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# ----wesnoth.cpp1.po (Battle for Wesnoth VERSION) ----Icelandic translations for Battle for Wesnoth package.
# Copyright (C) 2009 Wesnoth development team
# This file is distributed under the same license as the Battle for Wesnoth package.
# Automatically generated, 2009.
#
#
msgid ""
msgstr ""
"Project-Id-Version: Battle for Wesnoth 1.7.0-dev\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
"POT-Creation-Date: 2018-03-27 04:26+0300\n"
"PO-Revision-Date: 2009-06-15 15:08-0000\n"
"Last-Translator: Gabríel A. Pétursson <gabrielp@simnet.is>\n"
"Language-Team: \n"
"Language: \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 % 100 != 1 && n % 100 != 21 && n % 100 !"
"= 31 && n % 100 != 41 && n % 100 != 51 && n % 100 != 61 && n % 100 != 71 && "
"n % 100 != 81 && n % 100 != 91);\n"
#. [time]: id=underground
#: data/campaigns/Heir_To_The_Throne/utils/httt_utils.cfg:495
#: data/core/macros/schedules.cfg:109
msgid "Underground"
msgstr "Neðanjarðar"
#. [berserk]: id=berserk
#: data/campaigns/Under_the_Burning_Suns/scenarios/03_Stirring_in_the_Night.cfg:659
#: data/campaigns/Under_the_Burning_Suns/scenarios_old/03_Stirring_in_the_Night.cfg:657
#: data/core/macros/abilities.cfg:274
msgid "berserk"
msgstr "berserk"
#. [berserk]: id=berserk
#: data/campaigns/Under_the_Burning_Suns/scenarios/03_Stirring_in_the_Night.cfg:661
#: data/campaigns/Under_the_Burning_Suns/scenarios_old/03_Stirring_in_the_Night.cfg:659
#: data/core/macros/abilities.cfg:275
#, fuzzy
#| msgid ""
#| "Berserk:\n"
#| "Whether used offensively or defensively, this attack presses the "
#| "engagement until one of the combatants is slain, or 30 rounds of attacks "
#| "have occurred."
msgid ""
"Whether used offensively or defensively, this attack presses the engagement "
"until one of the combatants is slain, or 30 rounds of attacks have occurred."
msgstr ""
"Berserk:\n"
"Þessi árásartegund þrýstir einvígið þar til annar hvor liggur dauður niðri, "
"eða þar til 30 umferðir hafa átt sér stað."
#. [chance_to_hit]: id=magical
#: data/campaigns/Under_the_Burning_Suns/scenarios/03_Stirring_in_the_Night.cfg:670
#: data/campaigns/Under_the_Burning_Suns/scenarios_old/03_Stirring_in_the_Night.cfg:668
#: data/core/macros/abilities.cfg:359
msgid "magical"
msgstr "galdrar"
#. [chance_to_hit]: id=magical
#: data/campaigns/Under_the_Burning_Suns/scenarios/03_Stirring_in_the_Night.cfg:672
#: data/campaigns/Under_the_Burning_Suns/scenarios_old/03_Stirring_in_the_Night.cfg:670
#: data/core/macros/abilities.cfg:360
#, fuzzy
#| msgid ""
#| "Magical:\n"
#| "This attack always has a 70% chance to hit regardless of the defensive "
#| "ability of the unit being attacked."
msgid ""
"This attack always has a 70% chance to hit regardless of the defensive "
"ability of the unit being attacked."
msgstr ""
"Galdrar:\n"
"Þessi árás hefur alltaf 70% líkur á að hitta, hvað sem varnaraðstaðstöðu "
"skotmarks líður."
#. [firststrike]: id=firststrike
#: data/campaigns/Under_the_Burning_Suns/scenarios_old/03_Stirring_in_the_Night.cfg:679
#: data/core/macros/abilities.cfg:404
#, fuzzy
#| msgid "firststrike"
msgid "first strike"
msgstr "fyrsta högg"
#. [firststrike]: id=firststrike
#: data/campaigns/Under_the_Burning_Suns/scenarios_old/03_Stirring_in_the_Night.cfg:681
#: data/core/macros/abilities.cfg:405
#, fuzzy
#| msgid ""
#| "First Strike:\n"
#| "This unit always strikes first with this attack, even if they are "
#| "defending."
msgid ""
"This unit always strikes first with this attack, even if they are defending."
msgstr ""
"Fyrsta högg:\n"
"Þessi eining fær alltaf að eiga fyrsta höggið, líka ef hún er í vörn"
#. [heals]: id=healing
#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:16
#: data/core/macros/abilities.cfg:10
msgid "heals +4"
msgstr "læknar +4"
#. [heals]: id=healing
#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:17
#: data/core/macros/abilities.cfg:11
msgid "female^heals +4"
msgstr "læknar +4"
#. [heals]: id=healing
#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:18
#, fuzzy
#| msgid ""
#| "Heals +4:\n"
#| "Allows the unit to heal adjacent allied units at the beginning of our "
#| "turn.\n"
#| "\n"
#| "A unit cared for by this healer may heal up to 4 HP per turn, or stop "
#| "poison from taking effect for that turn.\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."
msgid ""
"Allows the unit to heal adjacent allied units at the beginning of our turn.\n"
"\n"
"A unit cared for by this healer may heal up to 4 HP per turn, or stop poison "
"from taking effect for that turn.\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 ""
"Læknar +4:\n"
"Leyfir einingu að lækna nærliggjandi einingar í byrjun þinnar umferðar.\n"
"\n"
"Eining læknuð af þessum læknara má fá 4 lífspunkta hverja umferð, eða stoppa "
"eitur í að virka þá umferð.\n"
"Eitruð eining getur ekki læknað eitur af læknara og verður að sækja umönnun "
"í þorp eða heilara."
#. [heals]: id=healing
#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:39
#: data/core/macros/abilities.cfg:28
msgid "heals +8"
msgstr "læknar +8"
#. [heals]: id=healing
#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:40
#: data/core/macros/abilities.cfg:29
msgid "female^heals +8"
msgstr "læknar +8"
#. [heals]: id=healing
#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:41
#, fuzzy
#| msgid ""
#| "Heals +8:\n"
#| "This unit combines herbal remedies with magic to heal units more quickly "
#| "than is normally possible on the battlefield.\n"
#| "\n"
#| "A unit cared for by this healer may heal up to 8 HP per turn, or stop "
#| "poison from taking effect for that turn.\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."
msgid ""
"This unit combines herbal remedies with magic to heal units more quickly "
"than is normally possible on the battlefield.\n"
"\n"
"A unit cared for by this healer may heal up to 8 HP per turn, or stop poison "
"from taking effect for that turn.\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 ""
"Læknar +4:\n"
"Þessi eining notar náttúrulegar lækningar með göldrum og læknar aðrar "
"einingar hraðar enn venjulega á vígvellinum.\n"
"\n"
"Eining læknuð af þessum læknara má fá 8 lífspunkta hverja umferð, eða stoppa "
"eitur í að virka þá umferð.\n"
"Eitruð eining getur ekki læknað eitur af læknara og verður að sækja umönnun "
"í þorp eða heilara."
#. [section]: id=editor
#: data/core/editor/help.cfg:5
msgid "Map and Scenario Editor"
msgstr ""
#. [topic]: id=editor_brush
#: data/core/editor/help.cfg:13
msgid "Editor Brush"
msgstr ""
#. [topic]: id=editor_brush
#. [topic]: id=editor_clipboard
#. [topic]: id=editor_tool_label
#. [topic]: id=editor_tool_item
#. [topic]: id=editor_tool_village
#. [topic]: id=editor_tool_unit
#. [topic]: id=editor_time_schedule
#. [topic]: id=editor_starting_positions_in_general
#: data/core/editor/help.cfg:14 data/core/editor/help.cfg:22
#: data/core/editor/help.cfg:78 data/core/editor/help.cfg:86
#: data/core/editor/help.cfg:104 data/core/editor/help.cfg:112
#: data/core/editor/help.cfg:251 data/core/editor/help.cfg:289
msgid "TODO"
msgstr ""
#. [topic]: id=editor_clipboard
#: data/core/editor/help.cfg:21
msgid "Terrain Clipboard"
msgstr ""
#. [topic]: id=editor_tool_paint
#: data/core/editor/help.cfg:29
msgid "Paint Tool"
msgstr ""
#. [topic]: id=editor_tool_paint
#: data/core/editor/help.cfg:30
msgid ""
"Paint terrain tiles on the map.\n"
"\n"
"The paint tool utilizes the brushes and the terrain palette."
msgstr ""
#. [topic]: id=editor_tool_fill
#: data/core/editor/help.cfg:39
msgid "Fill Tool"
msgstr ""
#. [topic]: id=editor_tool_fill
#: data/core/editor/help.cfg:40
msgid ""
"Fill continuous regions of terrain with a different one!\n"
"\n"
"The fill tool utilizes the terrain palette."
msgstr ""
#. [topic]: id=editor_tool_select
#: data/core/editor/help.cfg:49
msgid "Select Tool"
msgstr ""
#. [topic]: id=editor_tool_select
#: data/core/editor/help.cfg:50
msgid ""
"Selects a set of hex fields. The best tool ever!\n"
"\n"
"This tool utilizes the brushes."
msgstr ""
#. [topic]: id=editor_tool_paste
#: data/core/editor/help.cfg:59
msgid "Paste Tool"
msgstr ""
#. [topic]: id=editor_tool_paste
#: data/core/editor/help.cfg:60
msgid "Paste the terrain in the clipboard"
msgstr ""
#. [topic]: id=editor_tool_starting
#: data/core/editor/help.cfg:67
msgid "Starting Tool"
msgstr ""
#. [topic]: id=editor_tool_starting
#: data/core/editor/help.cfg:68
msgid ""
"Defines the side leader starting position\n"
"\n"
"This tool sets the side leaders' default starting locations, and named "
"special locations."
msgstr ""
#. [topic]: id=editor_tool_label
#: data/core/editor/help.cfg:77
msgid "Label Tool"
msgstr ""
#. [topic]: id=editor_tool_item
#: data/core/editor/help.cfg:85
msgid "Item Tool"
msgstr ""
#. [topic]: id=editor_tool_soundsource
#: data/core/editor/help.cfg:93
msgid "Soundsource Tool"
msgstr ""
#. [topic]: id=editor_tool_soundsource
#: data/core/editor/help.cfg:94
msgid ""
"Places Soundsources on your maps!\n"
"\n"
"This tool has not been implemented yet."
msgstr ""
#. [topic]: id=editor_tool_village
#: data/core/editor/help.cfg:103
msgid "Village Ownership Tool"
msgstr ""
#. [topic]: id=editor_tool_unit
#: data/core/editor/help.cfg:111
msgid "Unit Tool"
msgstr ""
#. [topic]: id=editor_named_area
#: data/core/editor/help.cfg:119
msgid "Named Areas"
msgstr ""
#. [topic]: id=editor_named_area
#: data/core/editor/help.cfg:120
msgid ""
"Named Areas are sets of gamefields which can be addressed during scenario "
"scripting by a given name.\n"
"\n"
"It can be used to abstract between the implementation of an effect and the "
"map specific setting.\n"
"This is a very powerful mechanism since it allows generic scenario codings "
"working with different maps providing the needed named locations."
msgstr ""
#. [topic]: id=editor_playlist
#: data/core/editor/help.cfg:130
msgid "Playlist Manager"
msgstr ""
#. [topic]: id=editor_playlist
#: data/core/editor/help.cfg:131
msgid ""
"Saves a list of music tracks defining a random playlist to the scenario.\n"
"\n"
"Have a look at the addon server for easy to use additional music tracks."
msgstr ""
#. [topic]: id=..editor
#: data/core/editor/help.cfg:140
msgid "Map/Scenario Editor"
msgstr ""
#. [topic]: id=..editor
#: data/core/editor/help.cfg:142
msgid ""
"Wesnoth's Map and Scenario Editor allows users to create and edit the maps "
"on which every Wesnoth scenario takes place. It also provides a limited set "
"of features for setting up a basic scenario.\n"
"\n"
"The editor can be launched from the <i>Map Editor</i>"
msgstr ""
#. [topic]: id=..editor
#: data/core/editor/help.cfg:144
#, fuzzy
msgid ""
" option at the title screen.\n"
"\n"
"<big>What you get</big>"
msgstr ""
"\n"
"\n"
"<header>text=Meiðsl</header>"
#. [topic]: id=..editor
#: data/core/editor/help.cfg:146
msgid ""
"\n"
"\n"
"• <ref>dst='editor_terrain' text='Terrain Editor'</ref>\n"
"An easy to use map editor, similar to simple paint applications.\n"
"\n"
"• Scenario Editor\n"
"\n"
"• <ref>dst='editor_playlist' text='Playlist Manager'</ref>"
msgstr ""
#. [topic]: id=..editor
#: data/core/editor/help.cfg:153
msgid ""
"\n"
"Predefine the scenario's music track playlist.\n"
"\n"
"• Time Schedule Editor\n"
"\n"
msgstr ""
#. [topic]: id=..editor
#: data/core/editor/help.cfg:158
msgid ""
"\n"
"\n"
"• What-you-see-is-what-you-get\n"
"The editor is not a WYSIWYG application.\n"
"\n"
"Because which exact graphic tile represents a terrain in the map depends on "
"all terrain rules loaded (which is different between the editor and each "
"other use case) the map won't look exactly the same.\n"
"\n"
"• Event handlers and scripting\n"
"The editor is not a tool to help you scripting the scenario's event "
"handlers.\n"
"\n"
"• Infinite Backwards Compatibility\n"
"The editor can't load maps from versions prior to 1.10.\n"
"TODO is that true?\n"
"\n"
msgstr ""
#. [topic]: id=..editor
#: data/core/editor/help.cfg:172
msgid ""
"\n"
"• <ref>dst='editor_modes' text='Editing Modes'</ref>\n"
"• <ref>dst='editor_toolkit' text='Editor Toolkit'</ref>\n"
"• <ref>dst='editor_palette' text='Editor Palette'</ref>\n"
"• <ref>dst='editor_brush' text='Editor Brushes'</ref> TODO: not sure if it "
"needs a topic on its own\n"
"• <ref>dst='editor_clipboard' text='Editor Clipboard'</ref>"
msgstr ""
#. [topic]: id=editor_modes
#: data/core/editor/help.cfg:184
msgid "Editing Modes"
msgstr ""
#. [topic]: id=editor_modes
#: data/core/editor/help.cfg:185
#, fuzzy
msgid ""
"\n"
"\n"
"<big>Pure Map Mode</big>"
msgstr ""
"\n"
"\n"
"<header>text=Meiðsl</header>"
#. [topic]: id=editor_modes
#: data/core/editor/help.cfg:185
msgid "The editor features two separate modes of operation:"
msgstr ""
#. [topic]: id=editor_modes
#: data/core/editor/help.cfg:187
msgid ""
"\n"
"\n"
"Allows only the composing of the terrain map itself and the definition of "
"leader starting positions."
