αυτών των στρατιωτών επιτρέπει στά ξωτικά νά χτυπήσουν όταν καί "
"όπου επιλέξουν όταν πολεμούν στό δικό τους έδαφος, ένα γεγονός πού έχει "
"σώσει πολλούς από αυτούς από τό θάνατο."
#: data/units/Elvish_Ranger.cfg:2
msgid "Elvish Ranger"
msgstr "ξωτικό-ρέιντζερ"
#: data/units/Elvish_Ranger.cfg:23 data/units/Elvish_Ranger.cfg:138
msgid ""
"Though a man might spend years in the forest, he will never shake the "
"feeling that he is a guest in a place he is not truly a part of. With elves, "
"this is quite reversed. Any elf that studies the lore of the woods becomes a "
"fitting master of them, and when combined with a considerable skill at "
"archery and swordsmanship, the result is a powerful tool of war.\n"
"\n"
"Special Notes: the rangers' skill as woodsmen render them invisible to an "
"enemy unless they are immediately adjacent, or have revealed themselves by "
"attacking."
msgstr ""
"Ενας άνθρωπος μπορεί να περάσει χρόνια στό δάσος καί ποτέ νά μη διώξει τό "
"αίσθημα ότι είναι απλά φιλοξενούμενος εκίε καί όχι μέρος του. Μέ τά ξωτικά, "
"αυτό είναι ανάποδα. Οποιδήποτε ξωτικό μελετάει τά δάσηε γίνεται δίκαια εξπέρ "
"καί σέ συνδυασμό με μιά σημαντική ικανότητα σέ τοξοβολία καί ξιφομαχία, τό "
"αποτέλεσμα είναι ένα ισχυρό εργαλείο πολέμου.\n"
"\n"
"Ειδικές σημειώσεις: Η ικανότητα των ρέιντζερ σάν άνθρωποι τού δάσους τούς "
"κάνει αόρατους στό δάσος στόν εχθρό, εκτός άν είναι δίπλα του, ή έχουν "
"εμφανιστεί κάνοντας επίθεση. "
#: data/units/Elvish_Ranger.cfg:117
msgid "female^Elvish Ranger"
msgstr "Θηλυκό ξωτικό-ρέιντζερ"
#: data/units/Elvish_Rider.cfg:3
msgid "Elvish Rider"
msgstr "Ξωτικό-Καβαλάρης"
#: data/units/Elvish_Rider.cfg:31
msgid ""
"The master horsemen of the elves are able to move through forests at a speed "
"which would be suicidal to any man. Though this certainly leaves people in "
"awe of the rider, questions have also been raised about the stock of the "
"horses, for the feats they perform seem almost supernatural.\n"
"\n"
"This combination of incredible mobility, and potent combat strength is one "
"of the greatest assets the elves possess in warfare."
msgstr ""
"Οι καλοί καβαλλάρηδες των ξωτικών μπορούν να κινούνται μέσα από δάση μέ "
"ταχύτητες πού θά ισοδυναμούσαν με αυτοκτονία γιά κάθε άνθρωπο. Αν καί αυτό "
"σίγουρα αφφήνει τούς ανθρώπους μέ τό στόμα ανοιχτό, υπάρχουν ερωτήματα γιά "
"τό είδος των αλόγων, γιατί οι άθλοι πού πετυχαίνουν φαίνονται σχεδόν "
"υπερφυσικοί.\n"
"\n"
"Ο συνδυασμός απίστευτης κινητικότητας καί δύναμης στή μάχη είναι ένα από τά "
"μεγαλύτερα όπλα τών ξωτικών στή μάχη. "
#: data/units/Elvish_Scout.cfg:3
msgid "Elvish Scout"
msgstr "ανιχνευτής των ξωτικών"
#: data/units/Elvish_Scout.cfg:30
msgid ""
"The horsemen of the wood elves have some skill with bow and sword, but their "
"true skill lies in their horsemanship. Even other elves are somewhat taken "
"by their uncanny speed in the woods, and their ability to dart through the "
"thick of the forest with nary a scratch. They are, perhaps, some of the only "
"cavalry in existence that fares better in the woods than on open ground."
