en_GB - en to en_GB translation catalogue (74 entries)

note: [campaign]: id=Tutorial
en: Learn the basics of Wesnoth gameplay with a tutorial. Recommended for first-time players.
en_GB: Learn the basics of Wesnoth game-play with a tutorial. Recommended for first-time players.

note: [side]: type=Fighter, id=student [side]
en: team_name^Student
en_GB: Student

note: [message]: speaker=student
en: female^Good morning, Delfador! Is it time to attack things?
en_GB: Good morning, Delfador! Is it time to attack things?

note: [message]: speaker=student
en: female^Have you found an orc for me to fight, huh? A troll?
en_GB: Have you found an orc for me to fight, huh? A troll?

note: [message]: speaker=student
en: female^A quintain? You want me to fight a dummy?
en_GB: A quintain? You want me to fight a dummy?

note: [message]: speaker=Delfador
en: Young man, you have $student_hp hitpoints and a sword. I’m fairly sure you’ll win.
en_GB: Young man, you have $student_hp hit-points and a sword. I’m fairly sure you’ll win.

note: [message]: speaker=Delfador
en: female^Young lady, you have $student_hp hitpoints and a sword. I’m fairly sure you’ll win.
en_GB: Young lady, you have $student_hp hit-points and a sword. I’m fairly sure you’ll win.

note: [message]: speaker=student
en: female^Should I retreat?
en_GB: Should I retreat?

note: [message]: speaker=Delfador
en: Yes. It’s a magical quintain! If it hits you, it does 3 damage, and has 5 chances. If it hits every time, you’ll drop from $student_hp to $($student_hp-15) hitpoints. Brace yourself!
en_GB: Yes. It’s a magical quintain! If it hits you, it does 3 damage, and has 5 chances. If it hits every time, you’ll drop from $student_hp to $($student_hp-15) hit-points. Brace yourself!

note: [message]: speaker=student
en: Ouch! I need to heal! Only $student_hp hitpoints left!
en_GB: Ouch! I need to heal! Only $student_hp hit-points left!

note: [message]: speaker=student
en: female^Ouch! I need to heal! Only $student_hp hitpoints left!
en_GB: Ouch! I need to heal! Only $student_hp hit-points left!

note: [message]: speaker=narrator
en: You have captured a village! It now flies your colors and has been added to your total village count (the house icon at the top of the screen shows how many villages you currently control). Villages provide the gold needed to recruit units. Each turn, you gain 2 gold, plus 1 for every village you own.
en_GB: You have captured a village! It now flies your colours and has been added to your total village count (the house icon at the top of the screen shows how many villages you currently control). Villages provide the gold needed to recruit units. Each turn, you gain 2 gold, plus 1 for every village you own.

note: [message]: speaker=Delfador
en: Since you started your turn on a village, you regained some health! Villages heal units 8 hitpoints per turn, or enough to top off their health, whichever is less. In your case, you regained $student_hp_heal_amount hitpoints.
en_GB: Since you started your turn on a village, you regained some health! Villages heal units 8 hit-points per turn, or enough to top off their health, whichever is less. In your case, you regained $student_hp_heal_amount hit-points.

note: [message]: speaker=student
en: female^I’ll recruit some elves!
en_GB: I’ll recruit some elves!

note: [message]: speaker=narrator
en: Be sure to examine the <i>traits</i> of your new recruits. They are listed under its race in the sidebar. Traits can subtly affect how you use your troops. For example, units with the <i>quick</i> trait can move an extra hex each turn, and units with the <i>intelligent</i> trait require 20% less experience to level up.
en_GB: Be sure to examine the <i>traits</i> of your new recruits. They are listed under its race in the side-bar. Traits can subtly affect how you use your troops. For example, units with the <i>quick</i> trait can move an extra hex each turn, and units with the <i>intelligent</i> trait require 20% less experience to level up.

note: [message]: speaker=student
en: Hey, the quintain just healed 2 hitpoints! I’d better attack it at once!
en_GB: Hey, the quintain just healed 2 hit-points! I’d better attack it at once!

