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

en: 
    
    <header>text='Chance to Hit'</header>
sr: 
    
    <header>text='Izgledi za pogodak'</header>

en: 
    
    <header>text='Order and Number of Strikes'</header>
sr: 
    
    <header>text='Redoslijed i broj udara'</header>

en: 
    
    <header>text=Damage</header>
sr: 
    
    <header>text=Šteta</header>

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.

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 upotrijebiti u nastupajućim scenarijima.

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 zacjeljuju uobičajena 2 UP posle svakog poteza u kome se nisu borile. Takođe trpe za četvrt manje štete od otrova.

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.

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 pomjerila, nije napala, niti bila pod napadom u toku poteza, povratiće 2 UP na početku sljedećeg poteza.

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.

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 pomijeranja 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 dio taktike Vesnota — samo malobrojni <ref>dst='ability_skirmisher' text='čarkaši'</ref> mogu ignorisati nadzorne pojaseve.

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.

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.

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.

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 primjer, 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 vidjeli kako okolnosti tačno utiču na osnovnu štetu, u meniju za izbor napada pogledajte <bold>text='Računanje štete'</bold>.

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>.

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.

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.

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.

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.

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.

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.

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 zaposijedate, 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.

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.

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>.

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.

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.

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.

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.

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.

en: 
    
    Special Notes:
sr: 
    
    Posebne napomene:

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 izvjesnu štetu, ili promašuje, ne čineći nikakvu štetu. Udari se smjenjuju dok obije jedinice ne istroše sve na raspolaganju. Broj udara koje jedinica ima promjenljiv 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.

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 smjene dana i noći, jutro i popodne se računaju kao dan, a prva i druga četvrt kao noć:

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>.

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%.

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.

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.

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.

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, gdje ćete biti naučeni osnovama Vesnota. Potom, preporučujemo da prvo odigrate pohod „Naslijednik prestola“ — kliknite na <italic>text='Pohod'</italic>, pa <italic>text='Naslijednik prestola'</italic>. Kako <italic>text='Boj za Vesnot'</italic> može biti vrlo izazovan, možete se odlučiti da počnete od <italic>text='lakog'</italic>.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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='Iscjeliteljske jedinice'</italic>: Jedinice sa sposobnošću <ref>dst='ability_cures' text='iscjelivanja'</ref> oslobađaće otrova sve susjedne prijateljske jedinice (kao prioritetno nad liječenjem, ako jedinica ima i tu sposobnost).

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='liječenja'</ref> liječiće susjedne 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.

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.

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.

en: 
    Adds the specified amount to the current side’s gold.
sr: 
    dodaje zadatu količinu zlatnika tekućoj strani.

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.)

en: 
    Bring up theme selection menu.
sr: 
    doziva menija za izbor tema.

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.

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.

en: 
    Clear chat messages.
sr: 
    čisti poruke u ćaskanju.

en: 
    Create a unit of the specified type on the selected hex.
sr: 
    stvara jedinicu navedenog tipa na izabranom polju.

en: 
    Immediately advances to the next scenario in a campaign.
sr: 
    odmah prelazi na sljedeći scenario u pohodu.

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.

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

en: 
    Manually fire the specified event.
sr: 
    ručno okida zadati događaj.

en: 
    Manually set a gamestate variable to value.
sr: 
    ručno postavlja promjenljivu stanja igre.

en: 
    Modifies the specified property of the selected unit. Example: :unit hitpoints=100
sr: 
    izmjenjuje navedeno svojstvo izabrane jedinice, na primjer: :unit hitpoints=100

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.

en: 
    Quit the scenario (without prompting).
sr: 
    napušta scenario (bez upita).

en: 
    Redraws the screen and reloads any image files that have been changed.
sr: 
    ponovo iscrtava ekran i učitava sve izmijenjene datoteke slika.

en: 
    Save the game (without prompting).
sr: 
    upisuje poziciju (bez pitanja).

en: 
    Save the game and quit the scenario (without prompting).
sr: 
    napušta scenario uz upisivanje pozicije (bez pitanja).