msgstr ""
"Οι καβαλλάρηδες των ξωτικών του δάσους έχουν κάποια δεξιοτεχνία μέ τόξο καί "
"σπαθί, αλλά η πραγματική δεξιοτεχνία τους βρίσκεται στίς ικανότητές τους σάν "
"ιππείς. Ακόμα καί τά υπόλοιπα ξωτικά παραξενεύονται κάπως από τήν άφταστη "
"ταχύτητά τους στά δάση καί την ικανότητά τους νά γλιστρούν ακόμα καί στό "
"πυκνότερο σημείο τού δάσους χωρίς ούτε γρατζουνιά. Είναι ίσως μερικοί από "
"τούς μόνους ιππείς πού υπάρχουν πού τά πάνε καλύτερα στό δάσος απότι στήν "
"ανοιχτή πεδιάδα."
#: data/units/Elvish_Shaman.cfg:3
msgid "female^Elvish Shaman"
msgstr "Ιέρεια των ξωτικών "
#: data/units/Elvish_Shaman.cfg:24
msgid ""
"Being partly faerie in nature, elves have an inherent capability for magic. "
"This is realized in their affinity with the natural world, which they can "
"call upon as an ally in combat. Enemies wandering in their forests may soon "
"find themselves entangled by the very roots they stand on, making them much "
"less of a threat.\n"
"\n"
"The healing abilities of the elves are also remarkable, and of capital use "
"in battle.\n"
"\n"
"Special Notes: A shaman's entangling attack slows enemies down and reduces "
"by one the strikes they can deliver in combat. Shamans are capable of basic "
"healing, though they can only delay the effects of poison, not cure them "
"entirely."
msgstr ""
#: data/units/Elvish_Sharpshooter.cfg:3
msgid "Elvish Sharpshooter"
msgstr "Ξωτικό-Ελεύθερος σκοπευτής"
#: data/units/Elvish_Sharpshooter.cfg:23
#: data/units/Elvish_Sharpshooter.cfg:143
msgid ""
"A story once wandered about, of an elf who stopped an arrow by shooting it "
"out of the air with one of his own. It is a testament to the skill of the "
"elves that such a story could be taken seriously. The sharpshooters of the "
"elves have, quite simply, mastered the art of archery.\n"
"\n"
"Special Notes: Their marksmanship gives these elves a high chance of hitting "
"their enemy, but only on the attack."
msgstr ""
#: data/units/Elvish_Sharpshooter.cfg:123
msgid "female^Elvish Sharpshooter"
msgstr "Θηλυκό ξωτικό-ελεύθερος σκοπευτής"
#: data/units/Elvish_Shyde.cfg:3
msgid "female^Elvish Shyde"
msgstr "Αρχιέρεια των Ξωτικών"
#: data/units/Elvish_Shyde.cfg:24
msgid ""
"Devotion to her faerie side will eventually transform an elf maiden into a "
"creature of both worlds. Guided by a nature which is little understood, "
"these beautiful stewards of the elven forests epitomize the grace and "
"mystery of their people.\n"
"\n"
"Special Notes: A shyde's entangling attack slows enemies down and reduces by "
"one the strikes they can deliver in combat. Shydes are capable of healing "
"units around them, and curing them of poison."
msgstr ""
#: data/units/Elvish_Shyde.cfg:28 data/units/Elvish_Sylph.cfg:25
msgid "faerie touch"
msgstr "νεραιδοάγγιγμα"
#: data/units/Elvish_Sorceress.cfg:3
msgid "female^Elvish Sorceress"
msgstr "Μάγισσα των Ξωτικών"
#: data/units/Elvish_Sorceress.cfg:21
msgid ""
"Eschewing the study of healing in favor of more aggressive uses of magic, "
"Elvish Sorceresses have become quite proficient at ranged combat. Their "
"entangling attack is notably more effective than before, and they can call "
"upon bursts of chilling ethereal wind to smite those who oppose them."