note: [message]: speaker=student
en: female^Hey, the quintain just healed 2 hitpoints! I’d better attack it at once!
en_GB: Hey, the quintain just healed 2 hit-points! I’d better attack it at once!

note: [message]: speaker=student
en: female^I’ll tell them to use the one that does more damage!
en_GB: I’ll tell them to use the one that does more damage!

note: [message]: speaker=Delfador
en: Elvish Fighters normally do 3×3 damage with their bows, but this elf has the <i>dextrous</i> trait, which increases the damage output of ranged attacks.
en_GB: Elvish Fighters normally do 3×3 damage with their bows, but this elf has the <i>dexterous</i> trait, which increases the damage output of ranged attacks.

note: [message]: speaker=narrator
en: When a unit gains enough experience points (the <i>experience bar</i>, if present, is on the <b>right</b> of the <i>hitpoints bar</i>), it will gain a level. Elvish Fighters have two advancement options, and you will be able to choose which one you want. However, second level units cost twice as much to support as first level units.
en_GB: When a unit gains enough experience points (the <i>experience bar</i>, if present, is on the <b>right</b> of the <i>hit-points bar</i>), it will gain a level. Elvish Fighters have two advancement options, and you will be able to choose which one you want. However, second level units cost twice as much to support as first level units.

note: [message]: speaker=narrator
en: Defenses
en_GB: Defences

note: [message]: speaker=narrator
en: Whenever one of your units is selected, you’ll see varying percentages as you move the mouse over the map. The higher the percentage, the more <i>defense</i> that unit has in that kind of terrain. For example, most units have good defenses in castles and villages but poor defenses in rivers. Some units, like these quintains, have a <i>magical</i> attack, which always has a 70% chance of hitting no matter what terrain their targets occupy.
en_GB: Whenever one of your units is selected, you’ll see varying percentages as you move the mouse over the map. The higher the percentage, the more <i>defence</i> that unit has in that kind of terrain. For example, most units have good defences in castles and villages but poor defences in rivers. Some units, like these quintains, have a <i>magical</i> attack, which always has a 70% chance of hitting no matter what terrain their targets occupy.

note: [message]: speaker=unit
en: female^Agh! This training is too much for me...
en_GB: Agh! This training is too much for me...

note: [message]: speaker=Delfador
en: Now, Konrad, I will leave you with more dummies to practice on! After that, we have real work to do...
en_GB: Now, Konrad, I will leave you with more dummies to practise on! After that, we have real work to do...

note: [message]: speaker=Delfador
en: Now, Li’sar, I will leave you with more dummies to practice on! After that, we have real work to do...
en_GB: Now, Li’sar, I will leave you with more dummies to practise on! After that, we have real work to do...

note: [message]: speaker=student
en: female^Well, I think I know the basics. Onwards! Maybe I can fight in a real battle next?
en_GB: Well, I think I know the basics. Onwards! Maybe I can fight in a real battle next?

note: [message]: speaker=narrator
en: After your victory notice, the map will be grayed out to indicate that the scenario is over; this is called <i>linger mode</i>. You will still be able to examine the final positions and state of your troops and any surviving enemies. When you’re finished, click the <b>End Scenario</b> button to go on to the next scenario in the campaign.
en_GB: After your victory notice, the map will be greyed out to indicate that the scenario is over; this is called <i>linger mode</i>. You will still be able to examine the final positions and state of your troops and any surviving enemies. When you’re finished, click the <b>End Scenario</b> button to go on to the next scenario in the campaign.

note: [side]: type=Orcish Warrior, id=Thrag
en: team_name^Orcs
en_GB: Orcs

note: [event]
en: female^I hope I have a chance to retreat after this!
en_GB: I hope I have a chance to retreat after this!

note: [event]
en: female^One lucky attack by an Orcish Grunt, and I’m done for!
en_GB: One lucky attack by an Orcish Grunt, and I’m done for!

note: [event]
en: female^I could make use of some healing in a village.
en_GB: I could make use of some healing in a village.

note: [event]
en: female^I had better retreat, before I get caught out with such low health!
en_GB: I had better retreat, before I get caught out with such low health!