msgstr ""
#. [topic]: id=editor_modes
#: data/core/editor/help.cfg:189
msgid ""
"\n"
"How the information is saved depends on the loaded file:\n"
"\n"
"<b>Native</b>"
msgstr ""
#. [topic]: id=editor_modes
#: data/core/editor/help.cfg:192
msgid ""
"\n"
"A new map or file containing only the arguments to the map_data attribute.\n"
"\n"
"The produced map can be played in the “User Maps” game type at the create "
"multiplayer game dialog if saved to the default directory.\n"
"\n"
"<b>Embedded</b>"
msgstr ""
#. [topic]: id=editor_modes
#: data/core/editor/help.cfg:197
msgid ""
"\n"
"Scenario files containing a valid map_data attribute (not a file include) "
"will be opened in this submode. The editor replaces only the content of "
"map_data and leaves everything else in the scenario untouched. Maps opened "
"this way are marked [e] in the Maps menu."
msgstr ""
#. [topic]: id=editor_modes
#: data/core/editor/help.cfg:198
#, fuzzy
msgid ""
"\n"
"\n"
"<big>Scenario Mode</big>"
msgstr ""
"\n"
"\n"
"<header>text=Meiðsl</header>"
#. [topic]: id=editor_modes
#: data/core/editor/help.cfg:200
msgid ""
"\n"
"\n"
"The Scenario mode allows several extra tools to be used, such as the Unit "
"tool. At least one side must be defined in order to use these tools, "
"however.\n"
"\n"
"In this mode, terrain data is stored in the map_data attribute and saved "
"into a file with any applicable WML."
msgstr ""
#. [topic]: id=editor_toolkit
#: data/core/editor/help.cfg:211
msgid "Editor Tools"
msgstr ""
#. [topic]: id=editor_toolkit
#: data/core/editor/help.cfg:212
msgid ""
"The editor provides several tools for editing your maps and scenarios. At "
"all times, one of the editor tools is active. The active tool's context "
"determines the content of the editor palette and context menu.\n"
"\n"
"These following tools are provided:\n"
"\n"
"• <ref>dst='editor_tool_paint' text='Paint Tool'</ref>\n"
"• <ref>dst='editor_tool_fill' text='Fill Tool'</ref>\n"
"• <ref>dst='editor_tool_select' text='Select Tool'</ref>\n"
"• <ref>dst='editor_tool_paste' text='Paste Tool'</ref>\n"
"• <ref>dst='editor_tool_starting' text='Starting Tool'</ref>\n"
"• <ref>dst='editor_tool_label' text='Label Tool'</ref>\n"
"• <ref>dst='editor_tool_item' text='Item Tool'</ref>\n"
"• <ref>dst='editor_tool_soundsource' text='Soundsource Tool'</ref>\n"
"• <ref>dst='editor_tool_village' text='Village Tool'</ref>\n"
"• <ref>dst='editor_tool_unit' text='Unit Tool'</ref>\n"
"\n"
msgstr ""
#. [topic]: id=editor_terrain
#: data/core/editor/help.cfg:234
#, fuzzy
#| msgid "Terrain Modifiers"
msgid "Terrain Editor"
msgstr "Landslags Áhrifavaldar"
#. [topic]: id=editor_terrain
#: data/core/editor/help.cfg:235
msgid ""
"The terrain editor's functionality is covered by the "
"<ref>dst='editor_tool_paint' text='Paint'</ref> and "
"<ref>dst='editor_tool_fill' text='Fill Tool'</ref>."
msgstr ""
#. [topic]: id=editor_masks
#: data/core/editor/help.cfg:242
msgid "Editor Mask Usage"
msgstr ""
#. [topic]: id=editor_masks
#: data/core/editor/help.cfg:243
msgid ""
"Masks can be applied to a base map for reusal in several scenarios playing "
"at the same locations."
msgstr ""
#. [topic]: id=editor_time_schedule
#: data/core/editor/help.cfg:250
msgid "Time Schedule Editor"
msgstr ""
#. [topic]: id=editor_palette
#: data/core/editor/help.cfg:258
msgid "Editor Palette"
msgstr ""
#. [topic]: id=editor_palette
#: data/core/editor/help.cfg:259
msgid ""
"The editor palette contains the applicable items you may use with the "
"currently selected tool. For example, the Paint tool will display a full "
"list of all available terrains, and the unit tool will provide a list of "
"available units."
msgstr ""
#. [topic]: id=map_format
#: data/core/editor/help.cfg:266
msgid "Wesnoth Map Format"
msgstr ""
#. [topic]: id=map_format
#: data/core/editor/help.cfg:267
msgid ""
"Wesnoth stores its maps in human readable plain text files.\n"
"\n"
"A map file consists of rows with comma separated terrain code strings. The "
"files can be edited with a general purpose text editor like notepad.\n"
"\n"
"The only additional information provided by the map syntax are the starting "
"positions of the scenario's sides.\n"
"\n"
"Additional information, such as teams, custom events, and complex side "
"setups still need to be manually coded in WML."
msgstr ""
#. [topic]: id=scenario_format
#: data/core/editor/help.cfg:280
msgid "Scenario Format"
msgstr ""
#. [topic]: id=editor_starting_positions_in_general
#: data/core/editor/help.cfg:288
msgid "Starting Positions Howto"
msgstr ""
#. [section]: id=encyclopedia
#. [topic]: id=..encyclopedia
#: data/core/encyclopedia/_main.cfg:5 data/core/encyclopedia/_main.cfg:12
msgid "Encyclopedia"
msgstr ""
#. [topic]: id=..encyclopedia
#: data/core/encyclopedia/_main.cfg:14
msgid "<ref>dst='..geography' text='Geography'</ref>"
msgstr ""
#. [section]: id=geography
#. [topic]: id=..geography
#: data/core/encyclopedia/geography.cfg:12
#: data/core/encyclopedia/geography.cfg:19
msgid "Geography"
msgstr ""
#. [topic]: id=arkan_thoria
#: data/core/encyclopedia/geography.cfg:26
msgid "Arkan-thoria"
msgstr ""
#. [topic]: id=arkan_thoria
#: data/core/encyclopedia/geography.cfg:27
msgid ""
"A river rising in the <ref>dst='heart_mountains' text='Heart Mountains'</"
"ref> and running east to the Listra."
msgstr ""
#. [topic]: id=great_ocean
#: data/core/encyclopedia/geography.cfg:32
msgid "Great Ocean"
msgstr ""
#. [topic]: id=great_ocean
#: data/core/encyclopedia/geography.cfg:33
msgid ""
"Lies to the west of the <ref>dst='great_continent' text='continent'</ref> "
"and all rivers eventually flow to it. Far to the west in the Great Ocean is "
"a huge archipelago called <ref>dst='morogor' text='Morogor'</ref>."
msgstr ""
#. [topic]: id=morogor
#: data/core/encyclopedia/geography.cfg:38
msgid "Morogor"
msgstr ""
#. [topic]: id=morogor
#: data/core/encyclopedia/geography.cfg:39
msgid ""
"Archipelago, located somewhere in the <ref>dst='great_ocean' text='Great "
"Ocean'</ref> east of the <ref>dst='green_isle' text='Green Isle'</ref> and "
"west of the <ref>dst=great_continent text='Great Continent'</ref>.\n"
"It is mostly inhabited by <ref>dst='..race_drake' text='drakes'</ref>.\n"
"The central island of the archipelago is also called ‘Morogor’."
msgstr ""
#. [topic]: id=green_isle
#: data/core/encyclopedia/geography.cfg:46
#, fuzzy
msgid "Green Isle"
msgstr "Grænn"
#. [topic]: id=green_isle
#: data/core/encyclopedia/geography.cfg:47
msgid ""
"A bigger island lying in the <ref>dst='great_ocean' text='Great Ocean'</ref>."
msgstr ""
#. [topic]: id=old_continent
#: data/core/encyclopedia/geography.cfg:52
msgid "Old Continent"
msgstr ""
#. [topic]: id=old_continent
#: data/core/encyclopedia/geography.cfg:53
msgid ""
"Lies to the west of <ref>dst='morogor' text='Morogor'</ref> across the "
"<ref>dst='great_ocean' text='Great Ocean'</ref>."
msgstr ""
#. [topic]: id=great_continent
#: data/core/encyclopedia/geography.cfg:58
msgid "Great Continent"
msgstr ""
#. [topic]: id=great_continent
#: data/core/encyclopedia/geography.cfg:59
msgid ""
"The continent on which the <ref>dst='kingdom_wesnoth' text='Kingdom of "
"Wesnoth'</ref> lies. Its west coast is surrounded by the "
"<ref>dst='great_ocean' text='Great Ocean'</ref>."
msgstr ""
#. [topic]: id=irdya
#: data/core/encyclopedia/geography.cfg:64
msgid "Irdya"
msgstr ""
#. [topic]: id=irdya
#: data/core/encyclopedia/geography.cfg:65
msgid ""
"The name of the world in which the kingdom of <ref>dst='kingdom_wesnoth' "
"text='Wesnoth'</ref> is situated is ‘Irdya’. This term is, however, only "
"rarely used in the era depicted by the main map. People normally just say "
"“the world” or, poetically, “the wide green world”."
msgstr ""
#. [topic]: id=kingdom_wesnoth
#: data/core/encyclopedia/geography.cfg:70
msgid "Kingdom of Wesnoth"
msgstr ""
#. [topic]: id=kingdom_wesnoth
#: data/core/encyclopedia/geography.cfg:71
msgid ""
"The Kingdom of Wesnoth is located in the north-central portion of the "
"<ref>dst='great_continent' text='Great Continent'</ref>. Most of the "
"mainline campaigns revolve around it. It is bounded on the map by the Great "
"River to the north, the shore of the Great Ocean to the west, the Aethenwood "
"to the <ref>dst='southwest_elven_lands' text='southwest'</ref>, and the "
"Bitter Swamp to the southeast (lower right corner of the main map).\n"
"\n"
"Over the River Aethen, south of Fort Tahn, is a Wesnothian frontier region. "
"It is bounded to the south (off-map) by dense woods of which the Aethenwood "
"may be considered a northernmost extension.\n"
"\n"
"<header>text='Notable cities:'</header>\n"
" • Weldyn: The capital of Wesnoth.\n"
" • Aldril: City lying on the Bay of Pearls.\n"
" • Blackwater Port: City lying south of the Bay of Pearls.\n"
" • Carcyn: Located between the Grey Woods and the Great River.\n"
" • Dan’Tonk: Wesnoth’s largest city, located in the center of the "
"country, just west and north of Weldyn.\n"
" • Soradoc: The northernmost border outpost of Wesnoth, controls the "
"confluence of the Weldyn River and the Great River.\n"
" • Fort Tahn: The southernmost border outpost, controls the north/south "
"road crossing the River Aethen.\n"
" • Tath: Important fort city north of Dan’Tonk, exerts control over the "
"wilderness country around the east of the Brown Hills and north to the Ford "
"of Abez.\n"
"\n"
"<header>text='Notable land features:'</header>\n"
" • Gryphon Mountain: Home of the fabled Gryphons.\n"
" • Ford of Abez: Shallow part of the Great River, it is usually "
"controlled by Wesnothian forces.\n"
" • Weldyn River: It branches from the Great River and goes south.\n"
" • Great Central Plain: Area bounded by Weldyn, Dan’Tonk, and Fort Tahn, "
"this plain is Wesnoth’s bread basket and home to most of its population.\n"
" • Dulatus Hills: These rolling hills bordering the Great Central Plain "
"provide much of Wesnoth’s livestock and agriculture.\n"
" • Brown Hills: Wasteland surrounding Gryphon Mountain that is not well-"
"populated and occasionally very dangerous.\n"
" • Horse Plains: Region of rolling plains just south of the Great River, "
"bounded by Glyn’s Forest to the west and the River Weldyn to the east; the "
"southern reach merges into the Central Plain. Home of the powerful Clans; "
"the best horses in Wesnoth are bred here.\n"
" • Estmark Hills: Largish range rising south of the Great River and east "
"of the Weldyn River. The northernmost portion, nearest the River Weldyn, has "
"at various times been settled by Wesnothians, but the Kingdom’s control is "
"tenuous at best and banditry is common.\n"
" • Glyn’s Forest: Sometimes known as the Royal Forest, named for one of "
"Haldric II’s sons.\n"
" • Gray Woods: Large forest in the heart of the wilds of Wesnoth, located "
"between Carcyn and Aldril and generally considered to be haunted."
msgstr ""
#. [topic]: id=elensefar
#: data/core/encyclopedia/geography.cfg:100
msgid "Elensefar"
msgstr ""
#. [topic]: id=elensefar
#: data/core/encyclopedia/geography.cfg:101
msgid ""
"Elensefar is at times a province of <ref>dst='kingdom_wesnoth' "
"text='Wesnoth'</ref>, at times an independent country, and at times in a "
"treaty federation with Wesnoth. Its borders are the Great River to the "
"north, a loosely defined line with Wesnoth to the east, the Bay of Pearls to "
"the south, and the <ref>dst='great_ocean' text='ocean'</ref> to the west. "
"More information is found in the historical narrative of Wesnoth.\n"
"\n"
"<header>text='Notable cities:'</header>\n"
" • Elensefar: The capital, located on an island in the "
"<ref>dst='great_river' text='Great River'</ref> delta.\n"
" • Carcyn: City on the Wesnoth–Elensefar border, disputed with Wesnoth.\n"
"\n"
"<header>text='Notable land features:'</header>\n"
" • <ref>dst='great_river' text='Great River'</ref>: It is very wide at "
"this point, and only ships can cross it."