msgstr ""
#: data/units/Elvish_Sylph.cfg:3
msgid "female^Elvish Sylph"
msgstr "Ξωτικιά Συλφίδα"
#: data/units/Elvish_Sylph.cfg:21
msgid ""
"Elvish Sylphs are scions of beauty in the mortal plane. Having fully "
"developed their faerie side, they transform into creatures of both worlds, "
"wielding powerful magic against their enemies."
msgstr ""
"Οι ξωτικίές συλφίδες(λυγερές) είναι γόνοι ομορφιάς στό θνητό πεδίο. Εχοντας "
"αναπτύξει πλήρως την νεραιδένια πλευρά τους, μετασχηματίζονται σέ πλάσματα "
"καί των δύο κόσμων, ικανά να χρησιμοποιήσουν ισχυρή μαγική δύναμη εναντίον "
"των εχθρών τους. "
#: data/units/Elvish_Sylph.cfg:52
msgid "gossamer"
msgstr "ιστός Αράχνης"
#: data/units/Fencer.cfg:3
msgid "Fencer"
msgstr "Ξιφομάχος "
#: data/units/Fencer.cfg:22
msgid ""
"Fencers belong to a school of thought that considers the armor most soldiers "
"wear in combat to be their own worst enemy. While armor can only soften a "
"blow, evading it will completely negate any ill effects. Being able to "
"reliably dodge any offensive move is a luxury only afforded to the fit of "
"body, and then only to those who endure rigorous training.\n"
"\n"
"Outfitted with only a dagger and rapier, fencers are light on their feet and "
"useful in many situations where their armor-bound peers are at a "
"disadvantage. They relish, often literally, in dancing circles around troops "
"like heavy infantry, in mockery of the price they pay for their full plate.\n"
"\n"
"Special Notes: their skill at skirmishing allows fencers to dart right past "
"an opponent, ignoring zones of control."
msgstr ""
"Οι ξιφομάχοι ανήκουν σε μιά σχολή πού θεωρεί την πανοπλία πού κουβαλούν οι "
"περισσότεροι στρατιώτες στή μάχη τόν χειρότερό τους εχθρό. Αν καί η πανοπλία "
"θά μαλακώσει ένα χτύπημα, η αποφυγή του χτυπήματος αναιρεί εντελώς τυχόν "
"επιπτώσεις του. Τό νά είσαι ικανός με αξιοπιστία να αποφεύγεις οποιαδήποτε "
"επιθετική κίνηση είναι μιά πολυτέλεια πού τήν έχουν μόνο ΄όσοι έχουν καλή "
"φυσική κατάσταση καί επιπλέον άνταν μιά σκληρή εκπαίδευση.\n"
"\n"
" Οπλισμένοι μόνο μέ μαχαίρι καί ξίφος, οι ξιφομάχοι είναι γρήγοροι στά πόδια "
"καί χρήσιμοι σέ πολλές καταστάσεις όπου οι συνάδελφοί τους με τις πανοπλίες "
"μειονεκτούν. Ευχαριστιούνται να περνάνε γύρω γύρω από στρατεύματα όπως τό "
"βαρύ πεζικό, κοροιδεύοντας τό αντίτιμο πού αυτοί πληρώνουν γιά την πλήρη "
"πανοπλία τους.\n"
"\n"
"Ειδικές σημειώσεις: Η ικανότητά τους σάν ακροβολιστές επιτρέπει στούς "
"ξιφομάχους νά περάσουν γρήγορα από τους εχθρούς, αγνοώντας τις ζώνες ελέγχου."