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.

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 čovjeka i VI; ako je ‘on’, upravljač postaje VI, a uz ‘off’ čovjek. Spada na trenutno aktivnu stranu ako se ne zada ni jedan parametar.

en: 
    Show a gamestate variable.
sr: 
    prikazuje promjenljivu stanja igre.

en: 
    Switch a log domain to a different log level.
sr: 
    prebacuje domen bilježenja na različiti nivo.

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.

en: 
    Toggle fog/shroud for the current side.
sr: 
    magla i pokrov za tekuću stranu.

en: 
    Toggle muting/silencing of all observers on/off.
sr: 
    uključenost svih posmatrača u pisanje i razgovor.

en: 
    Toggle the display of the current frames per second.
sr: 
    prikaz trenutnog broja kadrova po sekundi.

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.

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.

en:  < Back
sr:  < Nazad

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:  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:  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 ispriječila prijateljska jedinica, ova jedinica može u napadu zadati udarac s leđa, koji nanosi dvostruku štetu, prišunjavši se sa suprotne strane tog neprijatelja.

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

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, vještina zasjede čini ovu jedinicu nevidljivom neprijateljima, osim ukoliko se ne nađu odmah do nje, ili ako se otkrije napadom.

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:  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:  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 susjednim prijateljskim jedinicama da nanose više štete u borbi, mada samo ako su nižeg nivoa.

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 uvijek udari prva u bliskoj borbi, čak i kada se brani.

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

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 posjeduje ova jedinica, trajno će trpjeti štetu dok se ne iscijele ili u selu, ili kod jedinice koja iscjeljuje.

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 primijete 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 neprimijećeno kretati u dubokoj vodi, ne zahtijevajući vazduh za disanje.

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 posjedu svoje strane.

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

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

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

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

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

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 liječi kao da je stalno u selu.

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 ovosvjetskim.

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

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:  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:  blue if the unit is an ally you do not control.
sr:  plava, ako je jedinica saveznik kojim ne upravljate.

en:  green if it hasn’t moved this turn,
sr:  zelena, ako se jedinica nije pomjerila u toku poteza,

en:  yellow if it has moved, but could still move further or attack, or
sr:  žuta, ako se jeste pomjerila, ali se još može kretati ili napasti,

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

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

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

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

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.

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.

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.

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.

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.

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.

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.

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 uspješan udar u bliskoj borbi, i imaju 1 UP više.

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.

en: <ref>dst='..geography' text='Geography'</ref>
sr: <ref>dst='..geography' text='Geografija'</ref>

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>.

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.

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>.

en: Abilities
sr: Sposobnosti

en: Abilities:
sr: sposobnosti:

en: Ability Upgrades:
sr: dogradnje spos.:

en: About the Game
sr: O igri

en: Advances from:
sr: napreduje iz:

en: Advances to:
sr: može postati:

en: Afternoon
sr: popodne

en: Afternoon — Fifth Hour
sr: popodne — peti čas

en: Afternoon — First Hour
sr: popodne — prvi čas

en: Afternoon — Fourth Hour
sr: popodne — četvrti čas

en: Afternoon — Second Hour
sr: popodne — drugi čas

en: Afternoon — Sixth Hour
sr: popodne — šesti čas

en: Afternoon — Third Hour
sr: popodne — treći čas

en: Alignment:
sr: poredak:

en: Always rest heals
sr: Uvijek se liječi na odmoru

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.

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.

en: Arkan-thoria
sr: Arkan-torija

en: Attack Type
sr: tip napada

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.

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.

en: Close
sr: Zatvori

en: Combat
sr: Borba

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.

en: Commands
sr: Naredbe

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 nježnije građe. Uši su im neznatno zašiljene, ten blijed, a kosa uglavnom plava. Malo je razlika između ljudi i vilenjaka izrazitijih od neobično dugog vijeka potonjih — ne ophrva li ih bolest, udes ili rat, obično požive dva i po stoljeća. Dok su poznati vilenjaci visokih magijskih sklonosti koji su dočekali i kraj trećeg stoljeća, većina počinje fizički da posustaje između dvadesetpete i tridesete decenije, da bi potom ubrzano svenuli za nepunu godinu ili dvije.
    