msgstr ""
#. [topic]: id=northlands
#: data/core/encyclopedia/geography.cfg:113
msgid "Northlands"
msgstr ""
#. [topic]: id=northlands
#: data/core/encyclopedia/geography.cfg:114
msgid ""
"There is no government of the Northlands. Various groups of orcs, dwarves, "
"barbarian men and even elves populate the region. The northern and eastern "
"borders are not defined, the southern border is the <ref>dst='great_river' "
"text='Great River'</ref>, and the western border is the "
"<ref>dst='great_ocean' text='Great Ocean'</ref>.\n"
"\n"
"<header>text='Notable cities:'</header>\n"
" • Glamdrol: An Orcish tribal capital.\n"
" • Wesmere: The location of the Ka’lian — the Elvish Council.\n"
" • Dwarven Doors: A mixed human/dwarven town in the region of Knalga in "
"the southern Heart Mountains. A major trade center.\n"
" • Dallben and Delwyn: Human villages originally built by settlers who "
"crossed the Great River during Wesnoth’s Golden Age expansion. Now "
"abandoned. The forested area northeast of Elensefar, where these villages "
"were located, was named the Annuvin province by men but was known by the "
"elves as Wesmere.\n"
"\n"
"<header>text='Notable land features:'</header>\n"
" • Heart Mountains: A virtually impassable barrier between the river "
"country and the Northern Plains.\n"
" • Heartfangs: the particularly forbidding stretch of high peaks "
"southwest of Lake Vrug and north of the Forest of Wesmere. The most "
"inhospitable and dangerous portion of the Heart Mountains; only hermits, "
"madmen, and mages live there.\n"
" • Swamp of Dread: a very large bog located between the Heart Mountains "
"and the Great River. A notoriously dangerous place.\n"
" • Lake Vrug: A large mountain lake whose river carves the only pathway "
"through the Northern Mountains.\n"
" • Arkan-thoria: The river that comes out of Lake Vrug. This is the "
"elvish name; among humans it is called Longlier.\n"
" • River Listra: The south-running tributary of the Great River into "
"which the Arkan-thoria empties.\n"
" • Lintanir Forest: The southernmost portion of the Great Northern "
"Forest, a gigantic wood whose eastern and northern boundaries are known only "
"the elves. Their capitol, Elensiria, has only seldom been visited by "
"humans.\n"
" • Great River: The origin of this river is somewhere in the east of the "
"northern lands."
msgstr ""
#. [topic]: id=southwest_elven_lands
#: data/core/encyclopedia/geography.cfg:135
msgid "Southwest Elven Lands"
msgstr ""
#. [topic]: id=southwest_elven_lands
#: data/core/encyclopedia/geography.cfg:136
msgid ""
"The Wood Elves are separate from those of the north, and have only "
"intermittent relations with them and most other countries. Its borders are "
"the <ref>dst='great_ocean' text='Ocean'</ref> to the west, the Black River "
"to the south and southeast, the lands of Wesnoth to the north and the "
"Kerlath province to the east.\n"
"\n"
"<header>text='Notable cities:'</header>\n"
" • None known.\n"
"\n"
"<header>text='Notable land features:'</header>\n"
" • Aethenwood: The largest southern forest, it extends far to the south "
"and is home to <ref>dst='..race_elf' text='elves'</ref>. Although the elves "
"make no such distinction, the southern part of the forest has been named "
"Southwood by denizens of Kerlath.\n"
" • Black Forest: An ancient forest of which very little is known, "
"abandoned by the elves long ago."
msgstr ""
#. [topic]: id=heart_mountains
#: data/core/encyclopedia/geography.cfg:148
#, fuzzy
msgid "Heart Mountains"
msgstr "Fjöll"
#. [topic]: id=heart_mountains
#: data/core/encyclopedia/geography.cfg:149
msgid ""
"A virtually impassable barrier between the <ref>dst='arkan_thoria' "
"text='river'</ref> country and the <ref>dst='far_north' text='Northern "
"Plains'</ref>."
msgstr ""
#. [topic]: id=far_north
#: data/core/encyclopedia/geography.cfg:154
msgid "Far North"
msgstr ""
#. [topic]: id=far_north
#: data/core/encyclopedia/geography.cfg:155
msgid ""
"Cold, harsh, and inaccessible, the Far North is the ancestral home of the "
"Orcish Clannate. It lies north of the <ref>dst='heart_mountains' text='Heart "
"Mountains'</ref>, which the Orcs call the Haggid-Dargor and claim (without "
"merit) as their own. To the east lie the Unaligned Tribes of the Wild "
"Steppe, who fell out of the control of the Clannate, instead roaming with "
"wild human barbarians and clashing with the High Elves of the North Plains "
"(known as North Elves in human lands). The High Elves themselves reside "
"further east, where it is rumored they rule a vast kingdom.\n"
"\n"
"<header>text='Notable cities:'</header>\n"
" • Barag Gor, a city home to the Orcish Council\n"
" • Bitok\n"
" • Borstep\n"
" • Farzi\n"
" • Lmarig\n"
" • Melmog\n"
" • Prestim\n"
" • Tirigaz\n"
" • Dorest, the northernmost human city\n"
"\n"
"<header>text='Notable land features:'</header>\n"
" • Black Marshes\n"
" • Mountains of Dorth\n"
" • Mountains of Haag\n"
" • Greenwood\n"
" • Silent Forest\n"
" • Forest of Thelien\n"
" • River Oumph\n"
" • River Bork\n"
" • Frosty Wastes\n"
" • Barren Plains"
msgstr ""
#. [section]: id=schedule
#: data/core/help.cfg:10
#, fuzzy
#| msgid "Time of Day"
msgid "Time of Day Schedule"
msgstr "Tími dags"
#. [section]: id=introduction
#. [topic]: id=..introduction
#: data/core/help.cfg:17 data/core/help.cfg:96
msgid "Introduction"
msgstr "Inngangur"
#. [section]: id=gameplay
#. [topic]: id=..gameplay
#: data/core/help.cfg:23 data/core/help.cfg:168
msgid "Gameplay"
msgstr "Leikspilun"
#. [section]: id=traits_section
#. [topic]: id=..traits_section
#: data/core/help.cfg:29 data/core/help.cfg:391
msgid "Traits"
msgstr "Einkenni"
#. [section]: id=units
#. [topic]: id=..units
#: data/core/help.cfg:37 data/core/help.cfg:119
msgid "Units"
msgstr "Einingar"
#. [section]: id=abilities_section
#. [topic]: id=..abilities_section
#: data/core/help.cfg:46 data/core/help.cfg:139
msgid "Abilities"
msgstr "Hæfileikar"
#. [section]: id=weapon_specials
#. [topic]: id=..weapon_specials
#: data/core/help.cfg:54 data/core/help.cfg:148
msgid "Weapon Specials"
msgstr "Sérhæfileikar vopna"
#. [section]: id=eras_section
#. [topic]: id=..eras_section
#: data/core/help.cfg:62 data/core/help.cfg:128
msgid "Eras"
msgstr ""
#. [section]: id=terrains_section
#. [topic]: id=..terrains_section
#: data/core/help.cfg:71 data/core/help.cfg:406
msgid "Terrains"
msgstr "Jarðir"
#. [section]: id=addons
#. [topic]: id=..addons
#: data/core/help.cfg:79 data/core/help.cfg:459
msgid "Add-ons"
msgstr ""
#. [section]: id=commands
#. [topic]: id=..commands
#: data/core/help.cfg:85 data/core/help.cfg:526
msgid "Commands"
msgstr "Skipanir"
#. [topic]: id=..introduction
#: data/core/help.cfg:97
#, fuzzy
msgid ""
"\n"
"\n"
"<i>Battle for Wesnoth</i> is a turn-based fantasy strategy game somewhat "
"unusual among modern strategy games. While other games strive for "
"complexity, <i>Battle for Wesnoth</i> 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.\n"
"\n"
"The following pages outline all you need to know to play Wesnoth. As you "
"play, new information is added to the various categories as you come across "
"new aspects of the game. For more detailed information on special situations "
"and exceptions, follow the included links."
msgstr ""
"\n"
"\n"
"Bardaginn um Wesnoth er lotuskiptur herkænsku leikur sem er frekar óalgengt "
"í nútíma herkænsku leikjum. Meðan aðrir leikir sækjast eftir að vera "
"flóknir, reynir Bardaginn um Wesnoth að vera einfaldur bæði í reglum og "
"leikspilun. Það gerir þó ekki leikin einfaldan, því frá þessum reglum hetur "
"risið sægur af herkænsku, sem gerir leikin auðveldan að læra á enn erfitt að "
"verða meistari."
#. [topic]: id=about_game
#: data/core/help.cfg:107
msgid "About the Game"
msgstr "Um leikinn"
#. [topic]: id=about_game
#: data/core/help.cfg:108
msgid ""
"The game takes place on a hex-based game field, where your units battle "
"against those controlled by the computer, friends who each take turns on the "
"same computer (hotseat play), other players on the same network, or players "
"worldwide in multiplayer mode.\n"
"\n"
"Each of these battles is called a <i>scenario</i>, which can be strung "
"together to make <i>campaigns</i>. Besides the campaigns that ship with the "
"game, Wesnoth supports user-made content, and the add-on server boasts "
"hundreds of custom maps, campaigns, eras, factions, and resources.\n"
"\n"
"The game also features a human-readable markup called Wesnoth Markup "
"Language (WML) to easily allow users to create their own content, as well as "
"a fully-featured Map and Scenario Editor for designing your own "
"battlefields.\n"
"\n"
"The <i>Battle for Wesnoth</i> project was begun in 2003, and has been worked "
"on by a multitude of volunteers ever since."
msgstr ""
#. [topic]: id=..units
#: data/core/help.cfg:120
msgid ""
"This section will list all the units you discover as you explore the world "
"of Wesnoth. When you see a new unit during a campaign or multiplayer "
"scenario it will be added to its race’s subsection; you can then view its "
"page any time you wish. A unit’s page will provide a general description, "
"its statistics, attacks, resistances, and movement and defense values.\n"
"\n"
msgstr ""
#. [topic]: id=..eras_section
#: data/core/help.cfg:129
msgid ""
"A faction is a collection of units and leaders. Factions are assigned to "
"sides in multiplayer games.\n"
"\n"
msgstr ""
#. [topic]: id=..eras_section
#: data/core/help.cfg:131
msgid ""
"An era is a collection of factions, intended to be played against one "
"another. Besides the mainline eras that come with the game, many user-made "
"factions are available from add-ons.\n"
"\n"
msgstr ""
#. [topic]: id=..abilities_section
#: data/core/help.cfg:140
#, fuzzy
#| 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.\n"
#| "\n"
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 section as you encounter them. Each page will provide a "
"description of what the ability does and which (currently discovered) units "
"have it.\n"
"\n"
msgstr ""
"Sumar einingar hafa hæfileika sem ýmist hafa bein áhrif á aðrar einingar, "
"eða áhrif á hvernig einingin hefur áhrif á aðrar einingar. Þessir hæfileikar "
"verða í lista undir þessu umræðuefni þegar þú rekst á þá.\n"
"\n"
#. [topic]: id=..weapon_specials
#: data/core/help.cfg:149
msgid ""
"Some weapons have special features that increase the effectiveness of "
"attacking with them. When you see a new weapon special during a campaign or "
"multiplayer scenario it will be added to this list; you can then view its "
"page any time you wish. Each page will provide a description of what the "
"weapon special does and which (currently discovered) units have it.\n"
"\n"
msgstr ""
#. [topic]: id=.unknown_unit
#: data/core/help.cfg:158
msgid "Unknown Unit"
msgstr "Óþekkt eining"
#. [topic]: id=.unknown_unit
#: data/core/help.cfg:159
msgid ""
"\n"
"\n"
"This unit is unknown for the moment. You must discover it in the game to be "
"allowed to see its description."
msgstr ""
"\n"
"\n"
"Þessi eining er óþekkt sem stendur. Þú verður að uppgvöta hana í leiknum til "
"að geta lesið lýsingu hennar."
#. [topic]: id=..gameplay
#: data/core/help.cfg:169
msgid ""
"Wesnoth is comprised of a series of battles, called <i>scenarios</i>, that "
"pit your troops against the troops of one or more adversaries. Multiple "
"scenarios that follow on from each other, telling a story, make up "
"<i>campaigns</i>. In a campaign, you often need to play more carefully, "
"preserving your best troops for use again in later scenarios.\n"
"\n"
"The interactive <b>Tutorial</b> introduces the basics of Wesnoth gameplay in "
"the context of a scenario. Most material covered in the tutorial is "
"explained more in-depth in these pages, so you can always refer back here if "
"you forget something.\n"
"\n"
"After you master the basics, try out a beginner campaign, such as <i>Heir to "
"the Throne</i> or <i>The South Guard</i>. A full list of installed campaigns "
"can be found via the <b>Campaign</b> option on the main menu. As Wesnoth can "
"be quite challenging, you may wish to start on easy before progressing to "
"higher difficulties."
msgstr ""
#. [topic]: id=..gameplay
#: data/core/help.cfg:176
#, fuzzy
#| msgid "Fundamentals of Gameplay"
msgid ""
"\n"
"\n"
"<big>Fundamentals of Gameplay</big>\n"
"\n"
msgstr "Grunnatriði Leikjaspilunar"
#. [topic]: id=..gameplay
#: data/core/help.cfg:176
msgid ""
"While playing, keep in mind that you can mouse-over many items in the game, "
"such as the information displayed in the status pane, to see a brief "
"description explaining each item. This is especially useful when you "
"encounter new elements, such as <ref>dst='..abilities_section' "
"text='abilities'</ref>, for the first time."
msgstr ""
#. [topic]: id=victory_and_defeat
#: data/core/help.cfg:188
msgid "Victory and Defeat"
msgstr "Sigur og Tap"
#. [topic]: id=victory_and_defeat
#: data/core/help.cfg:189
#, fuzzy
msgid ""
"\n"
"\n"
"When you win a scenario, the map grays over and the <b>End Turn</b> button "
"changes to <b>End Scenario</b>. You can now do things like changing your "
"save options or (if you are in a multiplayer game) chatting with other "
"players before pressing that button to advance."
msgstr ""
"\n"
"\n"
"Þegar þú sigrar atburðarás, verður kortið grátt og 'Ljúka Umferð' takkinn "
"mun breytast í 'Ljúka Leik'. Þú getur þá gert hluti eins og að breyta "
"vistunar stillingum þínum eða (ef þú ert í fjölspilunarleik) spjallað við "
"aðra spilara áður enn ýtt er á takkan."
#. [topic]: id=victory_and_defeat
#: data/core/help.cfg:189
#, fuzzy
msgid ""
"Pay careful attention to the <b>Objectives</b> pop-up box at the beginning "
"of each scenario. In most scenarios, you will achieve victory by killing all "
"enemy leaders ; likewise, the death of your own leader generally results in "
"defeat. However, some scenarios may have other victory objectives, such as "
"getting your leader to a designated point, rescuing an ally, solving a "
"puzzle, or holding out against a siege until a certain number of turns have "
"elapsed."
msgstr ""
"Lestu vandlega fyrirmæla pop-up gluggan í byrjun hvers leiks. Oftast sigraru "
"með því að drepa alla leiðtöga andstæðinga og aðeins með því að missa þinn "
"eigin geturu tapað. Enn í sumum leikjum geta verið öðruvísi fyrirmæli - koma "
"leiðtoga þínum á ákveðin stað á kortinu, bjarga einhverjum, leysa þraut eða "
"halda út gegn umsátri þar til settu marki af lotum er náð."