note: [message]: speaker=student
en: female^Ho, Galdrad! Has Delfador conjured something else to beat me with? A flock of scarecrows, perhaps?
en_GB: Ho, Galdrad! Has Delfador conjured something else to beat me with? A flock of scarecrows, perhaps?

note: [message]: speaker=student
en: female^What should I do?
en_GB: What should I do?

note: [event]
en: The more likely attack, then, is across the bridge. That middle island is the key: it has a village for healing injured units and forests in which we fight so well.
en_GB: The more likely attack, then, is across the bridge. That middle island is the key: it has a village for healing injured units, and forest in which we fight so well.

note: [message]: speaker=student The "us" in "let's" refers to Galdrad and Li'sar.
en: female^Let’s go! Attack!
en_GB: Let’s go! Attack!

note: [message]: speaker=Galdrad Addressing Li'sar
en: female^Hang on! You need to gather your forces. Or do you intend to fight the orcs single-handedly?
en_GB: Hang on! You need to gather your forces. Or do you intend to fight the orcs single-handedly?

note: [message]: speaker=Galdrad
en: Some of your units have also managed to level up. They’re even more formidable, so you should recall them as well.
en_GB: Some of your units have also managed to gain levels. They’re even more formidable, so you should recall them as well.

note: [message]: speaker=narrator
en: In addition to recruiting new units each scenario, you can also <i>recall</i> your experienced veterans from previous scenarios, for the cost of 20 gold each. This allows you to build up a formidable army over the course of multiple scenarios by recalling your highest leveled troops or those with good combinations of traits and abilities. To recall a unit, right-click while your leader stands on a keep and select the <i>Recall</i> option. Remember to also recruit new troops in addition to recalling old ones.
en_GB: In addition to recruiting new units each scenario, you can also <i>recall</i> your experienced veterans from previous scenarios, for the cost of 20 gold each. This allows you to build up a formidable army over the course of multiple scenarios by recalling your highest level troops or those with good combinations of traits and abilities. To recall a unit, right-click while your leader stands on a keep and select the <i>Recall</i> option. Remember to also recruit new troops in addition to recalling old ones.

note: [message]: speaker=narrator
en: At the start of each turn, allied units adjacent to a Shaman will recover 4 hitpoints, which is only half of the amount that a village would provide. The Shaman doesn’t gain experience from healing, only from combat, but advancing her is worthwhile — her second-level Elvish Druid advancement has healing equivalent to a village.
    
    A detailed explanation of healing may be found in the <i>Gameplay</i> section of the help (default hotkey: <b>F1</b>).
en_GB: At the start of each turn, allied units adjacent to a Shaman will recover 4 hit-points, which is only half of the amount that a village would provide. The Shaman doesn’t gain experience from healing, only from combat, but advancing her is worthwhile — her second-level Elvish Druid advancement has healing equivalent to a village.
    
    A detailed explanation of healing may be found in the <i>Gameplay</i> section of the help (default hot-key: <b>F1</b>).

note: [message]: speaker=narrator
en: Weapon specials are special attack modifiers that make certain attacks more powerful. In this case, the Shaman has the Slows special on her entangle attack. When this attack successfully hits an enemy, it will halve the damage they do for one turn. Other weapon specials include First Strike, which allows that attack to always hit first no matter who attacks first, and Magical, which gives that attack a constant 70% chance to hit.
    
    A full list of abilities and weapon specials, along with traits, may be found in the help (default hotkey: <b>F1</b>).
en_GB: Weapon specials are special attack modifiers that make certain attacks more powerful. In this case, the Shaman has the Slows special on her entangle attack. When this attack successfully hits an enemy, it will halve the damage they do for one turn. Other weapon specials include First Strike, which allows that attack to always hit first no matter who attacks first, and Magical, which gives that attack a constant 70% chance to hit.
    
    A full list of abilities and weapon specials, along with traits, may be found in the help (default hot-key: <b>F1</b>).

note: [message]: speaker=narrator both healers are level one elvish shamans
en: You now have two healers. However, each unit can only receive healing from one healer — a unit will still only be healed 4 hitpoints per turn even when adjacent to both Shamans.
    