    Vilenjaci su u maloj mjeri prirodno prožeti magijom. Iako se pretežno ne umiju njome neposredno služiti, njeno potajno prisustvo pruža im oštra čula i dug vijek. Magija u vilenjaka potpomaže i izvjesne vještine, poput streljaštva ili prikrivanja, omogućavajući postignuća u njima većini ovosvjetskih bića zapanjujućim. Vilenjaci koji se nauče opštijim načinima upotrebe ove moći mogu postati njeni istinski vladari. Mnogi izaberu da svoj dar primijene u vidanju drugih.
    
    Poneki vilenjak, koji se duboko otisne stazama magije i misticizma, postane osjetljiv na prisustvo hladnog gvožđa toliko da ga ovo može opeći. Vilenjačka predanja nagovještavaju češću pojavu ovoga u dalekoj prošlosti.
    
    Vilenjaci provode puno vremena izoštravajući svoju nadarenost i vještine. Oni koji nisu pristali magijskim umijećima obično se posvećuju fizičkim vještinama. Ishod toga je vilenjačko nenadmašno streljaštvo, možda njihov najznačajniji ratnički pravac. Gotovo svi vilenjački borci nose luk, a nijedna se druga rasa ne može mjeriti s vilin-strijelcima po hitrosti i preciznosti. Svi vilenjaci takođe dijele silnu privrženost neiskvarenoj prirodi. Često se osjećaju neprijatno na pustim neozelenjenim prostorima. Uglavnom žive po šumama Velikog kontinenta: u Etenvudu na jugozapadu, Vesmeru na sjeverozapadu, i velikim sjevernim šumama Lintanira.
    
    Vilenjaci su najdrevnija rasa kontinenta, moguće s izuzetkom trolova. Mnogim vilenjačkim naseobinama nije moguće pouzdano procijeniti starost, koja se zasigurno proteže više od milenijuma.

en: Cost:
sr: košta:

en: Damage Types and Resistance
sr: Vidovi štete i otpornosti

en: Dawn
sr: zora

en: Debug mode commands
sr: Ispravljačke naredbe

en: Deep Underground
sr: duboko podzemlje

en: Defense
sr: odbrana

en: Dextrous
sr: spretnost

en: Dim
sr: priglupost

en: Dusk
sr: sumrak

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.

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 „Naslijednik 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 cijenom koju morate platiti za svaku. Kliknite na jedinicu da vidite njene karakteristike, a na dugme <italic>text='Unajmi'</italic> da je unajmite.

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.

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.

en: Encyclopedia
sr: Enciklopedija

en: Era:
sr: epoha:

en: Experience and Advancement
sr: Iskustvo i napredovanje

en: Factions
sr: Frakcije

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

en: Factions:
sr: frakcije:

en: Far North
sr: Daleki sever

en: Fearless
sr: neustrašivost

en: Feral
sr: neukroćenost

en: Fights normally during unfavorable times of day/night
sr: u boju bez zaostatka u nepovoljna doba dana/noći

en: First Watch
sr: prva straža

en: First Watch — First Hour
sr: prva straža — prvi čas

en: First Watch — Fourth Hour
sr: prva straža četvrti čas

en: First Watch — Second Hour
sr: prva straža — drugi čas

en: First Watch — Third Hour
sr: prva straža — treći čas

en: Forward >
sr: Naprijed >

en: Fundamentals of Gameplay
sr: Temelji izvođenja

en: Gameplay
sr: Izvođenje

en: General commands
sr: Opšte naredbe

en: Geography
sr: Geografija

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.

en: Great Continent
sr: Veliki kontinent

en: Great Ocean
sr: Veliki okean

en: Green Isle
sr: Zelenostrvo

en: HP:
sr: UP:

en: Healing
sr: Liječenje

en: Healthy
sr: zdravlje

en: Heart Mountains
sr: Jezgrene planine

en: Help
sr: Pomoć

en: Hitpoints and Experience
sr: Udarpoeni i iskustvo

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.

en: Immune to drain, poison, and plague
sr: imunitet na crpljenje, otrov i kugu

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>.