#. [topic]: id=recruit_and_recall
#: data/core/help.cfg:198
msgid "Recruiting and Recalling"
msgstr "Ráðning og Endurköllun"
#. [topic]: id=recruit_and_recall
#: data/core/help.cfg:199
#, fuzzy
#| 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."
msgid ""
"\n"
"\n"
"If you right-clicked on a castle hex and selected recruit, the new unit will "
"appear in that hex. Otherwise, it will appear in a free hex near the keep. "
"You may only recruit as many units as you have free hexes in your castle, "
"and you cannot spend more gold than you actually have on recruiting."
msgstr ""
"\n"
"\n"
"Ef þú hægri-smellir á kastala reit og velur ráða, mun nýja einingin birtast "
"á þeim reiti. Annarsvegar, mun hún birtast í fríjum reiti nærri hásætinu. Þú "
"mátt eingöngu ráða eins margar einingar og þú hefur af lausum reitum í "
"kastalanum og mátt ekki eyða meiri gulli enn þú átt í ráðningar."
#. [topic]: id=recruit_and_recall
#: data/core/help.cfg:199
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 <i>Heir to the Throne</i> campaign) on the keep "
"hex of a <ref>dst='terrain_castle' text='castle'</ref>. Then you may recruit "
"by either choosing <b>Recruit</b> from the menu or right-clicking on a hex "
"and selecting <b>Recruit</b>. 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 OK button to recruit it."
msgstr ""
#. [topic]: id=recruit_and_recall
#: data/core/help.cfg:201
#, fuzzy
msgid ""
"\n"
"\n"
"Recruited units come with two random <ref>dst='..traits_section' "
"text='traits'</ref> which modify their statistics."
msgstr ""
"\n"
"\n"
"Ráðnar einingar byrja með tvö <ref>dst='..traits_section' text='Einkenni'</"
"ref> sem hafa áhrif á hæfni þeirra."
#. [topic]: id=recruit_and_recall
#: data/core/help.cfg:203
msgid ""
"\n"
"\n"
"In later scenarios, you may also Recall survivors from earlier battles. "
"Recalling costs a standard 20 gold and presents you with a list of all "
"surviving units from previous scenarios."
msgstr ""
"\n"
"\n"
"Í seinni leikjum, máttu oft einnig Endurkalla eftirlifendur úr fyrri "
"bardögum. Endurköllum kostar alltaf 20 gull og kemur með lista af öllum "
"eftirlifandi einingum úr fyrri leikjum."
#. [topic]: id=recruit_and_recall
#: data/core/help.cfg:205
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 ""
#. [topic]: id=income_and_upkeep
#: data/core/help.cfg:214
msgid "Income and Upkeep"
msgstr "Tekjur og Viðhald"
#. [topic]: id=income_and_upkeep
#: data/core/help.cfg:215
#, fuzzy
msgid ""
"\n"
"\n"
"Income is simple. You have a base income of 2 gold per turn. For every "
"village you control, you gain one additional gold each turn. (In general "
"this is configurable but in campaigns it is almost always one gold per "
"village.) Thus, if you have ten villages, you would normally gain 12 gold "
"each turn. Your upkeep costs are subtracted from this income, as detailed "
"below."
msgstr ""
"\n"
"\n"
"Gróði er einfaldur. Þú ert með grunn gróða af 2 gull hverja lotu. Fyrir "
"hvert þorp sem þú stjórnar, færðu einn auka gull hverja lotu. Þar af "
"leiðandi, ef þú hefur tíu þorp, færðu venjulega 12 gull hverja lotu. "
"Uppihaldið er dregið af þessum gróða, eins og útskýrt er fyrir neðan."
#. [topic]: id=income_and_upkeep
#: data/core/help.cfg:215
#, fuzzy
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; "
"<i>income</i> and <i>upkeep</i>."
msgstr ""
"Í Wesnoth, er ekki nóg að einfaldlega ráða einingar og berjast. Þú verður að "
"fylgjast með gullinu þínu líka, sérstaklega í herferðum, þar sem þú getur "
"tekið auka gull frá einni atburðarás yfir í næsta. Það eru tveir hlutir sem "
"skipta máli hérna; Gróði og Uppihald."
#. [topic]: id=income_and_upkeep
#: data/core/help.cfg:217
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 worth 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 ""
#. [topic]: id=income_and_upkeep
#: data/core/help.cfg:219
#, fuzzy
msgid ""
"\n"
"\n"
"Upkeep costs are subtracted from your income, so in the case of twelve "
"levels of units and ten villages, your resultant Income would be 10 gold per "
"turn."
msgstr ""
"\n"
"\n"
"Uppihalds kostnaður er dreginn af Gróðanum, svo í dæmi þar sem þú hefur "
"samanlagt 12 styrkleikastig af einingum (12 lvl 1 eða 4 lvl 3), verður loka "
"staðan 10 gull á lotu."
#. [topic]: id=income_and_upkeep
#: data/core/help.cfg:221
#, fuzzy
msgid ""
"\n"
"\n"
"There are two important exceptions to upkeep: units with the loyal trait and "
"leaders never incur upkeep. Units you begin the scenario with (such as "
"Delfador), or units who join you during a scenario (such as the horseman in "
"the second scenario of <i>Heir to the Throne</i>) will usually have the "
"<i>loyal</i> trait. The unit you are playing (such as Konrad) will almost "
"always be a leader."
msgstr ""
"\n"
"Það eru tvær mikilvægar undantekningar til uppihalds: eining sem er hefur "
"Trygg/ur eiginleikar og leiðtogar þarfnast aldrei uppihalds. Einingar sem þú "
"byrjar með í leiknum (eins og Delfador), eða einingar sem ganga til liðs við "
"í leik (eins og Hestamaðurinn í seinni leik í Erfingi Krúnurnar herferðinni) "
"verða næstum alltaf með Trygg/ur eiginleikan. Einingin sem þú ert að spila "
"(eins og Konráð) eru næstum alltaf leiðtoginn."
#. [topic]: id=hitpoints
#: data/core/help.cfg:230
msgid "Hitpoints and Experience"
msgstr "Lífstig og Reynsla"
#. [topic]: id=hitpoints
#: data/core/help.cfg:231
#, fuzzy
msgid ""
"Each unit has a certain number of <i>hitpoints</i> (HP). If the hitpoints of "
"a unit drop below 1, the unit dies. Each unit also has a certain number of "
"<i>experience points</i> (XP). A freshly recruited unit starts with no "
"experience points, and gains experience by fighting enemies."
msgstr ""
"Hver eining hefur ákveðin fjölda lífstiga (HP). Ef fjöldi lífstig einingar "
"fer niður fyrir 1, deyr einingin. Hver eining hefur einnig ákveðin fjölda "
"reynslustiga (XP). Nýráðin eining hefur leik með engin reynslustig og fær "
"reynslu með því að berjast við óvini."
#. [topic]: id=hitpoints
#: data/core/help.cfg:235
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 ""
"Lífspunktarnir og reynslupunktarnir eru báðir sýnir í stöðu glugganum með "
"tvem tölum (núverandi styrkleika og hámarksstyrkleika sem eining getur "
"fengið)."
#. [topic]: id=hitpoints
#: data/core/help.cfg:237
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='advancement' text='advance'</ref>."
msgstr ""
#. [topic]: id=advancement
#: data/core/help.cfg:244
#, fuzzy
#| msgid "Advances to: "
msgid "Advancement"
msgstr "Eflist í: "
#. [topic]: id=advancement
#: data/core/help.cfg:245
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"
"Einingar þurfa ákveðið magn af reynslu til að þjálfast (sem er 20% minna "
"fyrir einingar með snarpa eiginleikan). Þegar þau ná þessu magni, aukast þau "
"um eitt styrkleikastig og fá fulla lífspunkta. Í sumum tilvikum, færðu að "
"velja í hvað einingin breytist."
#. [topic]: id=advancement
#: data/core/help.cfg:245
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 ""
"Ef báðar einingar lifa af bardaga, fá þær númer af reynslu punktum "
"jafngildandi styrkleikastigi einingarnar sem þeir börðust við. Ef eining "
"drepur aðra í bardaga, fær hún mun meiri reynslu - 4 fyrir styrkleika 0 "
"einingu, 8 fyrir styrkleika 1, 16, fyrir styrkleika 2, 24 fyrir styrkleika 3 "
"og svo framvegis."
#. [topic]: id=advancement
#: data/core/help.cfg:247
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 <i>After Maximum Level "
"Advancement</i> (AMLA) available to it. 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 "
"and full-heal it. The first AMLA will normally be reached with 150 XP gained "
"(120 XP for intelligent units). However, gaining an AMLA becomes "
"progressively harder for each AMLA the unit receives, and so it is usually "
"more useful to try to advance your lower level units."
msgstr ""
#. [topic]: id=movement
#: data/core/help.cfg:256
msgid "Movement"
msgstr "Hreyfing"
#. [topic]: id=movement
#: data/core/help.cfg:257
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 <b>Unit Description</b>, and then looking at <b>Terrain "
"Modifiers</b>."
msgstr ""
#. [topic]: id=movement
#: data/core/help.cfg:257
#, fuzzy
msgid ""
"Movement in <i>Battle for Wesnoth</i> 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. If you don’t use up all of a unit’s movement "
"when you first move a unit, you may move it again. This is useful when "
"having two units switch places. Attacking with a unit will use up its "
"movement. Ending a move in a village you don’t already own will also use up "
"a unit’s movement, but will still allow it to attack."
msgstr ""
"Hreyfingar í Bardaginn um Wesnoth eru einfaldar. Smelltu á eininguna sem þú "
"vilt hreyfa til að velja hana og smelltu svo á þann reit sem þú villt að hún "
"fari á. Þegar eining er valin, lýsa allir reitir sem hún getur farið á, og "
"allir aðrir reitir eru gerðir dökkir. Ef þú færir músina yfir lýsandi reit "
"sérðu varnar-bónusin sem eining fengi ef þú færðir hana á þann reit. Að "
"setja músina yfir dökkan reit sýnir einnig hve margar lotur það tæki að "
"komast þangað, og að smella mun láta eininguna fara fljótlegustu leiðina "
"þangað í núverandi og næstkomandi lotum. Að ráðast á einingu eyðir öllum "
"hreyfi punktum. Að enda hreyfingu í þorpi sem þú ekki átt mun einnig eyða "
"öllum hreyfipunktum, enn einingin má samt gera árás á óvinveittar einingar "
"hliðstæðar þorpinu."
#. [topic]: id=movement
#: data/core/help.cfg:259
msgid ""
"\n"
"\n"
"Another thing to keep in mind while moving is <i>zones of control</i>. Each "
"unit — except for level 0 units — 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 ""
#. [topic]: id=movement
#: data/core/help.cfg:261
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"
"Til að sjá hvert óvinurinn getur farið næstu lotu þeirra, ýttu á Ctrl-V eða "
"Cmd-v. Ctrl-B eða Cmd-b sýnir hvert óvinir gætu farið, ef þínar einingar "
"væru ekki fyrir þeim."
#. [topic]: id=shroud_and_fog
#: data/core/help.cfg:270
msgid "Shroud and Fog of War"
msgstr "Hyl og Stríðsþoka"
#. [topic]: id=shroud_and_fog
#: data/core/help.cfg:271
#, fuzzy
msgid ""
"In some scenarios, parts of the map will be hidden from you. There are two "
"mechanisms that can be used separately or together. The <i>shroud</i> hides "
"both the terrain and any units at a location. However, once it is cleared, "
"you can always see that location. The <i>fog of war</i> only hides units and "
"ownership of villages (other than by you or your allies). The fog of war is "
"cleared temporarily when you have units nearby, but returns when they leave. "
"Both the shroud and the fog of war are cleared by units. Each unit clears "
"locations adjacent to those within one turn’s move (ignoring zones of "
"control and enemy units).\n"
"\n"
"Normally you can undo a unit’s movement, as long as an event with a "
"randomized result has not occurred, such as combat or recruitment (as most "
"units receive random traits when recruited). Exploring hidden terrain by "
"clearing shroud or fog will also prevent undos to a previous state. You may "
"wish to activate <b>Delay Shroud Updates</b> in the actions menu. This will "
"prevent units from clearing shroud or fog until the next randomized event or "
"a manual update via <b>Update Shroud Now</b> (or the end of your turn) and "
"thereby preserve your ability to undo movement."
msgstr ""
"Í sumum leikjum, eru hlutar af kortinu faldir fyrir þér. Það eru tvö kerfi "
"sem geta verið notað sjálfstæð eða saman. Hyl felur bæði landslag og allar "
"einingar á þeim stað. Enn, þegar búið er að hreinsa hylið, geturu alltaf séð "
"þann stað. Stríðsþokan felur einungis einingar og eigendafána á þorpum "
"(öðrum enn þínum fánum og vinafánum). Þokan er hreinsuð tímabundið þegar "
"þínar einingar eru nálægar, enn kemur aftur þegar einingarnar fara. Bæði "
"Hylið og Stríðsþokan geru hreinsaðar af einingum. Hver eining hreinsar "
"staðina sem hún gæti labbað á innan einnar lotu (hundsandi stórnsvæði og "
"óvinveittar einingar).\n"
"\n"
"Venjulega geturu hætt við nýgerðar hreyfingar og látið einingu fara aftur á "
"byrjunarreit sinn í þeirri lotu, svo lengi sem ekkert handahófskennt gerist "
"t.d. bardagi eða ráðning (flestar reiningar fá handahófskennd einkenni þegar "
"þau eru ráðin). Að kanna landslag falið af Hyli eða Stríðsþoku kemur í veg "
"fyrir að hægt er að af-gera til fyrri stöðu. Þú gætir þá viljað kveikja á "
"'tefja þoku breytingar' í aðgerða valmyndinni. Þetta kemur í veg fyrir að "
"einingar hreinsa Hyl eða Þoku þar til næsta handahófskenndi atburður gerist "
"eða með handstýrði breytinga með því að fara í 'uppfæra þoku núna (eða ljúka "
"umferðinni) og þannig geyma eiginleikan að gera afgert hreyfingar."
#. [topic]: id=combat
#: data/core/help.cfg:280
msgid "Combat"
msgstr "Einvígi"
#. [topic]: id=combat
#: data/core/help.cfg:281
#, fuzzy
msgid ""
"\n"
"\n"
"<big>Order and Number of Strikes</big>"
msgstr ""
"\n"
"\n"
"<header>text=Meiðsl</header>"
#. [topic]: id=combat
#: data/core/help.cfg:281
#, fuzzy
msgid ""
"Combat in <i>Battle for Wesnoth</i> 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: "
"<i>melee</i>, which usually involves weapons such as swords, axes or fangs; "
"and <i>ranged</i>, which usually involves weapons such as bows, spears and "
"fireballs."
msgstr ""
"Bardagar í Bardaginn um Wesnoth eiga sér alltaf stað milli eininga á "
"samliggjandi reitum. Smelltu á þína einingu og smelltu á óvin sem þú villt "
"ráðast á: Þín eining mun hreyfa sig að óvininum, og þegar þau eru hlið við "
"hlið, mun bardagi byrjast. Árásaraðilinn og varnaraðilinn munu berjast þar "
"til hver eining hefur notað allar árásinar sínar. Árásaraðilinn velur hvaða "
"vopn skal nota, og varnaraðilinn lemur til baka með vopni með sömu "
"hæfileika(ef sverðmaður ræðst á bogmann, mun bogmaður svara fyrir sig með "
"eigin sverði enn ekki boga) Það eru tvær tegundir af árásum: skylmingar, sem "
"innihalda oftast sverð, axir, eða vígtennur; og langdrægar, sem innihalda "
"vopn eins og boga, spjót og eldhnetti."