    If either Shaman advances to become a Druid, then she’ll be able to heal adjacent units by 8 hitpoints per turn. A unit next to multiple healers is healed by the most advanced one.
en_GB: You now have two healers. However, each unit can only receive healing from one healer — a unit will still only be healed 4 hit-points per turn even when adjacent to both Shamans.
    
    If either Shaman advances to become a Druid, then she’ll be able to heal adjacent units by 8 hit-points per turn. A unit next to multiple healers is healed by the most advanced one.

note: [message]: speaker=narrator one healer is a level one shaman, but the other healer is a druid or (very unlikely) a shyde
en: You now have two healers. Your Druid can heal adjacent units by 8 hitpoints per turn compared to your Shaman’s 4. However, each unit can only receive healing from one healer — a unit next to multiple healers is healed by the most advanced one.
en_GB: You now have two healers. Your Druid can heal adjacent units by 8 hit-points per turn compared to your Shaman’s 4. However, each unit can only receive healing from one healer — a unit next to multiple healers is healed by the most advanced one.

note: [message]: speaker=Galdrad
en: Having more than one healer allows them to heal each other or to cover separate areas of the battlefield. It can also allow better tactical movement — the 2 hitpoints from rest-healing does combine with other sources of healing, so it’s often better to move a healer instead of an injured unit.
en_GB: Having more than one healer allows them to heal each other or to cover separate areas of the battlefield. It can also allow better tactical movement — the 2 hit-points from rest-healing does combine with other sources of healing, so it’s often better to move a healer instead of an injured unit.

note: [message]: speaker=narrator
en: Unlike the Elvish Fighter, which has strong melee attacks, the Elvish Archer has strong ranged attacks. It’s useful to attack enemy units with strong melee attacks with strong ranged attacks, and vice versa. This allows your units to take less damage overall when your enemy counterattacks.
en_GB: Unlike the Elvish Fighter, which has strong melee attacks, the Elvish Archer has strong ranged attacks. It’s useful to attack enemy units with strong melee attacks with strong ranged attacks, and vice versa. This allows your units to take less damage overall when your enemy counter-attacks.

note: [message]: speaker=student
en: female^Galdrad, if I go by the ford, I could sneak up near his keep and dispatch him quickly.
en_GB: Galdrad, if I go by the ford, I could sneak up near his keep and dispatch him quickly.

note: [message]: speaker=Galdrad
en: You could. However, elves (and orcs) have bad <i>defense</i> in water. You’ll be more vulnerable as you try to wade slowly across the ford; the enemy will have an 80% chance to hit you. Since elves have good defense in the forest, I would advise you keep to the trees and attack the orcs from there; your Fighters will only suffer a 40% chance of being hit in return, while Shamans and Archers will only incur a 30% chance.
en_GB: You could. However, elves (and orcs) have bad <i>defence</i> in water. You’ll be more vulnerable as you try to wade slowly across the ford; the enemy will have an 80% chance to hit you. Since elves have good defence in the forest, I would advise you keep to the trees and attack the orcs from there; your Fighters will only suffer a 40% chance of being hit in return, while Shamans and Archers will only incur a 30% chance.

note: [message]: speaker=student
en: Alright. The bridge it is, then, but I’ll be careful about the crossing.
en_GB: All right. The bridge it is, then, but I’ll be careful about the crossing.

note: [message]: speaker=student
en: female^Alright. The bridge it is, then, but I’ll be careful about the crossing.
en_GB: All right. The bridge it is, then, but I’ll be careful about the crossing.

note: [message]: speaker=student
en: female^I think I’ll stick around the keep for now, in order to recruit more units.
en_GB: I think I’ll stick around the keep for now, in order to recruit more units.

note: [message]: speaker=student "we" refers to Li'sar, Galdrad, and the mixed-gender troops
en: female^Can’t we just move around the orcs?
en_GB: Can’t we just move around the orcs?

note: [event]
en: No. Once you move close to an enemy unit, you are in its <i>Zone of Control</i> and cannot move further that turn. To move your troops onto that island without wading slowly through the water, you’ll have to kill the Grunt.
en_GB: No. Once you move close to an enemy unit, you are in its <i>Zone of Control</i> and cannot move further that turn. To move your troops on to that island without wading slowly through the water, you’ll have to kill the Grunt.

note: [message]: speaker=Galdrad
en: If one of your Shamans stands just behind you, she will heal you 4 hitpoints at the beginning of the next turn.
en_GB: If one of your Shamans stands just behind you, she will heal you 4 hit-points at the beginning of the next turn.

note: [message]: speaker=Galdrad
en: If one of your Shamans stands just behind your wounded units, she will heal each of them 4 hitpoints at the beginning of the next turn.
en_GB: If one of your Shamans stands just behind your wounded units, she will heal each of them 4 hit-points at the beginning of the next turn.

note: [message]: speaker=second_unit
en: female^One fewer orc to deal with, and our way across the bridge is clear! I also gained experience from striking the killing blow!
en_GB: One fewer orc to deal with, and our way across the bridge is clear! I also gained experience from striking the killing blow!

note: [message]: speaker=Galdrad
en: Be careful! If you stand on the bridge you are exposed to attack from multiple directions! Even though the orcs have low defense in water, they will overwhelm you with their numbers.
en_GB: Be careful! If you stand on the bridge you are exposed to attack from multiple directions! Even though the orcs have low defence in water, they will overwhelm you with their numbers.

note: [message]: speaker=Galdrad
en: Well done! The island village is ours. You can use the trees to set up a blockade against the orcs; they can only come across the bridge one by one without wading through the water, and you will be securely on a terrain with good defense.
en_GB: Well done! The island village is ours. You can use the trees to set up a blockade against the orcs; they can only come across the bridge one by one without wading through the water, and you will be securely on a terrain with good defence.

note: [event]
en: Careful! It is now nighttime. Orcs are <i>chaotic</i>, which means their attacks are now 25% stronger. By day, their attacks are 25% weaker, which is a noticeable difference. You are <i>lawful</i>: stronger by day and weaker at night. Your elvish warriors are <i>neutral</i>: unaffected by the time of day.
en_GB: Careful! It is now night-time. Orcs are <i>chaotic</i>, which means their attacks are now 25% stronger. By day, their attacks are 25% weaker, which is a noticeable difference. You are <i>lawful</i>: stronger by day and weaker at night. Your elvish warriors are <i>neutral</i>: unaffected by the time of day.

note: [message]: speaker=narrator
en: During a scenario, the time of day will shift as turns pass. There are four <i>alignments</i> a unit may be: Lawful, Neutral, Chaotic, or Liminal. Each alignment gets a different bonus or handicap depending on the time of day. You can hover over the sky image below the minimap on the right to see the current time of day and who has the advantage.
en_GB: During a scenario, the time of day will shift as turns pass. There are four <i>alignments</i> a unit may be: Lawful, Neutral, Chaotic, or Liminal. Each alignment gets a different bonus or handicap depending on the time of day. You can hover over the sky image below the mini-map on the right to see the current time of day and who has the advantage.

note: [then] [else]
en: Remember to retreat your wounded units to villages. Shamans can only heal 4 hitpoints per turn, while villages can heal them faster at 8 per turn.
    
    Different sources of healing are generally not combined. If a unit starts its turn next to multiple healers, or on a village and next to a healer, it will still be healed only once.
    
    Rest-healing is an exception to the rule — if a unit doesn’t do anything for a turn, it will heal 2 hitpoints in addition to any healing it may receive from villages or healers, combining for a total of up to 10 hitpoints per turn.
en_GB: Remember to retreat your wounded units to villages. Shamans can only heal 4 hit-points per turn, while villages can heal them faster at 8 per turn.
    
    Different sources of healing are generally not combined. If a unit starts its turn next to multiple healers, or on a village and next to a healer, it will still be healed only once.
    
    Rest-healing is an exception to the rule — if a unit doesn’t do anything for a turn, it will heal 2 hit-points in addition to any healing it may receive from villages or healers, combining for a total of up to 10 hit-points per turn.

note: [message]: speaker=student
en: female^I have enough gold to recruit more units!
en_GB: I have enough gold to recruit more units!

note: [event]
en: Their leader has moved into that village! He’s not as stupid as I thought. The village heals him each turn and provides good defense.
en_GB: Their leader has moved into that village! He’s not as stupid as I thought. The village heals him each turn and provides good defence.

note: [event]
en: That unit has captured our village! You’d better get him out; it heals him each turn and provides good defense.
en_GB: That unit has captured our village! You’d better get him out; it heals him each turn and provides good defence.

note: [event]
en: Beware of the orc leader: he can do 36 hitpoints of damage at night! Attack with many units at once during the day.
en_GB: Beware of the orc leader: he can do 36 hit-points of damage at night! Attack with many units at once during the day.

note: [message]: speaker=unit The speaker is female
en: Advancing a level has fully healed me! I am able to heal units 8 hitpoints per turn, instead of just 4, and may also cure them of poison if they cannot reach a village! I also have gained a new <i>magical</i> attack, meaning it always has a 70% chance to hit, but it is not as powerful as the similar attack wielded by the Elvish Sorceress.
en_GB: Advancing a level has fully healed me! I am able to heal units 8 hit-points per turn, instead of just 4, and may also cure them of poison if they cannot reach a village! I also have gained a new <i>magical</i> attack, meaning it always has a 70% chance to hit, but it is not as powerful as the similar attack wielded by the Elvish Sorceress.

note: [message]: speaker=unit The speaker is female
en: Advancing a level has fully healed me! I cannot heal adjacent units anymore, but to compensate, I have a new, powerful faerie fire attack that deals 7 damage each for 4 strikes. It also has the <i>magical</i> weapon special, meaning it always has a 70% chance to hit.
en_GB: Advancing a level has fully healed me! I cannot heal adjacent units any more, but to compensate, I have a new, powerful faerie fire attack that deals 7 damage each for 4 strikes. It also has the <i>magical</i> weapon special, meaning it always has a 70% chance to hit.

note: [message]: speaker=unit
en: female^Advancing a level has fully healed me! When attacking, I always have at least a 60% chance of hitting with my longbow thanks to my <i>Marksman</i> ability, and I deal 9 damage each for 4 attacks. Use me to dislodge hard-to-hit units.
en_GB: Advancing a level has fully healed me! When attacking, I always have at least a 60% chance of hitting with my longbow thanks to my <i>Marksman</i> ability, and I deal 9 damage each for 4 attacks. Use me to dislodge hard-to-hit units.

note: [message]: speaker=unit
en: female^Advancing a level has fully healed me! I am good with both bow and sword, and I have a special ability: <i>Ambush</i>. I can hide in forests where enemies can only see me if they are right next to me.
en_GB: Advancing a level has fully healed me! I am good with both bow and sword, and I have a special ability: <i>Ambush</i>. I can hide in forests where enemies can only see me if they are right next to me.

note: [message]: speaker=unit
en: female^That... was foolish. Next time I should be more careful.
en_GB: That... was foolish. Next time I should be more careful.

note: [message]: speaker=narrator
en: You can also refer to the in-game help browser if you ever need to refresh your memory on gameplay mechanics.
en_GB: You can also refer to the in-game help browser if you ever need to refresh your memory on game-play mechanics.

note: [unit_type]: id=Fighteress, race=human
en: female^Fighter
en_GB: Fighter

note: [unit_type]: id=Quintain, race=mechanical
en: Quintains are used to practice swordplay and jousting on. It would be extremely unusual to be attacked by one.
en_GB: Quintains are used to practise swordplay and jousting on. It would be extremely unusual to be attacked by one.

note: [unit_type]: id=Warrioress, race=human
en: female^Warrior
en_GB: Warrior

en: 
    
    <big>Click a mouse button or press the spacebar to continue...</big>
en_GB: 
    
    <big>Click a mouse button or press the space bar to continue...</big>