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.

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 zvjerima. Viši su, kršniji i snažniji od ljudi, a po naravi ratoborni, divlji i okrutni. Krv im je tamnija i gušća od čovjekove, 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 susjednim plemenima obično su nasilni, osim kada im zajednički neprijatelj zaprijeti 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 sljedbenika. U vrijeme mira, orkovsko je pleme usredsređeno poglavito na sopstveno jačanje u iščekivanju narednog oružanog sukoba. Poznato je da orkovi posjeduju grubu pismenost — obično krvlju bilježenom — iako se najvećma koristi za razmjenu uvreda i prijetnji 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. Rijetkost je orkovski vođ koji poživi više od nekoliko godina uživajući u svojoj potpunoj vlasti, prije nego ga drugi posiječe u borbi za isto mjesto — mada istorija bilježi 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 usjeve niti drže stoku, ali su sposobni lovci, zahvaljujući fizičkom stasu i okrutnosti. Usljed svoje mnogobrojnosti, umiju za kratko vrijeme 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 ukorijene na nekom području, te podignu velike tabore skoro nalik gradovima, ali se čak i takva lako razobliče i napuste čim naiđe potreba za premiještanje horde.
    
    Najstariji poznati orkovi doživjeli su 50 do 60 ljeta, ali tek šačica pojedinaca dočeka preko dvije 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 povjerenjem i bez neprijateljstva. Izvori ovakvog običaja nisu poznati, kako šamani malo neposredno doprinose orkovskom društvu, već djeluju 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 vještine 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 mjesto. Jači će bez osvrtanja grabiti veći dio hrane i tako još jačati, za razliku od slabijih. Mnogi ovakvi pojedinci usavršavaju druge vještine, kao što su streljaštvo ili ubijanje iz potaje.

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 neizbježno trpjeti oštećenja u borbi. Kada jedinica <ref>dst='experience_and_advancement' text='isprednjači'</ref>, biće potpuno izliječena. 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 liječenje, koje se sve odigravaju na početku vašeg poteza, prije nego što preuzmete komandu.

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.

en: Income and Upkeep
sr: Prihodi i izdaci

en: Indoors
sr: unutrašnjost

en: Intelligent
sr: oštroumnost

en: Intelligent units require 20% less experience than usual to advance.
sr: Oštroumnim jedinicama potrebno je 20% manje iskustva nego obično da bi napredovale.

en: Introduction
sr: Uvod

en: Irdya
sr: Irdija

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, gdje vlada trajna tama!

en: Kingdom of Wesnoth
sr: Vesnotsko kraljevstvo

en: Leaders:
sr: vođ:

en: License
sr: Uslovi korišćenja

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>.

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>.

en: Loyal
sr: odanost

en: Max HP bonus +3, Max XP +20%
sr: Maks. bonus UP +3, maks. IP +20%

en: Midday
sr: podne

en: Midnight
sr: ponoć

en: Morning
sr: jutro

en: Morning — First Hour
sr: jutro — prvi čas

en: Morning — Fourth Hour
sr: jutro — četvrti čas

en: Morning — Second Hour
sr: jutro — drugi čas

en: Morning — Third Hour
sr: jutro — treći čas

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 dvije osobine. Izuzeci su nemrtvi, koji uvijek imaju samo osobinu <italic>text='nemrtvost'</italic>, i iveri, koji nemaju nijednu osobinu. Osobine uvode male izmjene u atributima jedinice. Obično se dodjeljuju nasumično, pri unajmljivanju jedinice.

en: Movement
sr: Kretanje

en: Movement Cost
sr: trošak kretanja

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.

