wesnoth-help - en to sr translation catalogue (433 entries)

note: [time]: id=underground
en: Underground
sr: podzemlje

note: [berserk]: id=berserk
en: berserk
sr: bezglavost

note: [chance_to_hit]: id=magical
en: magical
sr: magičnost

note: [heals]: id=healing
en: heals +4
sr: lečenje +4

note: [heals]: id=healing
en: female^heals +4
sr: lečenje +4

note: [heals]: id=healing
en: heals +8
sr: lečenje +8

note: [heals]: id=healing
en: female^heals +8
sr: lečenje +8

note: [section]: id=encyclopedia [topic]: id=..encyclopedia
en: Encyclopedia
sr: Enciklopedija

note: [topic]: id=..encyclopedia
en: <ref>dst='..geography' text='Geography'</ref>
sr: <ref>dst='..geography' text='Geografija'</ref>

note: [section]: id=geography [topic]: id=..geography
en: Geography
sr: Geografija

note: [topic]: id=arkan_thoria
en: Arkan-thoria
sr: Arkan-torija

note: [topic]: id=arkan_thoria
en: A river rising in the <ref>dst='heart_mountains' text='Heart Mountains'</ref> and running east to the Listra.
sr: Reka što izvire u <ref>dst='heart_mountains' text='Jezgrenim planinama'</ref> i teče na istok do Listre.

note: [topic]: id=great_ocean
en: Great Ocean
sr: Veliki okean

note: [topic]: id=great_ocean
en: 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 the Great Ocean is a huge archipelago called <ref>dst='morogor' text='Morogor'</ref>.
sr: Prostire se zapadno od <ref>dst='great_continent' text='kontinenta'</ref> i sve reke se na koncu u njega ulivaju. Daleko na zapad u Velikom okeanu nalazi se ogroman arhipelag po imenu <ref>dst='morogor' text='Morogor'</ref>.

note: [topic]: id=morogor
en: Archipelago, located somewhere in the <ref>dst='great_ocean' text='Great Ocean'</ref> west of the <ref>dst='green_isle' text='Green Isle'</ref> and east of the <ref>dst=old_continent text='Old Continent'</ref>.
    It is mostly inhabited by <ref>dst='..race_drake' text='drakes'</ref>.
    The central island of the archipelago is also called ‘Morogor’.
sr: Arhipelag, smešten negde u <ref>dst='great_ocean' text='Velikom okeanu'</ref> zapadno od <ref>dst='green_isle' text='Zelenostrva'</ref> a istočno od <ref>dst=old_continent text='Starog kontinenta'</ref>.
    Uglavnom je naseljen <ref>dst='..race_drake' text='zmagovima'</ref>.
    Središnje ostrvo arhipelaga takođe se naziva Morogorom.

note: [topic]: id=green_isle
en: Green Isle
sr: Zelenostrvo

note: [topic]: id=green_isle
en: A bigger island lying in the <ref>dst='great_ocean' text='Great Ocean'</ref>.
sr: Poveće ostrvo u <ref>dst='great_ocean' text='Velikom okeanu'</ref>.

note: [topic]: id=old_continent
en: Old Continent
sr: Stari kontinent

note: [topic]: id=old_continent
en: Lies to the west of <ref>dst='morogor' text='Morogor'</ref> across the <ref>dst='great_ocean' text='Great Ocean'</ref>.
sr: Prostire se zapadno od <ref>dst='morogor' text='Morogora'</ref>, s onu stranu <ref>dst='great_ocean' text='Velikog okeana'</ref>.

note: [topic]: id=great_continent
en: Great Continent
sr: Veliki kontinent

note: [topic]: id=great_continent
en: 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>.
sr: Kontinent na kome se nalazi <ref>dst='kingdom_wesnoth' text='Vesnotsko kraljevstvo'</ref>. Zapadnom obalom izlazi na <ref>dst='great_ocean' text='Veliki okean'</ref>.

note: [topic]: id=irdya
en: Irdya
sr: Irdija

note: [topic]: id=irdya
en: 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”.
sr: Irdijom se naziva svet u kome postoji <ref>dst='kingdom_wesnoth' text='Vesnotsko kraljevstvo'</ref>. Ovaj izraz, međutim, retko se koristi u područjima prikazanim na glavnoj karti. Tamošnji narodi obično kažu prosto „svet“, ili, poetičnije, „široki zeleni svet“.

note: [topic]: id=kingdom_wesnoth
en: Kingdom of Wesnoth
sr: Vesnotsko kraljevstvo

note: [topic]: id=kingdom_wesnoth
en: 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).
    
    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.
    
        • Notable cities:
              ◦ Weldyn: The capital of Wesnoth.
              ◦ Aldril: City lying on the Bay of Pearls.
              ◦ Blackwater Port: City lying south of the Bay of Pearls.
              ◦ Carcyn: Located between the Grey Woods and the Great River.
              ◦ Dan’Tonk: Wesnoth’s largest city, located in the center of the country, just west and north of Weldyn.
              ◦ Soradoc: The northernmost border outpost of Wesnoth, controls the confluence of the Weldyn River and the Great River.
              ◦ Fort Tahn: The southernmost border outpost, controls the north/south road crossing the River Aethen.
              ◦ 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.
    
        • Notable land features:
              ◦ Gryphon Mountain: Home of the fabled Gryphons
              ◦ Ford of Abez: Shallow part of the Great River, it is usually controlled by Wesnothian forces
              ◦ Weldyn River: It branches from the Great River and goes south
              ◦ 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
              ◦ Dulatus Hills: These rolling hills bordering the Great Central Plain provide much of Wesnoth’s livestock and agriculture
              ◦ Brown Hills: Wasteland surrounding Gryphon Mountain that is not well-populated and occasionally very dangerous.
              ◦ 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.
              ◦ 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.
              ◦ Glyn’s Forest: Sometimes known as the Royal Forest, named for one of Haldric II’s sons
              ◦ Gray Woods: Large forest in the heart of the wilds of Wesnoth, located between Carcyn and Aldril and generally considered to be haunted
              ◦ Green Swamp: Large swamp in the heart of the wilds of Wesnoth, south of Aldril. It receives drainage from the Brown Hills and feeds into the Great River. (Not shown on the main map.)
sr: Vesnotsko kraljevstvo proteže se preko središnjeg i severnog dela <ref>dst='great_continent' text='Velikog kontinenta'</ref>. Većina pohoda iz glavnog odigrava se u vezi s njim. Granice na glavnoj karti su mu velika reka na severu, obala Velikog okeana na zapadu, Etenvud na <ref>dst='southwest_elven_lands' text='jugozapadu'</ref> i Grča močvara na jugoistoku (donji desni ugao karte).
    
    Preko reke Eten, južno od utvrde Tan, leži vesnotsko pogranično područje. Na jugu (van karte) ograničeno je gustom šumom, čijim se najsevernijim delom može smatrati Etenvud.
    
        • Istaknuti gradovi:
              ◦ Veldin: prestonica Vesnota.
              ◦ Aldril: grad na Bisernom zalivu.
              ◦ Luka Crnomorska: grad južno od Bisernog zaliva.
              ◦ Karsin: između Sedošumlja i Velike reke.
              ◦ Dan-tonk: Najveći grad u Vesnotu, smešten u srcu zemlje, severozapadno nadomak Veldina.
              ◦ Soradok: Najsevernija granična ispostava Vesnota, nadgleda ušće Veldina i Velike reke.
              ◦ Utvrda Tan: Najjužnija granična ispostava, nadgleda prelaz puta sever-zapad preko reke Eten.
              ◦ Tat: važan utvrđeni grad severno od Dan-tonka, drži pod kontrolom divljinu istočno od Smeđih brda i severno od gaza Abeza.
    
        • Istaknuta geografija:
              ◦ Grifonska planina: dom bajkovitim grifonima.
              ◦ Gaz Abeza: plitak deo Velike reke, obično u vlašću vesnotskih snaga.
              ◦ Reka Veldin: grana se iz Velike reke i teče ka jugu.
              ◦ Velika središnja ravnica: područje ograničeno Veldinom, Dan-tonkom i utvrdom Tan, vesnotska žitnica i dom većem delu njegovog stanovništva.
              ◦ Dulatijsko pobrđe: niska brda uz Veliku središnju ravnicu, izvor dobrog dela vesnotske stoke i žitarica.
              ◦ Smeđa brda: pustoš oko Grifonske planine, slabo naseljena i povremeno vrlo opasna.
              ◦ Konjičke ravnice: nisko pobrđe odmah južno od Velike reke, ograničeno Glinovom šumom na zapadu i rekom Veldin na istoku, dok se južnim krajem pretapa u Središnju ravnicu. Dom moćnim klanovima, gde se gaje najbolji konji u Vesnotu.
              ◦ Estmarško pobrđe: poveliki venac što se izdiže južno od velike reke a istočno od reke Veldin. Najseverniji deo, blizu reke Veldin, povremeno su naseljavali Vesnoćani, ali je kraljevska paska na njim tanka i u najbolja vremena i razbojništva su česta.
              ◦ Glinova šuma: ponekad znana i kao Kraljevska šuma, po jednom od sinova Haldrika Drugog.
              ◦ Sedošumlje: Velika šuma u srcu vesnotske divljine, rasprostrta između Karsina i Aldrila, obično se smatra posednutom.
              ◦ Zelena močvara: velika močvara u središtu vesnotske divljine, južno od Aldrila. Navodnjava se iz Smeđih brda a odliva u Veliku reku (van glavne karte).

note: [topic]: id=elensefar
en: 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.
    
        • Notable cities:
              ◦ Elensefar: The capital, located on an island in the <ref>dst='great_river' text='Great River'</ref> delta
              ◦ Carcyn: City on the Wesnoth–Elensefar border, disputed with Wesnoth
        • Notable land features:
              ◦ <ref>dst='great_river' text='Great River'</ref>: It is very wide at this point, and only ships can cross it.
sr: U neka vremena Elensefar je pokrajina <ref>dst='kingdom_wesnoth' text='Vesnota'</ref>, u neka druga nazavisna država, a ponekad pak u sporazumnoj federaciji sa Vesnotom. Granice su mu Velika reka na severu, slabo određena međa prema Vesnotu na istoku, Biserni zaliv na jugu, i <ref>dst='great_ocean' text='okean'</ref> na zapadu. Više podataka može se naći u istoriografiji Vesnota.
    
        • Istaknuti gradovi:
              ◦ Elensefar: prestonica, smeštena na ostrvu u delti <ref>dst='great_river' text='Velike reke'</ref>.
              ◦ Karsin: grad na vesnotsko-elensefarskoj granici, u sporu sa Vesnotom.
        • Istaknuta geografija:
              ◦ <ref>dst='great_river' text='Velika reka'</ref>: vrlo široka na ovom mestu, da se samo brodom može preći.

note: [topic]: id=northlands
en: Northlands
sr: Severozemlje

note: [topic]: id=southwest_elven_lands
en: Southwest Elven Lands
sr: jugozapadne vilenjačke zemlje

note: [topic]: id=southwest_elven_lands
en: 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 Green Swamp to the northeast, the desert (not shown) to the south, and the <ref>dst='great_ocean' text='Ocean'</ref> to the west.
    
        • Notable cities
              ◦ None known
        • Notable land features:
              ◦ Aethen Forest: The largest southern forest, it extends far to the southwest—much farther than is charted—and is home to <ref>dst='..race_elf' text='elves'</ref>.
sr: Šumski vilenjaci su podvojeni od onih na severu, i tek povremeno stupaju u dodir sa njima i sa drugim zemljama. Granice su im Zelena močvara ka severoistoku, pustinja (van karte) ka jugu i <ref>dst='great_ocean' text='okean'</ref> ka zapadu.
    
        • Istaknuti gradovi:
              ◦ Ne zna se ni za jedan.
        • Istaknuta geografija:
              ◦ Šuma Eten: najveća od južnih šuma, proteže se daleko na jugozapad — mnogo dalje nego što je kartografisano — i dom je <ref>dst='..race_elf' text='vilenjacima'</ref>.

note: [topic]: id=heart_mountains
en: Heart Mountains
sr: Jezgrene planine

note: [topic]: id=heart_mountains
en: A virtually impassable barrier between the <ref>dst='arkan_thoria' text='river'</ref> country and the <ref>dst='far_north' text='Northern Plains'</ref>.
sr: Gotovo neprohodna prepreka između <ref>dst='arkan_thoria' text='rečnih'</ref> zemalja i <ref>dst='far_north' text='severnih ravnica'</ref>.

note: [topic]: id=far_north
en: Far North
sr: Daleki sever

note: [section]: id=introduction [topic]: id=..introduction
en: Introduction
sr: Uvod

note: [section]: id=gameplay [topic]: id=..gameplay
en: Gameplay
sr: Izvođenje

note: [section]: id=traits_section [topic]: id=..traits_section
en: Traits
sr: Osobine

note: [section]: id=units [topic]: id=..units
en: Units
sr: Jedinice

note: [section]: id=abilities_section [topic]: id=..abilities_section
en: Abilities
sr: Sposobnosti

note: [section]: id=weapon_specials [topic]: id=..weapon_specials
en: Weapon Specials
sr: Svojstva oružja

note: #-#-#-#-#  wesnoth-help.wml.pot (PACKAGE VERSION)  #-#-#-#-# [section]: id=factions_section
en: Factions
sr: Frakcije

note: [section]: id=terrains_section [topic]: id=..terrains_section
en: Terrains
sr: Teren

note: [section]: id=commands [topic]: id=..commands
en: Commands
sr: Naredbe

note: [topic]: id=.unknown_unit
en: Unknown Unit
sr: nepoznata jedinica

note: [topic]: id=.unknown_unit
en: 
    
    This unit is unknown for the moment. You must discover it in the game to be allowed to see its description.
sr: 
    
    Ova jedinica trenutno nije poznata. Morate je otkriti u igri da bi vam bilo dopušteno da vidite njen opis.

note: [topic]: id=introduction_topic
en: Overview
sr: Pregled

note: [topic]: id=introduction_topic
en: 
    
    <italic>text='Battle for Wesnoth'</italic> is a turn-based fantasy strategy game somewhat unusual among modern strategy games. While other games strive for complexity, <italic>text='Battle for Wesnoth'</italic> 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.
sr: 
    
    <italic>text='Boj za Vesnot'</italic> je fantazijska strategija na poteze, ponešto neobična među savremenim strateškim igrama. Dok druge igre naginju složenosti, <italic>text='Boj za Vesnot'</italic> teži jednostavnosti, kako pravila tako i izvođenja. To, međutim, ne čini ovu igru lakom — iz jednostavnih pravila rađa se izobilje taktika, te je igru lako naučiti, ali izazovno njome zagospodariti.

note: [topic]: id=fundamentals
en: Fundamentals of Gameplay
sr: Temelji izvođenja

note: [topic]: id=fundamentals
en: 
    
