wesnoth-help - en to sr translation catalogue (311 entries)

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

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

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

note: [label] [plague]: id=SotA_plague, type=null # prevents normal corpse, and allows SotA code to handle it [plague]: id=plague({TYPE}), type={TYPE} [plague]: id=plague, type=Walking Corpse
en: plague
sr: kuga

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

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

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

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

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

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

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

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

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

note: [chance] [trait]: id=healthy
en: Always rest heals
sr: Uvijek se liječi na odmoru

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

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

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

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

en: Castle
sr: zamak

en: Cave
sr: pećina

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

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

en: firststrike
sr: prvi udar

en: Forest
sr: šuma

en: Frozen
sr: klizavica

en: Hills
sr: brda

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

en: Mushroom Grove
sr: gljivarski gaj

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

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

en: Sand
sr: pijesak

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

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

en: Swamp
sr: močvara

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

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

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

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

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=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=northlands
en: Northlands
sr: Severozemlje

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

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: #-#-#-#-#  wesnoth-help.wml.pot (PACKAGE VERSION)  #-#-#-#-# [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: [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=about_game
en: About the Game
sr: O igri

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=victory_and_defeat
en: Victory and Defeat
sr: Pobjeda 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 promijeniti u <bold>text='Kraj'</bold>. Prije nego što kliknete na dugme da nastavite, možete promijeniti opcije upisivanja, ili (u višeigračkoj partiji) popričati sa saigračima.

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: 
    
    Recruited units come with two random <ref>dst='..traits_section' text='traits'</ref> which modify their statistics.
sr: 
    
    Unajmljene jedinice pristižu sa dvije 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 preživjele 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=income_and_upkeep
en: Income and Upkeep
sr: Prihodi i izdaci

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, gdje se zlato prenosi iz scenarija u scenario. Ovo je medalja sa dvije 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 zahtijeva 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 primjer, 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='Naslijednik prestola'</italic>), obično će biti <italic>text='odane'</italic>. Jedinica koja vas lično predstavlja (npr. Konrad) gotovo uvijek je vođ.

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 izvjestan 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 vrijednosti i maksimuma koji jedinica može imati.

note: [topic]: id=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 izvjesna količina iskustva da bi napredovale (20% manje za jedinice sa osobinom oštroumnosti). Kada dostignu tu količinu, odmah napreduju na sljedeći nivo, bivajući usto potpuno izliječene. U nekim slučajevima, daće vam se da izaberete pravac napredovanja.

note: [topic]: id=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=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 izmijeniti 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 poslije svakog sljedećeg, tako da je obično korisnije da radite na unapređenju jedinica nižeg nivoa.

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 pomijeranju u novo polje, u zavisnosti od terena određenog polja. Na primjer, ulazak u ravnicu skoro uvijek 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 gdje želite da se pomjeri. 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 pomjeri 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 pomjerite, možete je pomjeriti ponovo, što je korisno kada želite da dvije jedinice razmijene položaje. Napad jedinicom će joj istrošiti svu pokretljivost. Pomijeranje u selo koje nije vaše će takođe istrošiti pokretljivost, ali će jedinica i dalje moći da napadne.

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 vidjeli 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 pomjeriti 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, dio 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 razvije, nadalje uvijek možete vidjeti teren. <italic>text='Magla rata'</italic> sakriva samo jedinice i posjede 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 razvijavaju 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 (gdje većina jedinica poprima slučajne osobine). Istraživanje skrivenog terena razvijavanjem 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 razviju pokrov ili maglu do sljedećeg 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='Redoslijed 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> uvijek odigrava između jedinica u susjednim 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 razmjenjuju udarce, koliko ih imaju dodijeljenih. Napadač bira oružje kojim napada, a branilac odgovara oružjem istog tipa. Postoje dva tipa napada: <italic>text='bliski'</italic>, oružjem poput mača, sjekira ili kandži, i <italic>text='odstupni'</italic>, obično pomoću lukova, kopalja ili vatrenica.