en: Moves:
sr: kretanje:

en: Multiplayer commands
sr: Višeigračke naredbe

en: Northlands
sr: Severozemlje

en: Old Continent
sr: Stari kontinent

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:

en: Orbs
sr: Kuglice

en: Overview
sr: Pregled

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

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 pobjede se obično dolazi istrebljenjem svih protivničkih vođa, a poraz trpi kada vaš vođ nastrada. Ali scenariji mogu imati i drugačije ciljeve za pobjedu — otpravljanje svog vođa do određenog mjesta, spasavanje nekoga, rješavanje zagonetke, opstajanje usred opsade dok ne prođe određen broj poteza, itd.

en: Quick
sr: hitrost

en: Race:
sr: rasa:

en: Range
sr: domet

en: Receives only 50% defense in land-based villages
sr: samo 50% odbrane u kopnenim selima

en: Recruiting and Recalling
sr: Unajmljivanje i sazivanje

en: Recruits:
sr: regruti:

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

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.

en: Required XP:
sr: traži IP:

en: Resilient
sr: žilavost

en: Resistance
sr: otpornost

en: Resistances
sr: Otpornosti

en: Second Watch
sr: druga straža

en: Second Watch — Fifth Hour
sr: druga straža — peti čas

en: Second Watch — First Hour
sr: druga straža — prvi čas

en: Second Watch — Fourth Hour
sr: druga straža — četvrti čas

en: Second Watch — Second Hour
sr: druga straža — drugi čas

en: Second Watch — Sixth Hour
sr: druga straža — šesti čas

en: Second Watch — Third Hour
sr: druga straža — treći čas

en: Shroud and Fog of War
sr: Pokrov i magla rata

en: Slow
sr: tromost

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.

en: Southwest Elven Lands
sr: jugozapadne vilenjačke zemlje

en: Special
sr: posebno

en: Strikes
sr: udari

en: Strong
sr: kršnost

en: Terrain
sr: teren

en: Terrain Modifiers
sr: terenski modifikatori

en: Terrains
sr: Teren

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

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).

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>.

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>.

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, poslije 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 svijeta. Ništa se ne zna o njihovom životu prije prispijeća u površinski svet, niti razlozima koji su ih k njemu nagnali, ali potom postadoše neotuđivi dio istorije kontinenta. Ubrzo po prispijeću iz podzemlja, patuljci se nađoše u sukobu sa prvobitnim prebivaocima zemlje, vilenjacima. Iako su iskonski povodi njihovog spora odavno prepušteni zaboravu istorije, dvije 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 sjeveru kontinenta, poznatim kao Sjeverozemlje. Od tog vremena, spraviše patuljci čudesne utvrde i naseobine duboko u planinama i krševima svojih posjeda.
    
    Može biti zbog svoje podvojenosti, patuljci su obično nepovjerljivi 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 vrijeme patuljci počeše dopuštati nekim ljudima, ponajprije neistomišljenicima i odmetnicima iz Vesnotskog kraljevstva, da naseljavaju određena područja Sjeverozemlja. Povod tome ne beše iznenađujuć; položaj ovih pojedinaca podsjećaše patuljke na sopstvene prapočetke progona, izazivajući osjećanje bliskosti. Patuljcima su imali i koristi od uspostavljanja veza sa izgnanicima. Ovi bi naseljavali predjele koji patuljcima nisu bili po volji — ravnice, šume, močvare — rješavajući ih odbrane tih područja.
    
    Patuljci su omanjeg stasa po ljudskim mjerilima, 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 mjeriti 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 neizmijernim 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.

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 smjenjuju 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 svijeta.

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.

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 pobijeli kada se jedinica približi <ref>dst='experience_and_advancement' text='napredovanju'</ref>.

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“.