    To begin with, it’s best to click the <bold>text='Tutorial'</bold> button at the main menu. This will take you to the interactive tutorial, which will teach you the basics of Wesnoth. After this, it is recommended that you play the Heir to the Throne campaign first — click <bold>text='Campaign'</bold> then <italic>text='Heir to the Throne'</italic>. As <italic>text='Battle for Wesnoth'</italic> can be quite challenging, you may wish to start on easy.
sr: 
    
    Za početak, najbolje je da kliknete na dugme <italic>text='Podučavanje'</italic> u glavnom meniju. To će vas odvesti u interaktivno podučavanje, gde ćete biti naučeni osnovama Vesnota. Potom, preporučujemo da prvo odigrate pohod „Naslednik prestola“ — kliknite na <italic>text='Pohod'</italic>, pa <italic>text='Naslednik prestola'</italic>. Kako <italic>text='Boj za Vesnot'</italic> može biti vrlo izazovan, možete se odlučiti da počnete od <italic>text='lakog'</italic>.

note: [topic]: id=fundamentals
en: These pages outline all you need to know to play <italic>text='Battle for Wesnoth'</italic>. They cover how to play and the basic mechanics behind the game. As you play the game, new information is added to these pages as you come across new aspects of the game. For more detailed information on special situations and exceptions, please follow the links included.
sr: Ove stranice pružaju osvrt na sve što je nephodno da znate da biste zaigrali <italic>text='Boj za Vesnot'</italic> — način igranja i osnovnu mehaniku koja pogoni igru. Dok budete igrali, stranice će biti dopunjavane podacima koji će predstavljati nove uglove igre na koje budete nailazili. Zaželite li detaljnije informacije o posebnim okolnostima i izuzecima, možete ispratiti ubačene veze.

note: [topic]: id=fundamentals
en: While playing, keep in mind that if you mouse-over many items in the game, such as the information displayed in the status pane, a brief description will be shown explaining each item. This is especially useful when you encounter new <ref>dst='..abilities_section' text='abilities'</ref> for the first time.
sr: Tokom igranja, imajte na umu da će vam prelaz mišem preko mnogih elemenata, kakvi su na primer podaci u oknu stanja, dati kratak tekst sa dodatnim objašnjenjima. Ovo je posebno korisno kada se po prvi put susretnete sa <ref>dst='..abilities_section' text='sposobnostima'</ref>.

note: [topic]: id=about_game
en: About the Game
sr: O igri

note: [topic]: id=about_game
en: 
    
    <italic>text='Campaigns'</italic> consist of multiple scenarios that follow on from each other, telling a story. In a campaign, you often need to play more carefully, preserving your best troops so that they can be used again in later scenarios in the campaign.
sr: 
    
    <italic>text='Pohodi'</italic> se sastoje od više scenarija koji se nastavljaju jedan na drugi, pletući svoju priču. U pohodima često morate igrati opreznije, čuvajući svoje najbolje snage kako biste ih mogli upotrebiti u nastupajućim scenarijima.

note: [topic]: id=about_game
en: The game takes place over a series of battles, called <italic>text='scenarios'</italic>. Each scenario pits your troops against the troops of one or more adversaries. You can play against the computer, or with friends who each take turns sitting at the computer (hotseat play). If your computer is connected to a computer network, you can also play against other people connected to that network. If your computer has a connection to the Internet, you can play against other people across the Internet.
sr: Igra se proteže preko niza bitaka, koje se nazivaju <italic>text='scenarijima'</italic>. Svaki scenario sudara vaše snage sa snagama jednog ili više suparnika. Možete igrati protiv računara, ili prijateljâ koji se po potezima smenjuju ispred računara (tzv. usijana igra). Ako vam je računar povezan u mreži, možete takođe igrati sa drugima povezanim u istu tu mrežu. Ako imate vezu sa Internetom, možete igrati sa ljudima širom sveta.

note: [topic]: id=victory_and_defeat
en: Victory and Defeat
sr: Pobeda i poraz

note: [topic]: id=victory_and_defeat
en: 
    
    When you win a scenario, the map grays over and the <bold>text='End Turn'</bold> button changes to <bold>text='End Scenario'</bold>. 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.
sr: 
    
    Kada dobijete scenario, mapa će se zasiveti i dugme <bold>text='Gotovo'</bold> pri dnu promeniti u <bold>text='Kraj'</bold>. Pre nego što kliknete na dugme da nastavite, možete promeniti opcije upisivanja, ili (u višeigračkoj partiji) popričati sa saigračima.

note: [topic]: id=victory_and_defeat
en: Pay careful attention to the <bold>text='Objectives'</bold> pop-up box at the beginning of each scenario. Usually you will achieve victory by killing all enemy leaders, and only be defeated by having your leader killed. But scenarios may have other victory objectives — getting your leader to a designated point, say, or rescuing someone, or solving a puzzle, or holding out against a siege until a certain number of turns have elapsed.
sr: Pažljivo protumačite iskačuće prozorče sa <bold>text='ciljevima'</bold> na početku svakog scenarija. Do pobede se obično dolazi istrebljenjem svih protivničkih vođa, a poraz trpi kada vaš vođ nastrada. Ali scenariji mogu imati i drugačije ciljeve za pobedu — otpravljanje svog vođa do određenog mesta, spasavanje nekoga, rešavanje zagonetke, opstajanje usred opsade dok ne prođe određen broj poteza, itd.

note: [topic]: id=recruit_and_recall
en: Recruiting and Recalling
sr: Unajmljivanje i sazivanje

note: [topic]: id=recruit_and_recall
en: 
    
    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.
sr: 
    
    Ako kliknete desnim na polje zamka i izaberete najam, nova jedinica će se pojaviti baš u tom polju. U suprotnom, pojaviće se u proizvoljnom slobodnom polju blizu kule. Možete unajmiti samo onoliko jedinica koliko imate slobodnih polja u zamku, i ne možete potrošiti više zlata nego što vam je trenutno na raspolaganju.

note: [topic]: id=recruit_and_recall
en: 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 <italic>text='Heir to the Throne'</italic> campaign) on the keep hex of a <ref>dst='terrain_castle' text='castle'</ref>. Then you may recruit by either choosing <bold>text='Recruit'</bold> from the menu or right-clicking on a hex and selecting <bold>text='Recruit'</bold>. This brings up the recruit menu, which lists units available for recruitment, along with their gold cost. Click on a unit to see its statistics, then press the recruit button to recruit it.
sr: Svaka strana započinje sa jednim vođem u svojoj kuli. Na početku svake bitke, a ponekad i tokom nje, moraćete da unajmljujete <ref>dst='..units' text='jedinice'</ref> za svoju vojsku. Da biste najmili, vaš vođ (npr. Konrad u pohodu „Naslednik prestola“) mora stajati na polju kule u <ref>dst='terrain_castle' text='zamku'</ref>. Tada možete ili izabrati „Unajmi“ iz menija, ili kliknuti desnim na polje i izabrati <italic>text='Unajmi'</italic>. Ovo će vam dati spisak jedinica koje možete unajmiti, zajedno sa cenom koju morate platiti za svaku. Kliknite na jedinicu da vidite njene karakteristike, a na dugme <italic>text='Unajmi'</italic> da je unajmite.

note: [topic]: id=recruit_and_recall
en: 
    
    Recruited units come with two random <ref>dst='..traits_section' text='traits'</ref> which modify their statistics.
sr: 
    
    Unajmljene jedinice pristižu sa dve nasumične <ref>dst='..traits_section' text='osobine'</ref>, koje utiču na njihove karakteristike.

note: [topic]: id=recruit_and_recall
en: 
    
    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.
sr: 
    
    U kasnijim scenarijima, možete takođe sazvati veterane iz ranijih bitaka. Sazivanje košta 20 zlatnika, i dobijate spisak iz koga možete izabrati preživele iz prethodnih scenarija.

note: [topic]: id=recruit_and_recall
en: 
    
    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.
sr: 
    
    Jedinice ne koštaju zlata samo pri unajmljivanju ili sazivanju, već im je ono neophodno i za izdatke. Pogledajte <ref>dst='income_and_upkeep' text='Prihodi i izdaci'</ref> za više detalja.

note: [topic]: id=orbs
en: Orbs
sr: Kuglice

note: [topic]: id=orbs
en: On top of the energy bar shown next to each unit of yours is an orb. For units you control, this orb is:
sr: Povrh energotrake prikazane pored svake vaše jedinice, stoji kuglica. Za jedinice pod vašom upravom, kuglica je:

note: [topic]: id=orbs
en:  green if it hasn’t moved this turn,
sr:  zelena, ako se jedinica nije pomerila u toku poteza,

note: [topic]: id=orbs
en:  yellow if it has moved, but could still move further or attack, or
sr:  žuta, ako se jeste pomerila, ali se još može kretati ili napasti,

note: [topic]: id=orbs
en:  blue if the unit is an ally you do not control.
sr:  plava, ako je jedinica saveznik kojim ne upravljate.

note: [topic]: id=hitpoints
en: Hitpoints and Experience
sr: Udarpoeni i iskustvo

note: [topic]: id=hitpoints
en: Each unit has a certain number of <italic>text='hitpoints'</italic> (HP). If the hitpoints of a unit drop below 1, the unit dies. Each unit also has a certain number of <italic>text='experience points'</italic> (XP). A freshly recruited unit starts with no experience points, and gains experience by fighting enemies.
sr: Svaka jedinica ima izvestan broj <italic>text='udarpoena'</italic> (UP); padnu li ispod 1, jedinica strada. Takođe, svaka jedinica ima i <italic>text='iskustvene poene'</italic> (IP); nove jedinice počinju bez iskustva, i dobijaju ga u borbi protiv neprijatelja.

note: [topic]: id=hitpoints
en: 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).
sr: Udarpoeni i iskustveni poeni su naznačeni u oknu stanja preko dva broja — tekuće vrednosti i maksimuma koji jedinica može imati.

note: [topic]: id=hitpoints
en: The hitpoints are also indicated by an energy bar next to each unit, which is green, yellow or red. A unit with at least 1 experience point has a blue experience bar, which turns white as the unit is about to <ref>dst='experience_and_advancement' text='advance'</ref>.
sr: Udarpoeni su takođe naznačeni energotrakom pored svake jedinice, koja može biti zelena, žuta ili crvena. Jedinica sa bar jednim iskustvenim poenom ima plavu traku, koja pobeli kada se jedinica približi <ref>dst='experience_and_advancement' text='napredovanju'</ref>.

note: [topic]: id=movement
en: Movement
sr: Kretanje

note: [topic]: id=movement
en: 
    
    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 <bold>text='Unit Description'</bold>, and then looking at <bold>text='Terrain Modifiers'</bold>.
sr: 
    
    Svaka jedinica ima određen broj poena pokretljivosti koji se troše pri pomeranju u novo polje, u zavisnosti od terena određenog polja. Na primer, ulazak u ravnicu skoro uvek košta 1 poen. Utrošak poena pokretljivosti zavisi i od tipa jedinice — u šumi, vilenjačke jedinice troše samo po 1 poen, većina ljudskih i orkovskih po 2, a konjanici čak 3. Da biste saznali koliko nekoj jedinici treba poena za ulazak na određeni tip terena, kliknite desnim na nju, pa izaberite <bold>text='Opis jedinice'</bold>, i pogledajte <bold>text='terenske modifikatore'</bold>.

note: [topic]: id=movement
en: Movement in <italic>text='Battle for Wesnoth'</italic> 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.
sr: Kretanje u <italic>text='Boju za Vesnot'</italic> je jednostavno. Kliknite na jedinicu koju želite da pokrenete da je izaberete, a zatim na polje gde želite da se pomeri. Kada je jedinica izabrana, sva polja koje može doseći u ovom potezu bivaju istaknuta, a sva ostala polja zatamnjena. Prelaz mišem preko istaknutog polja daje odbrambeni razred koji će jedinica imati ako se pomeri na nj. Prelaz mišem preko zatamnjenog polja će dodatno prikazati broj poteza neophodan da ga jedinica dosegne, a klikom ćete poslati jedinicu tamo najbržim putem u toku ovog i narednih poteza. Ako ne istrošite svu pokretljivost jedinice kada je prvi put pomerite, možete je pomeriti ponovo, što je korisno kada želite da dve jedinice razmene položaje. Napad jedinicom će joj istrošiti svu pokretljivost. Pomeranje u selo koje nije vaše će takođe istrošiti pokretljivost, ali će jedinica i dalje moći da napadne.

note: [topic]: id=movement
en: 
    
    Another thing to keep in mind while moving is <italic>text='zones of control'</italic>. Each unit generates a zone of control in the hexes immediately surrounding it, and any enemy unit entering those hexes immediately ends its movement. Learning how to use zones of control to your advantage is an important part of Wesnoth, as only <ref>dst='ability_skirmisher' text='skirmishers'</ref> can ignore zones of control.
sr: 
    
    U toku pomeranja takođe morate imati na umu <italic>text='nadzorne pojaseve'</italic>. Svaka jedinica stvara nadzorni pojas u poljima koja je neposredno okružuju, i neprijateljska jedinica koja kroči u pojas odmah okončava svoje kretanje. Naučiti kako koristiti nadzorne pojaseve za sopstvenu dobit, važan je deo taktike Vesnota — samo malobrojni <ref>dst='ability_skirmisher' text='čarkaši'</ref> mogu ignorisati nadzorne pojaseve.

note: [topic]: id=movement
en: 
    
    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.
sr: 
    
    Da biste videli kuda se neprijatelj može pokrenuti tokom svog poteza, pritisnite Ctrl-V ili Cmd-V; Ctrl-B ili Cmd-B pokazuju kuda bi se neprijatelj mogao pomeriti kada na mapi ne bi bilo vaših jedinica da ih blokiraju.

note: [topic]: id=shroud_and_fog
en: Shroud and Fog of War
sr: Pokrov i magla rata

note: [topic]: id=shroud_and_fog
en: In some scenarios, parts of the map will be hidden from you. There are two mechanisms that can be used separately or together. The <italic>text='shroud'</italic> hides both the terrain and any units at a location. However, once it is cleared, you can always see that location. The <italic>text='fog of war'</italic> 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).
    
    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 <bold>text='Delay Shroud Updates'</bold> in the actions menu. This will prevent units from clearing shroud or fog until the next randomized event or a manual update via <bold>text='Update Shroud Now'</bold> (or the end of your turn) and thereby preserve your ability to undo movement.
sr: U nekim scenarijima, deo mape će biti skriven od vašeg pogleda. Postoje dva mehanizma koja to mogu činiti, zajedno ili odvojeno. <italic>text='Pokrov'</italic> sakriva i teren i jedinice koje se na njemu mogu naći. Kada se pokrov jednom razveje, nadalje uvek možete videti teren. <italic>text='Magla rata'</italic> sakriva samo jedinice i posede nad selima (ne računajući vaše i savezničke). Magla rata se razilazi samo privremeno, dok su vaše jedinice u blizini, ali se vraća kada se one odmaknu. Jedinice razvejavaju i pokrov i maglu rata. Svaka jedinica čisti polja u dometu kretanja u datom potezu, pri čemu se ignorišu neprijateljske jedinice i nadzorni pojasevi.
    