#. [topic]: id=combat
#: data/core/help.cfg:283
#, fuzzy
msgid ""
"\n"
"\n"
"The attacker gets the first strike, then the defender retaliates. Each "
"strike either hits, doing a given amount of damage, or misses, doing no "
"damage at all. Strikes alternate until each unit has used up all of its "
"strikes. The number of strikes a unit has varies; for instance, an elvish "
"fighter with a 5×4 attack may strike 4 times, each successful strike dealing "
"5 damage, while an orcish grunt with a 9×2 attack can only strike twice (but "
"at 9 damage for each hit)."
msgstr ""
"\n"
"\n"
"Árásaraðillinn fær fyrsta höggið, svo svarar varnaraðilinn fyrir sig. Hver "
"árás annað hvort hittir, gerir þann skaða sem árásin á að gera, eða hittir "
"ekki, gerandi engan skaða. Skipst er á árásum þar til báðar einingar hafa "
"notað allar sínar árásir. Það er mismunandi hve margar árásir eining hefur; "
"sem dæmi, Álfa stríðsmaður hefur 5-4 árás og má þá lemja 4 sinnum, hver árás "
"sem hittir gerir 5 í skaða, meðan Orka Víglínumaður með 9-2 má aðeins gera 2 "
"árásir (en hver árás sem hittir gerir 9 í skaða)."
#. [topic]: id=combat
#: data/core/help.cfg:285
#, fuzzy
msgid ""
"\n"
"\n"
"<big>Chance to Hit</big>"
msgstr ""
"\n"
"\n"
"<header>text=Meiðsl</header>"
#. [topic]: id=combat
#: data/core/help.cfg:287
msgid ""
"\n"
"\n"
"Every unit has a chance of being hit, based on the <i>terrain</i> it is in. "
"This is shown in the status pane, and may also be found by right-clicking a "
"unit, selecting <b>Unit Description</b>, and then looking at <b>Terrain "
"Modifiers</b>. 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 ""
#. [topic]: id=combat
#: data/core/help.cfg:289
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 ""
#. [topic]: id=combat
#: data/core/help.cfg:291
msgid ""
"\n"
"\n"
"<header>text=Damage</header>"
msgstr ""
"\n"
"\n"
"<header>text=Meiðsl</header>"
#. [topic]: id=combat
#: data/core/help.cfg:293
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 <b>Damage Calculations</b> in the "
"attack selection menu."
msgstr ""
#. [topic]: id=combat
#: data/core/help.cfg:295
msgid ""
"\n"
"\n"
"A few units have special <ref>dst='..abilities_section' 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 ""
#. [topic]: id=damage_types_and_resistance
#: data/core/help.cfg:303
msgid "Damage Types and Resistance"
msgstr "Tegund meiðsla og Móstöður"
#. [topic]: id=damage_types_and_resistance
#: data/core/help.cfg:304
#, fuzzy
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"
"Móststöður verka mjög einfaldlega: ef eining hefur 40% móttstöðu gagnvart "
"skaða tegund, mun sú eining hljóta 40% minni skaða þegar laminn með þeirri "
"tegund af skaða. Það er einnig hægt að vera viðkvæmur gagnvart skaða "
"tegundum. Ef eining hefur −100% gagnvart skaða tegund, mun sú hin sama "
"hljóta 100% meiri meiðsla þegar laminn með þeirri tegund af skaða."
#. [topic]: id=damage_types_and_resistance
#: data/core/help.cfg:304
#, fuzzy
msgid ""
"In Wesnoth, there are three types of damage usually associated with physical "
"attacks: <i>blade, pierce, and impact damage</i>. Additionally, there are "
"three further types of damage usually associated with magical attacks: "
"<i>fire, cold, and arcane attacks</i>. Different units may have resistances "
"which alter the damage which they take from certain damage types."
msgstr ""
"Í Wesnoth, eru 3 tegundir af skaða yfirleitt tengdar líkamlegur árásum: "
"Eggvopn, Stungvopn og Höggvopna skaði. Að auki, eru 3 tegundir af skaða "
"yfirleitt tengdar galdra árásum: Eldur, Kuldi og yfirnáttúrulegt. Mismunandi "
"einingar geta haft mismunandi mótstöðu sem breytir hve mikil meiðsl þau "
"hljóa af árásum af mismunandi gerð."
#. [topic]: id=damage_types_and_resistance
#: data/core/help.cfg:306
#, fuzzy
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 arcane "
"damage."
msgstr ""
"\n"
"\n"
"Sem dæmi, Beinagrindur hafa mikla mótstöðu gagnvart Eggvopna og Stungvopna "
"skaða, enn eru viðkvæmar fyrir höggvopna og eld skaða og skelfilega "
"viðkvæmar gagnvart yfirnáttúrulegum skaða."
#. [topic]: id=damage_types_and_resistance
#: data/core/help.cfg:308
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"
"Ef árás hittir, gerir hún alltaf að minsta kosti 1 punkt í skaða. Þetta á "
"líka við ef varnaraðilinn hefur 100% mótsstöðu gagnvart skaða tegundinni."
#. [topic]: id=orbs
#: data/core/help.cfg:316
msgid "Orbs"
msgstr "Hnettir"
#. [topic]: id=orbs
#: data/core/help.cfg:317
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 ""
"Á toppi lífspunkta línurnar sýnda hliðin á einingu þinni er hnöttur. Fyrir "
"einingar sem þú stjórnar, er hnötturinn:"
#. [topic]: id=orbs
#: data/core/help.cfg:319
#, fuzzy
msgid " green if it hasn’t moved this turn,"
msgstr "grænn ef það hefur ekki fært sig þessa umferð,"
#. [topic]: id=orbs
#: data/core/help.cfg:320
#, fuzzy
msgid " yellow if it has moved, but could still move further or attack, or"
msgstr ""
"gulur ef það hefur fært sig, en getur enn fært sig lengra eða gert árás, eða"
#. [topic]: id=orbs
#: data/core/help.cfg:321
msgid ""
" red if it can no longer move or attack, or the user ended the unit’s turn."
msgstr ""
#. [topic]: id=orbs
#: data/core/help.cfg:322
#, fuzzy
msgid " blue if the unit is an ally you do not control."
msgstr ""
"Hnötturinn er blár ef einingin er vinveitt enn ekki undir þinni stjórn."
#. [topic]: id=orbs
#: data/core/help.cfg:323
#, fuzzy
msgid " Enemy units have no orb on top of their energy bar."
msgstr ""
"óvinveittar einingar hafa engan hnött á toppi lífspunkta línunni sinni."
#. [topic]: id=time_of_day
#: data/core/help.cfg:330
msgid "Time of Day"
msgstr "Tími dags"
#. [topic]: id=time_of_day
#: data/core/help.cfg:331
#, fuzzy
msgid ""
"The time of day affects the damage of certain units as follows:\n"
"\n"
"• <b>Lawful</b> units get +25% damage in daytime, and −25% damage at night.\n"
"• <b>Chaotic</b> units get +25% damage at night, and −25% in daytime.\n"
"• <b>Neutral</b> units are unaffected by the time of day.\n"
"• <b>Liminal</b> units get −25% damage during both night and daytime."
msgstr ""
"Tími dagsins hefur áhrif á skaða sem sumar einingar valda svona:\n"
" Réttvísar einingar gera 25% meiri skaða að degi til, og 25% minni skaða að "
"nóttu til.\n"
" Ringulreiðar einingar gera 25% meiri skaða að nóttu til, og 25% minni skaða "
"að degi til.\n"
" Hlutlausar einingar verða ekki fyrir áhrifum að tímanum, og verða hvorki "
"veikari né sterkari. "
#. [topic]: id=time_of_day
#: data/core/help.cfg:336
#, fuzzy
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"
"\n"
msgstr ""
"\n"
"\n"
"Núverandi tíma dagsins má sjá undir litla kortinu í stöðu glugganum. Fyrir "
"venjulegan dag/nótt hring, teljast Morgunn og Síðdegi sem dagur, Fyrsta og "
"Seinni Vakt sem nótt:\n"
#. [time]: id=dawn
#. [time]: id=dawn_hour
#. [topic]: id=time_of_day
#: data/core/help.cfg:340 data/core/macros/schedules.cfg:14
#: data/core/macros/schedules.cfg:275 data/test/maps/pathfind_1.cfg:64
msgid "Dawn"
msgstr "Dögun"
#. [time]: id=morning
#. [topic]: id=time_of_day
#: data/core/help.cfg:341 data/core/macros/schedules.cfg:26
#: data/test/maps/pathfind_1.cfg:75
msgid "Morning"
msgstr "Morgunn"
#. [time]: id=afternoon
#. [topic]: id=time_of_day
#: data/core/help.cfg:342 data/core/macros/schedules.cfg:44
#: data/test/maps/pathfind_1.cfg:86
msgid "Afternoon"
msgstr "Síðdegi"
#. [time]: id=dusk
#. [time]: id=dusk_hour
#. [topic]: id=time_of_day
#: data/core/help.cfg:343 data/core/macros/schedules.cfg:53
#: data/core/macros/schedules.cfg:396 data/test/maps/pathfind_1.cfg:97
msgid "Dusk"
msgstr "Rökkur"
#. [time]: id=first_watch
#. [topic]: id=time_of_day
#: data/core/help.cfg:344 data/core/macros/schedules.cfg:65
#: data/test/maps/pathfind_1.cfg:108
msgid "First Watch"
msgstr "Fyrsta vakt"
#. [time]: id=second_watch
#. [topic]: id=time_of_day
#: data/core/help.cfg:345 data/core/macros/schedules.cfg:89
#: data/test/maps/pathfind_1.cfg:119
msgid "Second Watch"
msgstr "Seinni vakt"
#. [topic]: id=time_of_day
#: data/core/help.cfg:347
#, fuzzy
#| msgid ""
#| "Keep in mind that some scenarios take place underground, where it is "
#| "perpetually night!"
msgid ""
"Keep in mind that some scenarios take place underground, where it is "
"perpetually night!\n"
msgstr ""
"Hafðu í huga að sumir leikir eiga sér stað neðanjarðar, þar sem alltaf er "
"nótt!"
#. [topic]: id=time_of_day
#: data/core/help.cfg:349
msgid ""
"Some underground locations are illuminated. They are perpetually "
"intermediate between day and night.\n"
msgstr ""
#. [topic]: id=time_of_day
#: data/core/help.cfg:351
msgid ""
"Some role-playing scenarios take place indoors — these regions are similarly "
"intermediate."
msgstr ""
#. [topic]: id=healing
#: data/core/help.cfg:358
msgid "Healing"
msgstr "Lækning"
#. [topic]: id=healing
#: data/core/help.cfg:359
#, fuzzy
msgid ""
"\n"
"\n"
"• <b>Resting</b>: A unit which neither moves, attacks, nor is attacked will "
"heal 2 HP in its next turn."
msgstr ""
"\n"
"\n"
"Hvíld: Eining sem hvorki hreyfir sig, gerir árás né verður fyrir árás læknar "
"sig um 2 lífspunkta í næstu umferð."
#. [topic]: id=healing
#: data/core/help.cfg:359
msgid ""
"In combat, your units will inevitably take damage. There are several ways to "
"heal your units. However, with the exception of resting, these do not stack; "
"only one can occur per turn."
msgstr ""
#. [topic]: id=healing
#: data/core/help.cfg:361
#, fuzzy
msgid ""
"\n"
"• <b>Villages</b>: A unit which starts a turn in a village or oasis will "
"heal 8HP. If the unit is poisoned, the poison will be cured instead."
msgstr ""
"\n"
"Þorp: Einingar sem hefja umferð í þorpi læknast um 8 lífstig."
#. [topic]: id=healing
#: data/core/help.cfg:362
msgid ""
"\n"
"• <ref>dst='ability_regenerates' text='Regeneration'</ref>: Certain units "
"(such as trolls) will automatically heal 8HP every turn. If the unit is "
"poisoned, the poison will be cured instead."
msgstr ""
#. [topic]: id=healing
#: data/core/help.cfg:363
msgid ""
"\n"
"• <b>Healing units</b>: Units with the <ref>dst='ability_heals +4' "
"text='Heals'</ref> ability will heal each allied adjacent unit, usually "
"<ref>dst='ability_heals +4' text='4HP'</ref> or <ref>dst='ability_heals +8' "
"text='8HP'</ref> per turn, or prevent Poison from causing that unit damage."
msgstr ""
#. [topic]: id=healing
#: data/core/help.cfg:364
msgid ""
"\n"
"• <b>Curing units</b>: Units with the <ref>dst='ability_cures' text='cures'</"
"ref> ability will cure Poison in all allied adjacent units (in preference to "
"healing, if it has that ability as well)."
msgstr ""
#. [topic]: id=healing
#: data/core/help.cfg:365
msgid ""
"\n"
"• <b>Advancement</b>: When a unit <ref>dst='advancement' text='advances'</"
"ref>, it will heal fully. This can happen as soon as your unit gains enough "
"experience, whether it is your turn or not."
msgstr ""
#. [topic]: id=healing
#: data/core/help.cfg:366
msgid ""
"\n"
"\n"
"Resting can be combined with other forms of healing, but villages, "
"regeneration, healing and curing cannot combine with each other: the best "
"option will be used. Finally, units heal fully between scenarios."
msgstr ""
"\n"
"\n"
"Hvíld má leggja saman við aðrar tegundiri af lækningu, enn þorp, "
"endursköpun, lækning og heilun geta ekki laggst saman við hvort annað, "
"einungis hvíld: besti valkosturinn verður alltaf notaður. Að lokur, læknast "
"einingar til fulls á milli leikja(í herferð t.d.)"