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 cijelom svijetu i razdijeliše na mnoge kulture i podrase. Iako nisu prožeti magijom kao druga stvorenja, ljudi je umiju spoznati i vladati njenim raznovrsnijim vidovima nego većina ostalih. Nemaju posebnih sposobnosti ni naklonjenosti do svoje svestranosti i nagona. Iako nerijetko u zavadi sa drugim rasama, povremeno umiju 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 bijele 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 prijestonicu, od mora daleki grad Veldin. Tokom narednih vijekova podigoše još mnoge gradove širom kontinenta. Vojnici vesnotske krune štite državu, obrazujući najuređeniju vojničku silu poznatog sveta. Njeni budući ratnici stižu iz glavnih pokrajina, gdje 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 djelujući nezavisno i održavajući svoje porijeklo. Neki ih drže za vazalsku državu, što Kruni podaje hranu i vojnike u zamjenu 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. Uvježbavanje za boj sastavni je dio života u Klanovima; roditelji djecu podučavaju jahanju, borenju i rukovanju lukom od malih nogu. U presjeku, klanski su ratnici slabije organizovani od civilizovanih boraca, ali se vrline i mane ovih družina međusobno nadopunjuju.

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.

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.

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 sljedeći 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.

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).

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.

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!

en: Time of Day
sr: Doba dana

en: Traits
sr: Osobine

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 zalječuje 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 slijedi da se rijetko brinu oko bilo čega, provodeći veći dio dana u spavanju i razmatranju. Trolovi su na čudan način naklonjeni prirodi — ne tiču ih se, kao vilenjaka, žive tvari, već tlo i stijenje. Takođe ispoljavaju znatiželju prema svom okruženju, da mnogi mlađi štenci uživaju putujući i razgledajući svijeta. Kako stare, trolovi postaju sve bezvoljniji, postepeno gubeći zanimanje za svijet što ih okružuje i provodeći sve više vremena drijemajući u tihom, poznatom kutku svoje domaće pećine. I tako sve dok tiho ne zgasnu, dok im se sama tijela 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 srazmijerno naivni i ne razumeju puteve drugih rasa, da ih ponekad čak ne umiju ni razlikovati, orkovskoj je družini obično lako ubijediti 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, dvije 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 sjeverno i istočno od Vesnota, i kuda god se kreću orkovske horde.

en: Type
sr: tip

en: Underground
sr: podzemlje

en: Units
sr: Jedinice

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.

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.

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.

en: Unknown Unit
sr: nepoznata jedinica

en: Victory and Defeat
sr: Pobjeda i poraz

en: Weak
sr: krhkost

en: Weapon Specials
sr: Svojstva oružja

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 primjer 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>.