    Potez jedinice obično možete opozvati, sve dok nije došlo do događaja sa nasumičnim ishodom, kao što je borba ili unajmljivanje (gde većina jedinica poprima slučajne osobine). Istraživanje skrivenog terena razvejavanjem pokrova ili magle takođe sprečava opoziv na prethodno stanje. Ako želite, u meniju radnji možete uključiti <bold>text='Zastoj ažuriranja pokrova'</bold>, što će sprečiti da jedinice razveju pokrov ili maglu do sledećeg nasumičnog događaja ili ručnog ažuriranja pomoću <bold>text='Ažuriraj pokrov sada'</bold> (ili kraja vašeg poteza), i tako očuvati mogućnost opoziva.

note: [topic]: id=combat
en: Combat
sr: Borba

note: [topic]: id=combat
en: 
    
    <header>text='Order and Number of Strikes'</header>
sr: 
    
    <header>text='Redosled i broj udara'</header>

note: [topic]: id=combat
en: Combat in <italic>text='Battle for Wesnoth'</italic> 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: <italic>text='melee'</italic>, which usually involves weapons such as swords, axes or fangs; and <italic>text='ranged'</italic>, which usually involves weapons such as bows, spears and fireballs.
sr: Borba se u <italic>text='Boju za Vesnot'</italic> uvek odigrava između jedinica u susednim poljima. Kliknite na svoju jedincu, pa na neprijateljsku koju želite da napadnete: vaša jedinica će se pokrenuti ka neprijateljskoj, i kada se dodirnu, borba će započeti. Napadač i branilac razmenjuju udarce, koliko ih imaju dodeljenih. Napadač bira oružje kojim napada, a branilac odgovara oružjem istog tipa. Postoje dva tipa napada: <italic>text='bliski'</italic>, oružjem poput mača, sekira ili kandži, i <italic>text='odstupni'</italic>, obično pomoću lukova, kopalja ili vatrenica.

note: [topic]: id=combat
en: 
    
    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).
sr: 
    
    Napadač udara prvi, zatim branilac uzvraća. Svaki udar ili pogađa, nanoseći izvesnu štetu, ili promašuje, ne čineći nikakvu štetu. Udari se smenjuju dok obe jedinice ne istroše sve na raspolaganju. Broj udara koje jedinica ima promenljiv je; na primer, vilin-borac sa napadom 5–4 može udariti 4 puta, pri svakom pogotku nanoseći 5 štete, dok ork-groktaš sa napadom 9–2 može udariti samo dvaput, ali nanoseći 9 štete pri pogotku.

note: [topic]: id=combat
en: 
    
    <header>text='Chance to Hit'</header>
sr: 
    
    <header>text='Izgledi za pogodak'</header>

note: [topic]: id=combat
en: 
    
    Every unit has a chance of being hit, based on the <italic>text='terrain'</italic> it is in. This is shown in the status pane, and may also be found by right-clicking a unit, selecting <bold>text='Unit Description'</bold>, and then looking at <bold>text='Terrain Modifiers'</bold>. 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.
sr: 
    
    Svaka jedinica je u određenoj prilici da bude pogođena, prema <italic>text='terenu'</italic> na kome se nalazi. Vrednost je prikazana u oknu stanja, a može se videti i desnim klikom na jedinicu, izborom <bold>text='Opis jedinice'</bold>, pa pod <bold>text='terenski modifikatori'</bold>. Na primer, vilenjaci imaju odbrambeni razred 70% u šumi, tako da jedinica koja ih napada ima samo 30% izgleda da pogodi. I obrnuto, vilenjak je u prilici da pogodi napadača prema terenu na kojem se napadač nalazi.

note: [topic]: id=combat
en: 
    
    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.
sr: 
    
    Postoje dva izuzetka od ovog pravila: <ref>dst='weaponspecial_magical' text='magičnost'</ref> i <ref>dst='weaponspecial_marksman' text='oštrookost'</ref>. Bez obzira na teren, magični napadi uvek imaju 70% izgleda da pogode, a oštrooki, kada se koriste ofanzivno, bar 60%.

note: [topic]: id=combat
en: 
    
    <header>text=Damage</header>
sr: 
    
    <header>text=Šteta</header>

note: [topic]: id=combat
en: 
    
    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 <bold>text='Damage Calculations'</bold> in the attack selection menu.
sr: 
    
    Svaki udar koji pogodi nanosi osnovnu količinu štete, u zavisnosti od tipa napada. Na primer, vilin-borac sa napadom 5–4 čini 5 osnovne štete. Na ovaj broj mogu uticati dva faktora: <ref>dst='damage_types_and_resistance' text='otpornost'</ref> i <ref>dst='time_of_day' text='doba dana'</ref>. Da biste videli kako okolnosti tačno utiču na osnovnu štetu, u meniju za izbor napada pogledajte <bold>text='Računanje štete'</bold>.

note: [topic]: id=combat
en: 
    
    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.
sr: 
    
    Nekoliko jedinica ima posebne <ref>dst='..abilities_section' text='sposobnosti'</ref> koje utiču na štetu nanesenu u borbi. Najčešća je <ref>dst='weaponspecial_charge' text='juriš'</ref>, koji pri takvom napadu udvostručava oštećenje koje nanosi napadač, ali i ono koje nanosi branilac.

note: [topic]: id=damage_types_and_resistance
en: Damage Types and Resistance
sr: Vidovi štete i otpornosti

note: [topic]: id=damage_types_and_resistance
en: 
    
    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.
sr: 
    
    Otpornosti delaju jednostavno: npr. ako jedinica ima 40% otpornosti na dati vid štete, biće 40% manje oštećena kada je pogođena takvim napadom. Takođe je moguće da jedinica bude posebno ranjiva na neke vidove štete; npr. ako joj je otpornost −100% za dati vid štete, podneće 100% više oštećenja kada bude pogođena takvim napadom.

note: [topic]: id=damage_types_and_resistance
en: In Wesnoth, there are three types of damage usually associated with physical attacks: <italic>text='blade, pierce, and impact damage'</italic>. Additionally, there are three further types of damage usually associated with magical attacks: <italic>text='fire, cold, and arcane attacks'</italic>. Different units may have resistances which alter the damage which they take from certain damage types.
sr: U Vesnotu postoje tri vida štete svojstvena fizičkim napadima: šteta <italic>text='sečivom, probojem i udarom'</italic>. Postoje još tri vida štete povezana sa magičnim napadima: <italic>text='vatreni, mrazni i volšebni'</italic> napadi. Različite jedinicu imaju različite otpornosti koje utiču na štetu koju im određeni tipovi napada mogu naneti.

note: [topic]: id=damage_types_and_resistance
en: 
    
    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.
sr: 
    
    Na primer, skeleti su vrlo otporni na oštećenja sečivom i probojem, ali ranjivi na udar i vatru, i izuzetno ranjivi na volšebnu štetu.

note: [topic]: id=damage_types_and_resistance
en: 
    
    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.
sr: 
    
    Ako se proceni da je napad pogodio, uvek će naneti barem 1 poen štete. Ovo važi čak i kada je branilac 100% otporan na neki vid štete.

note: [topic]: id=time_of_day
en: Time of Day
sr: Doba dana

note: [topic]: id=time_of_day
en: The time of day affects the damage of certain units as follows:
     Lawful units get +25% damage in daytime, and −25% damage at night.
     Chaotic units get +25% damage at night, and −25% in daytime.
     Neutral units are unaffected by the time of day.
     Liminal units get −25% damage during both night and daytime.
sr: Doba dana utiče na štetu koju jedinice nanose, na sledeći način:
    — zakonite jedinice nanose +25% štete tokom dana, a −25% tokom noći;
    — haotične jedinice nanose +25% štete tokom noći, a −25% tokom dana;
    — neutralne jedinice nisu pod uticajem doba dana;
    — dvojstvene jedinice nanose −25% štete i tokom dana i tokom noći.

note: [topic]: id=time_of_day
en: 
    
    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:
sr: 
    
    Trenutno doba dana može se pratiti iznad minimape u oknu stanja. Pri uobičajenom ciklusu smene dana i noći, jutro i popodne se računaju kao dan, a prva i druga četvrt kao noć:

note: [time]: id=dawn [time]: id=dawn_hour [topic]: id=time_of_day
en: Dawn
sr: zora

note: [time]: id=morning [topic]: id=time_of_day
en: Morning
sr: jutro

note: [time]: id=afternoon [topic]: id=time_of_day
en: Afternoon
sr: popodne

note: [time]: id=dusk [time]: id=dusk_hour [topic]: id=time_of_day
en: Dusk
sr: sumrak

note: [time]: id=first_watch [topic]: id=time_of_day
en: First Watch
sr: prva straža

note: [time]: id=second_watch [topic]: id=time_of_day
en: Second Watch
sr: druga straža

note: [topic]: id=time_of_day
en: Keep in mind that some scenarios take place underground, where it is perpetually night!
sr: Imajte na umu da se neki scenariji odigravaju u podzemlju, gde vlada trajna tama!

note: [topic]: id=experience_and_advancement
en: Experience and Advancement
sr: Iskustvo i napredovanje

note: [topic]: id=experience_and_advancement
en: 
    
    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.
sr: 
    
    Jedinicama je potrebna izvesna količina iskustva da bi napredovale (20% manje za jedinice sa osobinom oštroumnosti). Kada dostignu tu količinu, odmah napreduju na sledeći nivo, bivajući usto potpuno izlečene. U nekim slučajevima, daće vam se da izaberete pravac napredovanja.

note: [topic]: id=experience_and_advancement
en: 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.
sr: Ako obe jedinice prežive borbu, dobijaju toliko iskustvenih poena koliki je nivo jedinice protiv koje su se borile. Međutim, ako u borbi jedinica ubije protivničku, dobija mnogo više iskustva — 4 ako je protivnik bio nivoa 0, 8 za nivo 1, 16 za nivo 2, 24 za nivo 3, i tako dalje.

note: [topic]: id=experience_and_advancement
en: 
    
    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 <italic>text='After Maximum Level Advancement'</italic> (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.
sr: 
    
    Iako većina jedinica ima tri nivoa, neke jedinice mogu imati četiri (npr. <ref>dst='unit_Mage' text='magovi'</ref>). Kada jedinica dostigne svoj najveći nivo, može imati i <italic>text='napredovanje po najvećem nivou'</italic> (NAPON). NAPON će izmeniti jedinicu svaki put kada dostigne ciljno iskustvo, ali će ipak ostati na istom nivou. Uobičajen efekat NAPONA je da uveća maksimum UP za 3. Prvi NAPON će normalno biti dostignut sa 150 IP (120 IP za oštroumne jedinice). Međutim, dobijanje NAPONA postaje progresivno teže posle svakog sledećeg, tako da je obično korisnije da radite na unapređenju jedinica nižeg nivoa.

note: [topic]: id=healing
en: Healing
sr: Lečenje

note: [topic]: id=healing
en: 
    
    <italic>text='Resting'</italic>: A unit which neither moves, attacks, nor is attacked will heal 2 HP in its next turn.
sr: 
    
    <italic>text='Odmaranje'</italic>: Jedinica koja se nije pomerila, nije napala, niti bila pod napadom u toku poteza, povratiće 2 UP na početku sledećeg poteza.

note: [topic]: id=healing
en: In combat, your units will inevitably take damage. When a unit <ref>dst='experience_and_advancement' text='advances'</ref>, it will heal fully. This can happen as you finish fighting an enemy, whether it is your turn or not. Wesnoth offers several other ways for your units to heal, all of which take place at the beginning of your turn, before you take action.
sr: Vaše jedinice će neizbežno trpeti oštećenja u borbi. Kada jedinica <ref>dst='experience_and_advancement' text='isprednjači'</ref>, biće potpuno izlečena. Do ovoga može doći kad god završi borbu sa protivnikom, bez obzira da li je vaš potez ili ne. Vesnot pruža i nekoliko drugih mogućnosti za lečenje, koje se sve odigravaju na početku vašeg poteza, pre nego što preuzmete komandu.

note: [topic]: id=healing
en: 
    <italic>text='Villages'</italic>: A unit which starts a turn in a village will heal 8HP.
sr: 
    <italic>text='Sela'</italic>: Jedinica koja početak poteza dočeka u selu popuniće 8 UP.

note: [topic]: id=healing
en: 
    <ref>dst='ability_regenerates' text='Regeneration'</ref>: Certain units (such as trolls) will automatically heal 8HP every turn.
sr: 
    <ref>dst='ability_regenerates' text='Obnavljanje'</ref>: Pojedine jedinice (npr. trolovi) automatski dobijaju 8 UP u svakom potezu.

note: [topic]: id=healing
en: 
    <italic>text='Healing units'</italic>: 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.
sr: 
    <italic>text='Vidarske jedinice'</italic>: Jedinice sa sposobnošću <ref>dst='ability_heals +4' text='lečenja'</ref> lečiće susedne prijateljske jedinice, obično <ref>dst='ability_heals +4' text='4'</ref> ili <ref>dst='ability_heals +8' text='8 UP'</ref> po potezu, ili sprečavati otrov da ošteti otrovanu jedinicu.

note: [topic]: id=healing
en: 
    <italic>text='Curing units'</italic>: 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).
sr: 
    <italic>text='Isceliteljske jedinice'</italic>: Jedinice sa sposobnošću <ref>dst='ability_cures' text='iscelivanja'</ref> oslobađaće otrova sve susedne prijateljske jedinice (kao prioritetno nad lečenjem, ako jedinica ima i tu sposobnost).

note: [topic]: id=healing
en: 
    
    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.
sr: 
    
    Odmaranje može biti objedinjeno sa drugim oblicima lečenja, ali se obnavljanje, lečenje i isceljivanje ne mogu međusobno dopunjavati: biće upotrebljena najbolja opcija. Konačno, jedinice bivaju potpuno izlečene između scenarija.

note: [topic]: id=income_and_upkeep
en: Income and Upkeep
sr: Prihodi i izdaci

note: [topic]: id=income_and_upkeep
en: 
    
    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.
sr: 
    
    Prihod je jednostavan. Imate osnovni priliv od 2 zlatnika po potezu; za svako selo koje zaposedate, dobijate još po jedan zlatnik po potezu (u opštem ovo je podesivo, ali je u pohodima gotovo uvek jedan po selu). Tako, ako imate 10 sela, prihod vam je 12 zlatnika u svakom potezu. Od ove sume oduzimaju se izdaci, kako je navedeno ispod.

note: [topic]: id=income_and_upkeep
en: 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; <italic>text='income'</italic> and <italic>text='upkeep'</italic>.
sr: U Vesnotu, nije dovoljno prosto unajmiti jedinice i upustiti se u bitku. Morate držati oko i na svom zlatu, posebno u pohodima, gde se zlato prenosi iz scenarija u scenario. Ovo je medalja sa dve strane: <italic>text='prihod'</italic> i <italic>text='izdaci'</italic>.