#: data/units/Fighter.cfg:3 data/units/Fighter.cfg:44
msgid "Fighter"
msgstr "Πολεμιστής"
#: data/units/Fighter.cfg:17 data/units/Fighter.cfg:58
msgid ""
"Young and brash, Fighters fight with a sword, and are vulnerable to attack "
"from enemies. However they have the potential to become great warriors one "
"day."
msgstr ""
"Νέοι καί αυθάδεις, οι πολεμιστές πολεμούν με σπαθί καί είναι ευάλωτοι σέ "
"επιθέσεις των εχθρών. Εχουν όμως τήν δυνατότητα μιά μέρα νά γίνουν μεγάλοι "
"πολεμιστές."
#: data/units/Fire_Dragon.cfg:3
msgid "Fire Dragon"
msgstr "Δράκος της φωτιάς"
#: data/units/Fire_Dragon.cfg:18
msgid ""
"Long lived and terrifying, the fire dragon is a member of the dragon family "
"that happens to breathe fire. It can put its fire breath to good use in "
"combat. Additionally, it has a ferocious bite, and can crush opponents with "
"its tail. Fire Dragons are cunning and cruel, and often take underlings whom "
"they help lead to victory."
msgstr ""
#: data/units/Fire_Dragon.cfg:22
msgid "bite"
msgstr "δάγκωμα"
#: data/units/Fire_Dragon.cfg:40
msgid "tail"
msgstr "ουρά"
#: data/units/Fireball.cfg:4
msgid "Fireball"
msgstr "μπάλλα φωτιάς"
#: data/units/Fireball.cfg:17
msgid ""
"A Fireball. This is not to be used for anything else than a 'Move_Unit_Fake'!"
msgstr "Μιά μπάλλα φωτιάς."
#: data/units/Footpad.cfg:3
msgid "Footpad"
msgstr "γοργοπόδαρος"
#: data/units/Footpad.cfg:17 data/units/Footpad.cfg:83
msgid ""
"These petty criminals are often derisively called 'footpads' by their "
"superiors, for they are tasked with any job that requires a great deal of "
"running around, often being employed as couriers, or scouts. The endurance "
"and skill on their feet that comes of this serves them well in combat, and "
"despite their pitiable weaponry, they are quite good at harrying their "
"enemies, especially under cover of darkness."
msgstr ""
#: data/units/Footpad.cfg:20 data/units/Footpad.cfg:86 data/units/Thug.cfg:20
#: data/units/Troll.cfg:23 data/units/Troll_Hero.cfg:23
msgid "club"
msgstr "ρόπαλο"
#: data/units/Footpad.cfg:38 data/units/Footpad.cfg:104
#: data/units/Outlaw.cfg:39 data/units/Outlaw.cfg:113
#: data/units/Outlaw_Princess.cfg:77 data/units/Outlaw_Queen.cfg:78
#: data/units/Troll_Rocklobber.cfg:42
msgid "sling"
msgstr "σφεντόνα"
#: data/units/Footpad.cfg:69
msgid "female^Footpad"
msgstr "γοργοπόδαρη"
#: data/units/Galleon.cfg:4
msgid "Galleon"
msgstr "Γαλέρα"
#: data/units/Galleon.cfg:17
msgid ""
"Even people happily living in their home eventually need some kind of "
"transport through the seas, even if they only go fishing or to trade goods. "
"The galleon is perfect for this purpose: it's fast and resilient, but not "
"prepared to fight, and is able to adapt to many different tasks."
msgstr ""
"Ακόμα καί όσοι ζούν στό σπίτι τους θά χρειαστούν κάποτε κάποιο είδος "
"θαλάσσιου μεταφορικού μέσου,ακόμα καί αν τό μόνο πού θέλουν είναι να πάνε "
"γιά ψάρεμα η νά ανταλλάξουν είδη. Η γαλέρα είναι τέλειαγιά το σκοπό αυτό: "
"Είαι γρήγορη καί ανθεκτική, αλλά όχι έτοιμη γιά μάχη, καί μπορεί να "
"προσαρμοστεί σέ πολλές διαφορετικές δουλειές."