en: Wrap Up
sr: Da zaokružimo

en: Zero upkeep
sr: bez izdataka

en: aged
sr: starost

en: ambush
sr: zasjeda

en: backstab
sr: nož u leđa

en: berserk
sr: bezglavost

en: charge
sr: juriš

en: concealment
sr: skrivanje

en: corrupted original file
sr: iskvarena izvorna datoteka

en: cures
sr: iscjeljivanje

en: dextrous
sr: spretnost

en: dim
sr: priglupost

en: drains
sr: crpljenje

en: elemental
sr: elementarnost

en: fearless
sr: neustrašivost

en: feeding
sr: hranjenje

en: female^aged
sr: starost

en: female^ambush
sr: zasjeda

en: female^concealment
sr: skrivanje

en: female^cures
sr: iscjeljivanje

en: female^dextrous
sr: spretnost

en: female^dim
sr: priglupost

en: female^elemental
sr: elementarnost

en: female^fearless
sr: neustrašivost

en: female^feeding
sr: hranjenje

en: female^feral
sr: neukroćenost

en: female^heals +4
sr: liječenje +4

en: female^heals +8
sr: liječenje +8

en: female^healthy
sr: zdravlje

en: female^illuminates
sr: obasjavanje

en: female^intelligent
sr: oštroumnost

en: female^leadership
sr: vođstvo

en: female^loyal
sr: odanost

en: female^mechanical
sr: mehaničnost

en: female^nightstalk
sr: vrebanje

en: female^quick
sr: hitrost

en: female^regenerates
sr: obnavljanje

en: female^resilient
sr: žilavost

en: female^skirmisher
sr: čarkanje

en: female^slow
sr: tromost

en: female^steadfast
sr: postojanost

en: female^strong
sr: kršnost

en: female^submerge
sr: zaranjanje

en: female^teleport
sr: teleportacija

en: female^undead
sr: nemrtvost

en: female^weak
sr: nejakost

en: feral
sr: neukroćenost

en: heals +4
sr: liječenje +4

en: heals +8
sr: liječenje +8

en: healthy
sr: zdravlje

en: illuminates
sr: obasjavanje

en: ingame_help_item^Contributors
sr: Doprinosioci

en: intelligent
sr: oštroumnost

en: leadership
sr: vođstvo

en: level
sr: nivo

en: loyal
sr: odanost

en: magical
sr: magičnost

en: marksman
sr: oštrookost

en: mechanical
sr: mehaničnost

en: nightstalk
sr: vrebanje

en: petrifies
sr: okamenjivanje

en: plague
sr: kuga

en: poison
sr: otrov

en: quick
sr: hitrost

en: race+female^Bat
sr: šišmišica

en: race+female^Drake
sr: zmaga

en: race+female^Dwarf
sr: patuljka

en: race+female^Elf
sr: vilenjakinja

en: race+female^Goblin
sr: goblinka

en: race+female^Gryphon
sr: grifonka

en: race+female^Human
sr: čovjek

en: race+female^Monster
sr: čudovište

en: race+female^Ogre
sr: ogrica

en: race+female^Orc
sr: orkinja

en: race+female^Saurian
sr: saurijanka

en: race+female^Troll
sr: trolkinja

en: race+female^Undead
sr: nemrtva

en: race+female^Wolf
sr: vučica

en: race+plural^Mechanical
sr: mašine

en: race+plural^Undead
sr: nemrtvi

en: race^Bat
sr: šišmiš

en: race^Bats
sr: šišmiši

en: race^Drake
sr: zmag

en: race^Drakes
sr: zmagovi

en: race^Dwarf
sr: patuljak

en: race^Dwarves
sr: patuljci

en: race^Elf
sr: vilenjak

en: race^Elves
sr: vilenjaci

en: race^Goblin
sr: goblin

en: race^Goblins
sr: goblini

en: race^Gryphon
sr: grifon

en: race^Gryphons
sr: grifoni

en: race^Human
sr: čovjek

en: race^Humans
sr: ljudi

en: race^Mechanical
sr: mašina

en: race^Mermaid
sr: morejka

en: race^Merman
sr: morejac

en: race^Mermen
sr: morejci

en: race^Miscellaneous
sr: razni

en: race^Monster
sr: čudovište

en: race^Monsters
sr: čudovišta

en: race^Naga
sr: nagajac

en: race^Nagas
sr: nagajci

en: race^Nagini
sr: nagajka

en: race^Ogre
sr: ogr

en: race^Ogres
sr: ogrovi

en: race^Orc
sr: ork

en: race^Orcs
sr: orkovi

en: race^Saurian
sr: saurijanac

en: race^Saurians
sr: saurijanci

en: race^Troll
sr: trol

en: race^Trolls
sr: trolovi

en: race^Undead
sr: nemrtav

en: race^Wolf
sr: vuk

en: race^Wolves
sr: vukovi

en: race^Wose
sr: iver

en: race^Woses
sr: iveri

en: regenerates
sr: obnavljanje

en: resilient
sr: žilavost

en: skirmisher
sr: čarkanje

en: slow
sr: tromost

en: slows
sr: usporavanje

en: steadfast
sr: postojanost

en: strong
sr: kršnost

en: submerge
sr: zaranjanje

en: swarm
sr: roj

en: teleport
sr: teleportacija

en: trait^Aged
sr: starost

en: trait^Elemental
sr: elementarnost

en: trait^Mechanical
sr: mehaničnost

en: trait^Undead
sr: nemrtvost

en: undead
sr: nemrtvost

en: unit help^Attacks
sr: Napadi

en: unit help^Name
sr: naziv

en: weak
sr: nejakost