note: [topic]: id=income_and_upkeep
en: 
    
    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.
sr: 
    
    I izdaci su uglavnom jednostavni. Svaka jedinica zahteva određeni izdatak, jednak svom nivou u zlatnicima. Možete podržavati bez izdataka onoliko nivoa-jedinica koliko imate sela. Međutim za svaki nivo-jedinicu preko toga, morate plaćati jedan zlatnik po potezu. Na primer, ako imate 12 jedinica prvog nivoa i 10 sela, plaćate 2 zlatnika na izdatke po potezu.

note: [topic]: id=income_and_upkeep
en: 
    
    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.
sr: 
    
    Izdaci se oduzimaju od prihoda, tako da npr. ako imate 12 nivoa-jedinica i 10 sela, neto prihod bi bio 10 zlatnika po potezu.

note: [topic]: id=income_and_upkeep
en: 
    
    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 <italic>text='Heir to the Throne'</italic>) will usually have the <italic>text='loyal'</italic> trait. The unit you are playing (such as Konrad) will almost always be a leader.
sr: 
    
    Postoje dva važna izuzetka: jedinice sa osobinom odanosti i vođi neće imati izdatke. Jedinice sa kojima započinjete scenario (npr. Delfador), ili jedinice koje vam se pridruže tokom scenarija (npr. konjanik u drugom scenariju <italic>text='Naslednik prestola'</italic>), obično će biti <italic>text='odane'</italic>. Jedinica koja vas lično predstavlja (npr. Konrad) gotovo uvek je vođ.

note: [topic]: id=wrap_up
en: Wrap Up
sr: Da zaokružimo

note: [topic]: id=wrap_up
en: 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 <italic>text='Heir to the Throne'</italic> campaign. Have fun, and good luck!
sr: Izloženim do sada, predstavljene su osnove Vesnota. Dalje možete čitati o osnovnoj strategiji, ili se upoznavati sa <ref>dst='..traits_section' text='osobinama'</ref> i <ref>dst='..abilities_section' text='sposobnostima'</ref>, ali već znate sve što vam je neophodno da zaigrate pohod <italic>text='Naslednik prestola'</italic>. Zabavite se, i srećno!

note: [topic]: id=about
en: ingame_help_item^Contributors
sr: Doprinosioci

note: [topic]: id=license
en: License
sr: Uslovi korišćenja

note: [topic]: id=..traits_section
en: 
    
    The traits that are available to all non-undead units are <ref>dst='traits_intelligent' text='intelligent'</ref>, <ref>dst='traits_quick' text='quick'</ref>, <ref>dst='traits_resilient' text='resilient'</ref>, and <ref>dst='traits_strong' text='strong'</ref>.
sr: 
    
    Osobine dostupne jedinicama uključuju <ref>dst='traits_intelligent' text='oštroumnost'</ref>, <ref>dst='traits_quick' text='hitrost'</ref>, <ref>dst='traits_resilient' text='žilavost'</ref>, i <ref>dst='traits_strong' text='kršnost'</ref>.

note: [topic]: id=..traits_section
en: Most units have two traits. However, undead units are assigned the single trait <italic>text='undead'</italic>, and woses do not receive any traits. Traits are modifications that change a unit’s attributes slightly. They are usually randomly assigned to a unit when it is recruited.
sr: Većina jedinica ima po dve osobine. Izuzeci su nemrtvi, koji uvek imaju samo osobinu <italic>text='nemrtvost'</italic>, i iveri, koji nemaju nijednu osobinu. Osobine uvode male izmene u atributima jedinice. Obično se dodeljuju nasumično, pri unajmljivanju jedinice.

note: [topic]: id=..traits_section
en: 
    
    Other traits that may be assigned to units are <ref>dst='traits_dextrous' text='dextrous'</ref>, <ref>dst='traits_loyal' text='loyal'</ref>, and <ref>dst='traits_undead' text='undead'</ref>.
sr: 
    
    Još neke osobine koje jedinice mogu dobiti su <ref>dst='traits_dextrous' text='spretnost'</ref>, <ref>dst='traits_loyal' text='odanost'</ref>, i <ref>dst='traits_undead' text='nemrtvost'</ref>.

note: [topic]: id=traits_intelligent
en: Intelligent
sr: oštroumnost

note: [topic]: id=traits_intelligent
en: 
    
    <italic>text='Intelligent'</italic> units are very useful at the beginning of a campaign as they can advance to higher levels more quickly. Later in campaigns Intelligent is not quite as useful because the <italic>text='After Maximum Level Advancement'</italic> (AMLA) is not as significant a change as advancing a level. If you have many ‘maximum level’ units you may wish to recall units with more desirable traits.
sr: 
    
    <italic>text='Oštroumne'</italic> jedinice su vrlo korisne na početku pohoda, pošto brže mogu dostići više nivoe. Kasnije u toku pohoda oštroumnost nije tako korisna, pošto <italic>text='napredovanje po najvećem nivou'</italic> (NAPON) nije tako značajno kao napredovanje u nivou. Ako imate mnogo takvih jedinica najvišeg nivoa, možda je bolje da sazivate jedinice sa poželjnijim osobinama.

note: [topic]: id=traits_intelligent
en: Intelligent units require 20% less experience than usual to advance.
sr: Oštroumnim jedinicama potrebno je 20% manje iskustva nego obično da bi napredovale.

note: [topic]: id=traits_quick
en: Quick
sr: hitrost

note: [topic]: id=traits_quick
en: 
    
    Quick is the most noticeable trait, particularly in slower moving units such as trolls or heavy infantry. Units with the quick trait often have greatly increased mobility in rough terrain, which can be important to consider when deploying your forces. Also, quick units aren’t quite as tough as units without this trait and are subsequently less good at holding contested positions.
sr: 
    
    Hitrost je najuočljivija osobina, posebno kod sporijih jedinica kakve su trolovi i teška pešadija. Hitre jedinice često imaju značajno uvećanu pokretljivost na nezgodnom terenu, što može biti važno za razmatranje kada raspoređujete snage. Takođe, ove jedinice nisu tako robusne kao one bez hitrosti, i stoga su manje pogodne za držanje položajâ pod stalnim napadom.

note: [topic]: id=traits_quick
en: <italic>text='Quick'</italic> units have 1 extra movement point, but 5% less HP than usual.
sr: <italic>text='Hitre'</italic> jedinice imaju 1 dodatan poen na kretanje, ali 5% manje UP nego obično.

note: [topic]: id=traits_resilient
en: Resilient
sr: žilavost

note: [topic]: id=traits_resilient
en: 
    
    Resilient units can be useful at all stages of a campaign, and this is a useful trait for all units. Resilient is often most helpful as a trait when it occurs in a unit that has some combination of low hitpoints, good defense, or high resistances. Resilient units are especially useful for holding strategic positions against opponents.
sr: 
    
    Žilave jedinice mogu biti korisne u svim etapama pohoda, i ova osobina je korisna za sve tipove jedinica. Žilavost je često od najveće pomoći jedinicama koje imaju neki splet niskih udarpoena, dobre odbrane, ili visokih otpornosti. Ovakve jedinice su posebno korisne za držanje strateških položaja van ruku protivnika.

note: [topic]: id=traits_resilient
en: <italic>text='Resilient'</italic> units have 4 HP plus 1 HP per level more than usual.
sr: <italic>text='Žilave'</italic> jedinice imaju 4 UP plus 1 UP po nivou više nego obično.

note: [topic]: id=traits_strong
en: Strong
sr: kršnost

note: [topic]: id=traits_strong
en: 
    
    While useful for any close-combat unit, strong is most effective for units who have a high number of swings such as the elvish fighter. Strong units can be very useful when a tiny bit of extra damage is all that is needed to turn a damaging stroke into a killing blow.
sr: 
    
    Iako korisna bilo kojoj jedinici koja se bori blisko, kršnost je najznačajnija jedinicama sa velikim brojem udara u napadu, kakvi su npr. vilin-borci. Kršne jedinice mogu biti vrlo korisne kada je samo još zrnce više štete potrebno da se oštećujući udar pretvori u završni.

note: [topic]: id=traits_strong
en: <italic>text='Strong'</italic> units do 1 more damage for every successful strike in melee combat, and have 1 more HP.
sr: <italic>text='Kršne'</italic> jedinice čine 1 poen štete više za svaki uspešan udar u bliskoj borbi, i imaju 1 UP više.

note: [topic]: id=traits_fearless
en: Fearless
sr: neustrašivost

note: [topic]: id=traits_fearless
en: Aversion to light and dark holds no sway over these brave individuals.
sr: Nesklonost bilo svetlu bilo tami, nema uticaja na ove hrabre pojedince.

note: [topic]: id=traits_feral
en: Feral
sr: neukroćenost

note: [topic]: id=traits_feral
en: Dwellings of sentient beings are not easily used for cover by feral creatures of low intelligence. As a result, <italic>text='feral'</italic> units receive a maximum of 50% defense in any land-based village regardless of base terrain.
sr: Nastambe svesnih bića nisu prigodno sklonište divljim stvorenjima niske inteligencije. Zbog toga, <italic>text='neukroćene'</italic> jedinice dobijaju najviše 50% odbrane u svakom kopnenom selu, bez obzira na podložni teren.

note: [topic]: id=traits_loyal
en: Loyal
sr: odanost

note: [topic]: id=traits_loyal
en: 
    
    During campaigns, certain units may opt to join the player’s forces of their own volition. These units are marked with the loyal trait. Although they may require payment to be recalled, they never incur any upkeep costs. This can make them invaluable during a long campaign, when gold is in short supply. This trait is never given to recruited units, so it may be unwise to dismiss such units or to send them to a foolish death.
sr: 
    
    Tokom pohoda, određene jedinice mogu svojevoljno odlučiti da se pridruže vašim snagama. One će tada imati osobinu odanosti. Iako se mora platiti njihovo kasnije sazivanje, one ne prave izdatke u toku scenarija. Ovo ih može učiniti dragocenim tokom dugog pohoda, kada je zlato stalno na izmaku. Unajmljene jedinice nikada nemaju ovu osobinu, tako da može biti nesmotreno otpuštati odane jedinice, ili ih slati u besmislenu smrt.

note: [topic]: id=traits_loyal
en: <italic>text='Loyal'</italic> units don’t incur upkeep. Most units incur an upkeep cost at the end of every turn, which is equal to their level. Loyal units do not incur this cost.
sr: <italic>text='Odane'</italic> jedinice ne prave izdatke. Većina jedinica ima izdatke na kraju svakog poteza, brojevno jednake njihovom nivou. Odane jedinice nemaju takvih zahteva.

note: [topic]: id=traits_undead
en: trait^Undead
sr: nemrtvost

note: [topic]: id=traits_undead
en: 
    
    Undead units generally have undead as their only trait. Since undead units are the bodies of the dead, risen to fight again, poison has no effect upon them. This can make them invaluable in dealing with foes who use poison in conjunction with their attacks.
sr: 
    
    Jedinice nemrtvih obično imaju nemrtvost kao jedinu osobinu. Pošto su ove jedinice nastale od tela mrtvih, povraćenih da se ponovo bore, otrov nema uticaja na njih. Ovo ih može učiniti izuzetno korisnim pri obračunavanju sa protivnicima koji svoje napade podržavaju otrovima.

note: [topic]: id=traits_undead
en: <italic>text='Undead'</italic> units are immune to poison, drain, and plague.
sr: <italic>text='Nemrtve'</italic> jedinice su imune na otrov, crpljenje i kugu.

note: [topic]: id=traits_mechanical
en: trait^Mechanical
sr: mehaničnost

note: [topic]: id=traits_mechanical
en: 
    
    Mechanical units generally have mechanical as their only trait. Since mechanical units don’t really have life, drain, poison, and plague have no effect upon them.
sr: 
    
    Mehaničke jedinice obično imaju mehaničnost kao jedinu osobinu. Pošto one nisu zbilja žive, crpljenje, otrov i kuga ne utiču na njih.

note: [topic]: id=traits_mechanical
en: <italic>text='Mechanical'</italic> units are immune to poison, drain, and plague.
sr: <italic>text='Mehaničke'</italic> jedinice su imune na otrov, crpljenje i kugu.

note: [topic]: id=traits_elemental
en: trait^Elemental
sr: elementarnost

note: [topic]: id=traits_elemental
en: 
    
    Elemental units generally have elemental as their only trait. Since elemental units are energy-based beings, drain, poison, and plague have no effect upon them.
sr: 
    
    Elementarne jedinice obično imaju elementarnost kao svoju jedinu osobinu. Pošto su one bića energetskog sastava, crpljenje, otrov i kuga ne utiču na njih.

note: [topic]: id=traits_elemental
en: <italic>text='Elemental'</italic> units are immune to poison, drain, and plague.
sr: <italic>text='Elementarne'</italic> jedinice su imune na otrov, crpljenje i kugu.

note: [topic]: id=traits_dextrous
en: Dextrous
sr: spretnost

note: [topic]: id=traits_dextrous
en: 
    
    Dextrous is a trait possessed only by elves. The elven people are known for their uncanny grace, and their great facility with the bow. Some, however, are gifted with natural talent that exceeds their brethren. These elves inflict an additional point of damage with each arrow.
sr: 
    
    Spretnost je osobina koju poseduju samo vilenjaci. Vilenjački narod je poznat po svojoj tajanstvenoj skladnosti i velikoj veštini u rukovanju lukom. Neki od njih, međutim, obdareni su talentom koji nadmašuje njihove sunarodnike. Takvi vilenjaci nanose dodatan poen štete svakom svojom strelom.

note: [topic]: id=traits_dextrous
en: <italic>text='Dextrous'</italic> units do 1 more damage for every successful strike in ranged combat.
sr: <italic>text='Spretne'</italic> jedinice čine 1 poen štete više pri svakom uspešnom udaru u odstupnoj borbi.

note: [topic]: id=traits_healthy
en: Healthy
sr: zdravlje

note: [topic]: id=traits_healthy
en: 
    
    <italic>text='Healthy'</italic> units have 1 HP plus 1 HP per level more than usual and rest heal the usual 2 HP after each turn they did not fight. They also suffer a quarter less damage from poison.
sr: 
    
    Jedinice istaknutog <italic>text='zdravlja'</italic> imaju 1 UP plus 1 UP po nivou više nego obične, i zaceljuju uobičajena 2 UP posle svakog poteza u kome se nisu borile. Takođe trpe za četvrt manje štete od otrova.

note: [topic]: id=traits_healthy
en: Renowned for their vitality, some dwarves are sturdier than others and can rest even when travelling.
sr: Čuveni po svojoj krepkosti, neki patuljci su izdržljiviji od drugih i mogu se odmarati čak i dok putuju.

note: [topic]: id=traits_dim
en: Dim
sr: priglupost

note: [topic]: id=traits_dim
en: 
    