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. Vrijednost je prikazana u oknu stanja, a može se vidjeti i desnim klikom na jedinicu, izborom <bold>text='Opis jedinice'</bold>, pa pod <bold>text='terenski modifikatori'</bold>. Na primjer, 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 uvijek 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: 
    
    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 djelaju 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, podnijeće 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='sječivom, 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 nanijeti.

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 primjer, skeleti su vrlo otporni na oštećenja sječivom 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 procijeni da je napad pogodio, uvijek će nanijeti 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 [time]: id=dawn [time]: id=dawn_hour
en: Dawn
sr: zora

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

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

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

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

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

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

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 liječenja, ali se obnavljanje, liječenje i iscjeljivanje ne mogu međusobno dopunjavati: biće upotrijebljena najbolja opcija. Konačno, jedinice bivaju potpuno izliječene između scenarija.

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='Naslijednik prestola'</italic>. Zabavite se, i srećno!

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

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: 
    Switch a log domain to a different log level.
sr: 
    prebacuje domen bilježenja 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 izmijenjene 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: 
    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: 
    mijenja upravljača strane (zadate brojem) na dato korisničko ime (nadimak igrača ili posmatrača). Koji igrač pripada kojoj strani možete provjeriti u dijalogu <bold>text='Postavke scenarija'</bold>; pritisnite dugme za više u tabeli stanja (podrazumijevno Alt+S) da dođete dotle. Domaćin može izmijeniti 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 izmijenite kojom stranom igrač upravlja, upotrijebite naredbu :control umjesto 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 upotrijebiti 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: 
    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 prijeći.

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 sljedeći scenario u pohodu.

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

note: [topic]: id=debug_commands
en: 
    Show a gamestate variable.
sr: 
    prikazuje promjenljivu 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: 
    izmjenjuje navedeno svojstvo izabrane jedinice, na primjer: :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 primjer: :unit advances=2

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

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

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

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

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

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

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

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: female^feeding
sr: hranjenje

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=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

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=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 dragocjenim 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: [trait]: id=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 zahtjeva.

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

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

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

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

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

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

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

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

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

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

note: [trait]: id=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 posjeduju samo vilenjaci. Vilenjački narod je poznat po svojoj tajanstvenoj skladnosti i velikoj vještini u rukovanju lukom. Neki od njih, međutim, obdareni su talentom koji nadmašuje njihove sunarodnike. Takvi vilenjaci nanose dodatan poen štete svakom svojom strijelom.

note: [trait]: id=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 uspješnom udaru u odstupnoj borbi.

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

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

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

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

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

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

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

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

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=fearless
en: Aversion to light and dark holds no sway over these brave individuals.
sr: Nesklonost bilo svjetlu bilo tami, nema uticaja na ove hrabre pojedince.

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=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: [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=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 tjelesine i nespretni, tromiji među goblinima i drugim rasama trpe na pokretnosti, ali nadomiještaju to ponešto uvećanom izdržljivošću.

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

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

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

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

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

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

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

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

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

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=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=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=gryphon
en: race^Gryphon
sr: grifon

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

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

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

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

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

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

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

note: [race]: id=lizard
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: 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=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=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
en: race^Wolf
sr: vuk

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

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

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

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

en: +1 max HP
sr: +1 maks. UP

en: Close
sr: Zatvori

en: Help
sr: Pomoć

en: Advances from:
sr: napreduje iz:

en: race^Miscellaneous
sr: razni

en: Race:
sr: rasa:

en: Abilities:
sr: sposobnosti:

en: Ability Upgrades:
sr: dogradnje spos.:

en: unit help^Attacks
sr: Napadi

en: unit help^Name
sr: naziv

en: Strikes
sr: udari

en: Range
sr: domet

en: Type
sr: tip

en: Special
sr: posebno

en: Resistances
sr: Otpornosti

en: Attack Type
sr: tip napada

en: Resistance
sr: otpornost

en: Terrain
sr: teren

en: Defense
sr: odbrana

en: Movement Cost
sr: trošak kretanja