#. [topic]: id=healing
#: data/core/help.cfg:368
msgid ""
"\n"
"\n"
"<b>Advanced</b>"
msgstr ""
#. [topic]: id=healing
#: data/core/help.cfg:370
msgid ""
"\n"
"\n"
"Unlike other forms of healing, the heals ability will not take effect on the "
"healed unit’s turn, but on the healer’s turn. This means that while a unit "
"surrounded by several healers on the same side will only receive healing "
"from one healer per turn, a unit surrounded by healers from several allied "
"sides will be healed once on each of said allied sides’ turns."
msgstr ""
#. [topic]: id=wrap_up
#: data/core/help.cfg:378
msgid "Wrap Up"
msgstr "Samantekt"
#. [topic]: id=wrap_up
#: data/core/help.cfg:379
msgid ""
"This concludes the fundamentals of Wesnoth. You might want to read up on "
"basic strategy, or familiarize yourself with <ref>dst='..traits_section' "
"text='traits'</ref> and <ref>dst='..abilities_section' text='abilities'</"
"ref>, but you now know everything you need to know to play the <i>Heir to "
"the Throne</i> campaign. Have fun, and good luck!"
msgstr ""
#. [topic]: id=license
#: data/core/help.cfg:384
msgid "License"
msgstr "Leyfi"
#. [topic]: id=..traits_section
#: data/core/help.cfg:393
#, fuzzy
msgid ""
"\n"
"\n"
"Most units have two traits. However, goblins have only one trait, undead "
"units are always assigned the single trait <i>undead</i> and in some cases "
"<i>fearless</i>, and woses do not receive any traits. "
msgstr ""
"Flestar einingar hafa 2 eiginleika. Enn, Ódauðar einingar eru alltaf með "
"eitt sem er 'Ódauður' og Vosar fá enga eiginleika. Einkenni eru breytingar "
"sem breyta lítillega hæfileikum einingar. Þeir eru oftast valdir af "
"handahófi þegar eining er keypt."
#. [topic]: id=..traits_section
#: data/core/help.cfg:393
msgid ""
"Traits are modifications that change a unit’s attributes slightly. They are "
"usually randomly assigned to a unit when it is recruited. The traits "
"available to a unit are largely determined by its <i>race</i>."
msgstr ""
#. [topic]: id=..traits_section
#: data/core/help.cfg:395
msgid ""
"\n"
"\n"
"The traits that are available to most 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 ""
#. [topic]: id=..traits_section
#: data/core/help.cfg:397
msgid ""
"\n"
"\n"
"Elves may also receive <ref>dst='traits_dextrous' text='dextrous'</ref>, and "
"dwarves may receive <ref>dst='traits_healthy' text='healthy'</ref>. Trolls "
"and certain humans may receive <ref>dst='traits_fearless' text='fearless'</"
"ref>. Other traits which may be assigned include <ref>dst='traits_loyal' "
"text='loyal'</ref>, <ref>dst='traits_feral' text='feral'</ref> and "
"<ref>dst='traits_undead' text='undead'</ref>.\n"
"\n"
msgstr ""
#. [topic]: id=..terrains_section
#: data/core/help.cfg:407
msgid ""
"\n"
"\n"
"Terrains come in two types: <i>basic</i> and <i>mixed</i>."
msgstr ""
#. [topic]: id=..terrains_section
#: data/core/help.cfg:407
#, fuzzy
#| msgid ""
#| "Game maps feature a variety of terrains that affect both unit movement "
#| "and a unit’s defensive capability in combat.\n"
#| "\n"
msgid ""
"Game maps feature a variety of terrains that affect both unit movement and a "
"unit’s defensive capability in combat."
msgstr ""
"Leikja kort búa yfir margskonar landslagi sem hafa bæði áhrif á hreyfingu og "
"varnargetu einingar í bardaga.\n"
"\n"
#. [topic]: id=..terrains_section
#: data/core/help.cfg:409
#, fuzzy
msgid ""
"\n"
"\n"
"<big>Basic Terrain Types</big>"
msgstr ""
"\n"
"\n"
"<header>text=Meiðsl</header>"
#. [topic]: id=..terrains_section
#: data/core/help.cfg:411
msgid ""
"\n"
"\n"
"Basic terrain types include Flat, Hills, Mountains, Sands, Water and Swamps. "
"There are many more besides these — a list of the terrain types you have "
"discovered can be found at the end of this page.\n"
"\n"
msgstr ""
#. [topic]: id=..terrains_section
#: data/core/help.cfg:415
msgid ""
"\n"
"\n"
"Every unit has a defense rating and a movement cost for each of the basic "
"terrain types, and these values are listed in the unit’s help page. Basic "
"terrain types may have unique properties like illumination effects as well."
msgstr ""
#. [topic]: id=..terrains_section
#: data/core/help.cfg:417
#, fuzzy
msgid ""
"\n"
"\n"
"<big>Mixed Terrain Types</big>"
msgstr ""
"\n"
"\n"
"<header>text=Meiðsl</header>"
#. [topic]: id=..terrains_section
#: data/core/help.cfg:419
msgid ""
"\n"
"\n"
"Mixed terrain types share the properties of multiple basic terrain types — "
"units generally receive the <i>best defense</i> and <i>worst movement</i> of "
"the underlying basic types when they move onto a mixed type. For example, "
"this is the case with <i>forested hills</i>, <i>sand hills</i>, and <i>cave "
"hills</i>.\n"
"\n"
msgstr ""
#. [topic]: id=..terrains_section
#: data/core/help.cfg:423
msgid ""
"\n"
"\n"
"One notable exception is bridge terrains, such as <i>bridges over shallow "
"water</i>, <i>fords</i>, and <i>bridges over chasms</i>. Fords are easily "
"passable to both merfolk and humans — all units moving on a ford enjoy the "
"best defense and best movement out of flat and shallow water, rather than "
"the worse movement of the two. Similarly, bridges over chasms are passable "
"to nonfliers (unsurprisingly).\n"
"\n"
msgstr ""
#. [topic]: id=..terrains_section
#: data/core/help.cfg:427
msgid ""
"\n"
"\n"
"Land-based villages generally give the best defense and movement as well. "
"These villages are mixed terrains, based on the village terrain type, "
"together with hill, swamp, and cave, respectively.\n"
"\n"
msgstr ""
#. [topic]: id=..terrains_section
#: data/core/help.cfg:431
msgid ""
"\n"
"\n"
"Finally, water villages are generally inhospitable to land units, and do not "
"give defense or movement benefits associated with the village terrain type. "
"Instead, they count only as water tiles.\n"
"\n"
msgstr ""
#. [topic]: id=..terrains_section
#: data/core/help.cfg:435
msgid ""
"\n"
"\n"
"You can see what basic types a mixed terrain is comprised of by mousing over "
"its hex and checking the terrain type icons displayed in the upper right "
"(under the default theme)."
msgstr ""
#. [topic]: id=..terrains_section
#: data/core/help.cfg:437
msgid ""
"\n"
"\n"
"You can see what type of behavior the mixed terrain gives by mousing over "
"its hex and viewing the <i>terrain description</i> by either pressing the "
"hotkey, or right clicking and selecting from the context menu."
msgstr ""
#. [topic]: id=..terrains_section
#: data/core/help.cfg:439
#, fuzzy
msgid ""
"\n"
"\n"
"<big>Defense Caps</big>"
msgstr ""
"\n"
"\n"
"<header>text=Meiðsl</header>"
#. [topic]: id=..terrains_section
#: data/core/help.cfg:441
msgid ""
"\n"
"\n"
"Some units have <i>defense caps</i> for a particular basic terrain type. "
"These units suffer a penalty on mixed terrains with that type — their "
"defense cannot exceed the cap."
msgstr ""
#. [topic]: id=..terrains_section
#: data/core/help.cfg:443
msgid ""
"\n"
"\n"
"For example, the <ref>text='Loyalist Cavalryman' dst='unit_Cavalryman'</ref> "
"has a defense rating of 30% on forests, and a defense cap for forests. Thus, "
"on forested hills, he has a defense rating of 30% rather than 40%, because "
"the mixed rating cannot exceed the cap."
msgstr ""
#. [topic]: id=..terrains_section
#: data/core/help.cfg:445
msgid ""
"\n"
"\n"
"If a unit has a defense cap for some terrain, it is always the same as its "
"defense rating on that terrain (it cannot be larger)."
msgstr ""
#. [topic]: id=..terrains_section
#: data/core/help.cfg:447
#, fuzzy
msgid ""
"\n"
"\n"
"<big>Basic Terrain Types</big>\n"
"\n"
msgstr ""
"\n"
"\n"
"<header>text=Meiðsl</header>"
#. [topic]: id=..addons
#: data/core/help.cfg:460
msgid ""
"The degree of customization offered by the Wesnoth engine allows players to "
"create their own game content, including new scenarios, campaigns, and much "
"more beyond what is offered in the official content bundled with the game.\n"
"\n"
msgstr ""
#. [topic]: id=using_addons
#: data/core/help.cfg:470
msgid "Using Add-ons"
msgstr ""
#. [topic]: id=using_addons
#: data/core/help.cfg:471
#, fuzzy
#| msgid ""
#| "\n"
#| "\n"
#| "<header>text=Damage</header>"
msgid ""
"\n"
"\n"
"<big>Campaigns and Scenarios</big>"
msgstr ""
"\n"
"\n"
"<header>text=Meiðsl</header>"
#. [topic]: id=using_addons
#: data/core/help.cfg:471
msgid ""
"The game supports different types of add-on content, which are not all "
"available in every gameplay mode."
msgstr ""
#. [topic]: id=using_addons
#: data/core/help.cfg:473
msgid ""
"\n"
"\n"
"Single-player campaigns are collections of scenarios that fit together to "
"tell a story. Both stand-alone scenarios—if intended to be played as such—"
"and regular campaigns are available from the <i>Campaigns</i> menu at the "
"title screen."
msgstr ""
#. [topic]: id=using_addons
#: data/core/help.cfg:475
#, fuzzy
msgid ""
"\n"
"\n"
"<big>Multiplayer Campaigns, Scenarios, and Map Packs</big>"
msgstr ""
"\n"
"\n"
"<header>text=Meiðsl</header>"
#. [topic]: id=using_addons
#: data/core/help.cfg:477
msgid ""
"\n"
"\n"
"<i>Multiplayer</i> games can be played in fully customized, scripted "
"scenarios or even specially designed campaigns. There are also packs "
"providing sets of individual multiplayer scenarios."
msgstr ""
#. [topic]: id=using_addons
#: data/core/help.cfg:479
#, fuzzy
msgid ""
"\n"
"\n"
"<big>Multiplayer Eras and Factions</big>"
msgstr ""
"\n"
"\n"
"<header>text=Meiðsl</header>"
#. [topic]: id=using_addons
#: data/core/help.cfg:481
msgid ""
"\n"
"\n"
"For gameplay purposes, various races of creatures in the world cooperate "
"with each other in factions. Factions are grouped in balanced sets with a "
"common theme; for example, the main factions of Wesnoth can be found in the "
"included Default Era.\n"
"\n"
"In <i>Multiplayer</i> mode, you can choose an era when creating a new game, "
"and players can pick from the available factions for that era when setting "
"up their sides and teams."
msgstr ""
#. [topic]: id=using_addons
#: data/core/help.cfg:485
msgid ""
"\n"
"\n"
"You can see what eras you have loaded in the <ref>text='eras' dst='.."
"eras_section'</ref> of the help."
msgstr ""
#. [topic]: id=using_addons
#: data/core/help.cfg:487
#, fuzzy
msgid ""
"\n"
"\n"
"<big>Multiplayer Modifications</big>"
msgstr ""
"\n"
"\n"
"<header>text=Meiðsl</header>"
#. [topic]: id=using_addons
#: data/core/help.cfg:489
msgid ""
"\n"
"\n"
"Modifications are optional scenario- and era-independent scripts for "
"<i>Multiplayer</i> games that can alter the default ruleset in various ways. "
"You can choose and configure modifications when creating a new game."
msgstr ""
#. [topic]: id=using_addons
#: data/core/help.cfg:491
#, fuzzy
msgid ""
"\n"
"\n"
"<big>Creator Resources</big>"
msgstr ""
"\n"
"\n"
"<header>text=Meiðsl</header>"
#. [topic]: id=using_addons
#: data/core/help.cfg:493
msgid ""
"\n"
"\n"
"Content authors can use resource packs available on the add-ons server to "
"enrich their own content with existing assets such as images, music, and "
"code. These are not generally intended for direct use in-game; however, "
"other playable add-ons may depend on them and suggest or require their "
"installation during download."
msgstr ""
#. [topic]: id=installing_addons
#: data/core/help.cfg:502
msgid "Installing Add-ons"
msgstr ""
#. [topic]: id=installing_addons
#: data/core/help.cfg:503
msgid ""
"User-made add-ons can be obtained and updated through the <i>Add-ons</i> "
"option in the main menu. After connecting to the add-ons server (by default "
"<i>add-ons.wesnoth.org</i>), you will be presented with a list of add-ons "
"available on the server for downloading.\n"
"\n"
"The installation status for each add-on is shown below each entry. For add-"
"ons that are <i>upgradable</i> or <i>outdated</i> on the server, their "
"installed and published versions will be shown in the <i>Version</i> "
"column.\n"
"\n"
"To search for add-ons by keywords, type any relevant terms in any order in "
"the <b>Filter</b> box, separated by spaces. You can also sort the add-on "
"list by clicking the column headers. It is also possible to choose to only "
"display add-ons of specific categories by clicking on the <b>Options</b> "
"button in the top-right corner.\n"
"\n"
"To install an add-on, select it from the list and click <b>OK</b>, or simply "
"double-click on the add-on’s title. The <b>Description</b> button provides "
"you with additional details about the add-on, such as its full description, "
"installation status, and available languages."
msgstr ""
#. [topic]: id=removing_addons
#: data/core/help.cfg:516
msgid "Removing Add-ons"
msgstr ""
#. [topic]: id=removing_addons
#: data/core/help.cfg:517
msgid ""
"To remove add-ons, choose <b>Remove Add-ons</b> in the add-ons server "
"connection dialog. You will be presented with options to remove any number "
"of add-ons you currently have installed.\n"
"\n"
"It is not possible to remove add-ons for which there is publishing "
"information (<i>.pbl</i> files) attached, in order to prevent its accidental "
"loss. If necessary, you must manually delete the information files or the "
"add-ons themselves using a file manager provided by your platform."
msgstr ""
#. [topic]: id=general_commands
#: data/core/help.cfg:532
#, fuzzy
#| msgid "General commands"
msgid "General Commands"
msgstr "Almennar skipanir"
#. [topic]: id=general_commands
#. [topic]: id=mp_commands
#. [topic]: id=debug_commands
#: data/core/help.cfg:534 data/core/help.cfg:577 data/core/help.cfg:615
msgid ""
"These commands can either be issued via the command line by prefixing them "
"with ':' (as shown here) or via the chat by prefixing them with '/' (press "
"'m' first to open the chat line).\n"
"\n"
msgstr ""
#. [topic]: id=general_commands
#: data/core/help.cfg:536
msgid ""
"\n"
"Clear chat messages.\n"
"\n"
msgstr ""
"\n"
"Hreinsa spjall skilaboð.\n"
"\n"
#. [topic]: id=general_commands
#: data/core/help.cfg:539
msgid ""
"\n"
"Switch debug mode on (does not work in multiplayer). See "
"<ref>dst='debug_commands' text='debug mode commands'</ref>.\n"
"Debug mode is turned off by quitting the game or :nodebug.\n"
"\n"
msgstr ""
#. [topic]: id=general_commands
#: data/core/help.cfg:543
msgid ""
"\n"
"Set or toggle player on side between human and AI player. The player/client "
"who controls that side needs to issue this command. If no second parameter "
"is supplied, toggle between human and AI. If it is ‘on’, set an AI "
"controller. If it is ‘off’ set a human controller. Defaults to the currently "
"active side if no parameter is supplied.\n"
"\n"
msgstr ""
#. [topic]: id=general_commands
#: data/core/help.cfg:546
msgid ""
"\n"
"Display the controller status of a side.\n"
"\n"
msgstr ""
#. [topic]: id=general_commands
#: data/core/help.cfg:549
msgid ""
"\n"
"Toggle the display of the current frames per second.\n"
"\n"
msgstr ""
"\n"
"Sýna hve margar myndir eru framleiddar á sekúndu (FPS).\n"
"\n"
#. [topic]: id=general_commands
#: data/core/help.cfg:552
msgid ""
"\n"
"Switch a log domain to a different log level.\n"
"\n"
msgstr ""
#. [topic]: id=general_commands
#: data/core/help.cfg:555
msgid ""
"\n"
"Redraws the screen and reloads any image files that have been changed.\n"
"\n"
msgstr ""
"\n"
"Endurteiknar skjáin og hleður inn alla myndaskrár sem gætu hafa breyst.\n"
"\n"
#. [topic]: id=general_commands
#: data/core/help.cfg:558
msgid ""
"\n"
"Bring up theme selection menu.\n"
"\n"
msgstr ""
"\n"
"Kemur upp með þema valmynd.\n"
"\n"
#. [topic]: id=general_commands
#: data/core/help.cfg:561
msgid ""
"\n"
"Quit the scenario (without prompting).\n"
"\n"
msgstr ""
"\n"
"Fer útúr leik (án aðspurnar).\n"
"\n"
#. [topic]: id=general_commands
#: data/core/help.cfg:564
msgid ""
"\n"
"Save the game (without prompting).\n"
"\n"
msgstr ""
"\n"
"Vistar leik (án aðspurnar).\n"
"\n"
#. [topic]: id=general_commands
#: data/core/help.cfg:567
msgid ""
"\n"
"Save the game and quit the scenario (without prompting)."
msgstr ""
"\n"
"Vistar leik og lokar svo (án aðspurnar)."
#. [topic]: id=mp_commands
#: data/core/help.cfg:576
#, fuzzy
#| msgid "Multiplayer commands"
msgid "Multiplayer Commands"
msgstr "Fjölspilunarskipanir"
#. [topic]: id=mp_commands
#: data/core/help.cfg:579
#, fuzzy
msgid ""
"\n"
"Ban a user in a multiplayer game by the IP address used by that username and "
"kick him. Can be used on users not in the game but on the server. (Of course "
"they won’t be kicked then.)\n"
"\n"
msgstr ""
"\n"
"Bannar spilara í fjölspilunar leik útfrá IP tölunni sem notuð er af hans "
"notendanafni og sparkar honum.\n"
"\n"
#. [topic]: id=mp_commands
#: data/core/help.cfg:582
msgid ""
"\n"
"Change the controller for side (write here the number of the side) to "
"username (write here the nickname of the player or observer). You can check "
"what side belongs to which player in the <b>Scenario Settings</b> dialog "
"(Press the <b>More</b> button in the <b>Status Table</b> (alt+s by default) "
"to get there.). The host can change control of any side.\n"
"\n"
msgstr ""
#. [topic]: id=mp_commands
#: data/core/help.cfg:585
msgid ""
"\n"
"Launch a dialog to assist the host in changing the human controllers of "
"sides.\n"
"\n"
msgstr ""
#. [topic]: id=mp_commands
#: data/core/help.cfg:588
msgid ""
"\n"
"Toggle the idle state for a side. The host may make a side idle after a "
"network disconnection.\n"
"\n"
msgstr ""
#. [topic]: id=mp_commands
#: data/core/help.cfg:591
#, fuzzy
msgid ""
"\n"
"Kick a user in multiplayer. They will be able to rejoin the game. If you "
"just want to change control of their side(s) use the :control command "
"instead.\n"
"\n"
msgstr ""
"\n"
"Sparkar spilara í fjölspilunarleik. Þeir geta komið aftur inní leikinn, nema "
"þú bannir þá. Best er að láta vita fyrirfram og sparka þeim vingjarnlega ef "
"tengingarvandamál eða aðrir erfiðleikar eru fyrir.\n"
"\n"
#. [topic]: id=mp_commands
#: data/core/help.cfg:594
#, fuzzy
msgid ""
"\n"
"Send a private message to a user. When in a game, it is not possible to send "
"private messages to players who are currently controlling a side in the same "
"game.\n"
"\n"
msgstr ""
"Senda einkaskilaboð. Þú getur ekki sent skilaboð til spilara sem ekki "
"stjórna liði í leiknum sem þú ert í."
#. [topic]: id=mp_commands
#: data/core/help.cfg:597
msgid ""
"\n"
"Mute a specific observer. If no username is supplied the muted usernames are "
"displayed.\n"
"\n"
msgstr ""
"\n"
"Þaggar niður í ákveðnum áhorfenda. Ef ekkert notendanafn er til staðar eru "
"niðurþögguð notendanöfn sýnd.\n"
"\n"
#. [topic]: id=mp_commands
#: data/core/help.cfg:600
#, fuzzy
msgid ""
"\n"
"Toggle muting/silencing of all observers on/off.\n"
"\n"
msgstr ""
"\n"
"Þaggar niður í eða leyfir áhorfendum að tala. Fer á milli Á/Af."
#. [topic]: id=mp_commands
#: data/core/help.cfg:603
#, fuzzy
msgid ""
"\n"
"Unban a user in a multiplayer game by the IP address used by that username. "
"Can be used on users not in the game but on the server.\n"
"\n"
msgstr ""
"\n"
"Bannar spilara í fjölspilunar leik útfrá IP tölunni sem notuð er af hans "
"notendanafni og sparkar honum.\n"
"\n"
#. [topic]: id=mp_commands
#: data/core/help.cfg:606
#, fuzzy
msgid ""
"\n"
"Unmute a specific observer. If no username is supplied the list of muted "
"observers is cleared."
msgstr ""
"\n"
"Þaggar niður í ákveðnum áhorfenda. Ef ekkert notendanafn er til staðar eru "
"niðurþögguð notendanöfn sýnd.\n"
"\n"
#. [topic]: id=debug_commands
#: data/core/help.cfg:614
#, fuzzy
#| msgid "Debug mode commands"
msgid "Debug Mode Commands"
msgstr "Aflúsunarhamsskipanir"
#. [topic]: id=debug_commands
#: data/core/help.cfg:617
msgid ""
"\n"
"Brings up a menu for choosing a scenario to immediately advance to in a "
"campaign.\n"
"\n"
msgstr ""
#. [topic]: id=debug_commands
#: data/core/help.cfg:620
msgid ""
"\n"
"Create a unit of the specified type on the selected hex.\n"
"\n"
msgstr ""
"\n"
"Búa til einingu af eftirnefndri tegund á valin reit.\n"
"\n"
#. [topic]: id=debug_commands
#: data/core/help.cfg:623
msgid ""
"\n"
"Toggle fog/shroud for the current side.\n"
"\n"
msgstr ""
#. [topic]: id=debug_commands
#: data/core/help.cfg:626
msgid ""
"\n"
"Adds the specified amount to the current side’s gold.\n"
"\n"
msgstr ""
"\n"
"Bætir við eftirnefndri fjölda gullpeninga við núverandi hlið.\n"
"\n"
#. [topic]: id=debug_commands
#: data/core/help.cfg:629
msgid ""
"\n"
"Immediately advances to the next scenario in a campaign.\n"
"\n"
msgstr ""
"\n"
"Samstundis fer yfir í næstu atburðarás herferðar.\n"
"\n"
#. [topic]: id=debug_commands
#: data/core/help.cfg:632
msgid ""
"\n"
"Manually set a gamestate variable to value.\n"
"\n"
msgstr ""
#. [topic]: id=debug_commands
#: data/core/help.cfg:635
msgid ""
"\n"
"Show a gamestate variable.\n"
"\n"
msgstr ""
#. [topic]: id=debug_commands
#: data/core/help.cfg:638
msgid ""
"\n"
"Manually fire the specified event.\n"
"\n"
msgstr ""
#. [topic]: id=debug_commands
#: data/core/help.cfg:641
#, fuzzy
msgid ""
"\n"
"Modifies the specified property of the selected unit. Example: :unit "
"hitpoints=100\n"
"\n"
msgstr ""
"\n"
"Breytir silgreindan eiginleika valda einingu. Til dæmis: :unit hitpoints=100"
#. [topic]: id=debug_commands
#: data/core/help.cfg:644
msgid ""
"\n"
"Makes the selected unit level up N times. Example: :unit advances=2"
msgstr ""
#. [heals]: id=healing
#: data/core/macros/abilities.cfg:12
#, fuzzy
#| msgid ""
#| "Heals +4:\n"
#| "Allows the unit to heal adjacent allied units at the beginning of our "
#| "turn.\n"
#| "\n"
#| "A unit cared for by this healer may heal up to 4 HP per turn, or stop "
#| "poison from taking effect for that turn.\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."
msgid ""
"Allows the unit to heal adjacent allied units at the beginning of our turn.\n"
"\n"
"A unit cared for by this healer may heal up to 4 HP per turn, or stop poison "
"from taking effect for that turn.\n"
"This ability will not cure an affected unit of poison, however, only delay "
"its effect."
msgstr ""
"Læknar +4:\n"
"Leyfir einingu að lækna nærliggjandi einingar í byrjun þinnar umferðar.\n"
"\n"
"Eining læknuð af þessum læknara má fá 4 lífspunkta hverja umferð, eða stoppa "
"eitur í að virka þá umferð.\n"
"Eitruð eining getur ekki læknað eitur af læknara og verður að sækja umönnun "
"í þorp eða heilara."
#. [heals]: id=healing
#: data/core/macros/abilities.cfg:30
#, fuzzy
#| msgid ""
#| "Heals +8:\n"
#| "This unit combines herbal remedies with magic to heal units more quickly "
#| "than is normally possible on the battlefield.\n"
#| "\n"
#| "A unit cared for by this healer may heal up to 8 HP per turn, or stop "
#| "poison from taking effect for that turn.\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."
msgid ""
"This unit combines herbal remedies with magic to heal units more quickly "
"than is normally possible on the battlefield.\n"
"\n"
"A unit cared for by this healer may heal up to 8 HP per turn, or stop poison "
"from taking effect for that turn.\n"
"This ability will not cure an affected unit of poison, however, only delay "
"its effect."
msgstr ""
"Læknar +4:\n"
"Þessi eining notar náttúrulegar lækningar með göldrum og læknar aðrar "
"einingar hraðar enn venjulega á vígvellinum.\n"
"\n"
"Eining læknuð af þessum læknara má fá 8 lífspunkta hverja umferð, eða stoppa "
"eitur í að virka þá umferð.\n"
"Eitruð eining getur ekki læknað eitur af læknara og verður að sækja umönnun "
"í þorp eða heilara."
#. [heals]: id=curing
#: data/core/macros/abilities.cfg:47
msgid "cures"
msgstr "heilar"
#. [heals]: id=curing
#: data/core/macros/abilities.cfg:48
msgid "female^cures"
msgstr "heilar"
#. [heals]: id=curing
#: data/core/macros/abilities.cfg:49
#, fuzzy
#| msgid ""
#| "Cures:\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."
msgid ""
"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 ""
"Heilar:\n"
"Heilari getur læknað einingu af eitrun, enn einingin sem var læknuð fær enga "
"nýja lífspunkta þá lotu sem hún var læknuð af eitrinu."
#. [regenerate]: id=regenerates
#: data/core/macros/abilities.cfg:70
msgid "regenerates"
msgstr "endurskapar"
#. [regenerate]: id=regenerates
#: data/core/macros/abilities.cfg:71
msgid "female^regenerates"
msgstr "endurskapar"
#. [regenerate]: id=regenerates
#: data/core/macros/abilities.cfg:72
#, fuzzy
#| msgid ""
#| "Regenerates:\n"
#| "The unit will heal itself 8 HP per turn. If it is poisoned, it will "
#| "remove the poison instead of healing."
msgid ""
"The unit will heal itself 8 HP per turn. If it is poisoned, it will remove "
"the poison instead of healing."
msgstr ""
"Endurskapar:\n"
"Þessi eining mun lækna sjálfa sig um 8 lífspunkta hverja lotu, ef eitrað, "
"mun það fjarlægja eitrið í stað lækningar."
#. [resistance]: id=steadfast
#: data/core/macros/abilities.cfg:91
msgid "steadfast"
msgstr "staðfastur"
#. [resistance]: id=steadfast
#: data/core/macros/abilities.cfg:92
msgid "female^steadfast"
msgstr "staðföst"
#. [resistance]: id=steadfast
#: data/core/macros/abilities.cfg:93
#, fuzzy
#| msgid ""
#| "Steadfast:\n"
#| "This unit’s resistances are doubled, up to a maximum of 50%, when "
#| "defending. Vulnerabilities are not affected."
msgid ""
"This unit’s resistances are doubled, up to a maximum of 50%, when defending. "
"Vulnerabilities are not affected."
msgstr ""
"Staðfastur:\n"
"Þessi eining tvöfaldar mótsstöðu sína, að hámarki 50% þegar í vörn. Viðkvæmi "
"tvöfaldast þó ekki."
#. [leadership]: id=leadership
#: data/core/macros/abilities.cfg:106
msgid "leadership"
msgstr "leiðtogi"
#. [leadership]: id=leadership
#: data/core/macros/abilities.cfg:107
msgid "female^leadership"
msgstr "leiðtogi"
#. [leadership]: id=leadership
#: data/core/macros/abilities.cfg:108
#, fuzzy
#| msgid ""
#| "Leadership:\n"
#| "This unit can lead our own units that are next to it, making them fight "
#| "better.\n"
#| "\n"
#| "Adjacent own 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."
msgid ""
"This unit can lead your own units that are next to it, making them fight "
"better.\n"
"\n"
"Adjacent own 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 ""
"Leiðtogi:\n"
"Þessi eining getur stjórnað öðrum einingum sem standa næst, látandi þá "
"berjast betur.\n"
"\n"
"Viðliggjandi einingar af lægri styrkleikastigi gera meiri skaða í bardaga. "
"Þegar viðliggjandi eining, á lægri styrkleigastigi, og er í liði með "
"leiðtogaeiningunni fer í bardaga, meiða árásir einingarinnar 25% meira "
"sinnum munin á styrkleikastigunum á leiðtoga og óbreyttri einingu."
#. [skirmisher]: id=skirmisher
#: data/core/macros/abilities.cfg:125
msgid "skirmisher"
msgstr "truflar"
#. [skirmisher]: id=skirmisher
#: data/core/macros/abilities.cfg:126
msgid "female^skirmisher"
msgstr "truflar"
#. [skirmisher]: id=skirmisher
#: data/core/macros/abilities.cfg:127
#, fuzzy
#| msgid ""
#| "Skirmisher:\n"
#| "This unit is skilled in moving past enemies quickly, and ignores all "
#| "enemy Zones of Control."
msgid ""
"This unit is skilled in moving past enemies quickly, and ignores all enemy "
"Zones of Control."
msgstr ""
"Truflari:\n"
"Þessar einingar eru sérhæfðar í að fara í gegnum línu óvinanna og trufla þá "
"með því að ráðast á særða og veikburða aftast. Hundsar stjórnsvæði."
#. [illuminates]: id=illumination
#: data/core/macros/abilities.cfg:140
msgid "illuminates"
msgstr "lýsir"
#. [illuminates]: id=illumination
#: data/core/macros/abilities.cfg:141
msgid "female^illuminates"
msgstr "lýsir"
#. [illuminates]: id=illumination
#: data/core/macros/abilities.cfg:142
#, fuzzy
#| 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."
msgid ""
"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 ""
"Lýsir:\n"
"Þessi eining lýsir svæðið í kringum sig, sem lætur réttvísar einingar "
"berjast betur, og ringulreiðar berjast verr.\n"
"\n"
"Allar samliggjandi einingar við þessa einingu berjast eins og kvöld sé á "
"nóttinni, og dagur sé á kvöldinu."
#. [teleport]: id=teleport
#: data/core/macros/abilities.cfg:154
msgid "teleport"
msgstr "fjarfluttur"
#. [teleport]: id=teleport
#: data/core/macros/abilities.cfg:155
msgid "female^teleport"
msgstr "fjarflutt"
#. [teleport]: id=teleport
#: data/core/macros/abilities.cfg:156
#, fuzzy
#| msgid ""
#| "Teleport:\n"
#| "This unit may teleport between any two empty villages owned by its side "
#| "using one of its moves."
msgid ""
"This unit may teleport between any two empty villages owned by its side "
"using one of its moves."
msgstr ""
"Fjarflutningur:\n"
"Þessi eining getur teleportað sig á milli tveggja tómra þorpa sem eru í eigu "
"eiganda einingarinnar."
#. [hides]: id=ambush
#: data/core/macros/abilities.cfg:185
msgid "ambush"
msgstr "fyrirsát"
#. [hides]: id=ambush
#: data/core/macros/abilities.cfg:186
msgid "female^ambush"
msgstr "fyrirsát"
#. [hides]: id=ambush
#: data/core/macros/abilities.cfg:187
#, fuzzy
#| msgid ""
#| "Ambush:\n"
#| "This unit can hide in forest, and remain undetected by its enemies.\n"
#| "\n"
#| "Enemy units cannot see this unit while it is in forest, except if they "
#| "have units next to it. Any enemy unit that first discovers this unit "
#| "immediately loses all its remaining movement."
msgid ""
"This unit can hide in forest, and remain undetected by its enemies.\n"
"\n"
"Enemy units cannot see this unit while it is in forest, except if they have "
"units next to it. Any enemy unit that first discovers this unit immediately "
"loses all its remaining movement."
msgstr ""
"Fyrirsát:\n"
"Þessi eining getur falið sig í skógi, óséð af óvinum sínum.\n"
"\n"
"Óvina einingar geta ekki séð þessa einingu þegar hún er í skógi, nema þeir "
"standi við hlið hennar. Allar óvina einingar sem uppgvöta þessa einingu "
"missa tafarlaust alla hreyfipunkta sína."
#. [hides]: id=nightstalk
#: data/core/macros/abilities.cfg:204 data/core/macros/abilities.cfg:205
msgid "nightstalk"
msgstr "næturveiði"
#. [hides]: id=nightstalk
#: data/core/macros/abilities.cfg:206
#, fuzzy
#| msgid ""
#| "Nightstalk:\n"
#| "The unit becomes invisible during night.\n"
#| "\n"
#| "Enemy units cannot see this unit at night, except if they have units next "
#| "to it. Any enemy unit that first discovers this unit immediately loses "
#| "all its remaining movement."
msgid ""
"The unit becomes invisible during night.\n"
"\n"
"Enemy units cannot see this unit at night, except if they have units next to "
"it. Any enemy unit that first discovers this unit immediately loses all its "
"remaining movement."
msgstr ""
"Næturveiði:\n"
"Þessi eining verður ósýnileg á nóttinni.\n"
"\n"
"Óvina einingar geta ekki séð þessa einingu á nótinni, nema þeir standi við "
"hlið hennar. Allir óvinir sem uppgvöta þessa einingu missa tafarlaust alla "
"hreyfipunkta sína."
#. [hides]: id=concealment
#: data/core/macros/abilities.cfg:223
msgid "concealment"
msgstr "leynd"
#. [hides]: id=concealment
#: data/core/macros/abilities.cfg:224
msgid "female^concealment"
msgstr "leynd"
#. [hides]: id=concealment
#: data/core/macros/abilities.cfg:225
#, fuzzy
#| msgid ""
#| "Concealment:\n"
#| "This unit can hide in villages (with the exception of water villages), "
#| "and remain undetected by its enemies, except by those standing next to "
#| "it.\n"
#| "\n"
#| "Enemy units can not see this unit while it is in a village, except if "
#| "they have units next to it. Any enemy unit that first discovers this unit "
#| "immediately loses all its remaining movement."
msgid ""
"This unit can hide in villages (with the exception of water villages), and "
"remain undetected by its enemies, except by those standing next to it.\n"
"\n"
"Enemy units cannot see this unit while it is in a village, except if they "
"have units next to it. Any enemy unit that first discovers this unit "
"immediately loses all its remaining movement."
msgstr ""
"Leynd:\n"
"Þessi eining getur falið sig í þorpum (fyrir utan neðansjávar þorp, ósýnileg "
"fyrir óvinum, nema þeir standi við hliðin á henni.\n"
"\n"
"Óvina einingar geta ekki séð þessa einingu inní þorpi, nema þeir standi við "
"hlið hennar. Allir óvinir sem uppgvöta þessa einingu missa tafarlaust alla "
"hreyfipunkta sína."
#. [hides]: id=submerge
#: data/core/macros/abilities.cfg:242
msgid "submerge"
msgstr "kafar"
#. [hides]: id=submerge
#: data/core/macros/abilities.cfg:243
msgid "female^submerge"
msgstr "kafar"
#. [hides]: id=submerge
#: data/core/macros/abilities.cfg:244
#, fuzzy
#| msgid ""
#| "Submerge:\n"
#| "This unit can hide in deep water, and remain undetected by its enemies.\n"
#| "\n"
#| "Enemy units cannot see this unit while it is in deep water, except if "
#| "they have units next to it. Any enemy unit that first discovers this unit "
#| "immediately loses all its remaining movement."
msgid ""
"This unit can hide in deep water, and remain undetected by its enemies.\n"
"\n"
"Enemy units cannot see this unit while it is in deep water, except if they "
"have units next to it. Any enemy unit that first discovers this unit "
"immediately loses all its remaining movement."
msgstr ""
"Kafar:\n"
"Þessi eining getur falið sig í djúpu vatni, ósýnileg fyrir óvinum sínum.\n"
"\n"
"Óvina einingar geta ekki séð þessa einingu í djúpu vatni, nema þeir standi "
"við hlið hennar. Allir óvinir sem uppgvöta þessa einingu missa tafarlaust "
"alla hreyfipunkta sína."
#. [dummy]: id=feeding
#: data/core/macros/abilities.cfg:261
msgid "feeding"
msgstr "nærist"
#. [dummy]: id=feeding
#: data/core/macros/abilities.cfg:262
msgid "female^feeding"
msgstr "nærist"
#. [dummy]: id=feeding
#: data/core/macros/abilities.cfg:263
#, fuzzy
#| msgid ""
#| " This unit gains 1 hitpoint added to its maximum whenever it kills a "
#| "living unit."
msgid ""
"This unit gains 1 hitpoint added to its maximum whenever it kills a unit, "
"except units that are immune to plague."
msgstr ""
" Þessi eining fær 1 auka lífspunkt ofan á hámark lífspunkta sína í hvert "
"skipti sem hún drepur einingu."
#. [damage]: id=backstab
#: data/core/macros/abilities.cfg:285
msgid "backstab"
msgstr "bakstunga"
#. [damage]: id=backstab
#: data/core/macros/abilities.cfg:286
#, fuzzy
#| msgid ""
#| "Backstab:\n"
#| "When used offensively, this attack deals double damage if there is an "
#| "enemy of the target on the opposite side of the target, and that unit is "
#| "not incapacitated (turned to stone or otherwise paralyzed)."
msgid ""
"When used offensively, this attack deals double damage if there is an enemy "
"of the target on the opposite side of the target, and that unit is not "
"incapacitated (turned to stone or otherwise paralyzed)."
msgstr ""
"Bakstunga:\n"
"Þegar notað er í árás (ekki vörn), gerir þessi árás tvöfaldan skaða þegar "
"óvina skotmarkið er mitt á milli annars vina einingar, og ef sú eining er "
"ekki óbardaga hæf (breytt í stein eða öðruvísi lömuð)."
#. [plague]: id=plague({TYPE}), type={TYPE}
#. [plague]: id=plague, type=Walking Corpse
#: data/core/macros/abilities.cfg:304 data/core/macros/abilities.cfg:315
msgid "plague"
msgstr "plága"
#. [plague]: id=plague({TYPE}), type={TYPE}
#: data/core/macros/abilities.cfg:305
#, fuzzy
#| msgid ""
#| "Plague:\n"
#| "When a unit is killed by a Plague attack, that unit is replaced with a "
#| "Walking Corpse on the same side as the unit with the Plague attack. This "
#| "doesn’t work on Undead or units in villages."
msgid ""
"When a unit is killed by a Plague attack, that unit is replaced with a unit "
"on the same side as the unit with the Plague attack. This doesn’t work on "
"Undead or units in villages."
msgstr ""
"Plága:\n"
"Þegar eining er drepin með plágu árás, breytist sú eining í uppvakning í "
"sama liði og einingin með plágu árásina. Þetta virkar ekki á ódauðar "
"einingar eða einingar inní þorpum."
#. [plague]: id=plague, type=Walking Corpse
#: data/core/macros/abilities.cfg:316
#, fuzzy
#| msgid ""
#| "Plague:\n"
#| "When a unit is killed by a Plague attack, that unit is replaced with a "
#| "Walking Corpse on the same side as the unit with the Plague attack. This "
#| "doesn’t work on Undead or units in villages."
msgid ""
"When a unit is killed by a Plague attack, that unit is replaced with a "
"Walking Corpse on the same side as the unit with the Plague attack. This "
"doesn’t work on Undead or units in villages."
msgstr ""
"Plága:\n"
"Þegar eining er drepin með plágu árás, breytist sú eining í uppvakning í "
"sama liði og einingin með plágu árásina. Þetta virkar ekki á ódauðar "
"einingar eða einingar inní þorpum."
#. [slow]: id=slow
#: data/core/macros/abilities.cfg:326
msgid "slows"
msgstr "hægir"
#. [slow]: id=slow
#: data/core/macros/abilities.cfg:327
#, fuzzy
#| msgid ""
#| "Slow:\n"
#| "This attack slows the target until it ends a turn. Slow halves the damage "
#| "caused by attacks and the movement cost for a slowed unit is doubled. A "
#| "unit that is slowed will feature a snail icon in its sidebar information "
#| "when it is selected."
msgid ""
"This attack slows the target until it ends a turn. Slow halves the damage "
"caused by attacks and the movement cost for a slowed unit is doubled. A unit "
"that is slowed will feature a snail icon in its sidebar information when it "
"is selected."
msgstr ""
"Hæging:\n"
"Þessi áráss hægir á skotmarkinu þar til skotmarkil lýkur lotu. Hægðar "
"einingar gera bara hálfan skaða og ferðir kosta tvöfallda hreyfipunkta. "
"Hægðar einingar fá litla snígla mynd í hliðarsskjá upplýsingunum þegar þær "
"eru valdar."
#. [petrifies]: id=petrifies
#: data/core/macros/abilities.cfg:336
#, fuzzy
msgid "petrifies"
msgstr "Högg"
#. [petrifies]: id=petrifies
#: data/core/macros/abilities.cfg:337
#, fuzzy
msgid ""
"This attack petrifies the target, turning it to stone. Units that have been "
"petrified may not move or attack."
msgstr ""
"Steining:\n"
"Þessi árás breytir skotmarkinu í stein. Einingar sem hafa breyst í stein "
"mega ekki hreyfa sig né gera árásir."
#. [chance_to_hit]: id=marksman
#: data/core/macros/abilities.cfg:346
msgid "marksman"
msgstr "skytta"
#. [chance_to_hit]: id=marksman
#: data/core/macros/abilities.cfg:347
#, fuzzy
#| msgid ""
#| "Marksman:\n"
#| "When used offensively, this attack always has at least a 60% chance to "
#| "hit."
msgid ""
"When used offensively, this attack always has at least a 60% chance to hit."
msgstr ""
"Skytta:\n"
"Þegar notað í árás(ekki vörn), hefur þessi árás alltaf að minsta kosti 60% "
"líkur á að hitta."
#. [swarm]: id=swarm
#: data/core/macros/abilities.cfg:371
msgid "swarm"
msgstr "svarmur"
#. [swarm]: id=swarm
#: data/core/macros/abilities.cfg:372
#, fuzzy
#| msgid ""
#| "Swarm:\n"
#| "The number of strikes of this attack decreases when the unit is wounded. "
#| "The number of strikes is proportional to the percentage of its of maximum "
#| "HP the unit has. For example a unit with 3/4 of its maximum HP will get "
#| "3/4 of the number of strikes."
msgid ""
"The number of strikes of this attack decreases when the unit is wounded. The "
"number of strikes is proportional to the percentage of its of maximum HP the "
"unit has. For example a unit with 3/4 of its maximum HP will get 3/4 of the "
"number of strikes."
msgstr ""
"Svarmur:\n"
"Einingar með þennan eiginleika verða að gera færri árásir þegar búið er að "
"meiða þær. Talan á árásunum er mæld út frá prósentum og prósentu lífspunkta "
"árásirnar. Ef upprunalega voru árásirnar 10 og einingin hefur eingöngu 30% "
"af lífspunktum sínum eftir, getur hún eingöngu gert 3 árásir."
#. [damage]: id=charge
#: data/core/macros/abilities.cfg:381
msgid "charge"
msgstr "áhlaup"
#. [damage]: id=charge
#: data/core/macros/abilities.cfg:382
#, fuzzy
#| msgid ""
#| "Charge:\n"
#| "When used offensively, this attack deals double damage to the target. It "