    Dim is a trait all too common in goblins and other lesser species. There are reasons these species are lesser, and this is one of them.
sr: 
    
    Ograničenosti je na pretek među goblinima i drugim nižim rasama. Ove se rase ne zovu niže bez razloga, a ovo je jedan od njih.

note: [topic]: id=traits_dim
en: Units with trait <italic>text='dim'</italic> suffer a 20% increase in experience required to advance.
sr: <italic>text='Priglupe'</italic> jedinice trpe 20% uvećanja neophodnog iskustva da bi isprednjačile.

note: [topic]: id=traits_slow
en: Slow
sr: tromost

note: [topic]: id=traits_slow
en: 
    
    Thick-bodied and clumsy, slow individuals of goblins and other species take a movement penalty but are compensated for it with a slight increase in endurance.
sr: 
    
    Zamašne telesine i nespretni, tromiji među goblinima i drugim rasama trpe na pokretnosti, ali nadomeštaju to ponešto uvećanom izdržljivošću.

note: [topic]: id=traits_slow
en: <italic>text='Slow'</italic> units have −1 movement but 5% more hitpoints.
sr: <italic>text='Trome'</italic> jedinice imaju −1 na kretanje, ali 5% više udarpoena.

note: [topic]: id=traits_weak
en: Weak
sr: krhkost

note: [topic]: id=traits_weak
en: Units with trait <italic>text='weak'</italic> get a −1 increment in hitpoints and melee damage.
sr: <italic>text='Krhke'</italic> jedinice trpe −1 na udarpoene i štetu u bliskoj borbi.

note: [topic]: id=traits_aged
en: trait^Aged
sr: starost

note: [topic]: id=traits_aged
en: Units with trait <italic>text='aged'</italic> get a −8 increment in hitpoints and a −1 increment in movement and melee damage.
sr: <italic>text='Ostarele'</italic> jedinice trpe −8 na udarpoene i −1 na kretanje i štetu u bliskoj borbi.

note: [topic]: id=general_commands
en: General commands
sr: Opšte naredbe

note: [topic]: id=debug_commands [topic]: id=general_commands [topic]: id=mp_commands
en: 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).
sr: Ove naredbe moguće je izdati ili kroz komandnu liniju uz prefiks ‘:’ (kao što je dato ovde) ili kroz ćaskanje uz prefiks ‘/’ (prvo pritisnite ‘m’ da otvorite liniju za ćaskanje).

note: [topic]: id=general_commands
en: 
    Clear chat messages.
sr: 
    čisti poruke u ćaskanju.

note: [topic]: id=general_commands
en: 
    Switch debug mode on (does not work in multiplayer). See <ref>dst='debug_commands' text='debug mode commands'</ref>.
    Debug mode is turned off by quitting the game or :nodebug.
sr: 
    ulazi u ispravljački režim (ne radi u višeigranju); pogledajte <ref>dst='debug_commands' text='ispravljačke naredbe'</ref>.
    Ispravljanje se isključuje napuštanjem igre ili naredbom :nodebug.

note: [topic]: id=general_commands
en: 
    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 bewteen 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.
sr: 
    zadaje ili prebacuje stranu igrača između čoveka i VI. Igrač/klijent koji upravlja tom stranom mora da izda ovu naredbu. Ako se drugi parametar ne zada, obrće između čoveka i VI; ako je ‘on’, upravljač postaje VI, a uz ‘off’ čovek. Spada na trenutno aktivnu stranu ako se ne zada ni jedan parametar.

note: [topic]: id=general_commands
en: 
    Toggle the display of the current frames per second.
sr: 
    prikaz trenutnog broja kadrova po sekundi.

note: [topic]: id=general_commands
en: 
    Switch a log domain to a different log level.
sr: 
    prebacuje domen beleženja na različiti nivo.

note: [topic]: id=general_commands
en: 
    Redraws the screen and reloads any image files that have been changed.
sr: 
    ponovo iscrtava ekran i učitava sve izmenjene datoteke slika.

note: [topic]: id=general_commands
en: 
    Bring up theme selection menu.
sr: 
    doziva menija za izbor tema.

note: [topic]: id=general_commands
en: 
    Quit the scenario (without prompting).
sr: 
    napušta scenario (bez upita).

note: [topic]: id=general_commands
en: 
    Save the game (without prompting).
sr: 
    upisuje poziciju (bez pitanja).

note: [topic]: id=general_commands
en: 
    Save the game and quit the scenario (without prompting).
sr: 
    napušta scenario uz upisivanje pozicije (bez pitanja).

note: [topic]: id=mp_commands
en: Multiplayer commands
sr: Višeigračke naredbe

note: [topic]: id=mp_commands
en: 
    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.)
sr: 
    zabranjuje igrača po IP adresi koju koristi to korisničko ime, i izbacuje ga. Može se koristiti na korisnicima van igre ali na serveru (naravno, tada ih se nema odakle izbaciti.)

note: [topic]: id=mp_commands
en: 
    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 <bold>text='Scenario Settings'</bold> dialog (Press the <bold>text='More'</bold> button in the <bold>text='Status Table'</bold> (alt+s by default) to get there.). The host can change control of any side.
sr: 
    menja upravljača strane (zadate brojem) na dato korisničko ime (nadimak igrača ili posmatrača). Koji igrač pripada kojoj strani možete proveriti u dijalogu <bold>text='Postavke scenarija'</bold>; pritisnite dugme za više u tabeli stanja (podrazumevno Alt+S) da dođete dotle. Domaćin može izmeniti upravljanje bilo kojom stranom.

note: [topic]: id=mp_commands
en: 
    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.
sr: 
    izbacuje igrača iz igre. Izbačeni će moći da se ponovo priključe. Ako samo želite da izmenite kojom stranom igrač upravlja, upotrebite naredbu :control umesto ove.

note: [topic]: id=mp_commands
en: 
    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.
sr: 
    šalje privatnu poruku korisniku. Dok ste u partiji, ne možete slati privatne poruke igračima koji trenutno upravljaju nekom od strana u istoj partiji.

note: [topic]: id=mp_commands
en: 
    Mute a specific observer. If no username is supplied the muted usernames are displayed.
sr: 
    utišava određenog posmatrača. Ako se ne zada korisničko ime, prikazuju se sva koja su utišana.

note: [topic]: id=mp_commands
en: 
    Toggle muting/silencing of all observers on/off.
sr: 
    uključenost svih posmatrača u pisanje i razgovor.

note: [topic]: id=mp_commands
en: 
    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.
sr: 
    ukida zabranu igraču po IP adresi koju koristi to korisničko ime. Može se upotrebiti i na korisnicima van igre ali na serveru.

note: [topic]: id=mp_commands
en: 
    Unmute a specific observer. If no username is supplied the list of muted observers is cleared.
sr: 
    ukida utišanost određenog posmatrača. Ako se ne zada korisničko ime, čisti se spisak utišanih posmatrača.

note: [topic]: id=debug_commands
en: Debug mode commands
sr: Ispravljačke naredbe

note: [topic]: id=debug_commands
en: 
    Brings up a menu for choosing a scenario to immediately advance to in a campaign.
sr: 
    doziva meni za izbor scenarija u pohodu na koji odmah treba preći.

note: [topic]: id=debug_commands
en: 
    Create a unit of the specified type on the selected hex.
sr: 
    stvara jedinicu navedenog tipa na izabranom polju.

note: [topic]: id=debug_commands
en: 
    Toggle fog/shroud for the current side.
sr: 
    magla i pokrov za tekuću stranu.

note: [topic]: id=debug_commands
en: 
    Adds the specified amount to the current side’s gold.
sr: 
    dodaje zadatu količinu zlatnika tekućoj strani.

note: [topic]: id=debug_commands
en: 
    Immediately advances to the next scenario in a campaign.
sr: 
    odmah prelazi na sledeći scenario u pohodu.

note: [topic]: id=debug_commands
en: 
    Manually set a gamestate variable to value.
sr: 
    ručno postavlja promenljivu stanja igre.

note: [topic]: id=debug_commands
en: 
    Show a gamestate variable.
sr: 
    prikazuje promenljivu stanja igre.

note: [topic]: id=debug_commands
en: 
    Manually fire the specified event.
sr: 
    ručno okida zadati događaj.

note: [topic]: id=debug_commands
en: 
    Modifies the specified property of the selected unit. Example: :unit hitpoints=100
sr: 
    izmenjuje navedeno svojstvo izabrane jedinice, na primer: :unit hitpoints=100

note: [topic]: id=debug_commands
en: 
    Makes the selected unit level up N times. Example: :unit advances=2
sr: 
    uvećava nivo jedinice dati broj puta, na primer: :unit advances=2

note: [heals]: id=curing
en: cures
sr: isceljivanje

note: [heals]: id=curing
en: female^cures
sr: isceljivanje

note: [regenerate]: id=regenerates
en: regenerates
sr: obnavljanje

note: [regenerate]: id=regenerates
en: female^regenerates
sr: obnavljanje

note: [resistance]: id=steadfast
en: steadfast
sr: postojanost

note: [resistance]: id=steadfast
en: female^steadfast
sr: postojanost

note: [leadership]: id=leadership
en: leadership
sr: vođstvo

note: [leadership]: id=leadership
en: female^leadership
sr: vođstvo

note: [skirmisher]: id=skirmisher
en: skirmisher
sr: čarkanje

note: [skirmisher]: id=skirmisher
en: female^skirmisher
sr: čarkanje

note: [illuminates]: id=illumination
en: illuminates
sr: obasjavanje

note: [illuminates]: id=illumination
en: female^illuminates
sr: obasjavanje

note: [teleport]: id=teleport
en: teleport
sr: teleportacija

note: [teleport]: id=teleport
en: female^teleport
sr: teleportacija

note: [hides]: id=ambush
en: ambush
sr: zaseda

note: [hides]: id=ambush
en: female^ambush
sr: zaseda

note: [hides]: id=nightstalk
en: nightstalk
sr: vrebanje

note: [hides]: id=nightstalk
en: female^nightstalk
sr: vrebanje

note: [hides]: id=concealment
en: concealment
sr: skrivanje

note: [hides]: id=concealment
en: female^concealment
sr: skrivanje

note: [hides]: id=submerge
en: submerge
sr: zaranjanje

note: [hides]: id=submerge
en: female^submerge
sr: zaranjanje

note: [dummy]: id=feeding
en: feeding
sr: hranjenje

note: [dummy]: id=feeding
en: female^feeding
sr: hranjenje

note: [unstore_unit]
en: +1 max HP
sr: +1 maks. UP

note: [damage]: id=backstab
en: backstab
sr: nož u leđa

note: [plague]: id=plague({TYPE}), type={TYPE} [plague]: id=plague, type=Walking Corpse
en: plague
sr: kuga

note: [slow]: id=slow
en: slows
sr: usporavanje

note: [petrifies]: id=petrifies
en: petrifies
sr: okamenjivanje

note: [chance_to_hit]: id=marksman
en: marksman
sr: oštrookost

note: [swarm]: id=swarm
en: swarm
sr: roj

note: [damage]: id=charge
en: charge
sr: juriš

note: [drains]: id=drains
en: drains
sr: crpljenje

note: [poison]: id=poison
en: poison
sr: otrov

note: [advancement]: id=amla_default
en: Max HP bonus +3, Max XP +20%
sr: Maks. bonus UP +3, maks. IP +20%

note: [time]: id=midday [time]: id=midday_hour
en: Midday
sr: podne

note: [time]: id=midnight [time]: id=midnight_hour
en: Midnight
sr: ponoć

note: [time]: id=indoors
en: Indoors
sr: unutrašnjost

note: [time]: id=deep_underground
en: Deep Underground
sr: duboko podzemlje

note: [time]: id=second_watch_hour1
en: Second Watch — First Hour
sr: druga straža — prvi čas

note: [time]: id=second_watch_hour2
en: Second Watch — Second Hour
sr: druga straža — drugi čas

note: [time]: id=second_watch_hour3
en: Second Watch — Third Hour
sr: druga straža — treći čas

note: [time]: id=second_watch_hour4
en: Second Watch — Fourth Hour
sr: druga straža — četvrti čas

note: [time]: id=second_watch_hour5
en: Second Watch — Fifth Hour
sr: druga straža — peti čas

note: [time]: id=second_watch_hour6
en: Second Watch — Sixth Hour
sr: druga straža — šesti čas

note: [time]: id=morning_hour1
en: Morning — First Hour
sr: jutro — prvi čas

note: [time]: id=morning_hour2
en: Morning — Second Hour
sr: jutro — drugi čas

note: [time]: id=morning_hour3
en: Morning — Third Hour
sr: jutro — treći čas

note: [time]: id=morning_hour4
en: Morning — Fourth Hour
sr: jutro — četvrti čas

note: [time]: id=afternoon_hour1
en: Afternoon — First Hour
sr: popodne — prvi čas

note: [time]: id=afternoon_hour2
en: Afternoon — Second Hour
sr: popodne — drugi čas

note: [time]: id=afternoon_hour3
en: Afternoon — Third Hour
sr: popodne — treći čas

note: [time]: id=afternoon_hour4
en: Afternoon — Fourth Hour
sr: popodne — četvrti čas

note: [time]: id=afternoon_hour5
en: Afternoon — Fifth Hour
sr: popodne — peti čas

note: [time]: id=afternoon_hour6
en: Afternoon — Sixth Hour
sr: popodne — šesti čas

note: [time]: id=first_watch_hour1
en: First Watch — First Hour
sr: prva straža — prvi čas

note: [time]: id=first_watch_hour2
en: First Watch — Second Hour
sr: prva straža — drugi čas

note: [time]: id=first_watch_hour3
en: First Watch — Third Hour
sr: prva straža — treći čas

note: [time]: id=first_watch_hour4
en: First Watch — Fourth Hour
sr: prva straža četvrti čas

en: 
    
    Special Notes:
sr: 
    
    Posebne napomene:

en:  Spirits have very unusual resistances to damage, and move quite slowly over open water.
sr:  Aveti imaju vrlo čudne otpornosti na štetu, i kreću se vrlo sporo preko otvorene vode.

en:  This unit’s arcane attack deals tremendous damage to magical creatures, and even some to mundane creatures.
sr:  Volšebni napad ove jedinice nanosi ogromnu štetu magičnim stvorenjima, a čak i nekim ovosvetskim.

en:  This unit is capable of basic healing.
sr:  Ova jedinica poznaje osnove lečenja.

en:  This unit is capable of rapid healing.
sr:  Ova jedinica je dobro izučila lečenje.

en:  This unit is capable of healing those around it, and curing them of poison.
sr:  Ova jedinica može i da leči jedinice oko sebe, i da ih isceljuje od otrova.

en:  This unit is capable of neutralizing the effects of poison in units around it.
sr:  Ova jedinica ume da otkloni uticaj otrova na jedinice pokraj sebe.

en:  This unit regenerates, which allows it to heal as though always stationed in a village.
sr:  Ova jedinica se obnavlja, što joj omogućuje da se leči kao da je stalno u selu.