#: data/units/Galleon.cfg:19
msgid "dummy"
msgstr ""
#: data/units/Gate.cfg:3
msgid "Gate"
msgstr "Πύλη"
#: data/units/Gate.cfg:19
msgid "The door will not open for any who are not allied with it."
msgstr "Η πόρτα δέν θά ανοίξει γιά όσους δέν είναι σύμμαχοί της. "
#: data/units/Gate.cfg:21
msgid "bump"
msgstr "λακούβα"
#: data/units/General.cfg:3
msgid "General"
msgstr "Στρατηγός"
#: data/units/General.cfg:28
msgid ""
"As the leaders of their armies, Generals are responsible for the protection "
"of large or important areas in the kingdoms they swore fealty to. Their "
"training and experience suffice to carry out these orders.\n"
"\n"
"Special Notes: the leadership of a General enables friendly units next to it "
"to deal more damage in combat, though this only applies to units of lower "
"level."
msgstr ""
"Σάν αρχηγοί των στρατών τους, οι Στρατηγοί είναι υπεύθυνοι γιά την προστασία "
"μεγάλων η σημαντικών περιοχών στά βασίλεια στά οποία έχουν δηλώσει πίστη. Η "
"εκαπίδευση καί εμπειρία τους αρκεί γιά να εκτελέσουν αυτές τίς εντολές.\n"
"\n"
"Ειδικές Σημειώσεις: Η ηγετική ικανότητα ενός Στρατηγού επιτρέπει σέ φιλικές "
"μονάδες δίπλα του νά κάνουν περισσότερη ζημιάστή μάχη, άν καί αυτό ισχύει "
"μόνο γιά μονάδες κατώτερου επιπέδου."
#: data/units/Ghost.cfg:3
msgid "Ghost"
msgstr "Φάντασμα"
#: data/units/Ghost.cfg:20
msgid ""
"It is one of the greater mercies of creation that a human soul is immutable, "
"and cannot be destroyed. However, the many things a necromancer can do, "
"despite this, are entirely horrifying.\n"
"\n"
"Trapped within a shroud of vile enchantments, a spirit likens unto the wind "
"in the sails of a ship. The contrivance that results from this prison is an "
"unfailing servant, which can be bound to whatever task their master sees "
"fit.\n"
"\n"
"Special Notes: Ghosts have very unusual resistances to damage, and move "
"quite slowly over open water."
msgstr ""
#: data/units/Ghoul.cfg:3
msgid "Ghoul"
msgstr ""
#: data/units/Ghoul.cfg:20
msgid ""
"Only those who have delved into the circles of necromancy know what must be "
"done to turn a person into a ghoul, and it is a secret they are not telling. "
"Whatever unspeakable rites they have performed, the result is a beast that "
"knows nothing of its days as a human being, a creature that shambles about "
"as naked as the day it was born, and gorges itself on the flesh of the "
"dead.\n"
"\n"
"It is because of such things that necromancy is condemned with an almost "
"primal hatred.\n"
"\n"
"Special Notes: A ghoul's claws are covered in poison, and victims of this "
"poison will continually take damage until they can be cured in town or by a "
"healer."
msgstr ""
#: data/units/Giant_Mudcrawler.cfg:3
msgid "Giant Mudcrawler"
msgstr "Γιγάντιο Λασπόπλασμα"
#: data/units/Giant_Mudcrawler.cfg:17
msgid ""
"Giant Mudcrawlers are a larger kind of Mudcrawler, and are magical "
"constructs of soil and water. They attack by belching lumps of mud at their "
"foes, or by slapping them with their fists."
msgstr ""
"Τά γιγάντια λασποπλάσματα είναι ένα μεγαλύτερο είδος λασποπλάσματος καί "
"είναι μαγικές κατασκευές από χώμα καί νερό. Επιτίθενται ρίχνοντας κομμάτια "
"λάσπη στόν εχθρο, η χτυπώντας τον μέ τις γροθιές τους."
#: data/units/Giant_Mudcrawler.cfg:44 data/units/Skeleton_Archer.cfg:24
#: data/units/Soulless.cfg:39 data/units/Troll_Rocklobber.cfg:24
#: data/units/Troll_Whelp.cfg:23 data/units/Walking_Corpse.cfg:40
#: data/units/Yeti.cfg:34
msgid "fist"
msgstr "γροθιά"
#: data/units/Giant_Mudcrawler.cfg:66 data/units/Mudcrawler.cfg:43
msgid "mud glob"
msgstr "κομμάτι λάσπης"
#: data/units/Giant_Scorpion.cfg:3
msgid "Giant Scorpion"
msgstr "Γιγάντιος Σκορπιός"
#: data/units/Giant_Scorpion.cfg:17
msgid ""
"A normal scorpion is dangerous enough - one the size of a man needs little "
"explanation."
msgstr ""
"Ενας κανονικός σκορπιός είναι ήδη αρκετά επικίνδυνος-ένας στό μέγεθος "
"ανθρώπου δέν χρειάζεται επεξήγηση."
#: data/units/Giant_Scorpion.cfg:20
msgid "sting"
msgstr "κεντρί"
#: data/units/Giant_Scorpion.cfg:38
msgid "pincers"
msgstr "δαγκάνες"
#: data/units/Goblin_Impaler.cfg:4
msgid "Goblin Impaler"
msgstr "Καλικάντζαρος παλουκωτής"
#: data/units/Goblin_Impaler.cfg:20
msgid ""
"Goblins are used by the orcs as fodder for their enemy's front line. Those "
"who have somehow managed to survive invariably equip themselves to continue "
"doing so. A much larger spear helps to compensate for their short reach, and "
"better armor helps to shield their tiny frames.\n"
"\n"
"Special Notes: the length of their weapon allows an impaler to strike first "
"in melee, even in defense."
msgstr ""
#: data/units/Goblin_Knight.cfg:3
msgid "Goblin Knight"
msgstr "Ιππότης Καλικάντζαρος "
#: data/units/Goblin_Knight.cfg:20
msgid ""
"The Goblin 'Knights' have little in common with the men who share that "
"title, and the title is something used only in the parlance of their "
"enemies. The similarity is simply that they are the elite of the wolf "
"riders, likely promoted to their position by their success in some "
"temerarious raid, or something of a similarly base nature.\n"
"\n"
"The wolves they are given are bred for speed and strength, making them quite "
"dangerous in combat."
msgstr ""
"Οι ιππότες καλικάντζαροι έχουν ελάχιστα κοινά με τους ανθρώπους με τους "
"οποίους μοιράζονται τόν ίδιο τίτλο καί ο τίτλος είναι κάτι πού "
"χρησιμοποιείται μόνο στήν αργκώ των εχθρών τους. Η ομοιότητα είναι μόνο ότι "
"αποτελούν τλην ελίτ των λυκαναβατών, πιθανότατα έχοντας προαχθεί στή θέση "
"αυτή λόγω της επιτυχίας τους σέ κάποια επιδρομή, η κάποιο συμβάν παρόμοιας "
"φύσης.\n"
"\n"
"Οι λύκοι πού τους δίνονται ανατρέφονται γιά ταχύτητα καί δύναμη, κάτι πού "
"τους κάνει πολύ επικίνδυνους στή μάχη. "
#: data/units/Goblin_Pillager.cfg:3
msgid "Goblin Pillager"
msgstr "Καλικάντζαρος λεηλατητής"
#: data/units/Goblin_Pillager.cfg:21
msgid ""
"Some Goblins train their wolves to overcome their fear of fire. In raids, "
"these goblins take a supporting role; they will torch the homes and crops of "
"their foes, and also carry nets to wreak havoc against those attempting to "
"rally a defense or reprisal.\n"
"\n"
"Special Notes: being caught in a net slows enemies down and reduces by one "
"the strikes they can deliver in combat."
msgstr ""
" Ορισμένοι καλικάντζαροι εκπαιδεύουν τούς λύκους τους να ξεπεράσουν τόν φόβο "
"τους γιά τη φωτιά. Στίς επιδρομές, αυτοί οι καλικάντζαροι έχουν ρόλο "
"υποστήριξης. Καίνε τά σπίτια καί σπαρτά των εχθρών τους καί επίσης κουβαλούν "
"δίχτυα γιά να σπέρνουν την καταστροφή σε αυτούς πού προσπαθούν να οργανώσουν "
"άμυνα η αντίποινα.\n"
"\n"
"Ειδικές σημειώσεις: Εχθροί πού πιάνονται στό δίχτυ επιβραδύνονται στίς "
"κινήσεις τους καί ο αριθμός χτυπημάτων πού μπορούν να καταφέρουν κατά των "
"αντιπάλων τους στή μάχη μειώνεται κατά ένα. "
#: data/units/Goblin_Pillager.cfg:24
msgid "torch"
msgstr "δαυλός"
#: data/units/Goblin_Pillager.cfg:40 data/units/Merman_Entangler.cfg:30
#: data/units/Merman_Netcaster.cfg:29
msgid "net"
msgstr "δίχτυ"
#: data/units/Goblin_Spearman.cfg:4
msgid "Goblin Spearman"
msgstr "Λογχοφόρος Καλικάντζαρος"
#: data/units/Goblin_Spearman.cfg:19
msgid ""
"In any litter of orcs, several are born much smaller and weaker than the "
"rest. These runts are called 'Goblins' and are looked down on by the rest of "
"their kin. In battle, these are given the most meager of equipment, and are "
"used as a shield to give the Warlords time to prepare the real assault.\n"
"\n"
"Some speculate that the existence of these creatures is the beginning of a "
"failure of the orcish bloodline, though no one knows enough of their history "
"to state anything conclusive."
msgstr ""
"Σέ κάθε κοινωνία όρκ, αρκετοί γεννιούνται πολύ πιό μικρόσωμοι καί αδύναμοι "
"από τούς υπόλοιπους. Αυτοί ονομάζονται Καλικάντζαροι καί έχουν την γενική "
"περιφρόνηση των υπολοίπων από τούς όρκ. Στήν μάχη, τούς δίνουν τόν φτωχότερο "
"εξοπλισμό καί χρησιμοποιούνται σάν ασπίδα γιά να δώσουν στούς πολέμαρχους "
"των όρκ χρόνο να προετοιμάσουν την πραγματική επίθεση.\n"
"\n"
"Ορισμένοι υποθέτουν ότι η ύπαρξη τέτοιων πλασμάτων δείχνει την αρχή του "
"εκφυλισμού τών όρκ, αν καί κανείς δέν ξέρει αρκετά από την ιστορία τους γιά "
"να βγάλει ασφαλή συμπεράσματα. "
#: data/units/Grand_Knight.cfg:3
msgid "Grand Knight"
msgstr "Μέγας Ιππότης"
#: data/units/Grand_Knight.cfg:20
msgid ""
"Grand Knights have reached the acme of skill with sword and lance. Wearing "
"full plate, and riding steeds bred more for power than for speed, these "
"warriors form the core of any serious cavalry force. A grand knight at the "
"head of a charge is a terrifying sight for infantry, and is often enough to "
"break right through a defensive line."
msgstr ""
"Οι Μεγάλοι ιππότες έχουν φτάσει στό ζενίθ της ικανότητάς τους με σπαθί καί "
"κοντάρι. Μέ πλήρη πανοπλία καί άλογα πού έχουν εκτραφεί περισσότερο γιά "
"δύναμη παρά γιά ταχύτητα, αυτοί οι πολεμιστές είναι ο κορμός οποιασδήποτε "
"σοβαρής δύναμης ιππικού. Ενας μεγάλος ιππότης επικεφαλής μιάς έφφιπης "
"επίθεσης μέ κοντάρια είναι μιά τρομακτική θέα γιά το πεζικό καί συχνά αρκετό "
"γιά νά σπάσει την γραμμή άμυνας."
#: data/units/Grand_Knight.cfg:22
msgid ""
"\n"
"\n"
"Special Notes: the Grand Knight's charging lance attack doubles both damage "
"dealt and received. This does not affect his defensive retaliation."
msgstr ""
"\n"
"\n"
"Ειδικές Σημειώσεις: Η έφφιπη επίθεση μέ κοντάρι του μεγάλου ιππότη "
"διπλασιάζει τόσο την ζημιά πού κάνει, όσο καί αυτή πού δέχεται. Αυτό δέν "
"επηρρεάζει την αμυντική του ανταπόδωση των χτυπημάτων."
#: data/units/Grand_Knight.cfg:42 data/units/Knight.cfg:40
#: data/units/Lancer.cfg:25 data/units/Paladin.cfg:47
msgid "lance"
msgstr "λόγχη"
#: data/units/Grand_Marshal.cfg:3
msgid "Grand Marshal"
msgstr "Αρχιστράτηγος "
#: data/units/Grand_Marshal.cfg:24
msgid ""
"The rank of Grand Marshal is one of the most esteemed in the armies of "
"humanity, and those who bear its title have surpassed many trials by fire, "
"proving their tactical facility and their considerable mettle at personal "
"combat.\n"
"\n"
"Special Notes: the leadership of a Grand Marshal enables friendly units next "
"to it to deal more damage in combat, though this only applies to units of "
"lower level."
msgstr ""
" Ο βαθμός του Αρχιστράτηγου είναι από τους πιό σεβαστούς στούς στρατούς της "
"ανθρωπότητας καί όσοι φέρουν αυτόν τόν τίτλο έχουν επιζήσει από πολλά "
"βαπτίσματα πυρός, αποδεικνύοντας έτσι την ευκολία τους στίς τακτικές καί την "
"ιδιαίτερη ικανότητά τους στή μάχη σώμα μέ σώμα.\n"
"\n"
" Ειδικές Σημειώσεις: Η ηγετική ικανότητα του Αρχιστράτηγου επιτρέπει σέ "
"φιλικές μονάδες δίπλα του να κάνουν μεγαλύτερη ζημιά στή μάχη, αν καίκ αυτό "
"ισχύει μόνο γιά μονάδες χαμηλώτερου επιπέδου."
#: data/units/Great_Mage.cfg:3
msgid "Great Mage"
msgstr "Μεγάλος Μάγος"
#: data/units/Great_Mage.cfg:25 data/units/Great_Mage.cfg:123
msgid ""
"Any person who is even considered for the title of Great Mage is quite "
"nearly a legend in their own time, and town criers have forcibly learnt "
"discretion in applying the title. Merit for the title is carefully "
"considered by a council of the leading magi of the age, and the conferment "
"of the title is given only by a majority vote. Regardless, anyone who is "
"seriously nominated for the honor of being called a Great Mage is, without "
"question, a master of their art, and has surpassed almost any of their peers "
"in skill.\n"
"\n"
"Though they are not warriors, by any means, the application of their art to "
"combat is something that often causes other soldiers to stand aside in awe.\n"
"\n"
"Special Notes: the great mage's fireballs are magical, and always have a "
"high chance of hitting an opponent.&