en:  The steadiness of this unit reduces damage from some attacks, but only while defending.
sr:  Odlučnost ove jedinice smanjuje štetu od nekih napada, ali samo u odbrani.

en:  The leadership of this unit enables adjacent units of the same side to deal more damage in combat, though this only applies to units of lower level.
sr:  Vođstvo ove jedinice omogućuje susednim prijateljskim jedinicama da nanose više štete u borbi, mada samo ako su nižeg nivoa.

en:  This unit’s skill at skirmishing allows it to ignore enemies’ zones of control and thus move unhindered around them.
sr:  Veština ove jedinice u čarkanju omogućuje joj da ignoriše neprijateljske nadzorne pojaseve, i stoga se kreće neometana njima.

en:  Illumination increases the lighting level in adjacent areas.
sr:  Obasjavanje uvećava nivo osvetljenja u susednim poljima.

en:  This unit can use one move to teleport between any two empty villages controlled by its side.
sr:  Ova jedinica se može teleportovati između između bilo koja dva prazna sela u posedu svoje strane.

en:  In woodlands, this unit’s ambush skill renders it invisible to enemies unless it is immediately adjacent or has revealed itself by attacking.
sr:  U šumama, veština zasede čini ovu jedinicu nevidljivom neprijateljima, osim ukoliko se ne nađu odmah do nje, ili ako se otkrije napadom.

en:  This unit is able to hide at night, leaving no trace of its presence.
sr:  Ova jedinica može da se skriva tokom noći, ne dajući nikakav znak o svom prisustvu.

en:  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.
sr:  Ova jedinica se može skrivati u selima (s izuzetkom vodenih), tako da je neprijatelji ne primete osim kada kroče neposredno do nje.

en:  This unit can move unseen in deep water, requiring no air from the surface.
sr:  Ova jedinica se može neprimećeno kretati u dubokoj vodi, ne zahtevajući vazduh za disanje.

en:  This unit gains 1 hitpoint added to its maximum whenever it kills a living unit.
sr:  Ovoj jedinici se dodaje jedan udarpoen na najveći broj kad god ubije živu jedinicu.

en:  Whenever its berserk attack is used, this unit continues to push the attack until either it or its enemy lies dead.
sr:  Kad god se iskoristi njen bezglavi napad, ova jedinica nastavlja da presuje borbu dok ili sama ili njen neprijatelj ne nastrada.

en:  If there is an enemy of the target on the opposite side of the target while attacking it, this unit may backstab, inflicting double damage by creeping around behind that enemy.
sr:  Ako se neprijatelju isprečila prijateljska jedinica, ova jedinica može u napadu zadati udarac s leđa, koji nanosi dvostruku štetu, prišunjavši se sa suprotne strane tog neprijatelja.

en:  Foes who lose their life to the plague will rise again in unlife, unless they are standing on a village.
sr:  Neprijatelji koji nastradaju od kuge vaskrsnuće u neživot, osim ako se nalaze u selu.

en:  This unit is able to slow its enemies, halving their movement speed and attack damage until they end a turn.
sr:  Ova jedinica može da usporava neprijatelje, prepolovljavajući njihovu brzinu kretanja i učinak u napadu do kraja poteza.

en:  The ability to turn the living to stone makes this unit extremely dangerous.
sr:  Sposobnost pretvaranja životnog u kamen čini ovu jedinicu izuzetno opasnom.

en:  This unit’s marksmanship gives it a high chance of hitting targeted enemies, but only on the attack.
sr:  Oštrookost ove jedinice pruža joj dobre izglede da pogodi ciljanog neprijatelja, ali samo u napadu.

en:  This unit has magical attacks, which always have a high chance of hitting an opponent.
sr:  Ova jedinica poseduje magične napade, kojima su uvek dobri izgledi da pogode protivnika.

en:  The swarming attacks of this unit become less deadly whenever its members are wounded.
sr:  Rojeviti napadi ove jedinice bivaju sve slabiji kako jedinica biva povređena.

en:  Using a charging attack doubles both damage dealt and received; this does not affect defensive retaliation.
sr:  Upotrebom juriša udvostručava se nanesena, ali i primljena šteta; ne utiče na odbrambenu odmazdu.

en:  During battle, this unit can drain life from victims to renew its own health.
sr:  Ova jedinica može tokom boja crpiti život iz svojih žrtava, kako bi obnovila sopstveno zdravlje.

en:  The length of this unit’s weapon allows it to strike first in melee, even in defense.
sr:  Dugačko oružje ove jedinice omogućuje joj da uvek udari prva u bliskoj borbi, čak i kada se brani.

en:  The victims of this unit’s poison will continually take damage until they can be cured in town or by a unit which cures.
sr:  Žrtve otrova koji poseduje ova jedinica, trajno će trpeti štetu dok se ne iscele ili u selu, ili kod jedinice koja isceljuje.

note: [trait]: id=loyal
en: loyal
sr: odanost

note: [trait]: id=loyal
en: female^loyal
sr: odanost

note: [trait]: id=loyal
en: Zero upkeep
sr: bez izdataka

note: [trait]: id=undead
en: undead
sr: nemrtvost

note: [trait]: id=undead
en: female^undead
sr: nemrtvost

note: [trait]: id=elemental [trait]: id=mechanical [trait]: id=undead
en: Immune to drain, poison, and plague
sr: imunitet na crpljenje, otrov i kugu

note: [trait]: id=mechanical
en: mechanical
sr: mehaničnost

note: [trait]: id=mechanical
en: female^mechanical
sr: mehaničnost

note: [trait]: id=elemental
en: elemental
sr: elementarnost

note: [trait]: id=elemental
en: female^elemental
sr: elementarnost

note: [trait]: id=strong
en: strong
sr: kršnost

note: [trait]: id=strong
en: female^strong
sr: kršnost

note: [trait]: id=dextrous
en: dextrous
sr: spretnost

note: [trait]: id=dextrous
en: female^dextrous
sr: spretnost

note: [trait]: id=quick
en: quick
sr: hitrost

note: [trait]: id=quick
en: female^quick
sr: hitrost

note: [trait]: id=intelligent
en: intelligent
sr: oštroumnost

note: [trait]: id=intelligent
en: female^intelligent
sr: oštroumnost

note: [trait]: id=resilient
en: resilient
sr: žilavost

note: [trait]: id=resilient
en: female^resilient
sr: žilavost

note: [trait]: id=healthy
en: healthy
sr: zdravlje

note: [trait]: id=healthy
en: female^healthy
sr: zdravlje

note: [trait]: id=healthy
en: Always rest heals
sr: Uvek se leči na odmoru

note: [trait]: id=fearless
en: fearless
sr: neustrašivost

note: [trait]: id=fearless
en: female^fearless
sr: neustrašivost

note: [trait]: id=fearless
en: Fights normally during unfavorable times of day/night
sr: u boju bez zaostatka u nepovoljna doba dana/noći

note: [trait]: id=feral
en: feral
sr: neukroćenost

note: [trait]: id=feral
en: female^feral
sr: neukroćenost

note: [trait]: id=feral
en: Receives only 50% defense in land-based villages
sr: samo 50% odbrane u kopnenim selima

note: [trait]: id=weak
en: weak
sr: nejakost

note: [trait]: id=weak
en: female^weak
sr: nejakost

note: [trait]: id=slow
en: slow
sr: tromost

note: [trait]: id=slow
en: female^slow
sr: tromost

note: [trait]: id=dim
en: dim
sr: priglupost

note: [trait]: id=dim
en: female^dim
sr: priglupost

note: [trait]: id=aged
en: aged
sr: starost

note: [trait]: id=aged
en: female^aged
sr: starost

note: [race]: id=bats
en: race^Bat
sr: šišmiš

note: [race]: id=bats
en: race+female^Bat
sr: šišmišica

note: [race]: id=bats
en: race^Bats
sr: šišmiši

note: [race]: id=bats
en: Bats come in many shapes and sizes, and most are fairly harmless, feeding on insects and other small animals. The larger and more vicious breeds are known to pose a threat to humans and other races as well as their livestock, especially when encountered in groups. Typically nocturnal, they are often kept (and occasionally tamed) by those who share their love of the night.
sr: Šišmiša ima raznih veličina i građa, od kojih je većina bezopasna, hraneći se insektima i drugim životinjicama. Ali postoje i veće i zlokobnije vrste koje su pretnja ljudima i drugima rasama, i njihovoj stoci, posebno kada se susretnu u grupama. To su obično noćna stvorenja, i zato ih često drže (a ponekad i pripitomljavaju) oni koji dele istu sklonost ka noći.

note: [race]: id=drake
en: race^Drake
sr: zmag

note: [race]: id=drake
en: race+female^Drake
sr: zmaga

note: [race]: id=drake
en: race^Drakes
sr: zmagovi

note: [race]: id=dwarf
en: race^Dwarf
sr: patuljak

note: [race]: id=dwarf
en: race+female^Dwarf
sr: patuljka

note: [race]: id=dwarf
en: race^Dwarves
sr: patuljci

note: [race]: id=dwarf
en: The dwarves are a race famed for their miners, blacksmiths, merchants and warriors. Considered as the third oldest race on the great continent after the elves and trolls, their early history is shrouded in mystery. Legends tell of a time long forgotten when their people began emerging from their underground world through caves. Nothing is known about their life prior to their arrival, or their reasons for entering the surface world, but they have been an integral part of the history of the continent since. Soon after their emergence from the underground, the dwarves entered into conflict with the original inhabitants of the land, the elves. The original reason for their dispute has been lost to history, but the two races have since fought three long wars, interrupted by a few decades of peace. During these wars the dwarves could not dislodge the elves from the deep forests in the south, but managed to consolidate their position in hills and the mountains in the north of the continent, known now as the Northlands. Since then they have constructed fantastic fortifications and settlements deep within the mountains and crags of their territory.
    
    Possibly due to their isolation, the dwarves are generally distrustful or hostile towards most other races, particularly the elves. The single exception to this temperament is towards humans. This could be traced back to the era of Haldric I and the arrival of humans and orcs to the continent. At this point the dwarves began allowing some humans, mostly dissidents and outlaws from the Kingdom of Wesnoth, to settle in certain areas of the Northlands. Their motivation was unsurprising. The plight of these individuals reminded the dwarves of their early history of persecution, eliciting a sense of solidarity. The dwarves also had much to gain in forming a bond with these outcasts. They would settle in areas where dwarves disliked living themselves; plains, forests, and swamps, freeing them from defending these areas.
    
    Dwarves are of small stature by human measure, but they are by no means fragile. Their warriors, tough and powerful are both feared and respected throughout the continent for their prowess in battle. In addition, dwarves are known for their calculating intellects and superb craftsmanship. Dwarven smiths are renowned for their deadly weapons and heavy armor. These accouterments are unrivaled in quality, possibly only matched by those produced by drake armorers. Their intelligence and natural inquisitiveness has also made them the most technically advanced race on the continent. One of their most famous, and feared, discoveries was a mysterious powder that produces an immense explosion when exposed to fire or sparks. Certain dwarf warriors use this powder to hurl small objects at tremendous speeds. Given their technological inclinations, many dwarves tend to distrust magic users. However some practice a form of magic based on the engraving of runes. Called runesmiths, they use these carvings to enchant items in order to augment certain aspects of their natures.
sr: Patuljci su rasa čuvena po svojim rudarima, kovačima, trgovcima i ratnicima. Smatraju se za treću najstariju rasu Velikog kontinenta, posle vilenjaka i trolova, ali im je osvit istorije pod koprenom tajanstvenosti. Predanja zbore o vremenu davno zaboravljenom kada je patuljački narod kroz pećine počeo da izranja iz svog podzemnog sveta. Ništa se ne zna o njihovom životu pre prispeća u površinski svet, niti razlozima koji su ih k njemu nagnali, ali potom postadoše neotuđivi deo istorije kontinenta. Ubrzo po prispeću iz podzemlja, patuljci se nađoše u sukobu sa prvobitnim prebivaocima zemlje, vilenjacima. Iako su iskonski povodi njihovog spora odavno prepušteni zaboravu istorije, dve rase otada vodiše tri duga rata, povremeno prekidana nekolikim decenijama mira. Tokom ratova, patuljci ne smogaše izglaviti vilenjake iz dubokih šuma na jugu, ali utvrdiše svoje položaje u brdima i planinama na severu kontinenta, poznatim kao Severozemlje. Od tog vremena, spraviše patuljci čudesne utvrde i naseobine duboko u planinama i krševima svojih poseda.
    
    Može biti zbog svoje podvojenosti, patuljci su obično nepoverljivi ili neprijateljski nastrojeni prema većini drugih rasa, posebno vilenjacima. Jedini izuzetak ovakvom ophođenju čine prema ljudima, što se može ispratiti do razdoblja Haldrika I i pristizanja ljudi i orkova na kontinent. U to vreme patuljci počeše dopuštati nekim ljudima, ponajpre neistomišljenicima i odmetnicima iz Vesnotskog kraljevstva, da naseljavaju određena područja Severozemlja. Povod tome ne beše iznenađujuć; položaj ovih pojedinaca podsećaše patuljke na sopstvene prapočetke progona, izazivajući osećanje bliskosti. Patuljcima su imali i koristi od uspostavljanja veza sa izgnanicima. Ovi bi naseljavali predele koji patuljcima nisu bili po volji — ravnice, šume, močvare — rešavajući ih odbrane tih područja.
    
    Patuljci su omanjeg stasa po ljudskim merilima, ali nipošto krhki. Njihovih se ratnika, žilavih i moćnih, širom kontinenta i plaši i poštuje po junaštvu u boju. Pored toga, patuljci su poznati i po svojoj proračunatoj naravi i sjajnom zanatstvu. Patuljački su kovači čuveni po smrtonosnim oružjima i teškim oklopima, spremi kvaliteta bez ravne, s kojim se možda mogu meriti jedino zmaški oružari. Oštroumnost i urođena ljubopitivost čini patuljke tehnički najnaprednijom rasom na kontinentu. Jedno od najčuvenijih i najstrašnijih otkrića im je tajanstveni crni prah koji izaziva zaglušujući prasak kada se izloži plamenu ili varnici. Pojedini patuljački ratnici koriste ovaj prah za upućivanje malih predmeta neizmernim brzinama ka protivniku. S obzirom na svoje tehnološke težnje, mnogi su patuljci nepoverljivi prema znalcima magije. Pa ipak, neki uvežbavaju oblike magije zasnovane na rezbarenju runâ; znani kao runotvorci, gravurama mogu začarati predmete kako bi im osnažili neke prirodne osobine.

note: [race]: id=elf
en: race^Elf
sr: vilenjak

note: [race]: id=elf
en: race+female^Elf
sr: vilenjakinja

note: [race]: id=elf
en: race^Elves
sr: vilenjaci

note: [race]: id=elf
en: Compared to humans, elves are somewhat taller, more agile but less sturdy. They have slightly pointy ears, pale skin and usually blond hair. Few differences between humans and elves are more pronounced than the Elves’ unusually long life — most, unless claimed by illness, accident or war, live a full two and a half centuries. While some elves possessing a high magical aptitude have been known to live an additional full century, most elves begin to grow physically frail at some point between 250 and 300 years of age and pass away rapidly (generally within a year or two) thereafter.
    
    Elves are naturally imbued with magic to a small degree. Though most are unable to channel it directly, its latent presence gives them their keen senses and long life. Many elves have magic-driven talents such as marksmanship or stealth, allowing them to achieve tasks that most normal beings would find astonishing. Those elves that learn to wield this power in more general ways can become truly formidable in its use. Many choose to use their gift to heal others.
    
    A few elves, venturing far down the paths of magic and mysticism, become sensitive to the presence of cold iron and can even be burned by it. Elvish legend hints that this was more common in the far past.
    
    Elves spend much of their time honing their talents and skills. Those not adept at the magical arts typically devote their time honing their physical skills. As a result, elves excel at archery, which is perhaps their most important method of warfare. Most elvish troops carry a bow and no other race can rival their archers in speed and accuracy. All elves also share an intense affection for unspoiled nature. They often feel uncomfortable in open unvegetated spaces. They live primarily in the forests of the Great Continent; the Aethenwood in the southwest, Wesmere in the northwest, and the great northern woods of which the Lintanir Forest is the southernmost edge.
    
    Elves are the eldest race of the continent, with the possible exception of trolls. Many of their settlements cannot be reliably dated, undoubtedly having existed for over a millennium.
sr: Naspram ljudi, vilenjaci su nešto viši rastom, okretniji, ali nežnije građe. Uši su im neznatno zašiljene, ten bled, a kosa uglavnom plava. Malo je razlika između ljudi i vilenjaka izrazitijih od neobično dugog veka potonjih — ne ophrva li ih bolest, udes ili rat, obično požive dva i po stoleća. Dok su poznati vilenjaci visokih magijskih sklonosti koji su dočekali i kraj trećeg stoleća, većina počinje fizički da posustaje između dvadesetpete i tridesete decenije, da bi potom ubrzano svenuli za nepunu godinu ili dve.
    
    Vilenjaci su u maloj meri prirodno prožeti magijom. Iako se pretežno ne umeju njome neposredno služiti, njeno potajno prisustvo pruža im oštra čula i dug vek. Magija u vilenjaka potpomaže i izvesne veštine, poput streljaštva ili prikrivanja, omogućavajući postignuća u njima većini ovosvetskih bića zapanjujućim. Vilenjaci koji se nauče opštijim načinima upotrebe ove moći mogu postati njeni istinski vladari. Mnogi izaberu da svoj dar primene u vidanju drugih.
    
    Poneki vilenjak, koji se duboko otisne stazama magije i misticizma, postane osetljiv na prisustvo hladnog gvožđa toliko da ga ovo može opeći. Vilenjačka predanja nagoveštavaju češću pojavu ovoga u dalekoj prošlosti.
    
    Vilenjaci provode puno vremena izoštravajući svoju nadarenost i veštine. Oni koji nisu pristali magijskim umećima obično se posvećuju fizičkim veštinama. Ishod toga je vilenjačko nenadmašno streljaštvo, možda njihov najznačajniji ratnički pravac. Gotovo svi vilenjački borci nose luk, a nijedna se druga rasa ne može meriti s vilin-strelcima po hitrosti i preciznosti. Svi vilenjaci takođe dele silnu privrženost neiskvarenoj prirodi. Često se osećaju neprijatno na pustim neozelenjenim prostorima. Uglavnom žive po šumama Velikog kontinenta: u Etenvudu na jugozapadu, Vesmeru na severozapadu, i velikim severnim šumama Lintanira.
    
    Vilenjaci su najdrevnija rasa kontinenta, moguće s izuzetkom trolova. Mnogim vilenjačkim naseobinama nije moguće pouzdano proceniti starost, koja se zasigurno proteže više od milenijuma.

note: [race]: id=goblin
en: race^Goblin
sr: goblin

note: [race]: id=goblin
en: race+female^Goblin
sr: goblinka

note: [race]: id=goblin
en: race^Goblins
sr: goblini

note: [race]: id=goblin
en: Goblins are, despite their appearance, born as siblings to the orcs and members of the same race. While other races usually bear children singly or in pairs, orcs will have large litters of children all at once, causing their populations to explode rather quickly. Within any litter, there will only be one or two true orcs, who will grow to the full size and strength of their race. A few more will be half-orcs, notably weaker than their big brothers, and relegated to supporting roles in combat, such as archery. The rest, often a full half of more of any litter, will be goblins. Goblins are puny and quite frail, rarely growing past the size and stature of a human child. Goblins are born into a lifetime of near-slavery to their larger kin, and used as sword-fodder in battle. They thrive in spite of their tragic fate; in part because they are so very numerous, and also because their brother orcs are well aware how dependent they are on the goblins.
    
    Goblins perform the bulk of manual labor needed by the orcs, with the sole exception of jobs that require the brute strength of true orcs. Those the orcs revel in as proof of their prowess.
sr: Goblini se, uprkos svojoj pojavi, rađaju kao srodnici orkova i pripadnici su iste rase. Dok se kod drugih rasa deca obično rađaju pojedinačno ili u paru, orkovi dobijaju velike nakote, zbog čega im brojnost brzo eksplodira. U svakom nakotu biće samo jedan do dva prava orka, koji će narasti do pune veličine i snage svojstvene svojoj rasi. Naći će se tu još nekoliko poluorkova, uočljivo slabijih od svoje velike braće, koji će kao odrasli dobiti sporedne uloge u borbi, poput streljaštva. Ostali, obično polovina nakota pa i preko toga, biće goblini.
    
    Goblini su nejaki i prilično krhki, i retko prestižu po visini i stasu ljudsku decu. Žive gotovo ropski pod svojim većim srodnicima, a u bojevima se koriste kao potrošna roba. Uprkos svojoj tragičnoj sudbini, oni itekako opstaju: donekle zato što su tako brojni, ali i jer su orkovi vrlo svesni koliko zavise od goblina.
    
    U orkovskom društvu goblini izvode glavninu poslova, s izuzetkom samo onih koji zahtevaju sirovu snagu istinskih orkova. U takvim poslovima uživaju orkovi sami, kao u dokazu sopstvene moći.

note: [race]: id=gryphon, description=
en: race^Gryphon
sr: grifon

note: [race]: id=gryphon, description=
en: race+female^Gryphon
sr: grifonka

note: [race]: id=gryphon, description=
en: race^Gryphons
sr: grifoni

note: [race]: id=human
en: race^Human
sr: čovek

note: [race]: id=human
en: race+female^Human
sr: čovek

note: [race]: id=human
en: race^Humans
sr: ljudi

note: [race]: id=human
en: The race of men is an extremely diverse one. Although they originally came from the Old Continent, men have spread all over the world and split into many different cultures and races. Although they are not imbued with magic like other creatures, humans can learn to wield it and able to learn more types than most others. They have no extra special abilities or aptitudes except their versatility and drive. While often at odds with other races, they can occasionally form alliances with the less aggressive races such as elves and dwarves. The less scrupulous among them do not shrink back from hiring orcish mercenaries, either. They have no natural enemies, although the majority of men, like most people of all races, have an instinctive dislike of the undead. Men are shorter than the elves, but taller still than dwarves. Their skin color can vary, from almost white to dark brown.
    
    <header>text='Subjects of the Crown'</header>
    Many different groups of men exist, but the majority of them on the Great Continent live under the rule of the Crown of Wesnoth. The humans first appeared on the Great Continent from a land far across the ocean to the West, the Green Isle, and soon established their capital at the inland city of Weldyn. Over the following centuries they have built up a number cities across the continent. The soldiers from the Crown of Wesnoth protect the country, forming the most organized military force in the known world. Its warriors come from the main provinces, where all men are conscripted at an early age.
    
    <header>text='The Clansmen'</header>
    The eastern provinces of Wesnoth, known as the Clan Homelands, have a geography consisting of more open plains and rolling hills than the western, more civilized provinces. They are home to the Horse Clans, who are allied with the Crown of Wesnoth but operate independently and maintain their own identity. Some consider them to be a tributary state, which sends food and soldiers to Crown in exchange for protection. Others say they are on equal footing with the western half of Wesnoth. In any case, the eastern provinces do not have a conscript army the way Western Wesnoth does. Training for fighting is part of the way of life of the Clans; the parents teach the children to ride horses, fight and shoot a bow from an early age. In general, the Clan warriors are less organized than the civilized fighters, and the strengths and weaknesses of these groups complement each other.
sr: Ljudska je rasa do krajnjosti raznolika. Iako potiču sa Starog kontinenta, ljudi se proširiše po celom svetu i razdeliše na mnoge kulture i podrase. Iako nisu prožeti magijom kao druga stvorenja, ljudi je umeju spoznati i vladati njenim raznovrsnijim vidovima nego većina ostalih. Nemaju posebnih sposobnosti ni naklonjenosti do svoje svestranosti i nagona. Iako neretko u zavadi sa drugim rasama, povremeno umeju stupiti u savez sa onim manje ratobornim, poput vilenjaka ili patuljaka. Manje obzirni se ne ustručavaju ni od unajmljivanja orkovskih plaćenika. Iako bez prirodnih neprijatelja, većina ljudi gaji iskonsku odbojnost prema nemrtvima, kao što je slučaj i s drugim rasama. Ljudi su niži rastom od vilenjaka, a viši od patuljaka. Boja kože im je širokog raspona, od skoro bele do tamnosmeđe.
    
    <header>text='Podanici Krune'</header>
    Mnoge su različite ljudske skupine, ali ih većina na Velikom kontinentu potpada pod vlast Krune Vesnota. Prvi ljudi na Veliki kontinent stigoše iz zemlje daleko preko okeana na zapadu, sa Zelenostrva, te ubrzo uspostaviše svoju prestonicu, od mora daleki grad Veldin. Tokom narednih vekova podigoše još mnoge gradove širom kontinenta. Vojnici vesnotske krune štite državu, obrazujući najuređeniju vojničku silu poznatog sveta. Njeni budući ratnici stižu iz glavnih pokrajina, gde se muškarci regrutuju još kao mladi.
    
    <header>text='Pripadnici Klanova'</header>
    Istočne pokrajine vesnotske, poznate kao domovine Klanova, geografski su pretežno otvorene ravnice i valovita brda, za razliku od zapadnih, civilizovanijih pokrajina. Njih naseljavaju Konjički klanovi, pridruženi Kruni Vesnota, ali delujući nezavisno i održavajući svoje poreklo. Neki ih drže za vazalsku državu, što Kruni podaje hranu i vojnike u zamenu za zaštitu. Drugi, pak, vele da su na ravnoj nozi sa zapadnom polovinom Vesnota. Kako bilo, istočne pokrajine ne održavaju stajaću vojsku kako to čini Zapadni Vesnot. Uvežbavanje za boj sastavni je deo života u Klanovima; roditelji decu podučavaju jahanju, borenju i rukovanju lukom od malih nogu. U preseku, klanski su ratnici slabije organizovani od civilizovanih boraca, ali se vrline i mane ovih družina međusobno nadopunjuju.

note: [race]: id=lizard, description=
en: race^Saurian
sr: saurijanac

note: [race]: id=lizard, description=
en: race+female^Saurian
sr: saurijanka

note: [race]: id=lizard, description=
en: race^Saurians
sr: saurijanci

note: [race]: id=mechanical
en: race^Mechanical
sr: mašina

note: [race]: id=mechanical
en: race+plural^Mechanical
sr: mašine

note: [race]: id=mechanical
en: Animated neither by natural life nor by necromancy, the term <italic>text='mechanical'</italic> describes a created artifact of an intelligent being. Most mechanical things neither move nor think on their own, but some do so as a result of magical enchantment.
sr: Pokretani ni prirodnim životom ni nekromantijom, izraz <italic>text='mašina'</italic> opisuje predmete koje su stvorila razumna bića. Većina mašina se niti kreće niti razmišlja svojom voljom, ali neke ipak to čine zaslugom magične začaranosti.

note: [race]: id=merman
en: race^Merman
sr: morejac

note: [race]: id=merman
en: race^Mermaid
sr: morejka

note: [race]: id=merman
en: race^Mermen
sr: morejci

note: [race]: id=merman
en: Something like a fusion between humans and fish, the merfolk are an enigmatic race with both piscine and humanoid attributes. They have strong tails that lend themselves to quick movement in any watery environment while their dextrous hands and intelligent minds allow fine craftsmanship and toolmaking. Semi-aquatic by nature, merfolk can breathe both water and air without difficulty. Despite being able to survive on land, they are much quicker and more agile in the water and will rarely be found far from the ocean. They are typically wary of dry land, as they are awkward and clumsy there and they struggle greatly to move over rough or forested terrain.
sr: Nešto poput spoja čoveka i ribe, morejci su zagonetna rasa i ribljih i čovekolikih svojstava. Imaju snažne repove koji im omogućavaju brzo kretanje u svim vodenim okruženjima, a spretne ruke i pametne umove kojima su razvili veštine izrade alatki i drugih predmeta. Po prirodi na granici između mora i kopna, morejci bez problema mogu disati kako u vodi tako i na suvom. Iako mogu da žive na kopnu, mnogo su brži i okretniji u vodi, pa se retko nalaze podalje od okeana. Klone se suvog tla, pošto su na njemu trapavi i nespretni, i jako se teško kreću po kršnim i šumskim područjima.

note: [race]: id=monster
en: race^Monster
sr: čudovište

note: [race]: id=monster
en: race+female^Monster
sr: čudovište

note: [race]: id=monster
en: race^Monsters
sr: čudovišta

note: [race]: id=monster
en: The term “monster” incorporates many hideous beasts that haunt the caves, wilderness, ocean depths, and other climes of the world. They figure largely in the tales and nightmares of its denizens, as well.
sr: Izrazom „čudovište“ opisuju se mnoge gnusne zveri što pohode pećine, divljine, okeanske dubine i druga podneblja svetu. Takođe su ih pune priče i noćne more stanovnika tih podneblja.

note: [race]: id=naga
en: race^Naga
sr: nagajac

note: [race]: id=naga
en: race^Nagini
sr: nagajka

note: [race]: id=naga
en: race^Nagas
sr: nagajci

note: [race]: id=naga
en: The serpentine nagas are one of the least understood races of the Great Continent. Part of this is due to their xenophobic nature and part is due to their alien environment. Nagas are one of the few races capable of any meaningful mobility in water, giving them access to a whole world effectively forbidden to land dwellers and further separating them from the terrestrial beings that they shun. Still, they are not true creatures of the sea, and their inability to breathe water leaves them in trepidation of the abyss. Living in coastal areas gives them an escape route on land against denizens of the deep while keeping them out of reach of those who travel by foot, wing, and hoof. Although nagas are somewhat frail in form, they are often faster and more nimble than their opponents. They sometimes find themselves at odds with merfolk when their territories overlap, but overall nagas tend to favor swamps and rivers as much as open water.
sr: Zmijoliki nagajci jedna su od najmanje shvaćenih rasa na Velikom kontinentu, delom zbog njihove ksenofobne prirode a delom zbog njihovog tuđinskog okruženja. Nagajci su jedna od malobrojnih rasa sposobnih za delotvorno kretanje u vodi, što im otvara vrata ka jednom celom svetu u suštini zabranjenom stanovnicima kopna, ali ih i još više udaljava od kopnenih bića kojih se klone. Pa ipak, nisu istinska morska stvorenja usled nemogućnost disanja u vodi, zbog čega moraju ustuknuti pred bezdanom. Život u priobalnim područjima otvara im kopneni put za beg od stvorenja iz dubine, dok ih drži podalje od svih onih koji putuju na nogama, kopitima ili krilima. Iako su nagajci ponešto krhkog stasa, obično su brži i okretniji od svojih protivnika. Ponekad se nađu u sukobu sa morejcima kada im se teritorije preklope, ali uglavnom vole močvare i reke više nego otvoreno more.

note: [race]: id=ogre
en: race^Ogre
sr: ogr

note: [race]: id=ogre
en: race+female^Ogre
sr: ogrica

note: [race]: id=ogre
en: race^Ogres
sr: ogrovi

note: [race]: id=orc
en: race^Orc
sr: ork

note: [race]: id=orc
en: race+female^Orc
sr: orkinja

note: [race]: id=orc
en: race^Orcs
sr: orkovi

note: [race]: id=orc
en: In appearance, orcs are half men and half beasts. They are taller, sturdier and stronger than humans. They are warlike, savage, and cruel by nature. Their blood is darker and thicker than that of normal humans and they have little care for personal hygiene or their personal appearance. Although Orcs are violent even among themselves creatures, they are pack-oriented; an orc never travels long or lives alone in groups smaller than half a dozen.
    
    <header>text='Society'</header>
    Almost every orc are a member of a tribe or a clan. Relations between neighboring tribes are usually violent, except in cases of a mutual enemy threatens their existence or prospects of great plunder override mutual animosity. Occasionally, a single strong chieftain may emerge to lead multiple tribes from time to time, usually through intimidation of followers. An orc tribe in times of peace tends to focus almost solely on strengthening itself in preparation for the next armed conflict. Orcs are known to possess a crude system of writing — usually in blood — although it’s most commonly used to trade insults or threats among tribal leaders.
    
    Orc societies are based on little else but strength; might makes right, and a leader leads and survives only as long as no one manages to wrest the title from him. A constant struggle for power simmers among potential tribal chiefs. An orcish leader rarely lives more than a handful of years to enjoy his absolute authority before being killed for his position — although history knows some notable exceptions. Orcs hold no particular honor code and while indisputable raw strength is usually the preferred method of displaying power, assassination, poisoning and backstabbing are completely viable means to further one’s own goals.
    
    Orcs mostly live in rural areas, often in foothills or mountainous regions, sometimes in caves. They grow no crops nor keep livestock, but are competent hunters as a result of their physical stature and brutality. Due to their large numbers they are capable of hunting an area virtually clean of anything larger than rodents in relatively short period of time. Due to this and their unstable leadership, orcish tribes tend to lead a semi-nomadic lifestyle, never settling in one region for too long. The larger tribes may establish themselves firmly in an area for years or even decades and build large encampments almost resembling cities, but even these are easily dismantled and abandoned if there is a need to relocate the horde.
    
    The oldest known orcs have been around 50 to 60 years of age, but very few individuals ever live to see over two or three decades before meeting their end either in war or by the hand of one of their kin. The oldest orcs are often shamans, which are perhaps the only ones most of their kind sees as being trustworthy and neutral. The origins of this custom are unknown, as the shamans do not directly contribute much to orcish societies but only act as advisors — not something orcs tend to otherwise tolerate. Shamans are in many ways the opposite of most other orcs: they are often physically withered and frail in comparison and lack skill in battle. Despite their reliance on raw strength, not nearly all orcs are destined to grow to possess any. Many orcs are born smaller and weaker than the rest, and already almost as newborns are put in their place by their stronger siblings. The stronger ones will routinely grab most of the food and thus grow stronger still, while their weaker siblings do not. Many of these individuals tend to specialize in other skills, like archery or assassination.
sr: Orkovi su pola nalik ljudima, pola zverima. Viši su, kršniji i snažniji od ljudi, a po naravi ratoborni, divlji i okrutni. Krv im je tamnija i gušća od čovekove, i nimalo se ne osvrću na ličnu higijenu ili pojavu. Iako su nasilni i jedni prema drugima, čoporski su nastrojeni; jedan ork nikada ne putuje sâm niti bivstvuje u družinama manjim od po desetka.
    
    <header>text='Društvo'</header>
    Gotovo je svaki ork član nekog plemena ili klana. Odnosi među susednim plemenima obično su nasilni, osim kada im zajednički neprijatelj zapreti opstanku ili im veliko haranje na vidiku nadjača međusobne netrpeljivosti. Povremeno, dogodi se da pojedini snažni poglavica uspostavi vlast i povede više plemena, obično zastrašivanjem sledbenika. U vreme mira, orkovsko je pleme usredsređeno poglavito na sopstveno jačanje u iščekivanju narednog oružanog sukoba. Poznato je da orkovi poseduju grubu pismenost — obično krvlju beleženom — iako se najvećma koristi za razmenu uvreda i pretnji među plemenskim vođima.
    
    Orkovsko društvo zasniva se na malo čemu do snage; jači je u pravu, i vođ vodi i opstaje samo dok mu niko ne može prigrabiti položaj. Neprekidna borba za vlast ključa među izglednim plemenskim glavama. Retkost je orkovski vođ koji poživi više od nekoliko godina uživajući u svojoj potpunoj vlasti, pre nego ga drugi poseče u borbi za isto mesto — mada istorija beleži istaknute izuzetke. Orkovi nemaju posebnog kôda časti, i dok se neosporivoj sirovoj snazi obično daje prednost u ispoljavanju moći, atentati, trovanja i udari s leđa potpuno su očekivani načini za postizanje ciljeva.
    
    Uobičajena staništa orkovima su područja u udolinama ili planinskim oblastima, a ponekad pećine. Ne gaje useve niti drže stoku, ali su sposobni lovci, zahvaljujući fizičkom stasu i okrutnosti. Usled svoje mnogobrojnosti, umeju za kratko vreme izloviti područje gotovo nenaseljeno bilo čim većim od glodarâ. Zaslugom toga i nestabilnosti vođstva, orkovska plemena teže polunomadskom načinu života, nikad se ne zadržavajući predugo na istom ognjištu. Viđena su veća plemena koja se tokom godina čvrsto ukorene na nekom području, te podignu velike tabore skoro nalik gradovima, ali se čak i takva lako razobliče i napuste čim naiđe potreba za premeštanje horde.
    
    Najstariji poznati orkovi doživeli su 50 do 60 leta, ali tek šačica pojedinaca dočeka preko dve ili tri decenije pre susreta sa sudbinom, ili u ratu ili od ruke nekog od svojih sunarodnika. Stari orkovi su obično šamani, kao možda jedini na koje njihovi sunarodnici gledaju sa poverenjem i bez neprijateljstva. Izvori ovakvog običaja nisu poznati, kako šamani malo neposredno doprinose orkovskom društvu, već deluju kao savetnici — što orkovi nemaju običaj da trpe. Šamani su u mnogom pogledu suprotnost drugim orkovima: često su fizički sasušeni i krhki u poređenju, i nedostaje im veštine za boj. Bez obzira na okrenutost sirovoj snazi, ne rađaju se baš svi orkovi obdareni njome. Nemalo ih se izrodi manjih i slabijih, i već kao novorođenčad snažniji srodnici postave ih na njihovo mesto. Jači će bez osvrtanja grabiti veći deo hrane i tako još jačati, za razliku od slabijih. Mnogi ovakvi pojedinci usavršavaju druge veštine, kao što su streljaštvo ili ubijanje iz potaje.

note: [race]: id=troll
en: race^Troll
sr: trol

note: [race]: id=troll
en: race+female^Troll
sr: trolkinja

note: [race]: id=troll
en: race^Trolls
sr: trolovi

note: [race]: id=troll
en: Trolls are ancient creatures, one of the oldest known races known to inhabit the Great Continent. They are large, slow, simple-minded, and live extremely long lives inside deep caves or atop high mountains. The most unique characteristic of trolls is an internal vitality that sustains and heals them from within. As a result they live very different lives from almost any known creature. Trolls have few real needs: they require little food or water, and thus they have little incentive to pursue much besides protection from those who are hostile towards them. This in turn means they rarely have to worry about anything and can spend much of their time sleeping or in contemplation. Trolls have a curious affinity with nature. They do not relate with living things like elves do, but instead with earth and stone. They are also somewhat curious of their surroundings and many younger whelps even enjoy traveling and seeing the world. As trolls grow older they tend to become increasingly passive, gradually losing interest in their environment and spending more of their time sleeping in a quiet, familiar corner of their home cave. This is until they finally pass away as their bodies themselves slowly turn into lifeless statues of stone.
    
    Trolls are seen by many as being little more than yet another race of savage monsters. This common misconception is in part perpetuated by orcs to persuade trolls to join their armies. Because they are rather simple and do not understand the ways of other races or sometimes can even tell them apart, it is usually easy for an orcish band to convince a group of trolls that by joining them they get to exact revenge on those that have before hunted them. These new recruits are then directed to attack whoever the orcs themselves are currently in conflict with, whether previously a foe of the trolls or not, accumulating even more enemies for the misled trolls. The most common enemy of trolls are dwarves, and the animosity between these two races is ancient.
    
    <header>text='Geography'</header>
    Trolls have inhabited the mountains of the Great Continent longer than the dwarves who migrated there. Trolls are a common sight on the mountain ranges north and east of Wesnoth, and wherever Orcish hordes travel.
sr: Trolovi su prastara stvorenja, od najstarijih rasa za koje se zna da su naseljavale Veliki kontinent. Veliki, tromi i prostodušni, provode izrazito duge živote unutar dubokih pećina ili povrh visokih planina. Jedinstvena osobina trolova jeste unutrašnja životnost koja ih održava i zalečuje povrede. To ih nagoni bivstvovanju sasvim drugačijem od gotovo bilo kojeg drugog znanog bića. Stvarne potrebe su im malobrojne, tek malo hrane i vode, te nemaju drugih delatnih pobuda zaštite od prema njima neprijateljski nastrojenih. Iz ovoga sledi da se retko brinu oko bilo čega, provodeći veći deo dana u spavanju i razmatranju. Trolovi su na čudan način naklonjeni prirodi — ne tiču ih se, kao vilenjaka, žive tvari, već tlo i stenje. Takođe ispoljavaju znatiželju prema svom okruženju, da mnogi mlađi štenci uživaju putujući i razgledajući sveta. Kako stare, trolovi postaju sve bezvoljniji, postepeno gubeći zanimanje za svet što ih okružuje i provodeći sve više vremena dremajući u tihom, poznatom kutku svoje domaće pećine. I tako sve dok tiho ne zgasnu, dok im se sama tela polako pretvaraju u beživotne kamene kipove.
    
    Mnogi na trolove gledaju kao na tek nešto više od još jedne rase divljih nemani. Ovu uobičajenu zabludu delom podstiču orkovi kako bi nagnali trolove da se pridruže njihovim vojskama. Kako su trolovi srazmerno naivni i ne razumeju puteve drugih rasa, da ih ponekad čak ne umeju ni razlikovati, orkovskoj je družini obično lako ubediti skupinu trolova da će, pridruživši im se, moći da se osvete onima koji ih ranije loviše. Tako stečeni saborci zatim se upućuju u napad na bilo koga trenutno suprotstavljenog samim orkovima, bilo da su zaista neprijatelji i trolovima ili ne, tako nakupljajući još više neprijatelja zavaranim trolovima. Najčešći suparnik trolovima su patuljci, dve rase među kojima vlada drevna mržnja.
    
    <header>text='Rasprostranjenost'</header>
    Trolovi prebivaše u planinama Velikog kontinenta duže od patuljaka koji tu pristigoše. Uobičajen su prizor na planinskim vencima severno i istočno od Vesnota, i kuda god se kreću orkovske horde.

note: [race]: id=undead
en: race^Undead
sr: nemrtav

note: [race]: id=undead
en: race+female^Undead
sr: nemrtva

note: [race]: id=undead
en: race+plural^Undead
sr: nemrtvi

note: [race]: id=wolf, description=
en: race^Wolf
sr: vuk

note: [race]: id=wolf, description=
en: race+female^Wolf
sr: vučica

note: [race]: id=wolf, description=
en: race^Wolves
sr: vukovi

note: [race]: id=wose
en: race^Wose
sr: iver

note: [race]: id=wose
en: race^Woses
sr: iveri

en: Help
sr: Pomoć

en: <header>text='Units having this special attack'</header>
sr: <header>text='Jedinice s ovim posebnim napadom'</header>

en: <header>text='Units having this ability'</header>
sr: <header>text='Jedinice s ovom sposobnošću'</header>

en: Leaders:
sr: vođ:

en: Recruits:
sr: regruti:

en: Era:
sr: epoha:

en: Factions:
sr: frakcije:

en: Factions are only used in multiplayer
sr: Frakcije se koriste samo u višeigranju

en: level
sr: nivo

en: Advances from:
sr: napreduje iz:

en: Advances to:
sr: može postati:

en: race^Miscellaneous
sr: razni

en: Race:
sr: rasa:

en: Abilities:
sr: sposobnosti:

en: Ability Upgrades:
sr: dogradnje spos.:

en: HP:
sr: UP:

en: Moves:
sr: kretanje:

en: Cost:
sr: košta:

en: Alignment:
sr: poredak:

en: Required XP:
sr: traži IP:

en: unit help^Attacks
sr: Napadi

en: unit help^Name
sr: naziv

en: Type
sr: tip

en: Strikes
sr: udari

en: Range
sr: domet

en: Special
sr: posebno

en: Resistances
sr: Otpornosti

en: Attack Type
sr: tip napada

en: Resistance
sr: otpornost

en: Terrain Modifiers
sr: terenski modifikatori

en: Terrain
sr: teren

en: Defense
sr: odbrana

en: Movement Cost
sr: trošak kretanja

en: <header>text='Units of this race'</header>
sr: <header>text='Jedinice ove rase'</header>

en:  < Back
sr:  < Nazad

en: Forward >
sr: Napred >

en: Reference to unknown topic:
sr: Uput na nepoznatu temu:

en: corrupted original file
sr: iskvarena izvorna datoteka

en: Close
sr: Zatvori

en: The Battle for Wesnoth Help
sr: Pomoć „Boja za Vesnot“

en: Parse error when parsing help text:
sr: Greška pri raščlanjivanju teksta pomoći:
