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[Wesnoth-cvs-commits] wesnoth/po wesnoth/af.po wesnoth/bg.po wesnoth/...


From: Susanna Bjrverud
Subject: [Wesnoth-cvs-commits] wesnoth/po wesnoth/af.po wesnoth/bg.po wesnoth/...
Date: Mon, 18 Apr 2005 12:16:41 -0400

CVSROOT:        /cvsroot/wesnoth
Module name:    wesnoth
Branch:         
Changes by:     Susanna Björverud <address@hidden>      05/04/18 16:16:38

Modified files:
        po/wesnoth     : af.po bg.po ca.po cs.po da.po de.po el_GR.po 
                         en_GB.po es.po et.po eu.po fi.po fr.po hu.po 
                         it.po ja.po la.po nl.po no.po pl.po pt_BR.po 
                         ru.po sk.po sl.po sv.po tr.po wesnoth.pot 
                         zh_CN.po 
        po/wesnoth-editor: ca.po 
        po/wesnoth-ei  : af.po bg.po ca.po cs.po da.po de.po el_GR.po 
                         en_GB.po es.po et.po eu.po fi.po fr.po hu.po 
                         it.po ja.po la.po nl.po no.po pl.po pt_BR.po 
                         ru.po sk.po sl.po sv.po tr.po wesnoth-ei.pot 
                         zh_CN.po 
        po/wesnoth-httt: af.po bg.po ca.po cs.po da.po de.po el_GR.po 
                         en_GB.po es.po et.po eu.po fi.po fr.po hu.po 
                         it.po ja.po la.po nl.po no.po pl.po pt_BR.po 
                         ru.po sk.po sl.po sv.po tr.po wesnoth-httt.pot 
                         zh_CN.po 
        po/wesnoth-lib : ca.po 
        po/wesnoth-sotbe: af.po bg.po ca.po cs.po da.po de.po el_GR.po 
                          en_GB.po es.po et.po eu.po fi.po fr.po hu.po 
                          it.po ja.po la.po nl.po no.po pl.po pt_BR.po 
                          ru.po sk.po sl.po sv.po tr.po 
                          wesnoth-sotbe.pot zh_CN.po 
        po/wesnoth-tdh : af.po bg.po ca.po cs.po da.po de.po el_GR.po 
                         en_GB.po es.po et.po eu.po fi.po fr.po hu.po 
                         it.po ja.po la.po nl.po no.po pl.po pt_BR.po 
                         ru.po sk.po sl.po sv.po tr.po wesnoth-tdh.pot 
                         zh_CN.po 

Log message:
        Update-po

CVSWeb URLs:
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth/af.po.diff?tr1=1.6&tr2=1.7&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth/bg.po.diff?tr1=1.28&tr2=1.29&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth/ca.po.diff?tr1=1.70&tr2=1.71&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth/cs.po.diff?tr1=1.45&tr2=1.46&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth/da.po.diff?tr1=1.47&tr2=1.48&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth/de.po.diff?tr1=1.97&tr2=1.98&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth/el_GR.po.diff?tr1=1.44&tr2=1.45&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth/en_GB.po.diff?tr1=1.26&tr2=1.27&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth/es.po.diff?tr1=1.73&tr2=1.74&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth/et.po.diff?tr1=1.18&tr2=1.19&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth/eu.po.diff?tr1=1.60&tr2=1.61&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth/fi.po.diff?tr1=1.48&tr2=1.49&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth/fr.po.diff?tr1=1.89&tr2=1.90&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth/hu.po.diff?tr1=1.58&tr2=1.59&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth/it.po.diff?tr1=1.53&tr2=1.54&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth/ja.po.diff?tr1=1.18&tr2=1.19&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth/la.po.diff?tr1=1.33&tr2=1.34&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth/nl.po.diff?tr1=1.55&tr2=1.56&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth/no.po.diff?tr1=1.48&tr2=1.49&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth/pl.po.diff?tr1=1.52&tr2=1.53&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth/pt_BR.po.diff?tr1=1.47&tr2=1.48&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth/ru.po.diff?tr1=1.59&tr2=1.60&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth/sk.po.diff?tr1=1.50&tr2=1.51&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth/sl.po.diff?tr1=1.49&tr2=1.50&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth/sv.po.diff?tr1=1.88&tr2=1.89&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth/tr.po.diff?tr1=1.5&tr2=1.6&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth/wesnoth.pot.diff?tr1=1.42&tr2=1.43&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth/zh_CN.po.diff?tr1=1.9&tr2=1.10&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-editor/ca.po.diff?tr1=1.25&tr2=1.26&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-ei/af.po.diff?tr1=1.5&tr2=1.6&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-ei/bg.po.diff?tr1=1.23&tr2=1.24&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-ei/ca.po.diff?tr1=1.34&tr2=1.35&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-ei/cs.po.diff?tr1=1.30&tr2=1.31&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-ei/da.po.diff?tr1=1.30&tr2=1.31&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-ei/de.po.diff?tr1=1.47&tr2=1.48&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-ei/el_GR.po.diff?tr1=1.30&tr2=1.31&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-ei/en_GB.po.diff?tr1=1.22&tr2=1.23&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-ei/es.po.diff?tr1=1.35&tr2=1.36&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-ei/et.po.diff?tr1=1.14&tr2=1.15&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-ei/eu.po.diff?tr1=1.30&tr2=1.31&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-ei/fi.po.diff?tr1=1.30&tr2=1.31&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-ei/fr.po.diff?tr1=1.48&tr2=1.49&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-ei/hu.po.diff?tr1=1.34&tr2=1.35&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-ei/it.po.diff?tr1=1.39&tr2=1.40&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-ei/ja.po.diff?tr1=1.8&tr2=1.9&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-ei/la.po.diff?tr1=1.19&tr2=1.20&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-ei/nl.po.diff?tr1=1.35&tr2=1.36&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-ei/no.po.diff?tr1=1.31&tr2=1.32&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-ei/pl.po.diff?tr1=1.30&tr2=1.31&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-ei/pt_BR.po.diff?tr1=1.31&tr2=1.32&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-ei/ru.po.diff?tr1=1.42&tr2=1.43&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-ei/sk.po.diff?tr1=1.34&tr2=1.35&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-ei/sl.po.diff?tr1=1.36&tr2=1.37&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-ei/sv.po.diff?tr1=1.48&tr2=1.49&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-ei/tr.po.diff?tr1=1.3&tr2=1.4&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-ei/wesnoth-ei.pot.diff?tr1=1.31&tr2=1.32&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-ei/zh_CN.po.diff?tr1=1.5&tr2=1.6&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-httt/af.po.diff?tr1=1.6&tr2=1.7&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-httt/bg.po.diff?tr1=1.24&tr2=1.25&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-httt/ca.po.diff?tr1=1.32&tr2=1.33&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-httt/cs.po.diff?tr1=1.29&tr2=1.30&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-httt/da.po.diff?tr1=1.29&tr2=1.30&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-httt/de.po.diff?tr1=1.53&tr2=1.54&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-httt/el_GR.po.diff?tr1=1.29&tr2=1.30&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-httt/en_GB.po.diff?tr1=1.20&tr2=1.21&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-httt/es.po.diff?tr1=1.36&tr2=1.37&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-httt/et.po.diff?tr1=1.15&tr2=1.16&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-httt/eu.po.diff?tr1=1.30&tr2=1.31&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-httt/fi.po.diff?tr1=1.29&tr2=1.30&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-httt/fr.po.diff?tr1=1.46&tr2=1.47&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-httt/hu.po.diff?tr1=1.35&tr2=1.36&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-httt/it.po.diff?tr1=1.44&tr2=1.45&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-httt/ja.po.diff?tr1=1.14&tr2=1.15&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-httt/la.po.diff?tr1=1.28&tr2=1.29&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-httt/nl.po.diff?tr1=1.35&tr2=1.36&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-httt/no.po.diff?tr1=1.29&tr2=1.30&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-httt/pl.po.diff?tr1=1.30&tr2=1.31&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-httt/pt_BR.po.diff?tr1=1.32&tr2=1.33&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-httt/ru.po.diff?tr1=1.41&tr2=1.42&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-httt/sk.po.diff?tr1=1.32&tr2=1.33&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-httt/sl.po.diff?tr1=1.30&tr2=1.31&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-httt/sv.po.diff?tr1=1.58&tr2=1.59&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-httt/tr.po.diff?tr1=1.4&tr2=1.5&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-httt/wesnoth-httt.pot.diff?tr1=1.29&tr2=1.30&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-httt/zh_CN.po.diff?tr1=1.13&tr2=1.14&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-lib/ca.po.diff?tr1=1.27&tr2=1.28&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-sotbe/af.po.diff?tr1=1.8&tr2=1.9&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-sotbe/bg.po.diff?tr1=1.24&tr2=1.25&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-sotbe/ca.po.diff?tr1=1.37&tr2=1.38&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-sotbe/cs.po.diff?tr1=1.29&tr2=1.30&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-sotbe/da.po.diff?tr1=1.30&tr2=1.31&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-sotbe/de.po.diff?tr1=1.41&tr2=1.42&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-sotbe/el_GR.po.diff?tr1=1.29&tr2=1.30&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-sotbe/en_GB.po.diff?tr1=1.20&tr2=1.21&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-sotbe/es.po.diff?tr1=1.36&tr2=1.37&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-sotbe/et.po.diff?tr1=1.16&tr2=1.17&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-sotbe/eu.po.diff?tr1=1.29&tr2=1.30&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-sotbe/fi.po.diff?tr1=1.29&tr2=1.30&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-sotbe/fr.po.diff?tr1=1.38&tr2=1.39&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-sotbe/hu.po.diff?tr1=1.31&tr2=1.32&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-sotbe/it.po.diff?tr1=1.38&tr2=1.39&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-sotbe/ja.po.diff?tr1=1.9&tr2=1.10&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-sotbe/la.po.diff?tr1=1.20&tr2=1.21&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-sotbe/nl.po.diff?tr1=1.34&tr2=1.35&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-sotbe/no.po.diff?tr1=1.29&tr2=1.30&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-sotbe/pl.po.diff?tr1=1.31&tr2=1.32&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-sotbe/pt_BR.po.diff?tr1=1.31&tr2=1.32&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-sotbe/ru.po.diff?tr1=1.40&tr2=1.41&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-sotbe/sk.po.diff?tr1=1.31&tr2=1.32&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-sotbe/sl.po.diff?tr1=1.32&tr2=1.33&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-sotbe/sv.po.diff?tr1=1.41&tr2=1.42&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-sotbe/tr.po.diff?tr1=1.4&tr2=1.5&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-sotbe/wesnoth-sotbe.pot.diff?tr1=1.30&tr2=1.31&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-sotbe/zh_CN.po.diff?tr1=1.6&tr2=1.7&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-tdh/af.po.diff?tr1=1.10&tr2=1.11&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-tdh/bg.po.diff?tr1=1.20&tr2=1.21&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-tdh/ca.po.diff?tr1=1.28&tr2=1.29&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-tdh/cs.po.diff?tr1=1.22&tr2=1.23&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-tdh/da.po.diff?tr1=1.22&tr2=1.23&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-tdh/de.po.diff?tr1=1.28&tr2=1.29&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-tdh/el_GR.po.diff?tr1=1.22&tr2=1.23&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-tdh/en_GB.po.diff?tr1=1.18&tr2=1.19&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-tdh/es.po.diff?tr1=1.24&tr2=1.25&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-tdh/et.po.diff?tr1=1.14&tr2=1.15&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-tdh/eu.po.diff?tr1=1.23&tr2=1.24&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-tdh/fi.po.diff?tr1=1.22&tr2=1.23&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-tdh/fr.po.diff?tr1=1.26&tr2=1.27&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-tdh/hu.po.diff?tr1=1.24&tr2=1.25&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-tdh/it.po.diff?tr1=1.30&tr2=1.31&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-tdh/ja.po.diff?tr1=1.11&tr2=1.12&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-tdh/la.po.diff?tr1=1.20&tr2=1.21&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-tdh/nl.po.diff?tr1=1.27&tr2=1.28&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-tdh/no.po.diff?tr1=1.22&tr2=1.23&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-tdh/pl.po.diff?tr1=1.23&tr2=1.24&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-tdh/pt_BR.po.diff?tr1=1.23&tr2=1.24&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-tdh/ru.po.diff?tr1=1.33&tr2=1.34&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-tdh/sk.po.diff?tr1=1.24&tr2=1.25&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-tdh/sl.po.diff?tr1=1.22&tr2=1.23&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-tdh/sv.po.diff?tr1=1.32&tr2=1.33&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-tdh/tr.po.diff?tr1=1.4&tr2=1.5&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-tdh/wesnoth-tdh.pot.diff?tr1=1.22&tr2=1.23&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth-tdh/zh_CN.po.diff?tr1=1.6&tr2=1.7&r1=text&r2=text

Patches:
Index: wesnoth/po/wesnoth-editor/ca.po
diff -u wesnoth/po/wesnoth-editor/ca.po:1.25 
wesnoth/po/wesnoth-editor/ca.po:1.26
--- wesnoth/po/wesnoth-editor/ca.po:1.25        Mon Apr 18 15:08:06 2005
+++ wesnoth/po/wesnoth-editor/ca.po     Mon Apr 18 16:16:34 2005
@@ -195,4 +195,3 @@
 #: src/widgets/file_chooser.cpp:131
 msgid "Deletion of the file failed."
 msgstr "No ha estat possible esborrar el fitxer."
-
Index: wesnoth/po/wesnoth-ei/af.po
diff -u wesnoth/po/wesnoth-ei/af.po:1.5 wesnoth/po/wesnoth-ei/af.po:1.6
--- wesnoth/po/wesnoth-ei/af.po:1.5     Sun Apr 17 06:35:27 2005
+++ wesnoth/po/wesnoth-ei/af.po Mon Apr 18 16:16:34 2005
@@ -2,7 +2,7 @@
 msgstr ""
 "Project-Id-Version: Battle for Wesnoth 0.8.8-CVS\n"
 "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n";
-"POT-Creation-Date: 2005-04-17 08:25+0200\n"
+"POT-Creation-Date: 2005-04-18 18:07+0200\n"
 "PO-Revision-Date: 2005-03-21 10:20+0100\n"
 "Last-Translator: Automatically generated\n"
 "Language-Team: none\n"
@@ -15,11 +15,11 @@
 msgstr ""
 
 #: data/campaigns/Eastern_Invasion.cfg:10
-msgid "(easiest)"
+msgid "Spearman"
 msgstr ""
 
 #: data/campaigns/Eastern_Invasion.cfg:10
-msgid "Spearman"
+msgid "(easiest)"
 msgstr ""
 
 #: data/campaigns/Eastern_Invasion.cfg:11
@@ -27,11 +27,11 @@
 msgstr ""
 
 #: data/campaigns/Eastern_Invasion.cfg:12
-msgid "(hardest)"
+msgid "Royal Guard"
 msgstr ""
 
 #: data/campaigns/Eastern_Invasion.cfg:12
-msgid "Royal Guard"
+msgid "(hardest)"
 msgstr ""
 
 #: data/campaigns/Eastern_Invasion.cfg:13
Index: wesnoth/po/wesnoth-ei/bg.po
diff -u wesnoth/po/wesnoth-ei/bg.po:1.23 wesnoth/po/wesnoth-ei/bg.po:1.24
--- wesnoth/po/wesnoth-ei/bg.po:1.23    Sun Apr 17 06:35:27 2005
+++ wesnoth/po/wesnoth-ei/bg.po Mon Apr 18 16:16:34 2005
@@ -2,7 +2,7 @@
 msgstr ""
 "Project-Id-Version: Battle for Wesnoth 0.8.8-CVS\n"
 "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n";
-"POT-Creation-Date: 2005-04-17 08:25+0200\n"
+"POT-Creation-Date: 2005-04-18 18:07+0200\n"
 "PO-Revision-Date: 2004-12-05 00:49+0100\n"
 "Last-Translator: Automatically generated\n"
 "Language-Team: none\n"
@@ -15,11 +15,11 @@
 msgstr ""
 
 #: data/campaigns/Eastern_Invasion.cfg:10
-msgid "(easiest)"
+msgid "Spearman"
 msgstr ""
 
 #: data/campaigns/Eastern_Invasion.cfg:10
-msgid "Spearman"
+msgid "(easiest)"
 msgstr ""
 
 #: data/campaigns/Eastern_Invasion.cfg:11
@@ -27,11 +27,11 @@
 msgstr ""
 
 #: data/campaigns/Eastern_Invasion.cfg:12
-msgid "(hardest)"
+msgid "Royal Guard"
 msgstr ""
 
 #: data/campaigns/Eastern_Invasion.cfg:12
-msgid "Royal Guard"
+msgid "(hardest)"
 msgstr ""
 
 #: data/campaigns/Eastern_Invasion.cfg:13
Index: wesnoth/po/wesnoth-ei/ca.po
diff -u wesnoth/po/wesnoth-ei/ca.po:1.34 wesnoth/po/wesnoth-ei/ca.po:1.35
--- wesnoth/po/wesnoth-ei/ca.po:1.34    Sun Apr 17 06:35:27 2005
+++ wesnoth/po/wesnoth-ei/ca.po Mon Apr 18 16:16:34 2005
@@ -10,7 +10,7 @@
 msgstr ""
 "Project-Id-Version: ca_ei\n"
 "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n";
-"POT-Creation-Date: 2005-04-17 08:25+0200\n"
+"POT-Creation-Date: 2005-04-18 18:07+0200\n"
 "PO-Revision-Date: 2005-04-10 18:13+0200\n"
 "Last-Translator: Grup de traducció de LinUV <Açò falta>\n"
 "Language-Team: Català <address@hidden>\n"
@@ -25,25 +25,25 @@
 msgstr "La Invasió de l'Est"
 
 #: data/campaigns/Eastern_Invasion.cfg:10
-msgid "(easiest)"
-msgstr "(més fàcil)"
-
-#: data/campaigns/Eastern_Invasion.cfg:10
 msgid "Spearman"
 msgstr "Soldat"
 
+#: data/campaigns/Eastern_Invasion.cfg:10
+msgid "(easiest)"
+msgstr "(més fàcil)"
+
 #: data/campaigns/Eastern_Invasion.cfg:11
 msgid "Swordsman"
 msgstr "Espadatxí"
 
 #: data/campaigns/Eastern_Invasion.cfg:12
-msgid "(hardest)"
-msgstr "(més difícil)"
-
-#: data/campaigns/Eastern_Invasion.cfg:12
 msgid "Royal Guard"
 msgstr "Guarda reial"
 
+#: data/campaigns/Eastern_Invasion.cfg:12
+msgid "(hardest)"
+msgstr "(més difícil)"
+
 #: data/campaigns/Eastern_Invasion.cfg:13
 msgid ""
 "Lead the loyal armies of Wesnoth in battle against the undead hordes from "
Index: wesnoth/po/wesnoth-ei/cs.po
diff -u wesnoth/po/wesnoth-ei/cs.po:1.30 wesnoth/po/wesnoth-ei/cs.po:1.31
--- wesnoth/po/wesnoth-ei/cs.po:1.30    Sun Apr 17 06:35:27 2005
+++ wesnoth/po/wesnoth-ei/cs.po Mon Apr 18 16:16:34 2005
@@ -8,7 +8,7 @@
 msgstr ""
 "Project-Id-Version: Battle for Wesnoth 0.8.4-CVS\n"
 "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n";
-"POT-Creation-Date: 2005-04-17 08:25+0200\n"
+"POT-Creation-Date: 2005-04-18 18:07+0200\n"
 "PO-Revision-Date: 2004-09-28 19:50+0200\n"
 "Last-Translator: David Nečas <address@hidden>\n"
 "Language-Team: Czech\n"
@@ -23,11 +23,11 @@
 msgstr "Invaze z východu"
 
 #: data/campaigns/Eastern_Invasion.cfg:10
-msgid "(easiest)"
+msgid "Spearman"
 msgstr ""
 
 #: data/campaigns/Eastern_Invasion.cfg:10
-msgid "Spearman"
+msgid "(easiest)"
 msgstr ""
 
 #: data/campaigns/Eastern_Invasion.cfg:11
@@ -35,11 +35,11 @@
 msgstr ""
 
 #: data/campaigns/Eastern_Invasion.cfg:12
-msgid "(hardest)"
+msgid "Royal Guard"
 msgstr ""
 
 #: data/campaigns/Eastern_Invasion.cfg:12
-msgid "Royal Guard"
+msgid "(hardest)"
 msgstr ""
 
 #: data/campaigns/Eastern_Invasion.cfg:13
Index: wesnoth/po/wesnoth-ei/da.po
diff -u wesnoth/po/wesnoth-ei/da.po:1.30 wesnoth/po/wesnoth-ei/da.po:1.31
--- wesnoth/po/wesnoth-ei/da.po:1.30    Sun Apr 17 06:35:27 2005
+++ wesnoth/po/wesnoth-ei/da.po Mon Apr 18 16:16:34 2005
@@ -8,7 +8,7 @@
 msgstr ""
 "Project-Id-Version: wesnoth-ei\n"
 "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n";
-"POT-Creation-Date: 2005-04-17 08:25+0200\n"
+"POT-Creation-Date: 2005-04-18 18:07+0200\n"
 "PO-Revision-Date: 2004-09-12 21:42+0200\n"
 "Last-Translator: Mathias Bundgaard Svensson <address@hidden>\n"
 "Language-Team:  <address@hidden>\n"
@@ -30,11 +30,11 @@
 msgstr "Invasionen fra Øst"
 
 #: data/campaigns/Eastern_Invasion.cfg:10
-msgid "(easiest)"
+msgid "Spearman"
 msgstr ""
 
 #: data/campaigns/Eastern_Invasion.cfg:10
-msgid "Spearman"
+msgid "(easiest)"
 msgstr ""
 
 #: data/campaigns/Eastern_Invasion.cfg:11
@@ -42,11 +42,11 @@
 msgstr ""
 
 #: data/campaigns/Eastern_Invasion.cfg:12
-msgid "(hardest)"
+msgid "Royal Guard"
 msgstr ""
 
 #: data/campaigns/Eastern_Invasion.cfg:12
-msgid "Royal Guard"
+msgid "(hardest)"
 msgstr ""
 
 #: data/campaigns/Eastern_Invasion.cfg:13
Index: wesnoth/po/wesnoth-ei/de.po
diff -u wesnoth/po/wesnoth-ei/de.po:1.47 wesnoth/po/wesnoth-ei/de.po:1.48
--- wesnoth/po/wesnoth-ei/de.po:1.47    Sun Apr 17 06:35:27 2005
+++ wesnoth/po/wesnoth-ei/de.po Mon Apr 18 16:16:34 2005
@@ -15,7 +15,7 @@
 msgstr ""
 "Project-Id-Version: Battle for Wesnoth 0.9.0+CVS\n"
 "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n";
-"POT-Creation-Date: 2005-04-17 08:25+0200\n"
+"POT-Creation-Date: 2005-04-18 18:07+0200\n"
 "PO-Revision-Date: 2005-04-11 20:59+0100\n"
 "Last-Translator: Nils Kneuper <address@hidden>\n"
 "Language-Team: Nils Kneuper <crazy-ivanovic AT gmx DOT net>\n"
@@ -30,25 +30,25 @@
 msgstr "Invasion der Finsternis"
 
 #: data/campaigns/Eastern_Invasion.cfg:10
-msgid "(easiest)"
-msgstr "(leicht)"
-
-#: data/campaigns/Eastern_Invasion.cfg:10
 msgid "Spearman"
 msgstr "Speerträger"
 
+#: data/campaigns/Eastern_Invasion.cfg:10
+msgid "(easiest)"
+msgstr "(leicht)"
+
 #: data/campaigns/Eastern_Invasion.cfg:11
 msgid "Swordsman"
 msgstr "Schwertkämpfer"
 
 #: data/campaigns/Eastern_Invasion.cfg:12
-msgid "(hardest)"
-msgstr "(schwierig)"
-
-#: data/campaigns/Eastern_Invasion.cfg:12
 msgid "Royal Guard"
 msgstr "Leibgardist"
 
+#: data/campaigns/Eastern_Invasion.cfg:12
+msgid "(hardest)"
+msgstr "(schwierig)"
+
 #: data/campaigns/Eastern_Invasion.cfg:13
 msgid ""
 "Lead the loyal armies of Wesnoth in battle against the undead hordes from "
Index: wesnoth/po/wesnoth-ei/el_GR.po
diff -u wesnoth/po/wesnoth-ei/el_GR.po:1.30 wesnoth/po/wesnoth-ei/el_GR.po:1.31
--- wesnoth/po/wesnoth-ei/el_GR.po:1.30 Sun Apr 17 06:35:28 2005
+++ wesnoth/po/wesnoth-ei/el_GR.po      Mon Apr 18 16:16:34 2005
@@ -8,7 +8,7 @@
 msgstr ""
 "Project-Id-Version: Battle for Wesnoth 0.8.5-CVS\n"
 "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n";
-"POT-Creation-Date: 2005-04-17 08:25+0200\n"
+"POT-Creation-Date: 2005-04-18 18:07+0200\n"
 "PO-Revision-Date: 2004-10-03 14:34+0200\n"
 "Last-Translator: Automatically generated\n"
 "Language-Team: none\n"
@@ -22,11 +22,11 @@
 msgstr ""
 
 #: data/campaigns/Eastern_Invasion.cfg:10
-msgid "(easiest)"
+msgid "Spearman"
 msgstr ""
 
 #: data/campaigns/Eastern_Invasion.cfg:10
-msgid "Spearman"
+msgid "(easiest)"
 msgstr ""
 
 #: data/campaigns/Eastern_Invasion.cfg:11
@@ -34,11 +34,11 @@
 msgstr ""
 
 #: data/campaigns/Eastern_Invasion.cfg:12
-msgid "(hardest)"
+msgid "Royal Guard"
 msgstr ""
 
 #: data/campaigns/Eastern_Invasion.cfg:12
-msgid "Royal Guard"
+msgid "(hardest)"
 msgstr ""
 
 #: data/campaigns/Eastern_Invasion.cfg:13
Index: wesnoth/po/wesnoth-ei/en_GB.po
diff -u wesnoth/po/wesnoth-ei/en_GB.po:1.22 wesnoth/po/wesnoth-ei/en_GB.po:1.23
--- wesnoth/po/wesnoth-ei/en_GB.po:1.22 Sun Apr 17 06:35:28 2005
+++ wesnoth/po/wesnoth-ei/en_GB.po      Mon Apr 18 16:16:34 2005
@@ -2,7 +2,7 @@
 msgstr ""
 "Project-Id-Version: Battle for Wesnoth 0.8.11+cvs\n"
 "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n";
-"POT-Creation-Date: 2005-04-17 08:25+0200\n"
+"POT-Creation-Date: 2005-04-18 18:07+0200\n"
 "PO-Revision-Date: 2005-03-22 16:41+0200\n"
 "Last-Translator: ott <address@hidden>\n"
 "Language-Team: none\n"
@@ -16,25 +16,25 @@
 msgstr "The Eastern Invasion"
 
 #: data/campaigns/Eastern_Invasion.cfg:10
-msgid "(easiest)"
-msgstr "(easiest)"
-
-#: data/campaigns/Eastern_Invasion.cfg:10
 msgid "Spearman"
 msgstr "Spearman"
 
+#: data/campaigns/Eastern_Invasion.cfg:10
+msgid "(easiest)"
+msgstr "(easiest)"
+
 #: data/campaigns/Eastern_Invasion.cfg:11
 msgid "Swordsman"
 msgstr "Swordsman"
 
 #: data/campaigns/Eastern_Invasion.cfg:12
-msgid "(hardest)"
-msgstr "(hardest)"
-
-#: data/campaigns/Eastern_Invasion.cfg:12
 msgid "Royal Guard"
 msgstr "Royal Guard"
 
+#: data/campaigns/Eastern_Invasion.cfg:12
+msgid "(hardest)"
+msgstr "(hardest)"
+
 #: data/campaigns/Eastern_Invasion.cfg:13
 msgid ""
 "Lead the loyal armies of Wesnoth in battle against the undead hordes from "
Index: wesnoth/po/wesnoth-ei/es.po
diff -u wesnoth/po/wesnoth-ei/es.po:1.35 wesnoth/po/wesnoth-ei/es.po:1.36
--- wesnoth/po/wesnoth-ei/es.po:1.35    Sun Apr 17 06:35:28 2005
+++ wesnoth/po/wesnoth-ei/es.po Mon Apr 18 16:16:34 2005
@@ -8,7 +8,7 @@
 msgstr ""
 "Project-Id-Version: Battle for Wesnoth 0.8.11+CVS\n"
 "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n";
-"POT-Creation-Date: 2005-04-17 08:25+0200\n"
+"POT-Creation-Date: 2005-04-18 18:07+0200\n"
 "PO-Revision-Date: 2005-03-29 14:04+0200\n"
 "Last-Translator: David Martínez Moreno <address@hidden>\n"
 "Language-Team:  David Martínez Moreno <address@hidden>\n"
@@ -22,25 +22,25 @@
 msgstr "La invasión del este"
 
 #: data/campaigns/Eastern_Invasion.cfg:10
-msgid "(easiest)"
-msgstr "(fácil)"
-
-#: data/campaigns/Eastern_Invasion.cfg:10
 msgid "Spearman"
 msgstr "Lancero"
 
+#: data/campaigns/Eastern_Invasion.cfg:10
+msgid "(easiest)"
+msgstr "(fácil)"
+
 #: data/campaigns/Eastern_Invasion.cfg:11
 msgid "Swordsman"
 msgstr "Espadachín"
 
 #: data/campaigns/Eastern_Invasion.cfg:12
-msgid "(hardest)"
-msgstr "(difícil)"
-
-#: data/campaigns/Eastern_Invasion.cfg:12
 msgid "Royal Guard"
 msgstr "Guardia real"
 
+#: data/campaigns/Eastern_Invasion.cfg:12
+msgid "(hardest)"
+msgstr "(difícil)"
+
 #: data/campaigns/Eastern_Invasion.cfg:13
 msgid ""
 "Lead the loyal armies of Wesnoth in battle against the undead hordes from "
Index: wesnoth/po/wesnoth-ei/et.po
diff -u wesnoth/po/wesnoth-ei/et.po:1.14 wesnoth/po/wesnoth-ei/et.po:1.15
--- wesnoth/po/wesnoth-ei/et.po:1.14    Sun Apr 17 06:35:28 2005
+++ wesnoth/po/wesnoth-ei/et.po Mon Apr 18 16:16:34 2005
@@ -2,7 +2,7 @@
 msgstr ""
 "Project-Id-Version: Battle for Wesnoth 0.8.8-CVS\n"
 "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n";
-"POT-Creation-Date: 2005-04-17 08:25+0200\n"
+"POT-Creation-Date: 2005-04-18 18:07+0200\n"
 "PO-Revision-Date: 2005-03-24 16:25+0300\n"
 "Last-Translator: Mart Tõnso <address@hidden>\n"
 "Language-Team: none\n"
@@ -16,25 +16,25 @@
 msgstr ""
 
 #: data/campaigns/Eastern_Invasion.cfg:10
-msgid "(easiest)"
-msgstr "(lihtsaim)"
-
-#: data/campaigns/Eastern_Invasion.cfg:10
 msgid "Spearman"
 msgstr "Odamees"
 
+#: data/campaigns/Eastern_Invasion.cfg:10
+msgid "(easiest)"
+msgstr "(lihtsaim)"
+
 #: data/campaigns/Eastern_Invasion.cfg:11
 msgid "Swordsman"
 msgstr "Mõõgamees"
 
 #: data/campaigns/Eastern_Invasion.cfg:12
-msgid "(hardest)"
-msgstr "(raskeim)"
-
-#: data/campaigns/Eastern_Invasion.cfg:12
 msgid "Royal Guard"
 msgstr "Kuninglik Valvur"
 
+#: data/campaigns/Eastern_Invasion.cfg:12
+msgid "(hardest)"
+msgstr "(raskeim)"
+
 #: data/campaigns/Eastern_Invasion.cfg:13
 msgid ""
 "Lead the loyal armies of Wesnoth in battle against the undead hordes from "
Index: wesnoth/po/wesnoth-ei/eu.po
diff -u wesnoth/po/wesnoth-ei/eu.po:1.30 wesnoth/po/wesnoth-ei/eu.po:1.31
--- wesnoth/po/wesnoth-ei/eu.po:1.30    Sun Apr 17 06:35:28 2005
+++ wesnoth/po/wesnoth-ei/eu.po Mon Apr 18 16:16:34 2005
@@ -9,7 +9,7 @@
 msgstr ""
 "Project-Id-Version: Battle for Wesnoth 0.8.4-CVS\n"
 "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n";
-"POT-Creation-Date: 2005-04-17 08:25+0200\n"
+"POT-Creation-Date: 2005-04-18 18:07+0200\n"
 "PO-Revision-Date: 2004-09-02 21:57+0200\n"
 "Last-Translator:  Alfredo Beaumont Sainz <address@hidden>\n"
 "Language-Team: Basque\n"
@@ -22,11 +22,11 @@
 msgstr "Ekialdeko Inbasioa"
 
 #: data/campaigns/Eastern_Invasion.cfg:10
-msgid "(easiest)"
+msgid "Spearman"
 msgstr ""
 
 #: data/campaigns/Eastern_Invasion.cfg:10
-msgid "Spearman"
+msgid "(easiest)"
 msgstr ""
 
 #: data/campaigns/Eastern_Invasion.cfg:11
@@ -34,11 +34,11 @@
 msgstr ""
 
 #: data/campaigns/Eastern_Invasion.cfg:12
-msgid "(hardest)"
+msgid "Royal Guard"
 msgstr ""
 
 #: data/campaigns/Eastern_Invasion.cfg:12
-msgid "Royal Guard"
+msgid "(hardest)"
 msgstr ""
 
 #: data/campaigns/Eastern_Invasion.cfg:13
Index: wesnoth/po/wesnoth-ei/fi.po
diff -u wesnoth/po/wesnoth-ei/fi.po:1.30 wesnoth/po/wesnoth-ei/fi.po:1.31
--- wesnoth/po/wesnoth-ei/fi.po:1.30    Sun Apr 17 06:35:28 2005
+++ wesnoth/po/wesnoth-ei/fi.po Mon Apr 18 16:16:34 2005
@@ -8,7 +8,7 @@
 msgstr ""
 "Project-Id-Version: Battle for Wesnoth 0.8.2-CVS\n"
 "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n";
-"POT-Creation-Date: 2005-04-17 08:25+0200\n"
+"POT-Creation-Date: 2005-04-18 18:07+0200\n"
 "PO-Revision-Date: 2004-08-08 15:00+0200\n"
 "Last-Translator: Pasi Kallinen <address@hidden>\n"
 "Language-Team: none\n"
@@ -21,11 +21,11 @@
 msgstr ""
 
 #: data/campaigns/Eastern_Invasion.cfg:10
-msgid "(easiest)"
+msgid "Spearman"
 msgstr ""
 
 #: data/campaigns/Eastern_Invasion.cfg:10
-msgid "Spearman"
+msgid "(easiest)"
 msgstr ""
 
 #: data/campaigns/Eastern_Invasion.cfg:11
@@ -33,11 +33,11 @@
 msgstr ""
 
 #: data/campaigns/Eastern_Invasion.cfg:12
-msgid "(hardest)"
+msgid "Royal Guard"
 msgstr ""
 
 #: data/campaigns/Eastern_Invasion.cfg:12
-msgid "Royal Guard"
+msgid "(hardest)"
 msgstr ""
 
 #: data/campaigns/Eastern_Invasion.cfg:13
Index: wesnoth/po/wesnoth-ei/fr.po
diff -u wesnoth/po/wesnoth-ei/fr.po:1.48 wesnoth/po/wesnoth-ei/fr.po:1.49
--- wesnoth/po/wesnoth-ei/fr.po:1.48    Sun Apr 17 06:35:28 2005
+++ wesnoth/po/wesnoth-ei/fr.po Mon Apr 18 16:16:34 2005
@@ -10,7 +10,7 @@
 msgstr ""
 "Project-Id-Version: Battle for Wesnoth 0.7.11-CVS\n"
 "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n";
-"POT-Creation-Date: 2005-04-17 08:25+0200\n"
+"POT-Creation-Date: 2005-04-18 18:07+0200\n"
 "PO-Revision-Date: 2005-04-12 23:55+0100\n"
 "Last-Translator: Guillaume MASSART <address@hidden>\n"
 "Language-Team: Language fr\n"
@@ -23,25 +23,25 @@
 msgstr "L'invasion orientale"
 
 #: data/campaigns/Eastern_Invasion.cfg:10
-msgid "(easiest)"
-msgstr "(facile)"
-
-#: data/campaigns/Eastern_Invasion.cfg:10
 msgid "Spearman"
 msgstr "Lancier"
 
+#: data/campaigns/Eastern_Invasion.cfg:10
+msgid "(easiest)"
+msgstr "(facile)"
+
 #: data/campaigns/Eastern_Invasion.cfg:11
 msgid "Swordsman"
 msgstr "Épéiste"
 
 #: data/campaigns/Eastern_Invasion.cfg:12
-msgid "(hardest)"
-msgstr "(difficile)"
-
-#: data/campaigns/Eastern_Invasion.cfg:12
 msgid "Royal Guard"
 msgstr "Garde royal"
 
+#: data/campaigns/Eastern_Invasion.cfg:12
+msgid "(hardest)"
+msgstr "(difficile)"
+
 #: data/campaigns/Eastern_Invasion.cfg:13
 msgid ""
 "Lead the loyal armies of Wesnoth in battle against the undead hordes from "
Index: wesnoth/po/wesnoth-ei/hu.po
diff -u wesnoth/po/wesnoth-ei/hu.po:1.34 wesnoth/po/wesnoth-ei/hu.po:1.35
--- wesnoth/po/wesnoth-ei/hu.po:1.34    Sun Apr 17 06:35:28 2005
+++ wesnoth/po/wesnoth-ei/hu.po Mon Apr 18 16:16:34 2005
@@ -8,7 +8,7 @@
 msgstr ""
 "Project-Id-Version: wesnoth-ei\n"
 "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n";
-"POT-Creation-Date: 2005-04-17 08:25+0200\n"
+"POT-Creation-Date: 2005-04-18 18:07+0200\n"
 "PO-Revision-Date: 2005-04-11 13:59+0200\n"
 "Last-Translator: Con Salamander (Kovács Dániel) <address@hidden>\n"
 "Language-Team: Hungarian <address@hidden>\n"
@@ -22,25 +22,25 @@
 msgstr "Betörés keleten"
 
 #: data/campaigns/Eastern_Invasion.cfg:10
-msgid "(easiest)"
-msgstr "(legkönnyebb)"
-
-#: data/campaigns/Eastern_Invasion.cfg:10
 msgid "Spearman"
 msgstr "Dárdás"
 
+#: data/campaigns/Eastern_Invasion.cfg:10
+msgid "(easiest)"
+msgstr "(legkönnyebb)"
+
 #: data/campaigns/Eastern_Invasion.cfg:11
 msgid "Swordsman"
 msgstr "Páncélos"
 
 #: data/campaigns/Eastern_Invasion.cfg:12
-msgid "(hardest)"
-msgstr "(legnehezebb)"
-
-#: data/campaigns/Eastern_Invasion.cfg:12
 msgid "Royal Guard"
 msgstr "Udvari testőr"
 
+#: data/campaigns/Eastern_Invasion.cfg:12
+msgid "(hardest)"
+msgstr "(legnehezebb)"
+
 #: data/campaigns/Eastern_Invasion.cfg:13
 msgid ""
 "Lead the loyal armies of Wesnoth in battle against the undead hordes from "
Index: wesnoth/po/wesnoth-ei/it.po
diff -u wesnoth/po/wesnoth-ei/it.po:1.39 wesnoth/po/wesnoth-ei/it.po:1.40
--- wesnoth/po/wesnoth-ei/it.po:1.39    Sun Apr 17 06:35:28 2005
+++ wesnoth/po/wesnoth-ei/it.po Mon Apr 18 16:16:34 2005
@@ -4,7 +4,7 @@
 msgstr ""
 "Project-Id-Version: Battle for Wesnoth 0.8.11-CVS\n"
 "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n";
-"POT-Creation-Date: 2005-04-17 08:25+0200\n"
+"POT-Creation-Date: 2005-04-18 18:07+0200\n"
 "PO-Revision-Date: 2005-03-25 15:01+0100\n"
 "Last-Translator: Americo Iacovizzi <address@hidden>\n"
 "Language-Team:  <address@hidden>\n"
@@ -18,25 +18,25 @@
 msgstr "L'Invasione dell'Est"
 
 #: data/campaigns/Eastern_Invasion.cfg:10
-msgid "(easiest)"
-msgstr "(Facile)"
-
-#: data/campaigns/Eastern_Invasion.cfg:10
 msgid "Spearman"
 msgstr "Lanciere"
 
+#: data/campaigns/Eastern_Invasion.cfg:10
+msgid "(easiest)"
+msgstr "(Facile)"
+
 #: data/campaigns/Eastern_Invasion.cfg:11
 msgid "Swordsman"
 msgstr "Spadaccino"
 
 #: data/campaigns/Eastern_Invasion.cfg:12
-msgid "(hardest)"
-msgstr "(Difficile)"
-
-#: data/campaigns/Eastern_Invasion.cfg:12
 msgid "Royal Guard"
 msgstr "Guardia Reale"
 
+#: data/campaigns/Eastern_Invasion.cfg:12
+msgid "(hardest)"
+msgstr "(Difficile)"
+
 #: data/campaigns/Eastern_Invasion.cfg:13
 msgid ""
 "Lead the loyal armies of Wesnoth in battle against the undead hordes from "
Index: wesnoth/po/wesnoth-ei/ja.po
diff -u wesnoth/po/wesnoth-ei/ja.po:1.8 wesnoth/po/wesnoth-ei/ja.po:1.9
--- wesnoth/po/wesnoth-ei/ja.po:1.8     Sun Apr 17 06:35:28 2005
+++ wesnoth/po/wesnoth-ei/ja.po Mon Apr 18 16:16:34 2005
@@ -2,7 +2,7 @@
 msgstr ""
 "Project-Id-Version: Battle for Wesnoth 0.8.8-CVS\n"
 "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n";
-"POT-Creation-Date: 2005-04-17 08:25+0200\n"
+"POT-Creation-Date: 2005-04-18 18:07+0200\n"
 "PO-Revision-Date: 2005-03-12 18:37+0100\n"
 "Last-Translator: Automatically generated\n"
 "Language-Team: none\n"
@@ -16,11 +16,11 @@
 msgstr ""
 
 #: data/campaigns/Eastern_Invasion.cfg:10
-msgid "(easiest)"
+msgid "Spearman"
 msgstr ""
 
 #: data/campaigns/Eastern_Invasion.cfg:10
-msgid "Spearman"
+msgid "(easiest)"
 msgstr ""
 
 #: data/campaigns/Eastern_Invasion.cfg:11
@@ -28,11 +28,11 @@
 msgstr ""
 
 #: data/campaigns/Eastern_Invasion.cfg:12
-msgid "(hardest)"
+msgid "Royal Guard"
 msgstr ""
 
 #: data/campaigns/Eastern_Invasion.cfg:12
-msgid "Royal Guard"
+msgid "(hardest)"
 msgstr ""
 
 #: data/campaigns/Eastern_Invasion.cfg:13
Index: wesnoth/po/wesnoth-ei/la.po
diff -u wesnoth/po/wesnoth-ei/la.po:1.19 wesnoth/po/wesnoth-ei/la.po:1.20
--- wesnoth/po/wesnoth-ei/la.po:1.19    Sun Apr 17 06:35:28 2005
+++ wesnoth/po/wesnoth-ei/la.po Mon Apr 18 16:16:34 2005
@@ -2,7 +2,7 @@
 msgstr ""
 "Project-Id-Version: Battle for Wesnoth 0.8.8-CVS\n"
 "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n";
-"POT-Creation-Date: 2005-04-17 08:25+0200\n"
+"POT-Creation-Date: 2005-04-18 18:07+0200\n"
 "PO-Revision-Date: 2005-01-11 22:45+0100\n"
 "Last-Translator: Automatically generated\n"
 "Language-Team: none\n"
@@ -15,11 +15,11 @@
 msgstr ""
 
 #: data/campaigns/Eastern_Invasion.cfg:10
-msgid "(easiest)"
+msgid "Spearman"
 msgstr ""
 
 #: data/campaigns/Eastern_Invasion.cfg:10
-msgid "Spearman"
+msgid "(easiest)"
 msgstr ""
 
 #: data/campaigns/Eastern_Invasion.cfg:11
@@ -27,11 +27,11 @@
 msgstr ""
 
 #: data/campaigns/Eastern_Invasion.cfg:12
-msgid "(hardest)"
+msgid "Royal Guard"
 msgstr ""
 
 #: data/campaigns/Eastern_Invasion.cfg:12
-msgid "Royal Guard"
+msgid "(hardest)"
 msgstr ""
 
 #: data/campaigns/Eastern_Invasion.cfg:13
Index: wesnoth/po/wesnoth-ei/nl.po
diff -u wesnoth/po/wesnoth-ei/nl.po:1.35 wesnoth/po/wesnoth-ei/nl.po:1.36
--- wesnoth/po/wesnoth-ei/nl.po:1.35    Sun Apr 17 06:35:28 2005
+++ wesnoth/po/wesnoth-ei/nl.po Mon Apr 18 16:16:34 2005
@@ -7,7 +7,7 @@
 msgstr ""
 "Project-Id-Version: Battle for Wesnoth 0.8.11+CVS\n"
 "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n";
-"POT-Creation-Date: 2005-04-17 08:25+0200\n"
+"POT-Creation-Date: 2005-04-18 18:07+0200\n"
 "PO-Revision-Date: 2005-03-22 14:52+0200\n"
 "Last-Translator: Onne <address@hidden>\n"
 "Language-Team: Dutch <address@hidden>\n"
@@ -20,25 +20,25 @@
 msgstr "De Oosterse Invasie"
 
 #: data/campaigns/Eastern_Invasion.cfg:10
-msgid "(easiest)"
-msgstr "(gemakkelijk)"
-
-#: data/campaigns/Eastern_Invasion.cfg:10
 msgid "Spearman"
 msgstr "Speeman"
 
+#: data/campaigns/Eastern_Invasion.cfg:10
+msgid "(easiest)"
+msgstr "(gemakkelijk)"
+
 #: data/campaigns/Eastern_Invasion.cfg:11
 msgid "Swordsman"
 msgstr "Zwaardvechter"
 
 #: data/campaigns/Eastern_Invasion.cfg:12
-msgid "(hardest)"
-msgstr "(moeilijk)"
-
-#: data/campaigns/Eastern_Invasion.cfg:12
 msgid "Royal Guard"
 msgstr "Koninklijke Wacht"
 
+#: data/campaigns/Eastern_Invasion.cfg:12
+msgid "(hardest)"
+msgstr "(moeilijk)"
+
 #: data/campaigns/Eastern_Invasion.cfg:13
 msgid ""
 "Lead the loyal armies of Wesnoth in battle against the undead hordes from "
Index: wesnoth/po/wesnoth-ei/no.po
diff -u wesnoth/po/wesnoth-ei/no.po:1.31 wesnoth/po/wesnoth-ei/no.po:1.32
--- wesnoth/po/wesnoth-ei/no.po:1.31    Sun Apr 17 06:35:28 2005
+++ wesnoth/po/wesnoth-ei/no.po Mon Apr 18 16:16:34 2005
@@ -8,7 +8,7 @@
 msgstr ""
 "Project-Id-Version: Battle for Wesnoth 0.8.2-CVS\n"
 "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n";
-"POT-Creation-Date: 2005-04-17 08:25+0200\n"
+"POT-Creation-Date: 2005-04-18 18:07+0200\n"
 "PO-Revision-Date: 2004-10-15 23:00+0100\n"
 "Last-Translator: Erik <address@hidden>\n"
 "Language-Team: none\n"
@@ -21,11 +21,11 @@
 msgstr "Den østlige invasjon"
 
 #: data/campaigns/Eastern_Invasion.cfg:10
-msgid "(easiest)"
+msgid "Spearman"
 msgstr ""
 
 #: data/campaigns/Eastern_Invasion.cfg:10
-msgid "Spearman"
+msgid "(easiest)"
 msgstr ""
 
 #: data/campaigns/Eastern_Invasion.cfg:11
@@ -33,11 +33,11 @@
 msgstr ""
 
 #: data/campaigns/Eastern_Invasion.cfg:12
-msgid "(hardest)"
+msgid "Royal Guard"
 msgstr ""
 
 #: data/campaigns/Eastern_Invasion.cfg:12
-msgid "Royal Guard"
+msgid "(hardest)"
 msgstr ""
 
 #: data/campaigns/Eastern_Invasion.cfg:13
Index: wesnoth/po/wesnoth-ei/pl.po
diff -u wesnoth/po/wesnoth-ei/pl.po:1.30 wesnoth/po/wesnoth-ei/pl.po:1.31
--- wesnoth/po/wesnoth-ei/pl.po:1.30    Sun Apr 17 06:35:28 2005
+++ wesnoth/po/wesnoth-ei/pl.po Mon Apr 18 16:16:35 2005
@@ -2,7 +2,7 @@
 msgstr ""
 "Project-Id-Version: Battle for Wesnoth 0.8.5-CVS\n"
 "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n";
-"POT-Creation-Date: 2005-04-17 08:25+0200\n"
+"POT-Creation-Date: 2005-04-18 18:07+0200\n"
 "PO-Revision-Date: 2004-08-08 15:00+0200\n"
 "Last-Translator: Automatically generated\n"
 "Language-Team: none\n"
@@ -17,11 +17,11 @@
 msgstr ""
 
 #: data/campaigns/Eastern_Invasion.cfg:10
-msgid "(easiest)"
+msgid "Spearman"
 msgstr ""
 
 #: data/campaigns/Eastern_Invasion.cfg:10
-msgid "Spearman"
+msgid "(easiest)"
 msgstr ""
 
 #: data/campaigns/Eastern_Invasion.cfg:11
@@ -29,11 +29,11 @@
 msgstr ""
 
 #: data/campaigns/Eastern_Invasion.cfg:12
-msgid "(hardest)"
+msgid "Royal Guard"
 msgstr ""
 
 #: data/campaigns/Eastern_Invasion.cfg:12
-msgid "Royal Guard"
+msgid "(hardest)"
 msgstr ""
 
 #: data/campaigns/Eastern_Invasion.cfg:13
Index: wesnoth/po/wesnoth-ei/pt_BR.po
diff -u wesnoth/po/wesnoth-ei/pt_BR.po:1.31 wesnoth/po/wesnoth-ei/pt_BR.po:1.32
--- wesnoth/po/wesnoth-ei/pt_BR.po:1.31 Sun Apr 17 06:35:28 2005
+++ wesnoth/po/wesnoth-ei/pt_BR.po      Mon Apr 18 16:16:35 2005
@@ -8,7 +8,7 @@
 msgstr ""
 "Project-Id-Version: Battle for Wesnoth 0.8.2-CVS\n"
 "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n";
-"POT-Creation-Date: 2005-04-17 08:25+0200\n"
+"POT-Creation-Date: 2005-04-18 18:07+0200\n"
 "PO-Revision-Date: 2004-09-11 21:11+0200\n"
 "Last-Translator: Automatically generated\n"
 "Language-Team: none\n"
@@ -21,11 +21,11 @@
 msgstr "A Invasão Oriental"
 
 #: data/campaigns/Eastern_Invasion.cfg:10
-msgid "(easiest)"
+msgid "Spearman"
 msgstr ""
 
 #: data/campaigns/Eastern_Invasion.cfg:10
-msgid "Spearman"
+msgid "(easiest)"
 msgstr ""
 
 #: data/campaigns/Eastern_Invasion.cfg:11
@@ -33,11 +33,11 @@
 msgstr ""
 
 #: data/campaigns/Eastern_Invasion.cfg:12
-msgid "(hardest)"
+msgid "Royal Guard"
 msgstr ""
 
 #: data/campaigns/Eastern_Invasion.cfg:12
-msgid "Royal Guard"
+msgid "(hardest)"
 msgstr ""
 
 #: data/campaigns/Eastern_Invasion.cfg:13
Index: wesnoth/po/wesnoth-ei/ru.po
diff -u wesnoth/po/wesnoth-ei/ru.po:1.42 wesnoth/po/wesnoth-ei/ru.po:1.43
--- wesnoth/po/wesnoth-ei/ru.po:1.42    Sun Apr 17 06:35:28 2005
+++ wesnoth/po/wesnoth-ei/ru.po Mon Apr 18 16:16:35 2005
@@ -14,7 +14,7 @@
 msgstr ""
 "Project-Id-Version: Battle for Wesnoth 0.8.8-CVS\n"
 "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n";
-"POT-Creation-Date: 2005-04-17 08:25+0200\n"
+"POT-Creation-Date: 2005-04-18 18:07+0200\n"
 "PO-Revision-Date: 2005-04-05 15:52+0300\n"
 "Last-Translator: Alexandr Menovchicov <address@hidden>\n"
 "Language-Team: Russian <address@hidden>\n"
@@ -31,25 +31,25 @@
 msgstr "Вторжение с Востока"
 
 #: data/campaigns/Eastern_Invasion.cfg:10
-msgid "(easiest)"
-msgstr "(легче)"
-
-#: data/campaigns/Eastern_Invasion.cfg:10
 msgid "Spearman"
 msgstr "Копейщик"
 
+#: data/campaigns/Eastern_Invasion.cfg:10
+msgid "(easiest)"
+msgstr "(легче)"
+
 #: data/campaigns/Eastern_Invasion.cfg:11
 msgid "Swordsman"
 msgstr "Мечник"
 
 #: data/campaigns/Eastern_Invasion.cfg:12
-msgid "(hardest)"
-msgstr "(тяжелее)"
-
-#: data/campaigns/Eastern_Invasion.cfg:12
 msgid "Royal Guard"
 msgstr "Королевская Охрана"
 
+#: data/campaigns/Eastern_Invasion.cfg:12
+msgid "(hardest)"
+msgstr "(тяжелее)"
+
 #: data/campaigns/Eastern_Invasion.cfg:13
 msgid ""
 "Lead the loyal armies of Wesnoth in battle against the undead hordes from "
Index: wesnoth/po/wesnoth-ei/sk.po
diff -u wesnoth/po/wesnoth-ei/sk.po:1.34 wesnoth/po/wesnoth-ei/sk.po:1.35
--- wesnoth/po/wesnoth-ei/sk.po:1.34    Sun Apr 17 06:35:28 2005
+++ wesnoth/po/wesnoth-ei/sk.po Mon Apr 18 16:16:35 2005
@@ -7,7 +7,7 @@
 msgstr ""
 "Project-Id-Version: Battle for Wesnoth 0.8.2-CVS\n"
 "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n";
-"POT-Creation-Date: 2005-04-17 08:25+0200\n"
+"POT-Creation-Date: 2005-04-18 18:07+0200\n"
 "PO-Revision-Date: 2005-01-17 21:39+0100\n"
 "Last-Translator: Viliam Búr <address@hidden>\n"
 "Language-Team: none\n"
@@ -21,25 +21,25 @@
 msgstr "Invázia z východu"
 
 #: data/campaigns/Eastern_Invasion.cfg:10
-msgid "(easiest)"
-msgstr "(ľahká)"
-
-#: data/campaigns/Eastern_Invasion.cfg:10
 msgid "Spearman"
 msgstr "Kopijník"
 
+#: data/campaigns/Eastern_Invasion.cfg:10
+msgid "(easiest)"
+msgstr "(ľahká)"
+
 #: data/campaigns/Eastern_Invasion.cfg:11
 msgid "Swordsman"
 msgstr "Bojovník"
 
 #: data/campaigns/Eastern_Invasion.cfg:12
-msgid "(hardest)"
-msgstr "(ťažká)"
-
-#: data/campaigns/Eastern_Invasion.cfg:12
 msgid "Royal Guard"
 msgstr "Kráľovský gardista"
 
+#: data/campaigns/Eastern_Invasion.cfg:12
+msgid "(hardest)"
+msgstr "(ťažká)"
+
 #: data/campaigns/Eastern_Invasion.cfg:13
 msgid ""
 "Lead the loyal armies of Wesnoth in battle against the undead hordes from "
Index: wesnoth/po/wesnoth-ei/sl.po
diff -u wesnoth/po/wesnoth-ei/sl.po:1.36 wesnoth/po/wesnoth-ei/sl.po:1.37
--- wesnoth/po/wesnoth-ei/sl.po:1.36    Sun Apr 17 06:35:28 2005
+++ wesnoth/po/wesnoth-ei/sl.po Mon Apr 18 16:16:35 2005
@@ -4,7 +4,7 @@
 msgstr ""
 "Project-Id-Version: ei-sl\n"
 "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n";
-"POT-Creation-Date: 2005-04-17 08:25+0200\n"
+"POT-Creation-Date: 2005-04-18 18:07+0200\n"
 "PO-Revision-Date: 2005-02-21 21:07+0100\n"
 "Last-Translator: lynx\n"
 "Language-Team:  <address@hidden>\n"
@@ -20,25 +20,25 @@
 msgstr "Invazija z Vzhoda"
 
 #: data/campaigns/Eastern_Invasion.cfg:10
-msgid "(easiest)"
-msgstr "(najnižja zahtevnost)"
-
-#: data/campaigns/Eastern_Invasion.cfg:10
 msgid "Spearman"
 msgstr "Suličar"
 
+#: data/campaigns/Eastern_Invasion.cfg:10
+msgid "(easiest)"
+msgstr "(najnižja zahtevnost)"
+
 #: data/campaigns/Eastern_Invasion.cfg:11
 msgid "Swordsman"
 msgstr "Mečevalec"
 
 #: data/campaigns/Eastern_Invasion.cfg:12
-msgid "(hardest)"
-msgstr "(najvišja zahtevnost)"
-
-#: data/campaigns/Eastern_Invasion.cfg:12
 msgid "Royal Guard"
 msgstr "Kraljevi stražar"
 
+#: data/campaigns/Eastern_Invasion.cfg:12
+msgid "(hardest)"
+msgstr "(najvišja zahtevnost)"
+
 #: data/campaigns/Eastern_Invasion.cfg:13
 msgid ""
 "Lead the loyal armies of Wesnoth in battle against the undead hordes from "
Index: wesnoth/po/wesnoth-ei/sv.po
diff -u wesnoth/po/wesnoth-ei/sv.po:1.48 wesnoth/po/wesnoth-ei/sv.po:1.49
--- wesnoth/po/wesnoth-ei/sv.po:1.48    Sun Apr 17 06:35:28 2005
+++ wesnoth/po/wesnoth-ei/sv.po Mon Apr 18 16:16:35 2005
@@ -2,7 +2,7 @@
 msgstr ""
 "Project-Id-Version: Battle for Wesnoth 0.8.12-CVS\n"
 "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n";
-"POT-Creation-Date: 2005-04-17 08:25+0200\n"
+"POT-Creation-Date: 2005-04-18 18:07+0200\n"
 "PO-Revision-Date: 2005-03-23 15:08+0100\n"
 "Last-Translator: tephlon\n"
 "Language-Team: Swedish\n"
@@ -17,25 +17,25 @@
 msgstr "Invasionen i Öst"
 
 #: data/campaigns/Eastern_Invasion.cfg:10
-msgid "(easiest)"
-msgstr "(lättast)"
-
-#: data/campaigns/Eastern_Invasion.cfg:10
 msgid "Spearman"
 msgstr "Spjutbärare"
 
+#: data/campaigns/Eastern_Invasion.cfg:10
+msgid "(easiest)"
+msgstr "(lättast)"
+
 #: data/campaigns/Eastern_Invasion.cfg:11
 msgid "Swordsman"
 msgstr "Svärdssoldat"
 
 #: data/campaigns/Eastern_Invasion.cfg:12
-msgid "(hardest)"
-msgstr "(svårast)"
-
-#: data/campaigns/Eastern_Invasion.cfg:12
 msgid "Royal Guard"
 msgstr "Livgardist"
 
+#: data/campaigns/Eastern_Invasion.cfg:12
+msgid "(hardest)"
+msgstr "(svårast)"
+
 #: data/campaigns/Eastern_Invasion.cfg:13
 msgid ""
 "Lead the loyal armies of Wesnoth in battle against the undead hordes from "
Index: wesnoth/po/wesnoth-ei/tr.po
diff -u wesnoth/po/wesnoth-ei/tr.po:1.3 wesnoth/po/wesnoth-ei/tr.po:1.4
--- wesnoth/po/wesnoth-ei/tr.po:1.3     Sun Apr 17 06:35:29 2005
+++ wesnoth/po/wesnoth-ei/tr.po Mon Apr 18 16:16:35 2005
@@ -2,7 +2,7 @@
 msgstr ""
 "Project-Id-Version: Battle for Wesnoth 0.9.0+cvs\n"
 "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n";
-"POT-Creation-Date: 2005-04-17 08:25+0200\n"
+"POT-Creation-Date: 2005-04-18 18:07+0200\n"
 "PO-Revision-Date: 2005-03-29 09:38+0200\n"
 "Last-Translator: Automatically generated\n"
 "Language-Team: none\n"
@@ -16,11 +16,11 @@
 msgstr ""
 
 #: data/campaigns/Eastern_Invasion.cfg:10
-msgid "(easiest)"
+msgid "Spearman"
 msgstr ""
 
 #: data/campaigns/Eastern_Invasion.cfg:10
-msgid "Spearman"
+msgid "(easiest)"
 msgstr ""
 
 #: data/campaigns/Eastern_Invasion.cfg:11
@@ -28,11 +28,11 @@
 msgstr ""
 
 #: data/campaigns/Eastern_Invasion.cfg:12
-msgid "(hardest)"
+msgid "Royal Guard"
 msgstr ""
 
 #: data/campaigns/Eastern_Invasion.cfg:12
-msgid "Royal Guard"
+msgid "(hardest)"
 msgstr ""
 
 #: data/campaigns/Eastern_Invasion.cfg:13
Index: wesnoth/po/wesnoth-ei/wesnoth-ei.pot
diff -u wesnoth/po/wesnoth-ei/wesnoth-ei.pot:1.31 
wesnoth/po/wesnoth-ei/wesnoth-ei.pot:1.32
--- wesnoth/po/wesnoth-ei/wesnoth-ei.pot:1.31   Sun Apr 17 06:35:29 2005
+++ wesnoth/po/wesnoth-ei/wesnoth-ei.pot        Mon Apr 18 16:16:35 2005
@@ -2,7 +2,7 @@
 msgstr ""
 "Project-Id-Version: PACKAGE VERSION\n"
 "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n";
-"POT-Creation-Date: 2005-04-17 08:25+0200\n"
+"POT-Creation-Date: 2005-04-18 18:07+0200\n"
 "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
 "Last-Translator: FULL NAME <address@hidden>\n"
 "Language-Team: LANGUAGE <address@hidden>\n"
@@ -15,11 +15,11 @@
 msgstr ""
 
 #: data/campaigns/Eastern_Invasion.cfg:10
-msgid "(easiest)"
+msgid "Spearman"
 msgstr ""
 
 #: data/campaigns/Eastern_Invasion.cfg:10
-msgid "Spearman"
+msgid "(easiest)"
 msgstr ""
 
 #: data/campaigns/Eastern_Invasion.cfg:11
@@ -27,11 +27,11 @@
 msgstr ""
 
 #: data/campaigns/Eastern_Invasion.cfg:12
-msgid "(hardest)"
+msgid "Royal Guard"
 msgstr ""
 
 #: data/campaigns/Eastern_Invasion.cfg:12
-msgid "Royal Guard"
+msgid "(hardest)"
 msgstr ""
 
 #: data/campaigns/Eastern_Invasion.cfg:13
Index: wesnoth/po/wesnoth-ei/zh_CN.po
diff -u wesnoth/po/wesnoth-ei/zh_CN.po:1.5 wesnoth/po/wesnoth-ei/zh_CN.po:1.6
--- wesnoth/po/wesnoth-ei/zh_CN.po:1.5  Sun Apr 17 06:35:29 2005
+++ wesnoth/po/wesnoth-ei/zh_CN.po      Mon Apr 18 16:16:35 2005
@@ -2,7 +2,7 @@
 msgstr ""
 "Project-Id-Version: Battle for Wesnoth 0.8.11+cvs\n"
 "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n";
-"POT-Creation-Date: 2005-04-17 08:25+0200\n"
+"POT-Creation-Date: 2005-04-18 18:07+0200\n"
 "PO-Revision-Date: 2005-03-21 10:20+0100\n"
 "Last-Translator: Automatically generated\n"
 "Language-Team: none\n"
@@ -15,11 +15,11 @@
 msgstr ""
 
 #: data/campaigns/Eastern_Invasion.cfg:10
-msgid "(easiest)"
+msgid "Spearman"
 msgstr ""
 
 #: data/campaigns/Eastern_Invasion.cfg:10
-msgid "Spearman"
+msgid "(easiest)"
 msgstr ""
 
 #: data/campaigns/Eastern_Invasion.cfg:11
@@ -27,11 +27,11 @@
 msgstr ""
 
 #: data/campaigns/Eastern_Invasion.cfg:12
-msgid "(hardest)"
+msgid "Royal Guard"
 msgstr ""
 
 #: data/campaigns/Eastern_Invasion.cfg:12
-msgid "Royal Guard"
+msgid "(hardest)"
 msgstr ""
 
 #: data/campaigns/Eastern_Invasion.cfg:13
Index: wesnoth/po/wesnoth-httt/af.po
diff -u wesnoth/po/wesnoth-httt/af.po:1.6 wesnoth/po/wesnoth-httt/af.po:1.7
--- wesnoth/po/wesnoth-httt/af.po:1.6   Mon Apr 18 07:29:06 2005
+++ wesnoth/po/wesnoth-httt/af.po       Mon Apr 18 16:16:35 2005
@@ -2,7 +2,7 @@
 msgstr ""
 "Project-Id-Version: Battle for Wesnoth 0.8.8-CVS\n"
 "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n";
-"POT-Creation-Date: 2005-04-18 09:23+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
 "PO-Revision-Date: 2005-03-21 10:19+0100\n"
 "Last-Translator: Automatically generated\n"
 "Language-Team: none\n"
@@ -15,11 +15,11 @@
 msgstr ""
 
 #: data/campaigns/Heir_To_The_Throne.cfg:10
-msgid "Fighter"
+msgid "(easiest)"
 msgstr ""
 
 #: data/campaigns/Heir_To_The_Throne.cfg:10
-msgid "(easiest)"
+msgid "Fighter"
 msgstr ""
 
 #: data/campaigns/Heir_To_The_Throne.cfg:11
@@ -27,11 +27,11 @@
 msgstr ""
 
 #: data/campaigns/Heir_To_The_Throne.cfg:12
-msgid "(hardest)"
+msgid "Champion"
 msgstr ""
 
 #: data/campaigns/Heir_To_The_Throne.cfg:12
-msgid "Champion"
+msgid "(hardest)"
 msgstr ""
 
 #: data/campaigns/Heir_To_The_Throne.cfg:13
Index: wesnoth/po/wesnoth-httt/bg.po
diff -u wesnoth/po/wesnoth-httt/bg.po:1.24 wesnoth/po/wesnoth-httt/bg.po:1.25
--- wesnoth/po/wesnoth-httt/bg.po:1.24  Mon Apr 18 07:29:06 2005
+++ wesnoth/po/wesnoth-httt/bg.po       Mon Apr 18 16:16:35 2005
@@ -2,7 +2,7 @@
 msgstr ""
 "Project-Id-Version: Battle for Wesnoth 0.8.8-CVS\n"
 "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n";
-"POT-Creation-Date: 2005-04-18 09:23+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
 "PO-Revision-Date: 2004-12-05 00:48+0100\n"
 "Last-Translator: Automatically generated\n"
 "Language-Team: none\n"
@@ -15,11 +15,11 @@
 msgstr ""
 
 #: data/campaigns/Heir_To_The_Throne.cfg:10
-msgid "Fighter"
+msgid "(easiest)"
 msgstr ""
 
 #: data/campaigns/Heir_To_The_Throne.cfg:10
-msgid "(easiest)"
+msgid "Fighter"
 msgstr ""
 
 #: data/campaigns/Heir_To_The_Throne.cfg:11
@@ -27,11 +27,11 @@
 msgstr ""
 
 #: data/campaigns/Heir_To_The_Throne.cfg:12
-msgid "(hardest)"
+msgid "Champion"
 msgstr ""
 
 #: data/campaigns/Heir_To_The_Throne.cfg:12
-msgid "Champion"
+msgid "(hardest)"
 msgstr ""
 
 #: data/campaigns/Heir_To_The_Throne.cfg:13
Index: wesnoth/po/wesnoth-httt/ca.po
diff -u wesnoth/po/wesnoth-httt/ca.po:1.32 wesnoth/po/wesnoth-httt/ca.po:1.33
--- wesnoth/po/wesnoth-httt/ca.po:1.32  Mon Apr 18 07:29:06 2005
+++ wesnoth/po/wesnoth-httt/ca.po       Mon Apr 18 16:16:35 2005
@@ -9,7 +9,7 @@
 msgstr ""
 "Project-Id-Version: ca\n"
 "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n";
-"POT-Creation-Date: 2005-04-18 09:23+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
 "PO-Revision-Date: 2005-04-16 22:03+0200\n"
 "Last-Translator: Jordà Polo <address@hidden>\n"
 "Language-Team: Català <address@hidden>\n"
@@ -22,25 +22,25 @@
 msgstr "Hereu al Tron"
 
 #: data/campaigns/Heir_To_The_Throne.cfg:10
-msgid "Fighter"
-msgstr "Lluitador"
-
-#: data/campaigns/Heir_To_The_Throne.cfg:10
 msgid "(easiest)"
 msgstr "(més fàcil)"
 
+#: data/campaigns/Heir_To_The_Throne.cfg:10
+msgid "Fighter"
+msgstr "Lluitador"
+
 #: data/campaigns/Heir_To_The_Throne.cfg:11
 msgid "Hero"
 msgstr "Heroi"
 
 #: data/campaigns/Heir_To_The_Throne.cfg:12
-msgid "(hardest)"
-msgstr "(més difícil)"
-
-#: data/campaigns/Heir_To_The_Throne.cfg:12
 msgid "Champion"
 msgstr "Campió"
 
+#: data/campaigns/Heir_To_The_Throne.cfg:12
+msgid "(hardest)"
+msgstr "(més difícil)"
+
 #: data/campaigns/Heir_To_The_Throne.cfg:13
 msgid ""
 "Fight to gain back the throne of Wesnoth, of which you are the legitimate "
Index: wesnoth/po/wesnoth-httt/cs.po
diff -u wesnoth/po/wesnoth-httt/cs.po:1.29 wesnoth/po/wesnoth-httt/cs.po:1.30
--- wesnoth/po/wesnoth-httt/cs.po:1.29  Mon Apr 18 07:29:06 2005
+++ wesnoth/po/wesnoth-httt/cs.po       Mon Apr 18 16:16:35 2005
@@ -8,7 +8,7 @@
 msgstr ""
 "Project-Id-Version: Battle for Wesnoth 0.8.4-CVS\n"
 "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n";
-"POT-Creation-Date: 2005-04-18 09:23+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
 "PO-Revision-Date: 2004-09-30 12:32+0200\n"
 "Last-Translator: David Nečas <address@hidden>\n"
 "Language-Team: Czech\n"
@@ -23,11 +23,11 @@
 msgstr "Dědic trůnu"
 
 #: data/campaigns/Heir_To_The_Throne.cfg:10
-msgid "Fighter"
+msgid "(easiest)"
 msgstr ""
 
 #: data/campaigns/Heir_To_The_Throne.cfg:10
-msgid "(easiest)"
+msgid "Fighter"
 msgstr ""
 
 #: data/campaigns/Heir_To_The_Throne.cfg:11
@@ -35,11 +35,11 @@
 msgstr ""
 
 #: data/campaigns/Heir_To_The_Throne.cfg:12
-msgid "(hardest)"
+msgid "Champion"
 msgstr ""
 
 #: data/campaigns/Heir_To_The_Throne.cfg:12
-msgid "Champion"
+msgid "(hardest)"
 msgstr ""
 
 #: data/campaigns/Heir_To_The_Throne.cfg:13
Index: wesnoth/po/wesnoth-httt/da.po
diff -u wesnoth/po/wesnoth-httt/da.po:1.29 wesnoth/po/wesnoth-httt/da.po:1.30
--- wesnoth/po/wesnoth-httt/da.po:1.29  Mon Apr 18 07:29:06 2005
+++ wesnoth/po/wesnoth-httt/da.po       Mon Apr 18 16:16:35 2005
@@ -8,7 +8,7 @@
 msgstr ""
 "Project-Id-Version: wesnoth-httt\n"
 "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n";
-"POT-Creation-Date: 2005-04-18 09:23+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
 "PO-Revision-Date: 2004-09-12 22:23+0200\n"
 "Last-Translator: Mathias Bundgaard Svensson <address@hidden>\n"
 "Language-Team:  <address@hidden>\n"
@@ -30,11 +30,11 @@
 msgstr "Tronarving"
 
 #: data/campaigns/Heir_To_The_Throne.cfg:10
-msgid "Fighter"
+msgid "(easiest)"
 msgstr ""
 
 #: data/campaigns/Heir_To_The_Throne.cfg:10
-msgid "(easiest)"
+msgid "Fighter"
 msgstr ""
 
 #: data/campaigns/Heir_To_The_Throne.cfg:11
@@ -42,11 +42,11 @@
 msgstr ""
 
 #: data/campaigns/Heir_To_The_Throne.cfg:12
-msgid "(hardest)"
+msgid "Champion"
 msgstr ""
 
 #: data/campaigns/Heir_To_The_Throne.cfg:12
-msgid "Champion"
+msgid "(hardest)"
 msgstr ""
 
 #: data/campaigns/Heir_To_The_Throne.cfg:13
Index: wesnoth/po/wesnoth-httt/de.po
diff -u wesnoth/po/wesnoth-httt/de.po:1.53 wesnoth/po/wesnoth-httt/de.po:1.54
--- wesnoth/po/wesnoth-httt/de.po:1.53  Mon Apr 18 07:29:06 2005
+++ wesnoth/po/wesnoth-httt/de.po       Mon Apr 18 16:16:35 2005
@@ -7,7 +7,7 @@
 msgstr ""
 "Project-Id-Version: Battle for Wesnoth 0.9.0+CVS\n"
 "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n";
-"POT-Creation-Date: 2005-04-18 09:23+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
 "PO-Revision-Date: 2005-04-11 21:00+0100\n"
 "Last-Translator: Nils Kneuper <address@hidden>\n"
 "Language-Team: none\n"
@@ -22,25 +22,25 @@
 msgstr "Der Thronerbe"
 
 #: data/campaigns/Heir_To_The_Throne.cfg:10
-msgid "Fighter"
-msgstr "Kämpfer"
-
-#: data/campaigns/Heir_To_The_Throne.cfg:10
 msgid "(easiest)"
 msgstr "(leicht)"
 
+#: data/campaigns/Heir_To_The_Throne.cfg:10
+msgid "Fighter"
+msgstr "Kämpfer"
+
 #: data/campaigns/Heir_To_The_Throne.cfg:11
 msgid "Hero"
 msgstr "Held"
 
 #: data/campaigns/Heir_To_The_Throne.cfg:12
-msgid "(hardest)"
-msgstr "(schwierig)"
-
-#: data/campaigns/Heir_To_The_Throne.cfg:12
 msgid "Champion"
 msgstr "Meister"
 
+#: data/campaigns/Heir_To_The_Throne.cfg:12
+msgid "(hardest)"
+msgstr "(schwierig)"
+
 #: data/campaigns/Heir_To_The_Throne.cfg:13
 msgid ""
 "Fight to gain back the throne of Wesnoth, of which you are the legitimate "
Index: wesnoth/po/wesnoth-httt/el_GR.po
diff -u wesnoth/po/wesnoth-httt/el_GR.po:1.29 
wesnoth/po/wesnoth-httt/el_GR.po:1.30
--- wesnoth/po/wesnoth-httt/el_GR.po:1.29       Mon Apr 18 07:29:06 2005
+++ wesnoth/po/wesnoth-httt/el_GR.po    Mon Apr 18 16:16:35 2005
@@ -8,7 +8,7 @@
 msgstr ""
 "Project-Id-Version: Battle for Wesnoth 0.8.5-CVS\n"
 "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n";
-"POT-Creation-Date: 2005-04-18 09:23+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
 "PO-Revision-Date: 2004-10-03 14:33+0200\n"
 "Last-Translator: Automatically generated\n"
 "Language-Team: none\n"
@@ -22,11 +22,11 @@
 msgstr ""
 
 #: data/campaigns/Heir_To_The_Throne.cfg:10
-msgid "Fighter"
+msgid "(easiest)"
 msgstr ""
 
 #: data/campaigns/Heir_To_The_Throne.cfg:10
-msgid "(easiest)"
+msgid "Fighter"
 msgstr ""
 
 #: data/campaigns/Heir_To_The_Throne.cfg:11
@@ -34,11 +34,11 @@
 msgstr ""
 
 #: data/campaigns/Heir_To_The_Throne.cfg:12
-msgid "(hardest)"
+msgid "Champion"
 msgstr ""
 
 #: data/campaigns/Heir_To_The_Throne.cfg:12
-msgid "Champion"
+msgid "(hardest)"
 msgstr ""
 
 #: data/campaigns/Heir_To_The_Throne.cfg:13
Index: wesnoth/po/wesnoth-httt/en_GB.po
diff -u wesnoth/po/wesnoth-httt/en_GB.po:1.20 
wesnoth/po/wesnoth-httt/en_GB.po:1.21
--- wesnoth/po/wesnoth-httt/en_GB.po:1.20       Mon Apr 18 07:29:06 2005
+++ wesnoth/po/wesnoth-httt/en_GB.po    Mon Apr 18 16:16:35 2005
@@ -2,7 +2,7 @@
 msgstr ""
 "Project-Id-Version: Battle for Wesnoth 0.8.11+cvs\n"
 "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n";
-"POT-Creation-Date: 2005-04-18 09:23+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
 "PO-Revision-Date: 2005-03-29 11:06+0200\n"
 "Last-Translator: ott <address@hidden>\n"
 "Language-Team: none\n"
@@ -16,25 +16,25 @@
 msgstr "Heir to the Throne"
 
 #: data/campaigns/Heir_To_The_Throne.cfg:10
-msgid "Fighter"
-msgstr "Fighter"
-
-#: data/campaigns/Heir_To_The_Throne.cfg:10
 msgid "(easiest)"
 msgstr "(easiest)"
 
+#: data/campaigns/Heir_To_The_Throne.cfg:10
+msgid "Fighter"
+msgstr "Fighter"
+
 #: data/campaigns/Heir_To_The_Throne.cfg:11
 msgid "Hero"
 msgstr "Hero"
 
 #: data/campaigns/Heir_To_The_Throne.cfg:12
-msgid "(hardest)"
-msgstr "(hardest)"
-
-#: data/campaigns/Heir_To_The_Throne.cfg:12
 msgid "Champion"
 msgstr "Champion"
 
+#: data/campaigns/Heir_To_The_Throne.cfg:12
+msgid "(hardest)"
+msgstr "(hardest)"
+
 #: data/campaigns/Heir_To_The_Throne.cfg:13
 msgid ""
 "Fight to gain back the throne of Wesnoth, of which you are the legitimate "
Index: wesnoth/po/wesnoth-httt/es.po
diff -u wesnoth/po/wesnoth-httt/es.po:1.36 wesnoth/po/wesnoth-httt/es.po:1.37
--- wesnoth/po/wesnoth-httt/es.po:1.36  Mon Apr 18 07:29:06 2005
+++ wesnoth/po/wesnoth-httt/es.po       Mon Apr 18 16:16:35 2005
@@ -8,7 +8,7 @@
 msgstr ""
 "Project-Id-Version: Battle for Wesnoth 0.8.11+CVS\n"
 "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n";
-"POT-Creation-Date: 2005-04-18 09:23+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
 "PO-Revision-Date: 2005-03-29 13:48+0200\n"
 "Last-Translator: David Martínez Moreno <address@hidden>\n"
 "Language-Team:  David Martínez Moreno <address@hidden>\n"
@@ -22,25 +22,25 @@
 msgstr "Heredero al trono"
 
 #: data/campaigns/Heir_To_The_Throne.cfg:10
-msgid "Fighter"
-msgstr "Luchador"
-
-#: data/campaigns/Heir_To_The_Throne.cfg:10
 msgid "(easiest)"
 msgstr "(fácil)"
 
+#: data/campaigns/Heir_To_The_Throne.cfg:10
+msgid "Fighter"
+msgstr "Luchador"
+
 #: data/campaigns/Heir_To_The_Throne.cfg:11
 msgid "Hero"
 msgstr "Héroe"
 
 #: data/campaigns/Heir_To_The_Throne.cfg:12
-msgid "(hardest)"
-msgstr "(difícil)"
-
-#: data/campaigns/Heir_To_The_Throne.cfg:12
 msgid "Champion"
 msgstr "Campeón"
 
+#: data/campaigns/Heir_To_The_Throne.cfg:12
+msgid "(hardest)"
+msgstr "(difícil)"
+
 #: data/campaigns/Heir_To_The_Throne.cfg:13
 msgid ""
 "Fight to gain back the throne of Wesnoth, of which you are the legitimate "
Index: wesnoth/po/wesnoth-httt/et.po
diff -u wesnoth/po/wesnoth-httt/et.po:1.15 wesnoth/po/wesnoth-httt/et.po:1.16
--- wesnoth/po/wesnoth-httt/et.po:1.15  Mon Apr 18 07:29:06 2005
+++ wesnoth/po/wesnoth-httt/et.po       Mon Apr 18 16:16:35 2005
@@ -2,7 +2,7 @@
 msgstr ""
 "Project-Id-Version: Battle for Wesnoth 0.8.8-CVS\n"
 "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n";
-"POT-Creation-Date: 2005-04-18 09:23+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
 "PO-Revision-Date: 2005-03-24 16:36+0300\n"
 "Last-Translator: Mart Tõnso <address@hidden>\n"
 "Language-Team: none\n"
@@ -16,25 +16,25 @@
 msgstr "Troonipärija"
 
 #: data/campaigns/Heir_To_The_Throne.cfg:10
-msgid "Fighter"
-msgstr "Sõdalane"
-
-#: data/campaigns/Heir_To_The_Throne.cfg:10
 msgid "(easiest)"
 msgstr "(lihtsaim)"
 
+#: data/campaigns/Heir_To_The_Throne.cfg:10
+msgid "Fighter"
+msgstr "Sõdalane"
+
 #: data/campaigns/Heir_To_The_Throne.cfg:11
 msgid "Hero"
 msgstr "Kangelane"
 
 #: data/campaigns/Heir_To_The_Throne.cfg:12
-msgid "(hardest)"
-msgstr "(raskeim)"
-
-#: data/campaigns/Heir_To_The_Throne.cfg:12
 msgid "Champion"
 msgstr "TÅ¡empion"
 
+#: data/campaigns/Heir_To_The_Throne.cfg:12
+msgid "(hardest)"
+msgstr "(raskeim)"
+
 #: data/campaigns/Heir_To_The_Throne.cfg:13
 msgid ""
 "Fight to gain back the throne of Wesnoth, of which you are the legitimate "
Index: wesnoth/po/wesnoth-httt/eu.po
diff -u wesnoth/po/wesnoth-httt/eu.po:1.30 wesnoth/po/wesnoth-httt/eu.po:1.31
--- wesnoth/po/wesnoth-httt/eu.po:1.30  Mon Apr 18 07:29:06 2005
+++ wesnoth/po/wesnoth-httt/eu.po       Mon Apr 18 16:16:35 2005
@@ -9,7 +9,7 @@
 msgstr ""
 "Project-Id-Version: Battle for Wesnoth\n"
 "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n";
-"POT-Creation-Date: 2005-04-18 09:23+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
 "PO-Revision-Date: 2005-02-20 23:49+0100\n"
 "Last-Translator:  Alfredo Beaumont Sainz <address@hidden>\n"
 "Language-Team: Basque\n"
@@ -22,25 +22,25 @@
 msgstr "Tronurako Oinordeko"
 
 #: data/campaigns/Heir_To_The_Throne.cfg:10
-msgid "Fighter"
-msgstr "Borrokalaria"
-
-#: data/campaigns/Heir_To_The_Throne.cfg:10
 msgid "(easiest)"
 msgstr "(errezena)"
 
+#: data/campaigns/Heir_To_The_Throne.cfg:10
+msgid "Fighter"
+msgstr "Borrokalaria"
+
 #: data/campaigns/Heir_To_The_Throne.cfg:11
 msgid "Hero"
 msgstr "Heroia"
 
 #: data/campaigns/Heir_To_The_Throne.cfg:12
-msgid "(hardest)"
-msgstr "(zailena)"
-
-#: data/campaigns/Heir_To_The_Throne.cfg:12
 msgid "Champion"
 msgstr "Txapelduna"
 
+#: data/campaigns/Heir_To_The_Throne.cfg:12
+msgid "(hardest)"
+msgstr "(zailena)"
+
 #: data/campaigns/Heir_To_The_Throne.cfg:13
 msgid ""
 "Fight to gain back the throne of Wesnoth, of which you are the legitimate "
Index: wesnoth/po/wesnoth-httt/fi.po
diff -u wesnoth/po/wesnoth-httt/fi.po:1.29 wesnoth/po/wesnoth-httt/fi.po:1.30
--- wesnoth/po/wesnoth-httt/fi.po:1.29  Mon Apr 18 07:29:06 2005
+++ wesnoth/po/wesnoth-httt/fi.po       Mon Apr 18 16:16:35 2005
@@ -8,7 +8,7 @@
 msgstr ""
 "Project-Id-Version: Battle for Wesnoth 0.8.2-CVS\n"
 "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n";
-"POT-Creation-Date: 2005-04-18 09:23+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
 "PO-Revision-Date: 2004-08-08 15:00+0200\n"
 "Last-Translator: Pasi Kallinen <address@hidden>\n"
 "Language-Team: none\n"
@@ -21,11 +21,11 @@
 msgstr "Valtaistuimen perillinen"
 
 #: data/campaigns/Heir_To_The_Throne.cfg:10
-msgid "Fighter"
+msgid "(easiest)"
 msgstr ""
 
 #: data/campaigns/Heir_To_The_Throne.cfg:10
-msgid "(easiest)"
+msgid "Fighter"
 msgstr ""
 
 #: data/campaigns/Heir_To_The_Throne.cfg:11
@@ -33,11 +33,11 @@
 msgstr ""
 
 #: data/campaigns/Heir_To_The_Throne.cfg:12
-msgid "(hardest)"
+msgid "Champion"
 msgstr ""
 
 #: data/campaigns/Heir_To_The_Throne.cfg:12
-msgid "Champion"
+msgid "(hardest)"
 msgstr ""
 
 #: data/campaigns/Heir_To_The_Throne.cfg:13
Index: wesnoth/po/wesnoth-httt/fr.po
diff -u wesnoth/po/wesnoth-httt/fr.po:1.46 wesnoth/po/wesnoth-httt/fr.po:1.47
--- wesnoth/po/wesnoth-httt/fr.po:1.46  Mon Apr 18 07:29:06 2005
+++ wesnoth/po/wesnoth-httt/fr.po       Mon Apr 18 16:16:35 2005
@@ -31,7 +31,7 @@
 msgstr ""
 "Project-Id-Version: Battle for Wesnoth\n"
 "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n";
-"POT-Creation-Date: 2005-04-18 09:23+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
 "PO-Revision-Date: 2005-04-11 12:49+0100\n"
 "Last-Translator: Guillaume MASSART <address@hidden>\n"
 "Language-Team: Language fr\n"
@@ -45,25 +45,25 @@
 msgstr "L'héritier du trône"
 
 #: data/campaigns/Heir_To_The_Throne.cfg:10
-msgid "Fighter"
-msgstr "Guerrier"
-
-#: data/campaigns/Heir_To_The_Throne.cfg:10
 msgid "(easiest)"
 msgstr "(facile)"
 
+#: data/campaigns/Heir_To_The_Throne.cfg:10
+msgid "Fighter"
+msgstr "Guerrier"
+
 #: data/campaigns/Heir_To_The_Throne.cfg:11
 msgid "Hero"
 msgstr "Héros"
 
 #: data/campaigns/Heir_To_The_Throne.cfg:12
-msgid "(hardest)"
-msgstr "(difficile)"
-
-#: data/campaigns/Heir_To_The_Throne.cfg:12
 msgid "Champion"
 msgstr "Champion"
 
+#: data/campaigns/Heir_To_The_Throne.cfg:12
+msgid "(hardest)"
+msgstr "(difficile)"
+
 #: data/campaigns/Heir_To_The_Throne.cfg:13
 msgid ""
 "Fight to gain back the throne of Wesnoth, of which you are the legitimate "
Index: wesnoth/po/wesnoth-httt/hu.po
diff -u wesnoth/po/wesnoth-httt/hu.po:1.35 wesnoth/po/wesnoth-httt/hu.po:1.36
--- wesnoth/po/wesnoth-httt/hu.po:1.35  Mon Apr 18 07:29:06 2005
+++ wesnoth/po/wesnoth-httt/hu.po       Mon Apr 18 16:16:35 2005
@@ -8,7 +8,7 @@
 msgstr ""
 "Project-Id-Version: Battle for Wesnoth 0.8.5-CVS\n"
 "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n";
-"POT-Creation-Date: 2005-04-18 09:23+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
 "PO-Revision-Date: 2005-04-01 20:32+0200\n"
 "Last-Translator: Széll Tamás <address@hidden>\n"
 "Language-Team: none <address@hidden>\n"
@@ -21,25 +21,25 @@
 msgstr "A trónörökös"
 
 #: data/campaigns/Heir_To_The_Throne.cfg:10
-msgid "Fighter"
-msgstr "Harcos"
-
-#: data/campaigns/Heir_To_The_Throne.cfg:10
 msgid "(easiest)"
 msgstr "(legkönnyebb)"
 
+#: data/campaigns/Heir_To_The_Throne.cfg:10
+msgid "Fighter"
+msgstr "Harcos"
+
 #: data/campaigns/Heir_To_The_Throne.cfg:11
 msgid "Hero"
 msgstr "Hős"
 
 #: data/campaigns/Heir_To_The_Throne.cfg:12
-msgid "(hardest)"
-msgstr "(legnehezebb)"
-
-#: data/campaigns/Heir_To_The_Throne.cfg:12
 msgid "Champion"
 msgstr "Bajnok"
 
+#: data/campaigns/Heir_To_The_Throne.cfg:12
+msgid "(hardest)"
+msgstr "(legnehezebb)"
+
 #: data/campaigns/Heir_To_The_Throne.cfg:13
 msgid ""
 "Fight to gain back the throne of Wesnoth, of which you are the legitimate "
Index: wesnoth/po/wesnoth-httt/it.po
diff -u wesnoth/po/wesnoth-httt/it.po:1.44 wesnoth/po/wesnoth-httt/it.po:1.45
--- wesnoth/po/wesnoth-httt/it.po:1.44  Mon Apr 18 07:29:06 2005
+++ wesnoth/po/wesnoth-httt/it.po       Mon Apr 18 16:16:35 2005
@@ -4,7 +4,7 @@
 msgstr ""
 "Project-Id-Version: Battle for Wesnoth 0.8.11-CVS\n"
 "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n";
-"POT-Creation-Date: 2005-04-18 09:23+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
 "PO-Revision-Date: 2005-04-15 19:19+0100\n"
 "Last-Translator: americo iacovizzi <address@hidden>\n"
 "Language-Team:  <address@hidden>\n"
@@ -18,25 +18,25 @@
 msgstr "L'Erede al Trono"
 
 #: data/campaigns/Heir_To_The_Throne.cfg:10
-msgid "Fighter"
-msgstr "Combattente"
-
-#: data/campaigns/Heir_To_The_Throne.cfg:10
 msgid "(easiest)"
 msgstr "(Facile)"
 
+#: data/campaigns/Heir_To_The_Throne.cfg:10
+msgid "Fighter"
+msgstr "Combattente"
+
 #: data/campaigns/Heir_To_The_Throne.cfg:11
 msgid "Hero"
 msgstr "Eroe"
 
 #: data/campaigns/Heir_To_The_Throne.cfg:12
-msgid "(hardest)"
-msgstr "(Difficile)"
-
-#: data/campaigns/Heir_To_The_Throne.cfg:12
 msgid "Champion"
 msgstr "Campione"
 
+#: data/campaigns/Heir_To_The_Throne.cfg:12
+msgid "(hardest)"
+msgstr "(Difficile)"
+
 #: data/campaigns/Heir_To_The_Throne.cfg:13
 msgid ""
 "Fight to gain back the throne of Wesnoth, of which you are the legitimate "
Index: wesnoth/po/wesnoth-httt/ja.po
diff -u wesnoth/po/wesnoth-httt/ja.po:1.14 wesnoth/po/wesnoth-httt/ja.po:1.15
--- wesnoth/po/wesnoth-httt/ja.po:1.14  Mon Apr 18 07:29:07 2005
+++ wesnoth/po/wesnoth-httt/ja.po       Mon Apr 18 16:16:36 2005
@@ -9,7 +9,7 @@
 msgstr ""
 "Project-Id-Version: 0.9.0+CVS\n"
 "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n";
-"POT-Creation-Date: 2005-04-18 09:23+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
 "PO-Revision-Date: 2005-04-16 00:56+0900\n"
 "Last-Translator: naoki iimura <address@hidden>\n"
 "Language-Team: Japanese Translation Team\n"
@@ -22,25 +22,25 @@
 msgstr "王位継承者"
 
 #: data/campaigns/Heir_To_The_Throne.cfg:10
-msgid "Fighter"
-msgstr "戦士"
-
-#: data/campaigns/Heir_To_The_Throne.cfg:10
 msgid "(easiest)"
 msgstr "(易しい)"
 
+#: data/campaigns/Heir_To_The_Throne.cfg:10
+msgid "Fighter"
+msgstr "戦士"
+
 #: data/campaigns/Heir_To_The_Throne.cfg:11
 msgid "Hero"
 msgstr "ヒーロー"
 
 #: data/campaigns/Heir_To_The_Throne.cfg:12
-msgid "(hardest)"
-msgstr "(難しい)"
-
-#: data/campaigns/Heir_To_The_Throne.cfg:12
 msgid "Champion"
 msgstr "チャンピオン"
 
+#: data/campaigns/Heir_To_The_Throne.cfg:12
+msgid "(hardest)"
+msgstr "(難しい)"
+
 #: data/campaigns/Heir_To_The_Throne.cfg:13
 msgid ""
 "Fight to gain back the throne of Wesnoth, of which you are the legitimate "
Index: wesnoth/po/wesnoth-httt/la.po
diff -u wesnoth/po/wesnoth-httt/la.po:1.28 wesnoth/po/wesnoth-httt/la.po:1.29
--- wesnoth/po/wesnoth-httt/la.po:1.28  Mon Apr 18 07:29:07 2005
+++ wesnoth/po/wesnoth-httt/la.po       Mon Apr 18 16:16:36 2005
@@ -5,7 +5,7 @@
 msgstr ""
 "Project-Id-Version: Battle for Wesnoth 0.8.9-CVS\n"
 "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n";
-"POT-Creation-Date: 2005-04-18 09:23+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
 "PO-Revision-Date: 2005-04-01 16:35+0200\n"
 "Last-Translator: Mark Polo <address@hidden>\n"
 "Language-Team: Latin\n"
@@ -18,25 +18,25 @@
 msgstr "Heres Throni"
 
 #: data/campaigns/Heir_To_The_Throne.cfg:10
-msgid "Fighter"
-msgstr "Pugnator"
-
-#: data/campaigns/Heir_To_The_Throne.cfg:10
 msgid "(easiest)"
 msgstr "(facillimus)"
 
+#: data/campaigns/Heir_To_The_Throne.cfg:10
+msgid "Fighter"
+msgstr "Pugnator"
+
 #: data/campaigns/Heir_To_The_Throne.cfg:11
 msgid "Hero"
 msgstr "Heros"
 
 #: data/campaigns/Heir_To_The_Throne.cfg:12
-msgid "(hardest)"
-msgstr "(dificillimus)"
-
-#: data/campaigns/Heir_To_The_Throne.cfg:12
 msgid "Champion"
 msgstr "Propugnator"
 
+#: data/campaigns/Heir_To_The_Throne.cfg:12
+msgid "(hardest)"
+msgstr "(dificillimus)"
+
 #: data/campaigns/Heir_To_The_Throne.cfg:13
 msgid ""
 "Fight to gain back the throne of Wesnoth, of which you are the legitimate "
Index: wesnoth/po/wesnoth-httt/nl.po
diff -u wesnoth/po/wesnoth-httt/nl.po:1.35 wesnoth/po/wesnoth-httt/nl.po:1.36
--- wesnoth/po/wesnoth-httt/nl.po:1.35  Mon Apr 18 07:29:07 2005
+++ wesnoth/po/wesnoth-httt/nl.po       Mon Apr 18 16:16:36 2005
@@ -7,7 +7,7 @@
 msgstr ""
 "Project-Id-Version: Battle for Wesnoth 0.8.11+CVS\n"
 "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n";
-"POT-Creation-Date: 2005-04-18 09:23+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
 "PO-Revision-Date: 2005-03-29 16:11+0300\n"
 "Last-Translator: Onne <address@hidden>\n"
 "Language-Team: Dutch <address@hidden>\n"
@@ -20,25 +20,25 @@
 msgstr "De Kroonprins"
 
 #: data/campaigns/Heir_To_The_Throne.cfg:10
-msgid "Fighter"
-msgstr "Vechter"
-
-#: data/campaigns/Heir_To_The_Throne.cfg:10
 msgid "(easiest)"
 msgstr "(gemakkelijk)"
 
+#: data/campaigns/Heir_To_The_Throne.cfg:10
+msgid "Fighter"
+msgstr "Vechter"
+
 #: data/campaigns/Heir_To_The_Throne.cfg:11
 msgid "Hero"
 msgstr "Held"
 
 #: data/campaigns/Heir_To_The_Throne.cfg:12
-msgid "(hardest)"
-msgstr "(moeilijk)"
-
-#: data/campaigns/Heir_To_The_Throne.cfg:12
 msgid "Champion"
 msgstr "Kampioen"
 
+#: data/campaigns/Heir_To_The_Throne.cfg:12
+msgid "(hardest)"
+msgstr "(moeilijk)"
+
 #: data/campaigns/Heir_To_The_Throne.cfg:13
 msgid ""
 "Fight to gain back the throne of Wesnoth, of which you are the legitimate "
Index: wesnoth/po/wesnoth-httt/no.po
diff -u wesnoth/po/wesnoth-httt/no.po:1.29 wesnoth/po/wesnoth-httt/no.po:1.30
--- wesnoth/po/wesnoth-httt/no.po:1.29  Mon Apr 18 07:29:07 2005
+++ wesnoth/po/wesnoth-httt/no.po       Mon Apr 18 16:16:36 2005
@@ -7,7 +7,7 @@
 msgstr ""
 "Project-Id-Version: Battle for Wesnoth 0.8.2-CVS\n"
 "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n";
-"POT-Creation-Date: 2005-04-18 09:23+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
 "PO-Revision-Date: 2004-09-18 20:18+0100\n"
 "Last-Translator: Erik <address@hidden>\n"
 "Language-Team: none\n"
@@ -20,11 +20,11 @@
 msgstr "Tronarvingen"
 
 #: data/campaigns/Heir_To_The_Throne.cfg:10
-msgid "Fighter"
+msgid "(easiest)"
 msgstr ""
 
 #: data/campaigns/Heir_To_The_Throne.cfg:10
-msgid "(easiest)"
+msgid "Fighter"
 msgstr ""
 
 #: data/campaigns/Heir_To_The_Throne.cfg:11
@@ -32,11 +32,11 @@
 msgstr ""
 
 #: data/campaigns/Heir_To_The_Throne.cfg:12
-msgid "(hardest)"
+msgid "Champion"
 msgstr ""
 
 #: data/campaigns/Heir_To_The_Throne.cfg:12
-msgid "Champion"
+msgid "(hardest)"
 msgstr ""
 
 #: data/campaigns/Heir_To_The_Throne.cfg:13
Index: wesnoth/po/wesnoth-httt/pl.po
diff -u wesnoth/po/wesnoth-httt/pl.po:1.30 wesnoth/po/wesnoth-httt/pl.po:1.31
--- wesnoth/po/wesnoth-httt/pl.po:1.30  Mon Apr 18 07:29:07 2005
+++ wesnoth/po/wesnoth-httt/pl.po       Mon Apr 18 16:16:36 2005
@@ -2,7 +2,7 @@
 msgstr ""
 "Project-Id-Version: Battle for Wesnoth 0.8.5-CVS\n"
 "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n";
-"POT-Creation-Date: 2005-04-18 09:23+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
 "PO-Revision-Date: 2005-01-22 17:34+0100\n"
 "Last-Translator: Paweł Stradomski <address@hidden>\n"
 "Language-Team: none\n"
@@ -19,25 +19,25 @@
 msgstr "Dziedzic tronu."
 
 #: data/campaigns/Heir_To_The_Throne.cfg:10
-msgid "Fighter"
-msgstr "Wojownik"
-
-#: data/campaigns/Heir_To_The_Throne.cfg:10
 msgid "(easiest)"
 msgstr "(najprostszy)"
 
+#: data/campaigns/Heir_To_The_Throne.cfg:10
+msgid "Fighter"
+msgstr "Wojownik"
+
 #: data/campaigns/Heir_To_The_Throne.cfg:11
 msgid "Hero"
 msgstr "Bohater"
 
 #: data/campaigns/Heir_To_The_Throne.cfg:12
-msgid "(hardest)"
-msgstr "(najtrudniejszy)"
-
-#: data/campaigns/Heir_To_The_Throne.cfg:12
 msgid "Champion"
 msgstr "Mistrz"
 
+#: data/campaigns/Heir_To_The_Throne.cfg:12
+msgid "(hardest)"
+msgstr "(najtrudniejszy)"
+
 #: data/campaigns/Heir_To_The_Throne.cfg:13
 msgid ""
 "Fight to gain back the throne of Wesnoth, of which you are the legitimate "
Index: wesnoth/po/wesnoth-httt/pt_BR.po
diff -u wesnoth/po/wesnoth-httt/pt_BR.po:1.32 
wesnoth/po/wesnoth-httt/pt_BR.po:1.33
--- wesnoth/po/wesnoth-httt/pt_BR.po:1.32       Mon Apr 18 07:29:07 2005
+++ wesnoth/po/wesnoth-httt/pt_BR.po    Mon Apr 18 16:16:37 2005
@@ -15,7 +15,7 @@
 msgstr ""
 "Project-Id-Version: Battle for Wesnoth 0.8.2-CVS\n"
 "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n";
-"POT-Creation-Date: 2005-04-18 09:23+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
 "PO-Revision-Date: 2004-10-09 18:28+0200\n"
 "Last-Translator: Automatically generated\n"
 "Language-Team: none\n"
@@ -35,11 +35,11 @@
 msgstr "O Herdeiro do Trono"
 
 #: data/campaigns/Heir_To_The_Throne.cfg:10
-msgid "Fighter"
+msgid "(easiest)"
 msgstr ""
 
 #: data/campaigns/Heir_To_The_Throne.cfg:10
-msgid "(easiest)"
+msgid "Fighter"
 msgstr ""
 
 #: data/campaigns/Heir_To_The_Throne.cfg:11
@@ -47,11 +47,11 @@
 msgstr ""
 
 #: data/campaigns/Heir_To_The_Throne.cfg:12
-msgid "(hardest)"
+msgid "Champion"
 msgstr ""
 
 #: data/campaigns/Heir_To_The_Throne.cfg:12
-msgid "Champion"
+msgid "(hardest)"
 msgstr ""
 
 #: data/campaigns/Heir_To_The_Throne.cfg:13
Index: wesnoth/po/wesnoth-httt/ru.po
diff -u wesnoth/po/wesnoth-httt/ru.po:1.41 wesnoth/po/wesnoth-httt/ru.po:1.42
--- wesnoth/po/wesnoth-httt/ru.po:1.41  Mon Apr 18 07:29:07 2005
+++ wesnoth/po/wesnoth-httt/ru.po       Mon Apr 18 16:16:37 2005
@@ -14,7 +14,7 @@
 msgstr ""
 "Project-Id-Version: Battle for Wesnoth 0.8.11-CVS\n"
 "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n";
-"POT-Creation-Date: 2005-04-18 09:23+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
 "PO-Revision-Date: 2005-04-05 15:21+0300\n"
 "Last-Translator: Alexandr Menovchicov <address@hidden>\n"
 "Language-Team: none <address@hidden>\n"
@@ -31,25 +31,25 @@
 msgstr "Наследник Престола"
 
 #: data/campaigns/Heir_To_The_Throne.cfg:10
-msgid "Fighter"
-msgstr "Боец"
-
-#: data/campaigns/Heir_To_The_Throne.cfg:10
 msgid "(easiest)"
 msgstr "(легче)"
 
+#: data/campaigns/Heir_To_The_Throne.cfg:10
+msgid "Fighter"
+msgstr "Боец"
+
 #: data/campaigns/Heir_To_The_Throne.cfg:11
 msgid "Hero"
 msgstr "Герой"
 
 #: data/campaigns/Heir_To_The_Throne.cfg:12
-msgid "(hardest)"
-msgstr "(сложнее)"
-
-#: data/campaigns/Heir_To_The_Throne.cfg:12
 msgid "Champion"
 msgstr "Чемпион"
 
+#: data/campaigns/Heir_To_The_Throne.cfg:12
+msgid "(hardest)"
+msgstr "(сложнее)"
+
 #: data/campaigns/Heir_To_The_Throne.cfg:13
 msgid ""
 "Fight to gain back the throne of Wesnoth, of which you are the legitimate "
Index: wesnoth/po/wesnoth-httt/sk.po
diff -u wesnoth/po/wesnoth-httt/sk.po:1.32 wesnoth/po/wesnoth-httt/sk.po:1.33
--- wesnoth/po/wesnoth-httt/sk.po:1.32  Mon Apr 18 07:29:07 2005
+++ wesnoth/po/wesnoth-httt/sk.po       Mon Apr 18 16:16:37 2005
@@ -6,7 +6,7 @@
 msgstr ""
 "Project-Id-Version: Battle for Wesnoth 0.8.2-CVS\n"
 "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n";
-"POT-Creation-Date: 2005-04-18 09:23+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
 "PO-Revision-Date: 2005-01-17 21:54+0100\n"
 "Last-Translator: Viliam Búr <address@hidden>\n"
 "Language-Team: none\n"
@@ -20,25 +20,25 @@
 msgstr "Dedič trónu"
 
 #: data/campaigns/Heir_To_The_Throne.cfg:10
-msgid "Fighter"
-msgstr "Vojak"
-
-#: data/campaigns/Heir_To_The_Throne.cfg:10
 msgid "(easiest)"
 msgstr "(ľahká)"
 
+#: data/campaigns/Heir_To_The_Throne.cfg:10
+msgid "Fighter"
+msgstr "Vojak"
+
 #: data/campaigns/Heir_To_The_Throne.cfg:11
 msgid "Hero"
 msgstr "Hrdina"
 
 #: data/campaigns/Heir_To_The_Throne.cfg:12
-msgid "(hardest)"
-msgstr "(ťažká)"
-
-#: data/campaigns/Heir_To_The_Throne.cfg:12
 msgid "Champion"
 msgstr "Šampión"
 
+#: data/campaigns/Heir_To_The_Throne.cfg:12
+msgid "(hardest)"
+msgstr "(ťažká)"
+
 #: data/campaigns/Heir_To_The_Throne.cfg:13
 msgid ""
 "Fight to gain back the throne of Wesnoth, of which you are the legitimate "
Index: wesnoth/po/wesnoth-httt/sl.po
diff -u wesnoth/po/wesnoth-httt/sl.po:1.30 wesnoth/po/wesnoth-httt/sl.po:1.31
--- wesnoth/po/wesnoth-httt/sl.po:1.30  Mon Apr 18 07:29:07 2005
+++ wesnoth/po/wesnoth-httt/sl.po       Mon Apr 18 16:16:37 2005
@@ -2,7 +2,7 @@
 msgstr ""
 "Project-Id-Version: Battle for Wesnoth 0.8.6-CVS\n"
 "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n";
-"POT-Creation-Date: 2005-04-18 09:23+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
 "PO-Revision-Date: 2004-08-08 15:00+0200\n"
 "Last-Translator: lynx\n"
 "Language-Team: none\n"
@@ -17,25 +17,25 @@
 msgstr "Prestolonaslednik"
 
 #: data/campaigns/Heir_To_The_Throne.cfg:10
-msgid "Fighter"
-msgstr "Bojevnik"
-
-#: data/campaigns/Heir_To_The_Throne.cfg:10
 msgid "(easiest)"
 msgstr "(najnižja zahtevnost)"
 
+#: data/campaigns/Heir_To_The_Throne.cfg:10
+msgid "Fighter"
+msgstr "Bojevnik"
+
 #: data/campaigns/Heir_To_The_Throne.cfg:11
 msgid "Hero"
 msgstr "Junak"
 
 #: data/campaigns/Heir_To_The_Throne.cfg:12
-msgid "(hardest)"
-msgstr "(najvišja zahtevnost)"
-
-#: data/campaigns/Heir_To_The_Throne.cfg:12
 msgid "Champion"
 msgstr "Prvak"
 
+#: data/campaigns/Heir_To_The_Throne.cfg:12
+msgid "(hardest)"
+msgstr "(najvišja zahtevnost)"
+
 #: data/campaigns/Heir_To_The_Throne.cfg:13
 msgid ""
 "Fight to gain back the throne of Wesnoth, of which you are the legitimate "
Index: wesnoth/po/wesnoth-httt/sv.po
diff -u wesnoth/po/wesnoth-httt/sv.po:1.58 wesnoth/po/wesnoth-httt/sv.po:1.59
--- wesnoth/po/wesnoth-httt/sv.po:1.58  Mon Apr 18 07:29:07 2005
+++ wesnoth/po/wesnoth-httt/sv.po       Mon Apr 18 16:16:37 2005
@@ -2,7 +2,7 @@
 msgstr ""
 "Project-Id-Version: Battle for Wesnoth 0.8.11+cvs\n"
 "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n";
-"POT-Creation-Date: 2005-04-18 09:23+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
 "PO-Revision-Date: 2005-04-01 18:00+0200\n"
 "Last-Translator: tephlon\n"
 "Language-Team: Swedish\n"
@@ -17,25 +17,25 @@
 msgstr "Tronarvingen"
 
 #: data/campaigns/Heir_To_The_Throne.cfg:10
-msgid "Fighter"
-msgstr "Krigare"
-
-#: data/campaigns/Heir_To_The_Throne.cfg:10
 msgid "(easiest)"
 msgstr "(lättast)"
 
+#: data/campaigns/Heir_To_The_Throne.cfg:10
+msgid "Fighter"
+msgstr "Krigare"
+
 #: data/campaigns/Heir_To_The_Throne.cfg:11
 msgid "Hero"
 msgstr "Hjälte"
 
 #: data/campaigns/Heir_To_The_Throne.cfg:12
-msgid "(hardest)"
-msgstr "(svårast)"
-
-#: data/campaigns/Heir_To_The_Throne.cfg:12
 msgid "Champion"
 msgstr "Förkämpe"
 
+#: data/campaigns/Heir_To_The_Throne.cfg:12
+msgid "(hardest)"
+msgstr "(svårast)"
+
 #: data/campaigns/Heir_To_The_Throne.cfg:13
 msgid ""
 "Fight to gain back the throne of Wesnoth, of which you are the legitimate "
Index: wesnoth/po/wesnoth-httt/tr.po
diff -u wesnoth/po/wesnoth-httt/tr.po:1.4 wesnoth/po/wesnoth-httt/tr.po:1.5
--- wesnoth/po/wesnoth-httt/tr.po:1.4   Mon Apr 18 07:29:07 2005
+++ wesnoth/po/wesnoth-httt/tr.po       Mon Apr 18 16:16:37 2005
@@ -2,7 +2,7 @@
 msgstr ""
 "Project-Id-Version: Battle for Wesnoth 0.9.0+cvs\n"
 "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n";
-"POT-Creation-Date: 2005-04-18 09:23+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
 "PO-Revision-Date: 2005-03-29 09:35+0200\n"
 "Last-Translator: Automatically generated\n"
 "Language-Team: none\n"
@@ -16,11 +16,11 @@
 msgstr ""
 
 #: data/campaigns/Heir_To_The_Throne.cfg:10
-msgid "Fighter"
+msgid "(easiest)"
 msgstr ""
 
 #: data/campaigns/Heir_To_The_Throne.cfg:10
-msgid "(easiest)"
+msgid "Fighter"
 msgstr ""
 
 #: data/campaigns/Heir_To_The_Throne.cfg:11
@@ -28,11 +28,11 @@
 msgstr ""
 
 #: data/campaigns/Heir_To_The_Throne.cfg:12
-msgid "(hardest)"
+msgid "Champion"
 msgstr ""
 
 #: data/campaigns/Heir_To_The_Throne.cfg:12
-msgid "Champion"
+msgid "(hardest)"
 msgstr ""
 
 #: data/campaigns/Heir_To_The_Throne.cfg:13
Index: wesnoth/po/wesnoth-httt/wesnoth-httt.pot
diff -u wesnoth/po/wesnoth-httt/wesnoth-httt.pot:1.29 
wesnoth/po/wesnoth-httt/wesnoth-httt.pot:1.30
--- wesnoth/po/wesnoth-httt/wesnoth-httt.pot:1.29       Mon Apr 18 07:29:07 2005
+++ wesnoth/po/wesnoth-httt/wesnoth-httt.pot    Mon Apr 18 16:16:37 2005
@@ -2,7 +2,7 @@
 msgstr ""
 "Project-Id-Version: PACKAGE VERSION\n"
 "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n";
-"POT-Creation-Date: 2005-04-18 09:23+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
 "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
 "Last-Translator: FULL NAME <address@hidden>\n"
 "Language-Team: LANGUAGE <address@hidden>\n"
@@ -15,11 +15,11 @@
 msgstr ""
 
 #: data/campaigns/Heir_To_The_Throne.cfg:10
-msgid "Fighter"
+msgid "(easiest)"
 msgstr ""
 
 #: data/campaigns/Heir_To_The_Throne.cfg:10
-msgid "(easiest)"
+msgid "Fighter"
 msgstr ""
 
 #: data/campaigns/Heir_To_The_Throne.cfg:11
@@ -27,11 +27,11 @@
 msgstr ""
 
 #: data/campaigns/Heir_To_The_Throne.cfg:12
-msgid "(hardest)"
+msgid "Champion"
 msgstr ""
 
 #: data/campaigns/Heir_To_The_Throne.cfg:12
-msgid "Champion"
+msgid "(hardest)"
 msgstr ""
 
 #: data/campaigns/Heir_To_The_Throne.cfg:13
Index: wesnoth/po/wesnoth-httt/zh_CN.po
diff -u wesnoth/po/wesnoth-httt/zh_CN.po:1.13 
wesnoth/po/wesnoth-httt/zh_CN.po:1.14
--- wesnoth/po/wesnoth-httt/zh_CN.po:1.13       Mon Apr 18 07:29:07 2005
+++ wesnoth/po/wesnoth-httt/zh_CN.po    Mon Apr 18 16:16:37 2005
@@ -8,7 +8,7 @@
 msgstr ""
 "Project-Id-Version: wesnoth-httt\n"
 "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n";
-"POT-Creation-Date: 2005-04-18 09:23+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
 "PO-Revision-Date: 2005-04-13 12:34+0800\n"
 "Last-Translator: Lim Choon Kiat <address@hidden>\n"
 "Language-Team:  <address@hidden>\n"
@@ -22,25 +22,25 @@
 msgstr "继位者"
 
 #: data/campaigns/Heir_To_The_Throne.cfg:10
-msgid "Fighter"
-msgstr "武士"
-
-#: data/campaigns/Heir_To_The_Throne.cfg:10
 msgid "(easiest)"
 msgstr "(初级)"
 
+#: data/campaigns/Heir_To_The_Throne.cfg:10
+msgid "Fighter"
+msgstr "武士"
+
 #: data/campaigns/Heir_To_The_Throne.cfg:11
 msgid "Hero"
 msgstr "英雄"
 
 #: data/campaigns/Heir_To_The_Throne.cfg:12
-msgid "(hardest)"
-msgstr "(最高级)"
-
-#: data/campaigns/Heir_To_The_Throne.cfg:12
 msgid "Champion"
 msgstr "凯旋者"
 
+#: data/campaigns/Heir_To_The_Throne.cfg:12
+msgid "(hardest)"
+msgstr "(最高级)"
+
 # I have translated Wesnoth into two chinese characters counting from the last 
four characters.
 # Wesnoth = mid(TranslatedString, 9,2)
 # As there are no direct Chinese word for it, I go for the sound.
Index: wesnoth/po/wesnoth-lib/ca.po
diff -u wesnoth/po/wesnoth-lib/ca.po:1.27 wesnoth/po/wesnoth-lib/ca.po:1.28
--- wesnoth/po/wesnoth-lib/ca.po:1.27   Mon Apr 18 15:08:06 2005
+++ wesnoth/po/wesnoth-lib/ca.po        Mon Apr 18 16:16:37 2005
@@ -487,4 +487,3 @@
 #: src/show_dialog.cpp:883
 msgid "KB"
 msgstr "kB"
-
Index: wesnoth/po/wesnoth-sotbe/af.po
diff -u wesnoth/po/wesnoth-sotbe/af.po:1.8 wesnoth/po/wesnoth-sotbe/af.po:1.9
--- wesnoth/po/wesnoth-sotbe/af.po:1.8  Mon Apr 18 07:29:07 2005
+++ wesnoth/po/wesnoth-sotbe/af.po      Mon Apr 18 16:16:37 2005
@@ -2,7 +2,7 @@
 msgstr ""
 "Project-Id-Version: Battle for Wesnoth 0.8.5-CVS\n"
 "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n";
-"POT-Creation-Date: 2005-04-18 09:24+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
 "PO-Revision-Date: 2005-04-15 17:30+0200\n"
 "Last-Translator: ott <address@hidden>\n"
 "Language-Team: none\n"
@@ -16,25 +16,25 @@
 msgstr "Seun van die Swart-Oog (hoofstuk I)"
 
 #: data/campaigns/Son_Of_The_Black_Eye.cfg:9
-msgid "Grunt"
-msgstr "Troep"
-
-#: data/campaigns/Son_Of_The_Black_Eye.cfg:9
 msgid "(easiest)"
 msgstr "(maklikste)"
 
+#: data/campaigns/Son_Of_The_Black_Eye.cfg:9
+msgid "Grunt"
+msgstr "Troep"
+
 #: data/campaigns/Son_Of_The_Black_Eye.cfg:10
 msgid "Warrior"
 msgstr "Kryger"
 
 #: data/campaigns/Son_Of_The_Black_Eye.cfg:11
-msgid "Warlord"
-msgstr "Meesterkryger"
-
-#: data/campaigns/Son_Of_The_Black_Eye.cfg:11
 msgid "(hardest)"
 msgstr "(moelikste)"
 
+#: data/campaigns/Son_Of_The_Black_Eye.cfg:11
+msgid "Warlord"
+msgstr "Meesterkryger"
+
 #: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:7
 msgid "Black Flag"
 msgstr "Swart Vlag"
@@ -149,8 +149,9 @@
 "Dit is 'n wyse besluit. Mag jy die geluk aan jou kant hê, Seun van 
Swart-Oog."
 
 #: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:185
+#, fuzzy
 msgid ""
-"Haha! Our plan is going well, let surround them on land while our allies "
+"Haha! Our plan is going well, let's surround them on land while our allies "
 "attack them from sea!"
 msgstr ""
 "Haha! Ons plan verloop goed. Ons omsingel hulle op die land terwyl ons "
@@ -193,9 +194,10 @@
 "agter ons. Ons moet nou gaan."
 
 #: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:292
+#, fuzzy
 msgid ""
-"But where is the rest of the council? We haven't made such a long journey to "
-"flee!"
+"But where is the rest of the council? We haven't made such a long journey "
+"just to flee!"
 msgstr ""
 "Maar waar is die res van die raad? Ons het nie so vêr gereis net om weg te "
 "hardloop nie!"
@@ -511,7 +513,8 @@
 "het 'n massiewe weermag opgebou wat oppad is."
 
 #: data/scenarios/Son_Of_The_Black_Eye/End_Of_Peace.cfg:146
-msgid "What should be do, chief?"
+#, fuzzy
+msgid "What should we do, chief?"
 msgstr "Wat moet ons doen, leier?"
 
 #: data/scenarios/Son_Of_The_Black_Eye/End_Of_Peace.cfg:150
Index: wesnoth/po/wesnoth-sotbe/bg.po
diff -u wesnoth/po/wesnoth-sotbe/bg.po:1.24 wesnoth/po/wesnoth-sotbe/bg.po:1.25
--- wesnoth/po/wesnoth-sotbe/bg.po:1.24 Mon Apr 18 07:29:07 2005
+++ wesnoth/po/wesnoth-sotbe/bg.po      Mon Apr 18 16:16:37 2005
@@ -2,7 +2,7 @@
 msgstr ""
 "Project-Id-Version: Battle for Wesnoth 0.8.8-CVS\n"
 "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n";
-"POT-Creation-Date: 2005-04-18 09:24+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
 "PO-Revision-Date: 2004-12-05 00:49+0100\n"
 "Last-Translator: Automatically generated\n"
 "Language-Team: none\n"
@@ -15,11 +15,11 @@
 msgstr ""
 
 #: data/campaigns/Son_Of_The_Black_Eye.cfg:9
-msgid "Grunt"
+msgid "(easiest)"
 msgstr ""
 
 #: data/campaigns/Son_Of_The_Black_Eye.cfg:9
-msgid "(easiest)"
+msgid "Grunt"
 msgstr ""
 
 #: data/campaigns/Son_Of_The_Black_Eye.cfg:10
@@ -27,11 +27,11 @@
 msgstr ""
 
 #: data/campaigns/Son_Of_The_Black_Eye.cfg:11
-msgid "Warlord"
+msgid "(hardest)"
 msgstr ""
 
 #: data/campaigns/Son_Of_The_Black_Eye.cfg:11
-msgid "(hardest)"
+msgid "Warlord"
 msgstr ""
 
 #: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:7
@@ -142,7 +142,7 @@
 
 #: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:185
 msgid ""
-"Haha! Our plan is going well, let surround them on land while our allies "
+"Haha! Our plan is going well, let's surround them on land while our allies "
 "attack them from sea!"
 msgstr ""
 
@@ -177,8 +177,8 @@
 
 #: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:292
 msgid ""
-"But where is the rest of the council? We haven't made such a long journey to "
-"flee!"
+"But where is the rest of the council? We haven't made such a long journey "
+"just to flee!"
 msgstr ""
 
 #: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:296
@@ -439,7 +439,7 @@
 msgstr ""
 
 #: data/scenarios/Son_Of_The_Black_Eye/End_Of_Peace.cfg:146
-msgid "What should be do, chief?"
+msgid "What should we do, chief?"
 msgstr ""
 
 #: data/scenarios/Son_Of_The_Black_Eye/End_Of_Peace.cfg:150
Index: wesnoth/po/wesnoth-sotbe/ca.po
diff -u wesnoth/po/wesnoth-sotbe/ca.po:1.37 wesnoth/po/wesnoth-sotbe/ca.po:1.38
--- wesnoth/po/wesnoth-sotbe/ca.po:1.37 Mon Apr 18 15:08:06 2005
+++ wesnoth/po/wesnoth-sotbe/ca.po      Mon Apr 18 16:16:37 2005
@@ -8,7 +8,7 @@
 msgstr ""
 "Project-Id-Version: ca\n"
 "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n";
-"POT-Creation-Date: 2005-04-18 09:24+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
 "PO-Revision-Date: 2005-04-18 17:00+0200\n"
 "Last-Translator: Jordà Polo <address@hidden>\n"
 "Language-Team: Català <address@hidden>\n"
@@ -21,25 +21,25 @@
 msgstr "Fill de Ull Negre (capítol I)"
 
 #: data/campaigns/Son_Of_The_Black_Eye.cfg:9
-msgid "Grunt"
-msgstr "Recluta"
-
-#: data/campaigns/Son_Of_The_Black_Eye.cfg:9
 msgid "(easiest)"
 msgstr "(més fàcil)"
 
+#: data/campaigns/Son_Of_The_Black_Eye.cfg:9
+msgid "Grunt"
+msgstr "Recluta"
+
 #: data/campaigns/Son_Of_The_Black_Eye.cfg:10
 msgid "Warrior"
 msgstr "Guerrer"
 
 #: data/campaigns/Son_Of_The_Black_Eye.cfg:11
-msgid "Warlord"
-msgstr "Senyor de la guerra"
-
-#: data/campaigns/Son_Of_The_Black_Eye.cfg:11
 msgid "(hardest)"
 msgstr "(més difícil)"
 
+#: data/campaigns/Son_Of_The_Black_Eye.cfg:11
+msgid "Warlord"
+msgstr "Senyor de la guerra"
+
 #: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:7
 msgid "Black Flag"
 msgstr "La Bandera Negra"
@@ -142,7 +142,8 @@
 msgstr "Jo? Et demostraré que no soc un covard!"
 
 #: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:168
-msgid "It is not time for quarreling! I'm to contain them, go find 
reinforcements."
+msgid ""
+"It is not time for quarreling! I'm to contain them, go find reinforcements."
 msgstr "No és hora de barallar-se! Jo els contendré, aneu a cercar 
reforços."
 
 #: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:172
@@ -150,8 +151,9 @@
 msgstr "És una sàvia elecció. Bona sort, fill de l'Ull Negre."
 
 #: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:185
+#, fuzzy
 msgid ""
-"Haha! Our plan is going well, let surround them on land while our allies "
+"Haha! Our plan is going well, let's surround them on land while our allies "
 "attack them from sea!"
 msgstr ""
 "Haha! El nostre pla està anant bé, envoltem-los per terra mentre els 
nostres "
@@ -192,10 +194,12 @@
 "nostre, hem de partir."
 
 #: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:292
+#, fuzzy
 msgid ""
-"But where is the rest of the council? We haven't made such a long journey to "
-"flee!"
-msgstr "Però, on és la resta del consell? No hem fet un viatge tan llarg per 
fugir!"
+"But where is the rest of the council? We haven't made such a long journey "
+"just to flee!"
+msgstr ""
+"Però, on és la resta del consell? No hem fet un viatge tan llarg per fugir!"
 
 #: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:296
 msgid ""
@@ -266,7 +270,8 @@
 
 #: data/scenarios/Son_Of_The_Black_Eye/Clash_Of_Armies.cfg:222
 msgid "Prestim's walls are rock hard, they'll break clean off on them."
-msgstr "Les murades de Prestim són dures com la pedra, es faran pols contra 
elles."
+msgstr ""
+"Les murades de Prestim són dures com la pedra, es faran pols contra elles."
 
 #: data/scenarios/Son_Of_The_Black_Eye/Clash_Of_Armies.cfg:227
 msgid ""
@@ -276,8 +281,8 @@
 msgstr ""
 "No estic tan segur. Cada fortalesa té les seves debilitats. Les murades de "
 "Prestim es van construir sobre tres torres. Si alguna es destruïda, una "
-"bretxa podria permetre que els humans entressin a Prestim... no fa falta "
-"que digui que això seria la fi de tots nosaltres."
+"bretxa podria permetre que els humans entressin a Prestim... no fa falta que "
+"digui que això seria la fi de tots nosaltres."
 
 #: data/scenarios/Son_Of_The_Black_Eye/Clash_Of_Armies.cfg:232
 msgid ""
@@ -344,8 +349,10 @@
 msgstr "Ara són massa nombrosos, retirada!!"
 
 #: data/scenarios/Son_Of_The_Black_Eye/Clash_Of_Armies.cfg:417
-msgid "The Great Horde at last! I was beginning to think they would never 
come."
-msgstr "Per fi ha arribat la Gran Horda! Començava a pensar que no vindrien 
mai."
+msgid ""
+"The Great Horde at last! I was beginning to think they would never come."
+msgstr ""
+"Per fi ha arribat la Gran Horda! Començava a pensar que no vindrien mai."
 
 #: data/scenarios/Son_Of_The_Black_Eye/Clash_Of_Armies.cfg:422
 msgid ""
@@ -436,7 +443,8 @@
 "al mapa antes de que el sol estigui a dalt."
 
 #: data/scenarios/Son_Of_The_Black_Eye/Desert_Of_Death.cfg:152
-msgid "Stay alert! This oasis is known to be a den of outlaws and desert 
pillagers."
+msgid ""
+"Stay alert! This oasis is known to be a den of outlaws and desert pillagers."
 msgstr "Alerta! Se sap que aquest oasi és un cau de lladres i "
 
 #: data/scenarios/Son_Of_The_Black_Eye/Desert_Of_Death.cfg:177
@@ -467,7 +475,8 @@
 "dia. Matem-los a tots i retornem aquesta terra a la nostra gent!"
 
 #: data/scenarios/Son_Of_The_Black_Eye/End_Of_Peace.cfg:115
-msgid "We are attacked by these humans! Hurry up, we must defend our fathers' 
land!"
+msgid ""
+"We are attacked by these humans! Hurry up, we must defend our fathers' land!"
 msgstr ""
 "Ens ataquen els humans! Afanyem-nos, hem de defensar la terra dels nostres "
 "pares!"
@@ -495,7 +504,8 @@
 "Només hem vençut l'avantguarda i ara venen massivament."
 
 #: data/scenarios/Son_Of_The_Black_Eye/End_Of_Peace.cfg:146
-msgid "What should be do, chief?"
+#, fuzzy
+msgid "What should we do, chief?"
 msgstr "Que hauríem de fer, cap?"
 
 #: data/scenarios/Son_Of_The_Black_Eye/End_Of_Peace.cfg:150
@@ -687,7 +697,8 @@
 msgstr "De veritat? I que beuràs amb ella? Licor de menta?"
 
 #: data/scenarios/Son_Of_The_Black_Eye/Shan_Taum_The_Smug.cfg:144
-msgid "Exasperated, Kapou'e launched an attack on his fellow orc Shan Taum the 
Smug."
+msgid ""
+"Exasperated, Kapou'e launched an attack on his fellow orc Shan Taum the Smug."
 msgstr ""
 "Impacient, Kapou'e va llançar un atac sobre el seu company orc Shan Taum el "
 "Contrabandista."
@@ -906,7 +917,8 @@
 msgstr "..."
 
 #: data/scenarios/Son_Of_The_Black_Eye/The_Siege_Of_Barag_Gor.cfg:183
-msgid "Then, Kapou'e launched his desperate attack to stop the siege of Barag 
Gor."
+msgid ""
+"Then, Kapou'e launched his desperate attack to stop the siege of Barag Gor."
 msgstr ""
 "Llavors, Kapou'e llançà el seu atac desesperat per aturar el setge de Barag 
"
 "Gor."
@@ -999,7 +1011,8 @@
 
 #: data/scenarios/Son_Of_The_Black_Eye/The_Siege_Of_Barag_Gor.cfg:370
 msgid "Aha! Surprise! You thought you could cross elvish lands safely!"
-msgstr "Aha! Sorpresa! Pensaves que podrieu creuar les terres dels elfs sense 
perill!"
+msgstr ""
+"Aha! Sorpresa! Pensaves que podrieu creuar les terres dels elfs sense perill!"
 
 #: data/scenarios/Son_Of_The_Black_Eye/The_Siege_Of_Barag_Gor.cfg:391
 msgid "We've made it! Our journey is still long. Hurry up, my people!"
@@ -1010,8 +1023,10 @@
 msgstr "Estan destruint el nostre castell! Veniu a rescatar-me elfs!"
 
 #: data/scenarios/Son_Of_The_Black_Eye/The_Siege_Of_Barag_Gor.cfg:423
-msgid "At your service, Etheliel. Let push these evil creatures back to their 
quag!"
-msgstr "Al teu servei, Etheliel.  Empenyerem aquestes criatures malignes al 
seu cau."
+msgid ""
+"At your service, Etheliel. Let push these evil creatures back to their quag!"
+msgstr ""
+"Al teu servei, Etheliel.  Empenyerem aquestes criatures malignes al seu cau."
 
 #: data/scenarios/Son_Of_The_Black_Eye/To_The_Harbour_Of_Tirigaz.cfg:7
 msgid "To the harbour of Tirigaz"
@@ -1118,7 +1133,8 @@
 msgstr "Que fan aquests orcs aquí? Haurien d'estar massa cansats per viure."
 
 #: data/scenarios/Son_Of_The_Black_Eye/Towards_Mountains_of_Haag.cfg:134
-msgid "I've never pushed so far, we are crossing the border of the Black Eye 
lands."
+msgid ""
+"I've never pushed so far, we are crossing the border of the Black Eye lands."
 msgstr ""
 "Mai no he arribat tan enfora, estem creuant la frontera de les terres de "
 "l'Ull Negre."
@@ -1330,4 +1346,3 @@
 #: data/scenarios/Son_Of_The_Black_Eye/utils.cfg:192
 msgid "Pirate Galleon"
 msgstr "Gal·leó Pirata"
-
Index: wesnoth/po/wesnoth-sotbe/cs.po
diff -u wesnoth/po/wesnoth-sotbe/cs.po:1.29 wesnoth/po/wesnoth-sotbe/cs.po:1.30
--- wesnoth/po/wesnoth-sotbe/cs.po:1.29 Mon Apr 18 07:29:07 2005
+++ wesnoth/po/wesnoth-sotbe/cs.po      Mon Apr 18 16:16:37 2005
@@ -8,7 +8,7 @@
 msgstr ""
 "Project-Id-Version: Battle for Wesnoth 0.8.4-CVS\n"
 "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n";
-"POT-Creation-Date: 2005-04-18 09:24+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
 "PO-Revision-Date: 2004-09-13 12:28+0200\n"
 "Last-Translator: David Nečas <address@hidden>\n"
 "Language-Team: Czech\n"
@@ -23,11 +23,11 @@
 msgstr "Syn Černého oka (kapitola I)"
 
 #: data/campaigns/Son_Of_The_Black_Eye.cfg:9
-msgid "Grunt"
+msgid "(easiest)"
 msgstr ""
 
 #: data/campaigns/Son_Of_The_Black_Eye.cfg:9
-msgid "(easiest)"
+msgid "Grunt"
 msgstr ""
 
 #: data/campaigns/Son_Of_The_Black_Eye.cfg:10
@@ -35,11 +35,11 @@
 msgstr ""
 
 #: data/campaigns/Son_Of_The_Black_Eye.cfg:11
-msgid "Warlord"
+msgid "(hardest)"
 msgstr ""
 
 #: data/campaigns/Son_Of_The_Black_Eye.cfg:11
-msgid "(hardest)"
+msgid "Warlord"
 msgstr ""
 
 #: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:7
@@ -151,8 +151,9 @@
 msgstr "Moudrá volba, Černé oko. Lovu zdar."
 
 #: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:185
+#, fuzzy
 msgid ""
-"Haha! Our plan is going well, let surround them on land while our allies "
+"Haha! Our plan is going well, let's surround them on land while our allies "
 "attack them from sea!"
 msgstr ""
 "Haha! Náš plán se daří. Zbývá obklíčit je ze břehu, když už na 
ně útočí z "
@@ -193,9 +194,10 @@
 "další a další posily. Musíme pryč."
 
 #: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:292
+#, fuzzy
 msgid ""
-"But where is the rest of the council? We haven't made such a long journey to "
-"flee!"
+"But where is the rest of the council? We haven't made such a long journey "
+"just to flee!"
 msgstr ""
 "Ale kde jsou představitelé Velikého sněmu? Nešli jsme přece tak dlouhou 
"
 "cestu nadarmo?!"
@@ -517,7 +519,8 @@
 "byl jen předvoj mnohem větší armády. A ta teď míří sem."
 
 #: data/scenarios/Son_Of_The_Black_Eye/End_Of_Peace.cfg:146
-msgid "What should be do, chief?"
+#, fuzzy
+msgid "What should we do, chief?"
 msgstr "A co bude dál, veliteli?"
 
 #: data/scenarios/Son_Of_The_Black_Eye/End_Of_Peace.cfg:150
Index: wesnoth/po/wesnoth-sotbe/da.po
diff -u wesnoth/po/wesnoth-sotbe/da.po:1.30 wesnoth/po/wesnoth-sotbe/da.po:1.31
--- wesnoth/po/wesnoth-sotbe/da.po:1.30 Mon Apr 18 07:29:07 2005
+++ wesnoth/po/wesnoth-sotbe/da.po      Mon Apr 18 16:16:37 2005
@@ -8,7 +8,7 @@
 msgstr ""
 "Project-Id-Version: wesnoth-sotbe\n"
 "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n";
-"POT-Creation-Date: 2005-04-18 09:24+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
 "PO-Revision-Date: 2004-09-12 21:47+0200\n"
 "Last-Translator: Mathias Bundgaard Svensson <address@hidden>\n"
 "Language-Team:  <address@hidden>\n"
@@ -30,11 +30,11 @@
 msgstr "Søn af det Sorte Øje (kapitel I)"
 
 #: data/campaigns/Son_Of_The_Black_Eye.cfg:9
-msgid "Grunt"
+msgid "(easiest)"
 msgstr ""
 
 #: data/campaigns/Son_Of_The_Black_Eye.cfg:9
-msgid "(easiest)"
+msgid "Grunt"
 msgstr ""
 
 #: data/campaigns/Son_Of_The_Black_Eye.cfg:10
@@ -42,11 +42,11 @@
 msgstr ""
 
 #: data/campaigns/Son_Of_The_Black_Eye.cfg:11
-msgid "Warlord"
+msgid "(hardest)"
 msgstr ""
 
 #: data/campaigns/Son_Of_The_Black_Eye.cfg:11
-msgid "(hardest)"
+msgid "Warlord"
 msgstr ""
 
 #: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:7
@@ -162,8 +162,9 @@
 msgstr "Det er et visdomsfyldt valg. Held og lykke, søn af det Sorte Øje."
 
 #: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:185
+#, fuzzy
 msgid ""
-"Haha! Our plan is going well, let surround them on land while our allies "
+"Haha! Our plan is going well, let's surround them on land while our allies "
 "attack them from sea!"
 msgstr ""
 "Haha! Vores plan går godt, lad os omringe dem mens vores allierede angriber "
@@ -205,9 +206,10 @@
 "vi må væk."
 
 #: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:292
+#, fuzzy
 msgid ""
-"But where is the rest of the council? We haven't made such a long journey to "
-"flee!"
+"But where is the rest of the council? We haven't made such a long journey "
+"just to flee!"
 msgstr ""
 "Men hvor er resten af rådet? Vi har ikke foretaget så lang en rejse for at "
 "flygte!"
@@ -526,7 +528,8 @@
 "nok overvundet en fortrop, men de vil komme i massivt antal."
 
 #: data/scenarios/Son_Of_The_Black_Eye/End_Of_Peace.cfg:146
-msgid "What should be do, chief?"
+#, fuzzy
+msgid "What should we do, chief?"
 msgstr "Hvad skal vi gøre, chef?"
 
 #: data/scenarios/Son_Of_The_Black_Eye/End_Of_Peace.cfg:150
Index: wesnoth/po/wesnoth-sotbe/de.po
diff -u wesnoth/po/wesnoth-sotbe/de.po:1.41 wesnoth/po/wesnoth-sotbe/de.po:1.42
--- wesnoth/po/wesnoth-sotbe/de.po:1.41 Mon Apr 18 07:29:07 2005
+++ wesnoth/po/wesnoth-sotbe/de.po      Mon Apr 18 16:16:37 2005
@@ -15,7 +15,7 @@
 msgstr ""
 "Project-Id-Version: Battle for Wesnoth 0.9.0+CVS\n"
 "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n";
-"POT-Creation-Date: 2005-04-18 09:24+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
 "PO-Revision-Date: 2005-04-17 11:39+0100\n"
 "Last-Translator: Nils Kneuper <address@hidden>\n"
 "Language-Team: none\n"
@@ -30,25 +30,25 @@
 msgstr "Schwarzauges Sohn (Kapitel I)"
 
 #: data/campaigns/Son_Of_The_Black_Eye.cfg:9
-msgid "Grunt"
-msgstr "Grunzer"
-
-#: data/campaigns/Son_Of_The_Black_Eye.cfg:9
 msgid "(easiest)"
 msgstr "(einfach)"
 
+#: data/campaigns/Son_Of_The_Black_Eye.cfg:9
+msgid "Grunt"
+msgstr "Grunzer"
+
 #: data/campaigns/Son_Of_The_Black_Eye.cfg:10
 msgid "Warrior"
 msgstr "Krieger"
 
 #: data/campaigns/Son_Of_The_Black_Eye.cfg:11
-msgid "Warlord"
-msgstr "Kriegsherr"
-
-#: data/campaigns/Son_Of_The_Black_Eye.cfg:11
 msgid "(hardest)"
 msgstr "(schwierig)"
 
+#: data/campaigns/Son_Of_The_Black_Eye.cfg:11
+msgid "Warlord"
+msgstr "Kriegsherr"
+
 #: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:7
 msgid "Black Flag"
 msgstr "Schwarze Flagge"
@@ -164,8 +164,9 @@
 msgstr "Eine weise Entscheidung. Ich wünsche euch Glück, Kapou'e."
 
 #: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:185
+#, fuzzy
 msgid ""
-"Haha! Our plan is going well, let surround them on land while our allies "
+"Haha! Our plan is going well, let's surround them on land while our allies "
 "attack them from sea!"
 msgstr ""
 "Haha! Alles läuft nach Plan. Wir schneiden ihnen den Fluchtweg ab, während "
@@ -210,9 +211,10 @@
 "sich zu einem weiteren Angriff. Wir müssen fliehen."
 
 #: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:292
+#, fuzzy
 msgid ""
-"But where is the rest of the council? We haven't made such a long journey to "
-"flee!"
+"But where is the rest of the council? We haven't made such a long journey "
+"just to flee!"
 msgstr ""
 "Aber wo ist der Rest des Rates? Wir sind nicht so weit gereist, um jetzt "
 "schon wieder zu fliehen."
@@ -529,7 +531,8 @@
 "Scharen wiederkommen."
 
 #: data/scenarios/Son_Of_The_Black_Eye/End_Of_Peace.cfg:146
-msgid "What should be do, chief?"
+#, fuzzy
+msgid "What should we do, chief?"
 msgstr "Was sollen wir tun, Häuptling?"
 
 # edited by Ivanovic
Index: wesnoth/po/wesnoth-sotbe/el_GR.po
diff -u wesnoth/po/wesnoth-sotbe/el_GR.po:1.29 
wesnoth/po/wesnoth-sotbe/el_GR.po:1.30
--- wesnoth/po/wesnoth-sotbe/el_GR.po:1.29      Mon Apr 18 07:29:07 2005
+++ wesnoth/po/wesnoth-sotbe/el_GR.po   Mon Apr 18 16:16:37 2005
@@ -8,7 +8,7 @@
 msgstr ""
 "Project-Id-Version: Battle for Wesnoth 0.8.5-CVS\n"
 "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n";
-"POT-Creation-Date: 2005-04-18 09:24+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
 "PO-Revision-Date: 2004-10-03 14:34+0200\n"
 "Last-Translator: Automatically generated\n"
 "Language-Team: none\n"
@@ -22,11 +22,11 @@
 msgstr ""
 
 #: data/campaigns/Son_Of_The_Black_Eye.cfg:9
-msgid "Grunt"
+msgid "(easiest)"
 msgstr ""
 
 #: data/campaigns/Son_Of_The_Black_Eye.cfg:9
-msgid "(easiest)"
+msgid "Grunt"
 msgstr ""
 
 #: data/campaigns/Son_Of_The_Black_Eye.cfg:10
@@ -34,11 +34,11 @@
 msgstr ""
 
 #: data/campaigns/Son_Of_The_Black_Eye.cfg:11
-msgid "Warlord"
+msgid "(hardest)"
 msgstr ""
 
 #: data/campaigns/Son_Of_The_Black_Eye.cfg:11
-msgid "(hardest)"
+msgid "Warlord"
 msgstr ""
 
 #: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:7
@@ -149,7 +149,7 @@
 
 #: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:185
 msgid ""
-"Haha! Our plan is going well, let surround them on land while our allies "
+"Haha! Our plan is going well, let's surround them on land while our allies "
 "attack them from sea!"
 msgstr ""
 
@@ -184,8 +184,8 @@
 
 #: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:292
 msgid ""
-"But where is the rest of the council? We haven't made such a long journey to "
-"flee!"
+"But where is the rest of the council? We haven't made such a long journey "
+"just to flee!"
 msgstr ""
 
 #: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:296
@@ -446,7 +446,7 @@
 msgstr ""
 
 #: data/scenarios/Son_Of_The_Black_Eye/End_Of_Peace.cfg:146
-msgid "What should be do, chief?"
+msgid "What should we do, chief?"
 msgstr ""
 
 #: data/scenarios/Son_Of_The_Black_Eye/End_Of_Peace.cfg:150
Index: wesnoth/po/wesnoth-sotbe/en_GB.po
diff -u wesnoth/po/wesnoth-sotbe/en_GB.po:1.20 
wesnoth/po/wesnoth-sotbe/en_GB.po:1.21
--- wesnoth/po/wesnoth-sotbe/en_GB.po:1.20      Mon Apr 18 07:29:07 2005
+++ wesnoth/po/wesnoth-sotbe/en_GB.po   Mon Apr 18 16:16:37 2005
@@ -2,7 +2,7 @@
 msgstr ""
 "Project-Id-Version: Battle for Wesnoth 0.8.11+cvs\n"
 "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n";
-"POT-Creation-Date: 2005-04-18 09:24+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
 "PO-Revision-Date: 2005-04-18 00:54+0200\n"
 "Last-Translator: ott <address@hidden>\n"
 "Language-Team: en_GB\n"
@@ -16,25 +16,25 @@
 msgstr "Son of the Black Eye (chapter I)"
 
 #: data/campaigns/Son_Of_The_Black_Eye.cfg:9
-msgid "Grunt"
-msgstr "Grunt"
-
-#: data/campaigns/Son_Of_The_Black_Eye.cfg:9
 msgid "(easiest)"
 msgstr "(easiest)"
 
+#: data/campaigns/Son_Of_The_Black_Eye.cfg:9
+msgid "Grunt"
+msgstr "Grunt"
+
 #: data/campaigns/Son_Of_The_Black_Eye.cfg:10
 msgid "Warrior"
 msgstr "Warrior"
 
 #: data/campaigns/Son_Of_The_Black_Eye.cfg:11
-msgid "Warlord"
-msgstr "Warlord"
-
-#: data/campaigns/Son_Of_The_Black_Eye.cfg:11
 msgid "(hardest)"
 msgstr "(hardest)"
 
+#: data/campaigns/Son_Of_The_Black_Eye.cfg:11
+msgid "Warlord"
+msgstr "Warlord"
+
 #: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:7
 msgid "Black Flag"
 msgstr "Black Flag"
@@ -147,8 +147,9 @@
 msgstr "This is a wise choice.  Good luck, son of the Black Eye."
 
 #: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:185
+#, fuzzy
 msgid ""
-"Haha! Our plan is going well, let surround them on land while our allies "
+"Haha! Our plan is going well, let's surround them on land while our allies "
 "attack them from sea!"
 msgstr ""
 "Haha!  Our plan is going well, let us surround them on land while our allies "
@@ -189,9 +190,10 @@
 "must leave."
 
 #: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:292
+#, fuzzy
 msgid ""
-"But where is the rest of the council? We haven't made such a long journey to "
-"flee!"
+"But where is the rest of the council? We haven't made such a long journey "
+"just to flee!"
 msgstr ""
 "But where is the rest of the council?  We haven't made such a long journey "
 "to flee!"
@@ -496,7 +498,8 @@
 "army.  We have just defeated a vanguard, they will soon overwhelm us."
 
 #: data/scenarios/Son_Of_The_Black_Eye/End_Of_Peace.cfg:146
-msgid "What should be do, chief?"
+#, fuzzy
+msgid "What should we do, chief?"
 msgstr "What should we do, chief?"
 
 #: data/scenarios/Son_Of_The_Black_Eye/End_Of_Peace.cfg:150
Index: wesnoth/po/wesnoth-sotbe/es.po
diff -u wesnoth/po/wesnoth-sotbe/es.po:1.36 wesnoth/po/wesnoth-sotbe/es.po:1.37
--- wesnoth/po/wesnoth-sotbe/es.po:1.36 Mon Apr 18 07:29:07 2005
+++ wesnoth/po/wesnoth-sotbe/es.po      Mon Apr 18 16:16:37 2005
@@ -7,7 +7,7 @@
 msgstr ""
 "Project-Id-Version: Battle for Wesnoth 0.8.11+CVS\n"
 "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n";
-"POT-Creation-Date: 2005-04-18 09:24+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
 "PO-Revision-Date: 2005-03-21 01:40+0100\n"
 "Last-Translator: David Martínez Moreno <address@hidden>\n"
 "Language-Team: David Martínez Moreno <address@hidden>\n"
@@ -21,25 +21,25 @@
 msgstr "El hijo de Ojonegro (capítulo I)"
 
 #: data/campaigns/Son_Of_The_Black_Eye.cfg:9
-msgid "Grunt"
-msgstr "Campesino"
-
-#: data/campaigns/Son_Of_The_Black_Eye.cfg:9
 msgid "(easiest)"
 msgstr "(fácil)"
 
+#: data/campaigns/Son_Of_The_Black_Eye.cfg:9
+msgid "Grunt"
+msgstr "Campesino"
+
 #: data/campaigns/Son_Of_The_Black_Eye.cfg:10
 msgid "Warrior"
 msgstr "Guerrero"
 
 #: data/campaigns/Son_Of_The_Black_Eye.cfg:11
-msgid "Warlord"
-msgstr "Señor de la guerra"
-
-#: data/campaigns/Son_Of_The_Black_Eye.cfg:11
 msgid "(hardest)"
 msgstr "(difícil)"
 
+#: data/campaigns/Son_Of_The_Black_Eye.cfg:11
+msgid "Warlord"
+msgstr "Señor de la guerra"
+
 #: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:7
 msgid "Black Flag"
 msgstr "La bandera negra"
@@ -152,8 +152,9 @@
 msgstr "Es una sabia decisión. Buena suerte, hijo de Ojonegro."
 
 #: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:185
+#, fuzzy
 msgid ""
-"Haha! Our plan is going well, let surround them on land while our allies "
+"Haha! Our plan is going well, let's surround them on land while our allies "
 "attack them from sea!"
 msgstr ""
 "¡Jaja! Nuestro plan está funcionando, ¡rodeémoslos en tierra mientras "
@@ -195,9 +196,10 @@
 "así que debemos irnos."
 
 #: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:292
+#, fuzzy
 msgid ""
-"But where is the rest of the council? We haven't made such a long journey to "
-"flee!"
+"But where is the rest of the council? We haven't made such a long journey "
+"just to flee!"
 msgstr ""
 "¿Pero dónde está el resto del consejo? ¡No hemos hecho un viaje tan largo 
"
 "sólo para salir huyendo!"
@@ -516,7 +518,8 @@
 "gran ejército. Esto no es más que una vanguardia, hay muchos más en 
camino."
 
 #: data/scenarios/Son_Of_The_Black_Eye/End_Of_Peace.cfg:146
-msgid "What should be do, chief?"
+#, fuzzy
+msgid "What should we do, chief?"
 msgstr "¿Qué hacemos, jefe?"
 
 #: data/scenarios/Son_Of_The_Black_Eye/End_Of_Peace.cfg:150
Index: wesnoth/po/wesnoth-sotbe/et.po
diff -u wesnoth/po/wesnoth-sotbe/et.po:1.16 wesnoth/po/wesnoth-sotbe/et.po:1.17
--- wesnoth/po/wesnoth-sotbe/et.po:1.16 Mon Apr 18 07:29:07 2005
+++ wesnoth/po/wesnoth-sotbe/et.po      Mon Apr 18 16:16:37 2005
@@ -2,7 +2,7 @@
 msgstr ""
 "Project-Id-Version: Battle for Wesnoth 0.8.8-CVS\n"
 "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n";
-"POT-Creation-Date: 2005-04-18 09:24+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
 "PO-Revision-Date: 2005-03-24 16:40+0300\n"
 "Last-Translator: Mart Tõnso <address@hidden>\n"
 "Language-Team: none\n"
@@ -16,25 +16,25 @@
 msgstr "Mustsilma poeg (esimene peatükk)"
 
 #: data/campaigns/Son_Of_The_Black_Eye.cfg:9
-msgid "Grunt"
-msgstr "Mäekollide lihtsõdur"
-
-#: data/campaigns/Son_Of_The_Black_Eye.cfg:9
 msgid "(easiest)"
 msgstr "(lihtsaim)"
 
+#: data/campaigns/Son_Of_The_Black_Eye.cfg:9
+msgid "Grunt"
+msgstr "Mäekollide lihtsõdur"
+
 #: data/campaigns/Son_Of_The_Black_Eye.cfg:10
 msgid "Warrior"
 msgstr "Sõdalane"
 
 #: data/campaigns/Son_Of_The_Black_Eye.cfg:11
-msgid "Warlord"
-msgstr "Sõjapealik"
-
-#: data/campaigns/Son_Of_The_Black_Eye.cfg:11
 msgid "(hardest)"
 msgstr "(raskeim)"
 
+#: data/campaigns/Son_Of_The_Black_Eye.cfg:11
+msgid "Warlord"
+msgstr "Sõjapealik"
+
 #: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:7
 msgid "Black Flag"
 msgstr "Must lipp"
@@ -147,7 +147,7 @@
 
 #: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:185
 msgid ""
-"Haha! Our plan is going well, let surround them on land while our allies "
+"Haha! Our plan is going well, let's surround them on land while our allies "
 "attack them from sea!"
 msgstr ""
 
@@ -182,8 +182,8 @@
 
 #: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:292
 msgid ""
-"But where is the rest of the council? We haven't made such a long journey to "
-"flee!"
+"But where is the rest of the council? We haven't made such a long journey "
+"just to flee!"
 msgstr ""
 
 #: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:296
@@ -469,7 +469,8 @@
 msgstr ""
 
 #: data/scenarios/Son_Of_The_Black_Eye/End_Of_Peace.cfg:146
-msgid "What should be do, chief?"
+#, fuzzy
+msgid "What should we do, chief?"
 msgstr "Pealik, mida me tegema peaks?"
 
 #: data/scenarios/Son_Of_The_Black_Eye/End_Of_Peace.cfg:150
Index: wesnoth/po/wesnoth-sotbe/eu.po
diff -u wesnoth/po/wesnoth-sotbe/eu.po:1.29 wesnoth/po/wesnoth-sotbe/eu.po:1.30
--- wesnoth/po/wesnoth-sotbe/eu.po:1.29 Mon Apr 18 07:29:07 2005
+++ wesnoth/po/wesnoth-sotbe/eu.po      Mon Apr 18 16:16:38 2005
@@ -9,7 +9,7 @@
 msgstr ""
 "Project-Id-Version: Battle for Wesnoth 0.8.4-CVS\n"
 "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n";
-"POT-Creation-Date: 2005-04-18 09:24+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
 "PO-Revision-Date: 2004-09-02 21:57+0200\n"
 "Last-Translator:  Alfredo Beaumont Sainz <address@hidden>\n"
 "Language-Team: Basque\n"
@@ -22,11 +22,11 @@
 msgstr "Begi Beltzaren semea (I. kapitulua)"
 
 #: data/campaigns/Son_Of_The_Black_Eye.cfg:9
-msgid "Grunt"
+msgid "(easiest)"
 msgstr ""
 
 #: data/campaigns/Son_Of_The_Black_Eye.cfg:9
-msgid "(easiest)"
+msgid "Grunt"
 msgstr ""
 
 #: data/campaigns/Son_Of_The_Black_Eye.cfg:10
@@ -34,11 +34,11 @@
 msgstr ""
 
 #: data/campaigns/Son_Of_The_Black_Eye.cfg:11
-msgid "Warlord"
+msgid "(hardest)"
 msgstr ""
 
 #: data/campaigns/Son_Of_The_Black_Eye.cfg:11
-msgid "(hardest)"
+msgid "Warlord"
 msgstr ""
 
 #: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:7
@@ -149,7 +149,7 @@
 
 #: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:185
 msgid ""
-"Haha! Our plan is going well, let surround them on land while our allies "
+"Haha! Our plan is going well, let's surround them on land while our allies "
 "attack them from sea!"
 msgstr ""
 
@@ -184,8 +184,8 @@
 
 #: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:292
 msgid ""
-"But where is the rest of the council? We haven't made such a long journey to "
-"flee!"
+"But where is the rest of the council? We haven't made such a long journey "
+"just to flee!"
 msgstr ""
 
 #: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:296
@@ -446,7 +446,7 @@
 msgstr ""
 
 #: data/scenarios/Son_Of_The_Black_Eye/End_Of_Peace.cfg:146
-msgid "What should be do, chief?"
+msgid "What should we do, chief?"
 msgstr ""
 
 #: data/scenarios/Son_Of_The_Black_Eye/End_Of_Peace.cfg:150
Index: wesnoth/po/wesnoth-sotbe/fi.po
diff -u wesnoth/po/wesnoth-sotbe/fi.po:1.29 wesnoth/po/wesnoth-sotbe/fi.po:1.30
--- wesnoth/po/wesnoth-sotbe/fi.po:1.29 Mon Apr 18 07:29:07 2005
+++ wesnoth/po/wesnoth-sotbe/fi.po      Mon Apr 18 16:16:38 2005
@@ -8,7 +8,7 @@
 msgstr ""
 "Project-Id-Version: Battle for Wesnoth 0.8.2-CVS\n"
 "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n";
-"POT-Creation-Date: 2005-04-18 09:24+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
 "PO-Revision-Date: 2004-08-08 15:00+0200\n"
 "Last-Translator: Pasi Kallinen <address@hidden>\n"
 "Language-Team: none\n"
@@ -21,11 +21,11 @@
 msgstr ""
 
 #: data/campaigns/Son_Of_The_Black_Eye.cfg:9
-msgid "Grunt"
+msgid "(easiest)"
 msgstr ""
 
 #: data/campaigns/Son_Of_The_Black_Eye.cfg:9
-msgid "(easiest)"
+msgid "Grunt"
 msgstr ""
 
 #: data/campaigns/Son_Of_The_Black_Eye.cfg:10
@@ -33,11 +33,11 @@
 msgstr ""
 
 #: data/campaigns/Son_Of_The_Black_Eye.cfg:11
-msgid "Warlord"
+msgid "(hardest)"
 msgstr ""
 
 #: data/campaigns/Son_Of_The_Black_Eye.cfg:11
-msgid "(hardest)"
+msgid "Warlord"
 msgstr ""
 
 #: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:7
@@ -148,7 +148,7 @@
 
 #: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:185
 msgid ""
-"Haha! Our plan is going well, let surround them on land while our allies "
+"Haha! Our plan is going well, let's surround them on land while our allies "
 "attack them from sea!"
 msgstr ""
 
@@ -183,8 +183,8 @@
 
 #: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:292
 msgid ""
-"But where is the rest of the council? We haven't made such a long journey to "
-"flee!"
+"But where is the rest of the council? We haven't made such a long journey "
+"just to flee!"
 msgstr ""
 
 #: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:296
@@ -445,7 +445,7 @@
 msgstr ""
 
 #: data/scenarios/Son_Of_The_Black_Eye/End_Of_Peace.cfg:146
-msgid "What should be do, chief?"
+msgid "What should we do, chief?"
 msgstr ""
 
 #: data/scenarios/Son_Of_The_Black_Eye/End_Of_Peace.cfg:150
Index: wesnoth/po/wesnoth-sotbe/fr.po
diff -u wesnoth/po/wesnoth-sotbe/fr.po:1.38 wesnoth/po/wesnoth-sotbe/fr.po:1.39
--- wesnoth/po/wesnoth-sotbe/fr.po:1.38 Mon Apr 18 07:29:07 2005
+++ wesnoth/po/wesnoth-sotbe/fr.po      Mon Apr 18 16:16:38 2005
@@ -11,7 +11,7 @@
 msgstr ""
 "Project-Id-Version: Battle for Wesnoth 0.7.11-CVS\n"
 "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n";
-"POT-Creation-Date: 2005-04-18 09:24+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
 "PO-Revision-Date: 2005-04-11 11:55+0100\n"
 "Last-Translator: Guillaume MASSART <address@hidden>\n"
 "Language-Team: Language fr\n"
@@ -25,25 +25,25 @@
 msgstr "Le Fils De l'Œil Noir (chapitre I)"
 
 #: data/campaigns/Son_Of_The_Black_Eye.cfg:9
-msgid "Grunt"
-msgstr "Grognard"
-
-#: data/campaigns/Son_Of_The_Black_Eye.cfg:9
 msgid "(easiest)"
 msgstr "(facile)"
 
+#: data/campaigns/Son_Of_The_Black_Eye.cfg:9
+msgid "Grunt"
+msgstr "Grognard"
+
 #: data/campaigns/Son_Of_The_Black_Eye.cfg:10
 msgid "Warrior"
 msgstr "Guerrier"
 
 #: data/campaigns/Son_Of_The_Black_Eye.cfg:11
-msgid "Warlord"
-msgstr "Seigneur de guerre"
-
-#: data/campaigns/Son_Of_The_Black_Eye.cfg:11
 msgid "(hardest)"
 msgstr "(difficile)"
 
+#: data/campaigns/Son_Of_The_Black_Eye.cfg:11
+msgid "Warlord"
+msgstr "Seigneur de guerre"
+
 # #-#-#-#-#  wesnoth-sotbe.po (wesnoth-sotbe)  #-#-#-#-#
 # Note aux relecteurs :
 # * Grüü est un troll -> ne s'exprime pas très bien
@@ -166,8 +166,9 @@
 msgstr "Ce choix est sage. Bonne chance, fils de l'Œil Noir."
 
 #: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:185
+#, fuzzy
 msgid ""
-"Haha! Our plan is going well, let surround them on land while our allies "
+"Haha! Our plan is going well, let's surround them on land while our allies "
 "attack them from sea!"
 msgstr ""
 "Haha ! Notre plan se déroule à la perfection, encerclons-les sur terre "
@@ -210,9 +211,10 @@
 "se regroupent sur nos arrières, nous devons partir. "
 
 #: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:292
+#, fuzzy
 msgid ""
-"But where is the rest of the council? We haven't made such a long journey to "
-"flee!"
+"But where is the rest of the council? We haven't made such a long journey "
+"just to flee!"
 msgstr ""
 "Mais où est le reste du conseil ? Nous n'avons pas fait un si long voyage "
 "pour fuir !"
@@ -535,7 +537,8 @@
 "massivement."
 
 #: data/scenarios/Son_Of_The_Black_Eye/End_Of_Peace.cfg:146
-msgid "What should be do, chief?"
+#, fuzzy
+msgid "What should we do, chief?"
 msgstr "Que f'sons nous, chef ?"
 
 #: data/scenarios/Son_Of_The_Black_Eye/End_Of_Peace.cfg:150
Index: wesnoth/po/wesnoth-sotbe/hu.po
diff -u wesnoth/po/wesnoth-sotbe/hu.po:1.31 wesnoth/po/wesnoth-sotbe/hu.po:1.32
--- wesnoth/po/wesnoth-sotbe/hu.po:1.31 Mon Apr 18 07:29:07 2005
+++ wesnoth/po/wesnoth-sotbe/hu.po      Mon Apr 18 16:16:38 2005
@@ -8,7 +8,7 @@
 msgstr ""
 "Project-Id-Version: wesnoth-sotbe\n"
 "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n";
-"POT-Creation-Date: 2005-04-18 09:24+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
 "PO-Revision-Date: 2005-04-11 14:02+0200\n"
 "Last-Translator: Széll Tamás <address@hidden>\n"
 "Language-Team: Hungarian <address@hidden>\n"
@@ -22,25 +22,25 @@
 msgstr "A Sötét Szem fia (I. rész) (angol)"
 
 #: data/campaigns/Son_Of_The_Black_Eye.cfg:9
-msgid "Grunt"
-msgstr "Közkatona"
-
-#: data/campaigns/Son_Of_The_Black_Eye.cfg:9
 msgid "(easiest)"
 msgstr "(legkönnyebb)"
 
+#: data/campaigns/Son_Of_The_Black_Eye.cfg:9
+msgid "Grunt"
+msgstr "Közkatona"
+
 #: data/campaigns/Son_Of_The_Black_Eye.cfg:10
 msgid "Warrior"
 msgstr "Harcos"
 
 #: data/campaigns/Son_Of_The_Black_Eye.cfg:11
-msgid "Warlord"
-msgstr "Hadúr"
-
-#: data/campaigns/Son_Of_The_Black_Eye.cfg:11
 msgid "(hardest)"
 msgstr "(legnehezebb)"
 
+#: data/campaigns/Son_Of_The_Black_Eye.cfg:11
+msgid "Warlord"
+msgstr "Hadúr"
+
 #: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:7
 msgid "Black Flag"
 msgstr "A fekete lobogó"
@@ -150,8 +150,9 @@
 msgstr "Ez egy bölcs döntés. Sok szerencsét, Sötét Szem fia."
 
 #: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:185
+#, fuzzy
 msgid ""
-"Haha! Our plan is going well, let surround them on land while our allies "
+"Haha! Our plan is going well, let's surround them on land while our allies "
 "attack them from sea!"
 msgstr ""
 "Haha! Jól halad a tervünk, kerítsük be őket a szárazföldön, amíg a "
@@ -189,9 +190,10 @@
 "nyomunkban, tovább kell állnunk."
 
 #: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:292
+#, fuzzy
 msgid ""
-"But where is the rest of the council? We haven't made such a long journey to "
-"flee!"
+"But where is the rest of the council? We haven't made such a long journey "
+"just to flee!"
 msgstr ""
 "De hol van a tanács többi tagja? Még nem tettünk meg akkora utat hogy "
 "visszafordulhatnánk!"
@@ -478,7 +480,8 @@
 "előhad volt, tömegek jönnek még."
 
 #: data/scenarios/Son_Of_The_Black_Eye/End_Of_Peace.cfg:146
-msgid "What should be do, chief?"
+#, fuzzy
+msgid "What should we do, chief?"
 msgstr "Mit tegyünk, főnök?"
 
 #: data/scenarios/Son_Of_The_Black_Eye/End_Of_Peace.cfg:150
Index: wesnoth/po/wesnoth-sotbe/it.po
diff -u wesnoth/po/wesnoth-sotbe/it.po:1.38 wesnoth/po/wesnoth-sotbe/it.po:1.39
--- wesnoth/po/wesnoth-sotbe/it.po:1.38 Mon Apr 18 07:29:08 2005
+++ wesnoth/po/wesnoth-sotbe/it.po      Mon Apr 18 16:16:38 2005
@@ -2,7 +2,7 @@
 msgstr ""
 "Project-Id-Version: Battle for Wesnoth 0.8.11-CVS\n"
 "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n";
-"POT-Creation-Date: 2005-04-18 09:24+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
 "PO-Revision-Date: 2005-04-14 00:49+0100\n"
 "Last-Translator: americo iacovizzi <address@hidden>\n"
 "Language-Team: none\n"
@@ -15,25 +15,25 @@
 msgstr "Il Figlio di Black Eye (capitolo I)"
 
 #: data/campaigns/Son_Of_The_Black_Eye.cfg:9
-msgid "Grunt"
-msgstr "Recluta"
-
-#: data/campaigns/Son_Of_The_Black_Eye.cfg:9
 msgid "(easiest)"
 msgstr "(Facile)"
 
+#: data/campaigns/Son_Of_The_Black_Eye.cfg:9
+msgid "Grunt"
+msgstr "Recluta"
+
 #: data/campaigns/Son_Of_The_Black_Eye.cfg:10
 msgid "Warrior"
 msgstr "Guerriero"
 
 #: data/campaigns/Son_Of_The_Black_Eye.cfg:11
-msgid "Warlord"
-msgstr "Signore della Guerra"
-
-#: data/campaigns/Son_Of_The_Black_Eye.cfg:11
 msgid "(hardest)"
 msgstr "(Difficile)"
 
+#: data/campaigns/Son_Of_The_Black_Eye.cfg:11
+msgid "Warlord"
+msgstr "Signore della Guerra"
+
 #: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:7
 msgid "Black Flag"
 msgstr "Bandiera Nera"
@@ -147,8 +147,9 @@
 msgstr "Questa è una saggia scelta. Buona fortuna figlio di Black Eye."
 
 #: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:185
+#, fuzzy
 msgid ""
-"Haha! Our plan is going well, let surround them on land while our allies "
+"Haha! Our plan is going well, let's surround them on land while our allies "
 "attack them from sea!"
 msgstr ""
 "Haha! Il nostro piano funziona, circondiamoli via terra mentre i nostri "
@@ -191,9 +192,10 @@
 "dietro di noi, dobbiamo andare via."
 
 #: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:292
+#, fuzzy
 msgid ""
-"But where is the rest of the council? We haven't made such a long journey to "
-"flee!"
+"But where is the rest of the council? We haven't made such a long journey "
+"just to flee!"
 msgstr ""
 "Ma dov'è il resto del concilio? Non abbiamo viaggiato così a lungo per "
 "fuggire!"
@@ -509,7 +511,8 @@
 "esercito. Abbiamo sconfitto solo un'avanguardia, arriveranno più numerosi."
 
 #: data/scenarios/Son_Of_The_Black_Eye/End_Of_Peace.cfg:146
-msgid "What should be do, chief?"
+#, fuzzy
+msgid "What should we do, chief?"
 msgstr "Cosa dobbiamo fare, capo?"
 
 #: data/scenarios/Son_Of_The_Black_Eye/End_Of_Peace.cfg:150
Index: wesnoth/po/wesnoth-sotbe/ja.po
diff -u wesnoth/po/wesnoth-sotbe/ja.po:1.9 wesnoth/po/wesnoth-sotbe/ja.po:1.10
--- wesnoth/po/wesnoth-sotbe/ja.po:1.9  Mon Apr 18 07:29:08 2005
+++ wesnoth/po/wesnoth-sotbe/ja.po      Mon Apr 18 16:16:38 2005
@@ -2,7 +2,7 @@
 msgstr ""
 "Project-Id-Version: Battle for Wesnoth 0.8.8-CVS\n"
 "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n";
-"POT-Creation-Date: 2005-04-18 09:24+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
 "PO-Revision-Date: 2005-03-12 18:37+0100\n"
 "Last-Translator: Automatically generated\n"
 "Language-Team: none\n"
@@ -16,11 +16,11 @@
 msgstr ""
 
 #: data/campaigns/Son_Of_The_Black_Eye.cfg:9
-msgid "Grunt"
+msgid "(easiest)"
 msgstr ""
 
 #: data/campaigns/Son_Of_The_Black_Eye.cfg:9
-msgid "(easiest)"
+msgid "Grunt"
 msgstr ""
 
 #: data/campaigns/Son_Of_The_Black_Eye.cfg:10
@@ -28,11 +28,11 @@
 msgstr ""
 
 #: data/campaigns/Son_Of_The_Black_Eye.cfg:11
-msgid "Warlord"
+msgid "(hardest)"
 msgstr ""
 
 #: data/campaigns/Son_Of_The_Black_Eye.cfg:11
-msgid "(hardest)"
+msgid "Warlord"
 msgstr ""
 
 #: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:7
@@ -143,7 +143,7 @@
 
 #: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:185
 msgid ""
-"Haha! Our plan is going well, let surround them on land while our allies "
+"Haha! Our plan is going well, let's surround them on land while our allies "
 "attack them from sea!"
 msgstr ""
 
@@ -178,8 +178,8 @@
 
 #: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:292
 msgid ""
-"But where is the rest of the council? We haven't made such a long journey to "
-"flee!"
+"But where is the rest of the council? We haven't made such a long journey "
+"just to flee!"
 msgstr ""
 
 #: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:296
@@ -440,7 +440,7 @@
 msgstr ""
 
 #: data/scenarios/Son_Of_The_Black_Eye/End_Of_Peace.cfg:146
-msgid "What should be do, chief?"
+msgid "What should we do, chief?"
 msgstr ""
 
 #: data/scenarios/Son_Of_The_Black_Eye/End_Of_Peace.cfg:150
Index: wesnoth/po/wesnoth-sotbe/la.po
diff -u wesnoth/po/wesnoth-sotbe/la.po:1.20 wesnoth/po/wesnoth-sotbe/la.po:1.21
--- wesnoth/po/wesnoth-sotbe/la.po:1.20 Mon Apr 18 07:29:08 2005
+++ wesnoth/po/wesnoth-sotbe/la.po      Mon Apr 18 16:16:38 2005
@@ -2,7 +2,7 @@
 msgstr ""
 "Project-Id-Version: Battle for Wesnoth 0.8.8-CVS\n"
 "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n";
-"POT-Creation-Date: 2005-04-18 09:24+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
 "PO-Revision-Date: 2005-01-11 22:45+0100\n"
 "Last-Translator: Automatically generated\n"
 "Language-Team: none\n"
@@ -15,11 +15,11 @@
 msgstr ""
 
 #: data/campaigns/Son_Of_The_Black_Eye.cfg:9
-msgid "Grunt"
+msgid "(easiest)"
 msgstr ""
 
 #: data/campaigns/Son_Of_The_Black_Eye.cfg:9
-msgid "(easiest)"
+msgid "Grunt"
 msgstr ""
 
 #: data/campaigns/Son_Of_The_Black_Eye.cfg:10
@@ -27,11 +27,11 @@
 msgstr ""
 
 #: data/campaigns/Son_Of_The_Black_Eye.cfg:11
-msgid "Warlord"
+msgid "(hardest)"
 msgstr ""
 
 #: data/campaigns/Son_Of_The_Black_Eye.cfg:11
-msgid "(hardest)"
+msgid "Warlord"
 msgstr ""
 
 #: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:7
@@ -142,7 +142,7 @@
 
 #: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:185
 msgid ""
-"Haha! Our plan is going well, let surround them on land while our allies "
+"Haha! Our plan is going well, let's surround them on land while our allies "
 "attack them from sea!"
 msgstr ""
 
@@ -177,8 +177,8 @@
 
 #: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:292
 msgid ""
-"But where is the rest of the council? We haven't made such a long journey to "
-"flee!"
+"But where is the rest of the council? We haven't made such a long journey "
+"just to flee!"
 msgstr ""
 
 #: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:296
@@ -439,7 +439,7 @@
 msgstr ""
 
 #: data/scenarios/Son_Of_The_Black_Eye/End_Of_Peace.cfg:146
-msgid "What should be do, chief?"
+msgid "What should we do, chief?"
 msgstr ""
 
 #: data/scenarios/Son_Of_The_Black_Eye/End_Of_Peace.cfg:150
Index: wesnoth/po/wesnoth-sotbe/nl.po
diff -u wesnoth/po/wesnoth-sotbe/nl.po:1.34 wesnoth/po/wesnoth-sotbe/nl.po:1.35
--- wesnoth/po/wesnoth-sotbe/nl.po:1.34 Mon Apr 18 07:29:08 2005
+++ wesnoth/po/wesnoth-sotbe/nl.po      Mon Apr 18 16:16:38 2005
@@ -7,7 +7,7 @@
 msgstr ""
 "Project-Id-Version: Battle for Wesnoth 0.8.11+CVS\n"
 "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n";
-"POT-Creation-Date: 2005-04-18 09:24+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
 "PO-Revision-Date: 2005-03-22 14:52+0200\n"
 "Last-Translator: Onne <address@hidden>\n"
 "Language-Team: Dutch <address@hidden>\n"
@@ -20,25 +20,25 @@
 msgstr "Zoon van het Zwarte Oog (hoofdstuk I)"
 
 #: data/campaigns/Son_Of_The_Black_Eye.cfg:9
-msgid "Grunt"
-msgstr "Grunt"
-
-#: data/campaigns/Son_Of_The_Black_Eye.cfg:9
 msgid "(easiest)"
 msgstr "(gemakkelijk)"
 
+#: data/campaigns/Son_Of_The_Black_Eye.cfg:9
+msgid "Grunt"
+msgstr "Grunt"
+
 #: data/campaigns/Son_Of_The_Black_Eye.cfg:10
 msgid "Warrior"
 msgstr "Strijder"
 
 #: data/campaigns/Son_Of_The_Black_Eye.cfg:11
-msgid "Warlord"
-msgstr "Krijgsheer"
-
-#: data/campaigns/Son_Of_The_Black_Eye.cfg:11
 msgid "(hardest)"
 msgstr "(moeilijk)"
 
+#: data/campaigns/Son_Of_The_Black_Eye.cfg:11
+msgid "Warlord"
+msgstr "Krijgsheer"
+
 #: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:7
 msgid "Black Flag"
 msgstr "De Zwarte Vlag"
@@ -152,8 +152,9 @@
 msgstr "Dit is een wijze keuze. Veel geluk, Zoon van het Zwarte Oog."
 
 #: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:185
+#, fuzzy
 msgid ""
-"Haha! Our plan is going well, let surround them on land while our allies "
+"Haha! Our plan is going well, let's surround them on land while our allies "
 "attack them from sea!"
 msgstr ""
 "Hahaha! Ons plan loopt gesmeerd, we omsingelen hen op het land en onze "
@@ -195,9 +196,10 @@
 "achterhoede, we moeten snel weg!"
 
 #: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:292
+#, fuzzy
 msgid ""
-"But where is the rest of the council? We haven't made such a long journey to "
-"flee!"
+"But where is the rest of the council? We haven't made such a long journey "
+"just to flee!"
 msgstr ""
 "Maar waar is de rest van de raad? We hebben deze lange reis niet gemaakt om "
 "te vluchten!"
@@ -513,7 +515,8 @@
 "samenbrengen. We hebben slechts de voorhoede verslagen, ze komen in massas!"
 
 #: data/scenarios/Son_Of_The_Black_Eye/End_Of_Peace.cfg:146
-msgid "What should be do, chief?"
+#, fuzzy
+msgid "What should we do, chief?"
 msgstr "Wat moeten we doen, baas?"
 
 #: data/scenarios/Son_Of_The_Black_Eye/End_Of_Peace.cfg:150
Index: wesnoth/po/wesnoth-sotbe/no.po
diff -u wesnoth/po/wesnoth-sotbe/no.po:1.29 wesnoth/po/wesnoth-sotbe/no.po:1.30
--- wesnoth/po/wesnoth-sotbe/no.po:1.29 Mon Apr 18 07:29:08 2005
+++ wesnoth/po/wesnoth-sotbe/no.po      Mon Apr 18 16:16:38 2005
@@ -7,7 +7,7 @@
 msgstr ""
 "Project-Id-Version: Battle for Wesnoth 0.8.2-CVS\n"
 "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n";
-"POT-Creation-Date: 2005-04-18 09:24+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
 "PO-Revision-Date: 2004-09-18 20:19+0100\n"
 "Last-Translator: Erik <address@hidden>\n"
 "Language-Team: none\n"
@@ -20,11 +20,11 @@
 msgstr "Sorte Øyes sønn (kapittel I)"
 
 #: data/campaigns/Son_Of_The_Black_Eye.cfg:9
-msgid "Grunt"
+msgid "(easiest)"
 msgstr ""
 
 #: data/campaigns/Son_Of_The_Black_Eye.cfg:9
-msgid "(easiest)"
+msgid "Grunt"
 msgstr ""
 
 #: data/campaigns/Son_Of_The_Black_Eye.cfg:10
@@ -32,11 +32,11 @@
 msgstr ""
 
 #: data/campaigns/Son_Of_The_Black_Eye.cfg:11
-msgid "Warlord"
+msgid "(hardest)"
 msgstr ""
 
 #: data/campaigns/Son_Of_The_Black_Eye.cfg:11
-msgid "(hardest)"
+msgid "Warlord"
 msgstr ""
 
 #: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:7
@@ -150,8 +150,9 @@
 msgstr "Et godt valg. Lykke til, du Sortøyes sønn."
 
 #: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:185
+#, fuzzy
 msgid ""
-"Haha! Our plan is going well, let surround them on land while our allies "
+"Haha! Our plan is going well, let's surround them on land while our allies "
 "attack them from sea!"
 msgstr ""
 "Haha! Planen vår virker, vi omringer dem på land mens våre allierte 
angriper "
@@ -192,9 +193,10 @@
 "vi må stikke."
 
 #: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:292
+#, fuzzy
 msgid ""
-"But where is the rest of the council? We haven't made such a long journey to "
-"flee!"
+"But where is the rest of the council? We haven't made such a long journey "
+"just to flee!"
 msgstr ""
 "Men hvor er resten av rådet? Vi kan ikke ha kommet så langt for å flykte!"
 
@@ -500,7 +502,8 @@
 "diger hær. Vi har bare slått en fortropp, de kommer i masser."
 
 #: data/scenarios/Son_Of_The_Black_Eye/End_Of_Peace.cfg:146
-msgid "What should be do, chief?"
+#, fuzzy
+msgid "What should we do, chief?"
 msgstr "Hva mener du vi bør gjøre?"
 
 #: data/scenarios/Son_Of_The_Black_Eye/End_Of_Peace.cfg:150
Index: wesnoth/po/wesnoth-sotbe/pl.po
diff -u wesnoth/po/wesnoth-sotbe/pl.po:1.31 wesnoth/po/wesnoth-sotbe/pl.po:1.32
--- wesnoth/po/wesnoth-sotbe/pl.po:1.31 Mon Apr 18 07:29:08 2005
+++ wesnoth/po/wesnoth-sotbe/pl.po      Mon Apr 18 16:16:38 2005
@@ -2,7 +2,7 @@
 msgstr ""
 "Project-Id-Version: Battle for Wesnoth 0.8.5-CVS\n"
 "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n";
-"POT-Creation-Date: 2005-04-18 09:24+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
 "PO-Revision-Date: 2005-04-16 16:34+0100\n"
 "Last-Translator: Karol 'grzywacz' Nowak <address@hidden>\n"
 "Language-Team: none\n"
@@ -17,25 +17,25 @@
 msgstr "Syn Czarnego Oka (rozdział I)"
 
 #: data/campaigns/Son_Of_The_Black_Eye.cfg:9
-msgid "Grunt"
-msgstr "Rębacz"
-
-#: data/campaigns/Son_Of_The_Black_Eye.cfg:9
 msgid "(easiest)"
 msgstr "(najłatwiejszy)"
 
+#: data/campaigns/Son_Of_The_Black_Eye.cfg:9
+msgid "Grunt"
+msgstr "Rębacz"
+
 #: data/campaigns/Son_Of_The_Black_Eye.cfg:10
 msgid "Warrior"
 msgstr "Wojownik"
 
 #: data/campaigns/Son_Of_The_Black_Eye.cfg:11
-msgid "Warlord"
-msgstr "Pan wojny"
-
-#: data/campaigns/Son_Of_The_Black_Eye.cfg:11
 msgid "(hardest)"
 msgstr "(najtrudniejszy)"
 
+#: data/campaigns/Son_Of_The_Black_Eye.cfg:11
+msgid "Warlord"
+msgstr "Pan wojny"
+
 #: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:7
 msgid "Black Flag"
 msgstr "Czarna Chorągiew"
@@ -147,8 +147,9 @@
 msgstr "To mądry wybór. Powodzenia, synu Czarnego Oka."
 
 #: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:185
+#, fuzzy
 msgid ""
-"Haha! Our plan is going well, let surround them on land while our allies "
+"Haha! Our plan is going well, let's surround them on land while our allies "
 "attack them from sea!"
 msgstr ""
 "Haha! Wszystko idzie zgodnie z planem, otoczmy ich na lądzie, a nasi "
@@ -189,9 +190,10 @@
 "tyłach, musimy się wycofać."
 
 #: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:292
+#, fuzzy
 msgid ""
-"But where is the rest of the council? We haven't made such a long journey to "
-"flee!"
+"But where is the rest of the council? We haven't made such a long journey "
+"just to flee!"
 msgstr ""
 "Ale gdzie jest reszta rady? Nie po to przebyliśmy tak długą drogę, by 
teraz "
 "uciekać!"
@@ -507,7 +509,8 @@
 "tylko straż przednią, nadchodzą w wielkich ilościach."
 
 #: data/scenarios/Son_Of_The_Black_Eye/End_Of_Peace.cfg:146
-msgid "What should be do, chief?"
+#, fuzzy
+msgid "What should we do, chief?"
 msgstr "Co powinno być zrobione, szefie?"
 
 #: data/scenarios/Son_Of_The_Black_Eye/End_Of_Peace.cfg:150
Index: wesnoth/po/wesnoth-sotbe/pt_BR.po
diff -u wesnoth/po/wesnoth-sotbe/pt_BR.po:1.31 
wesnoth/po/wesnoth-sotbe/pt_BR.po:1.32
--- wesnoth/po/wesnoth-sotbe/pt_BR.po:1.31      Mon Apr 18 07:29:08 2005
+++ wesnoth/po/wesnoth-sotbe/pt_BR.po   Mon Apr 18 16:16:38 2005
@@ -8,7 +8,7 @@
 msgstr ""
 "Project-Id-Version: Battle for Wesnoth 0.8.2-CVS\n"
 "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n";
-"POT-Creation-Date: 2005-04-18 09:24+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
 "PO-Revision-Date: 2004-11-01 17:30+0100\n"
 "Last-Translator: Automatically generated\n"
 "Language-Team: none\n"
@@ -21,11 +21,11 @@
 msgstr "Filho do Olho Negro (primeiro capítulo)"
 
 #: data/campaigns/Son_Of_The_Black_Eye.cfg:9
-msgid "Grunt"
+msgid "(easiest)"
 msgstr ""
 
 #: data/campaigns/Son_Of_The_Black_Eye.cfg:9
-msgid "(easiest)"
+msgid "Grunt"
 msgstr ""
 
 #: data/campaigns/Son_Of_The_Black_Eye.cfg:10
@@ -33,11 +33,11 @@
 msgstr ""
 
 #: data/campaigns/Son_Of_The_Black_Eye.cfg:11
-msgid "Warlord"
+msgid "(hardest)"
 msgstr ""
 
 #: data/campaigns/Son_Of_The_Black_Eye.cfg:11
-msgid "(hardest)"
+msgid "Warlord"
 msgstr ""
 
 #: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:7
@@ -151,8 +151,9 @@
 msgstr "É uma escolha sábia. Boa sorte, filho do Olho Negro."
 
 #: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:185
+#, fuzzy
 msgid ""
-"Haha! Our plan is going well, let surround them on land while our allies "
+"Haha! Our plan is going well, let's surround them on land while our allies "
 "attack them from sea!"
 msgstr ""
 "Haha! Nosso plano anda bem, vamos cercá-los por terra enquanto nossos "
@@ -194,9 +195,10 @@
 "de nós. Temos de sair."
 
 #: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:292
+#, fuzzy
 msgid ""
-"But where is the rest of the council? We haven't made such a long journey to "
-"flee!"
+"But where is the rest of the council? We haven't made such a long journey "
+"just to flee!"
 msgstr ""
 "Mas onde está o resto do conselho? Nós não fizemos uma viagem tão longa 
para "
 "fugir!"
@@ -517,7 +519,8 @@
 "gigantesco. Nós apenas derrotamos sua vanguarda, eles vão vir em massa."
 
 #: data/scenarios/Son_Of_The_Black_Eye/End_Of_Peace.cfg:146
-msgid "What should be do, chief?"
+#, fuzzy
+msgid "What should we do, chief?"
 msgstr "O que devemos fazer, chefe?"
 
 #: data/scenarios/Son_Of_The_Black_Eye/End_Of_Peace.cfg:150
Index: wesnoth/po/wesnoth-sotbe/ru.po
diff -u wesnoth/po/wesnoth-sotbe/ru.po:1.40 wesnoth/po/wesnoth-sotbe/ru.po:1.41
--- wesnoth/po/wesnoth-sotbe/ru.po:1.40 Mon Apr 18 07:29:08 2005
+++ wesnoth/po/wesnoth-sotbe/ru.po      Mon Apr 18 16:16:38 2005
@@ -14,7 +14,7 @@
 msgstr ""
 "Project-Id-Version: Battle for Wesnoth 0.8.5-CVS\n"
 "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n";
-"POT-Creation-Date: 2005-04-18 09:24+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
 "PO-Revision-Date: 2005-03-24 11:55+0300\n"
 "Last-Translator: Alexandr Menovchicov <address@hidden>\n"
 "Language-Team: none\n"
@@ -29,25 +29,25 @@
 msgstr "Сын Черноглазого (часть I)"
 
 #: data/campaigns/Son_Of_The_Black_Eye.cfg:9
-msgid "Grunt"
-msgstr "Новобранец"
-
-#: data/campaigns/Son_Of_The_Black_Eye.cfg:9
 msgid "(easiest)"
 msgstr "(легче)"
 
+#: data/campaigns/Son_Of_The_Black_Eye.cfg:9
+msgid "Grunt"
+msgstr "Новобранец"
+
 #: data/campaigns/Son_Of_The_Black_Eye.cfg:10
 msgid "Warrior"
 msgstr "Воин"
 
 #: data/campaigns/Son_Of_The_Black_Eye.cfg:11
-msgid "Warlord"
-msgstr "Мастер войны"
-
-#: data/campaigns/Son_Of_The_Black_Eye.cfg:11
 msgid "(hardest)"
 msgstr "(сложнее)"
 
+#: data/campaigns/Son_Of_The_Black_Eye.cfg:11
+msgid "Warlord"
+msgstr "Мастер войны"
+
 #: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:7
 msgid "Black Flag"
 msgstr "Чёрный Флаг"
@@ -159,8 +159,9 @@
 msgstr "Это мудрый выбор. Удачи тебе, сын 
Черноглазого."
 
 #: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:185
+#, fuzzy
 msgid ""
-"Haha! Our plan is going well, let surround them on land while our allies "
+"Haha! Our plan is going well, let's surround them on land while our allies "
 "attack them from sea!"
 msgstr ""
 "Хаха! Всё идет по плану, теперь надо 
окружить их на суше, пока наши союзники "
@@ -201,9 +202,10 @@
 "мы должны отступать."
 
 #: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:292
+#, fuzzy
 msgid ""
-"But where is the rest of the council? We haven't made such a long journey to "
-"flee!"
+"But where is the rest of the council? We haven't made such a long journey "
+"just to flee!"
 msgstr "Но где остальные из Совета? Мы не можем 
всё время бежать!"
 
 #: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:296
@@ -512,7 +514,8 @@
 "поражение авангарду, но основные силы 
скоро подойдут."
 
 #: data/scenarios/Son_Of_The_Black_Eye/End_Of_Peace.cfg:146
-msgid "What should be do, chief?"
+#, fuzzy
+msgid "What should we do, chief?"
 msgstr "Что же нам делать, шеф?"
 
 #: data/scenarios/Son_Of_The_Black_Eye/End_Of_Peace.cfg:150
Index: wesnoth/po/wesnoth-sotbe/sk.po
diff -u wesnoth/po/wesnoth-sotbe/sk.po:1.31 wesnoth/po/wesnoth-sotbe/sk.po:1.32
--- wesnoth/po/wesnoth-sotbe/sk.po:1.31 Mon Apr 18 07:29:08 2005
+++ wesnoth/po/wesnoth-sotbe/sk.po      Mon Apr 18 16:16:38 2005
@@ -7,7 +7,7 @@
 msgstr ""
 "Project-Id-Version: Battle for Wesnoth 0.8.2-CVS\n"
 "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n";
-"POT-Creation-Date: 2005-04-18 09:24+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
 "PO-Revision-Date: 2005-01-17 21:56+0100\n"
 "Last-Translator: Viliam Búr <address@hidden>\n"
 "Language-Team: none\n"
@@ -21,25 +21,25 @@
 msgstr "Syn Čierneho Oka (kapitola I)"
 
 #: data/campaigns/Son_Of_The_Black_Eye.cfg:9
-msgid "Grunt"
-msgstr "Chrocht"
-
-#: data/campaigns/Son_Of_The_Black_Eye.cfg:9
 msgid "(easiest)"
 msgstr "(ľahká)"
 
+#: data/campaigns/Son_Of_The_Black_Eye.cfg:9
+msgid "Grunt"
+msgstr "Chrocht"
+
 #: data/campaigns/Son_Of_The_Black_Eye.cfg:10
 msgid "Warrior"
 msgstr "Bojovník"
 
 #: data/campaigns/Son_Of_The_Black_Eye.cfg:11
-msgid "Warlord"
-msgstr "Vojvoda"
-
-#: data/campaigns/Son_Of_The_Black_Eye.cfg:11
 msgid "(hardest)"
 msgstr "(ťažká)"
 
+#: data/campaigns/Son_Of_The_Black_Eye.cfg:11
+msgid "Warlord"
+msgstr "Vojvoda"
+
 #: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:7
 msgid "Black Flag"
 msgstr "Čierna vlajka"
@@ -150,8 +150,9 @@
 msgstr "To je múdre slovo. Veľa šťastia, syn Čierneho Oka."
 
 #: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:185
+#, fuzzy
 msgid ""
-"Haha! Our plan is going well, let surround them on land while our allies "
+"Haha! Our plan is going well, let's surround them on land while our allies "
 "attack them from sea!"
 msgstr ""
 "Haha! Náš plán ide dobre, obkľúčime ich na zemi, a naši spojenci ich 
napadnú "
@@ -192,9 +193,10 @@
 "odísť."
 
 #: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:292
+#, fuzzy
 msgid ""
-"But where is the rest of the council? We haven't made such a long journey to "
-"flee!"
+"But where is the rest of the council? We haven't made such a long journey "
+"just to flee!"
 msgstr ""
 "Ale kde je zvyšok rady? Netrmácali sme sa tak ďaleko, aby sme teraz ušli!"
 
@@ -498,7 +500,8 @@
 "ich predvoj, ale blížia sa ich sem masy."
 
 #: data/scenarios/Son_Of_The_Black_Eye/End_Of_Peace.cfg:146
-msgid "What should be do, chief?"
+#, fuzzy
+msgid "What should we do, chief?"
 msgstr "Čo budeme robiť, náčelník?"
 
 #: data/scenarios/Son_Of_The_Black_Eye/End_Of_Peace.cfg:150
Index: wesnoth/po/wesnoth-sotbe/sl.po
diff -u wesnoth/po/wesnoth-sotbe/sl.po:1.32 wesnoth/po/wesnoth-sotbe/sl.po:1.33
--- wesnoth/po/wesnoth-sotbe/sl.po:1.32 Mon Apr 18 07:29:08 2005
+++ wesnoth/po/wesnoth-sotbe/sl.po      Mon Apr 18 16:16:38 2005
@@ -4,7 +4,7 @@
 msgstr ""
 "Project-Id-Version: sotbe-sl\n"
 "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n";
-"POT-Creation-Date: 2005-04-18 09:24+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
 "PO-Revision-Date: 2005-02-21 20:53+0100\n"
 "Last-Translator: lynx\n"
 "Language-Team:  <address@hidden>\n"
@@ -20,25 +20,25 @@
 msgstr "Sin Črnega Očesa (poglavje I)"
 
 #: data/campaigns/Son_Of_The_Black_Eye.cfg:9
-msgid "Grunt"
-msgstr "Godrnjač"
-
-#: data/campaigns/Son_Of_The_Black_Eye.cfg:9
 msgid "(easiest)"
 msgstr "(najmanjša zahtevnost)"
 
+#: data/campaigns/Son_Of_The_Black_Eye.cfg:9
+msgid "Grunt"
+msgstr "Godrnjač"
+
 #: data/campaigns/Son_Of_The_Black_Eye.cfg:10
 msgid "Warrior"
 msgstr "Bojevnik"
 
 #: data/campaigns/Son_Of_The_Black_Eye.cfg:11
-msgid "Warlord"
-msgstr "Vojaški Diktator"
-
-#: data/campaigns/Son_Of_The_Black_Eye.cfg:11
 msgid "(hardest)"
 msgstr "(najvišja zahtevnost)"
 
+#: data/campaigns/Son_Of_The_Black_Eye.cfg:11
+msgid "Warlord"
+msgstr "Vojaški Diktator"
+
 #: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:7
 msgid "Black Flag"
 msgstr "Črna Zastava"
@@ -151,8 +151,9 @@
 msgstr "Modra odločitev. Vso srečo sin Črnega Očesa."
 
 #: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:185
+#, fuzzy
 msgid ""
-"Haha! Our plan is going well, let surround them on land while our allies "
+"Haha! Our plan is going well, let's surround them on land while our allies "
 "attack them from sea!"
 msgstr ""
 "Haha! Vse gre po načrtu, obkolimo jih na kopnem, medtem ko jih bodo naši "
@@ -193,9 +194,10 @@
 "nami. Oditi moramo."
 
 #: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:292
+#, fuzzy
 msgid ""
-"But where is the rest of the council? We haven't made such a long journey to "
-"flee!"
+"But where is the rest of the council? We haven't made such a long journey "
+"just to flee!"
 msgstr "Kje je pa ves ostali Zbor? Nismo prišli tako daleč, da bi zdaj 
bežali!"
 
 #: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:296
@@ -504,7 +506,8 @@
 "samo njeno predstražo, prihajajo v velikem številu."
 
 #: data/scenarios/Son_Of_The_Black_Eye/End_Of_Peace.cfg:146
-msgid "What should be do, chief?"
+#, fuzzy
+msgid "What should we do, chief?"
 msgstr "Kaj naj naredimo Å¡ef?"
 
 #: data/scenarios/Son_Of_The_Black_Eye/End_Of_Peace.cfg:150
Index: wesnoth/po/wesnoth-sotbe/sv.po
diff -u wesnoth/po/wesnoth-sotbe/sv.po:1.41 wesnoth/po/wesnoth-sotbe/sv.po:1.42
--- wesnoth/po/wesnoth-sotbe/sv.po:1.41 Mon Apr 18 07:29:08 2005
+++ wesnoth/po/wesnoth-sotbe/sv.po      Mon Apr 18 16:16:38 2005
@@ -2,7 +2,7 @@
 msgstr ""
 "Project-Id-Version: Battle for Wesnoth 0.8.11+cvs\n"
 "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n";
-"POT-Creation-Date: 2005-04-18 09:24+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
 "PO-Revision-Date: 2005-04-17 13:04+0200\n"
 "Last-Translator: tephlon\n"
 "Language-Team: Swedish\n"
@@ -17,25 +17,25 @@
 msgstr "Svartögats Son (kapitel I)"
 
 #: data/campaigns/Son_Of_The_Black_Eye.cfg:9
-msgid "Grunt"
-msgstr "Fotsoldat"
-
-#: data/campaigns/Son_Of_The_Black_Eye.cfg:9
 msgid "(easiest)"
 msgstr "(lättast)"
 
+#: data/campaigns/Son_Of_The_Black_Eye.cfg:9
+msgid "Grunt"
+msgstr "Fotsoldat"
+
 #: data/campaigns/Son_Of_The_Black_Eye.cfg:10
 msgid "Warrior"
 msgstr "Krigare"
 
 #: data/campaigns/Son_Of_The_Black_Eye.cfg:11
-msgid "Warlord"
-msgstr "Krigsherre"
-
-#: data/campaigns/Son_Of_The_Black_Eye.cfg:11
 msgid "(hardest)"
 msgstr "(svårast)"
 
+#: data/campaigns/Son_Of_The_Black_Eye.cfg:11
+msgid "Warlord"
+msgstr "Krigsherre"
+
 #: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:7
 msgid "Black Flag"
 msgstr "Svart Flagg"
@@ -147,8 +147,9 @@
 msgstr "Det är ett klokt beslut. Lycka till, du Svartögats son."
 
 #: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:185
+#, fuzzy
 msgid ""
-"Haha! Our plan is going well, let surround them on land while our allies "
+"Haha! Our plan is going well, let's surround them on land while our allies "
 "attack them from sea!"
 msgstr ""
 "Ha ha! Det går enligt planerna, låt oss omringa dem på land, medan våra "
@@ -190,9 +191,10 @@
 "bakom oss, vi måste ge oss av."
 
 #: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:292
+#, fuzzy
 msgid ""
-"But where is the rest of the council? We haven't made such a long journey to "
-"flee!"
+"But where is the rest of the council? We haven't made such a long journey "
+"just to flee!"
 msgstr ""
 "Men var är resten av rådet? Vi har inte kommit hela den här vägen för 
att "
 "fly!"
@@ -505,7 +507,8 @@
 "armé. Vi har bara besegrat en liten förtrupp, och snart kommer de efter 
oss."
 
 #: data/scenarios/Son_Of_The_Black_Eye/End_Of_Peace.cfg:146
-msgid "What should be do, chief?"
+#, fuzzy
+msgid "What should we do, chief?"
 msgstr "Vad skall vi göra, boss?"
 
 #: data/scenarios/Son_Of_The_Black_Eye/End_Of_Peace.cfg:150
Index: wesnoth/po/wesnoth-sotbe/tr.po
diff -u wesnoth/po/wesnoth-sotbe/tr.po:1.4 wesnoth/po/wesnoth-sotbe/tr.po:1.5
--- wesnoth/po/wesnoth-sotbe/tr.po:1.4  Mon Apr 18 07:29:08 2005
+++ wesnoth/po/wesnoth-sotbe/tr.po      Mon Apr 18 16:16:38 2005
@@ -2,7 +2,7 @@
 msgstr ""
 "Project-Id-Version: Battle for Wesnoth 0.9.0+cvs\n"
 "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n";
-"POT-Creation-Date: 2005-04-18 09:24+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
 "PO-Revision-Date: 2005-03-29 09:37+0200\n"
 "Last-Translator: Automatically generated\n"
 "Language-Team: none\n"
@@ -16,11 +16,11 @@
 msgstr ""
 
 #: data/campaigns/Son_Of_The_Black_Eye.cfg:9
-msgid "Grunt"
+msgid "(easiest)"
 msgstr ""
 
 #: data/campaigns/Son_Of_The_Black_Eye.cfg:9
-msgid "(easiest)"
+msgid "Grunt"
 msgstr ""
 
 #: data/campaigns/Son_Of_The_Black_Eye.cfg:10
@@ -28,11 +28,11 @@
 msgstr ""
 
 #: data/campaigns/Son_Of_The_Black_Eye.cfg:11
-msgid "Warlord"
+msgid "(hardest)"
 msgstr ""
 
 #: data/campaigns/Son_Of_The_Black_Eye.cfg:11
-msgid "(hardest)"
+msgid "Warlord"
 msgstr ""
 
 #: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:7
@@ -143,7 +143,7 @@
 
 #: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:185
 msgid ""
-"Haha! Our plan is going well, let surround them on land while our allies "
+"Haha! Our plan is going well, let's surround them on land while our allies "
 "attack them from sea!"
 msgstr ""
 
@@ -178,8 +178,8 @@
 
 #: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:292
 msgid ""
-"But where is the rest of the council? We haven't made such a long journey to "
-"flee!"
+"But where is the rest of the council? We haven't made such a long journey "
+"just to flee!"
 msgstr ""
 
 #: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:296
@@ -440,7 +440,7 @@
 msgstr ""
 
 #: data/scenarios/Son_Of_The_Black_Eye/End_Of_Peace.cfg:146
-msgid "What should be do, chief?"
+msgid "What should we do, chief?"
 msgstr ""
 
 #: data/scenarios/Son_Of_The_Black_Eye/End_Of_Peace.cfg:150
Index: wesnoth/po/wesnoth-sotbe/wesnoth-sotbe.pot
diff -u wesnoth/po/wesnoth-sotbe/wesnoth-sotbe.pot:1.30 
wesnoth/po/wesnoth-sotbe/wesnoth-sotbe.pot:1.31
--- wesnoth/po/wesnoth-sotbe/wesnoth-sotbe.pot:1.30     Mon Apr 18 07:29:09 2005
+++ wesnoth/po/wesnoth-sotbe/wesnoth-sotbe.pot  Mon Apr 18 16:16:38 2005
@@ -2,7 +2,7 @@
 msgstr ""
 "Project-Id-Version: PACKAGE VERSION\n"
 "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n";
-"POT-Creation-Date: 2005-04-18 09:24+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
 "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
 "Last-Translator: FULL NAME <address@hidden>\n"
 "Language-Team: LANGUAGE <address@hidden>\n"
@@ -15,11 +15,11 @@
 msgstr ""
 
 #: data/campaigns/Son_Of_The_Black_Eye.cfg:9
-msgid "Grunt"
+msgid "(easiest)"
 msgstr ""
 
 #: data/campaigns/Son_Of_The_Black_Eye.cfg:9
-msgid "(easiest)"
+msgid "Grunt"
 msgstr ""
 
 #: data/campaigns/Son_Of_The_Black_Eye.cfg:10
@@ -27,11 +27,11 @@
 msgstr ""
 
 #: data/campaigns/Son_Of_The_Black_Eye.cfg:11
-msgid "Warlord"
+msgid "(hardest)"
 msgstr ""
 
 #: data/campaigns/Son_Of_The_Black_Eye.cfg:11
-msgid "(hardest)"
+msgid "Warlord"
 msgstr ""
 
 #: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:7
@@ -103,7 +103,7 @@
 msgstr ""
 
 #: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:185
-msgid "Haha! Our plan is going well, let surround them on land while our 
allies attack them from sea!"
+msgid "Haha! Our plan is going well, let's surround them on land while our 
allies attack them from sea!"
 msgstr ""
 
 #: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:194
@@ -131,7 +131,7 @@
 msgstr ""
 
 #: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:292
-msgid "But where is the rest of the council? We haven't made such a long 
journey to flee!"
+msgid "But where is the rest of the council? We haven't made such a long 
journey just to flee!"
 msgstr ""
 
 #: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:296
@@ -343,7 +343,7 @@
 msgstr ""
 
 #: data/scenarios/Son_Of_The_Black_Eye/End_Of_Peace.cfg:146
-msgid "What should be do, chief?"
+msgid "What should we do, chief?"
 msgstr ""
 
 #: data/scenarios/Son_Of_The_Black_Eye/End_Of_Peace.cfg:150
Index: wesnoth/po/wesnoth-sotbe/zh_CN.po
diff -u wesnoth/po/wesnoth-sotbe/zh_CN.po:1.6 
wesnoth/po/wesnoth-sotbe/zh_CN.po:1.7
--- wesnoth/po/wesnoth-sotbe/zh_CN.po:1.6       Mon Apr 18 07:29:09 2005
+++ wesnoth/po/wesnoth-sotbe/zh_CN.po   Mon Apr 18 16:16:38 2005
@@ -2,7 +2,7 @@
 msgstr ""
 "Project-Id-Version: Battle for Wesnoth 0.8.11+cvs\n"
 "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n";
-"POT-Creation-Date: 2005-04-18 09:24+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
 "PO-Revision-Date: 2005-03-21 10:19+0100\n"
 "Last-Translator: Automatically generated\n"
 "Language-Team: none\n"
@@ -15,11 +15,11 @@
 msgstr ""
 
 #: data/campaigns/Son_Of_The_Black_Eye.cfg:9
-msgid "Grunt"
+msgid "(easiest)"
 msgstr ""
 
 #: data/campaigns/Son_Of_The_Black_Eye.cfg:9
-msgid "(easiest)"
+msgid "Grunt"
 msgstr ""
 
 #: data/campaigns/Son_Of_The_Black_Eye.cfg:10
@@ -27,11 +27,11 @@
 msgstr ""
 
 #: data/campaigns/Son_Of_The_Black_Eye.cfg:11
-msgid "Warlord"
+msgid "(hardest)"
 msgstr ""
 
 #: data/campaigns/Son_Of_The_Black_Eye.cfg:11
-msgid "(hardest)"
+msgid "Warlord"
 msgstr ""
 
 #: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:7
@@ -142,7 +142,7 @@
 
 #: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:185
 msgid ""
-"Haha! Our plan is going well, let surround them on land while our allies "
+"Haha! Our plan is going well, let's surround them on land while our allies "
 "attack them from sea!"
 msgstr ""
 
@@ -177,8 +177,8 @@
 
 #: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:292
 msgid ""
-"But where is the rest of the council? We haven't made such a long journey to "
-"flee!"
+"But where is the rest of the council? We haven't made such a long journey "
+"just to flee!"
 msgstr ""
 
 #: data/scenarios/Son_Of_The_Black_Eye/Black_Flag.cfg:296
@@ -439,7 +439,7 @@
 msgstr ""
 
 #: data/scenarios/Son_Of_The_Black_Eye/End_Of_Peace.cfg:146
-msgid "What should be do, chief?"
+msgid "What should we do, chief?"
 msgstr ""
 
 #: data/scenarios/Son_Of_The_Black_Eye/End_Of_Peace.cfg:150
Index: wesnoth/po/wesnoth-tdh/af.po
diff -u wesnoth/po/wesnoth-tdh/af.po:1.10 wesnoth/po/wesnoth-tdh/af.po:1.11
--- wesnoth/po/wesnoth-tdh/af.po:1.10   Mon Apr 18 07:29:09 2005
+++ wesnoth/po/wesnoth-tdh/af.po        Mon Apr 18 16:16:38 2005
@@ -2,7 +2,7 @@
 msgstr ""
 "Project-Id-Version: Battle for Wesnoth 0.8.8-CVS\n"
 "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n";
-"POT-Creation-Date: 2005-04-18 09:24+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
 "PO-Revision-Date: 2005-04-18 03:00+0200\n"
 "Last-Translator: \n"
 "Language-Team: none\n"
@@ -27,13 +27,13 @@
 msgstr "Meester"
 
 #: data/campaigns/The_Dark_Hordes.cfg:12
-msgid "Dark Lord"
-msgstr "Duistere Heer"
-
-#: data/campaigns/The_Dark_Hordes.cfg:12
 msgid "(hardest)"
 msgstr "(moeilikste)"
 
+#: data/campaigns/The_Dark_Hordes.cfg:12
+msgid "Dark Lord"
+msgstr "Duistere Heer"
+
 #: data/scenarios/The_Dark_Hordes/A_New_Chance.cfg:4
 msgid "A New Chance"
 msgstr "'n Nuwe Kans"
Index: wesnoth/po/wesnoth-tdh/bg.po
diff -u wesnoth/po/wesnoth-tdh/bg.po:1.20 wesnoth/po/wesnoth-tdh/bg.po:1.21
--- wesnoth/po/wesnoth-tdh/bg.po:1.20   Mon Apr 18 07:29:09 2005
+++ wesnoth/po/wesnoth-tdh/bg.po        Mon Apr 18 16:16:38 2005
@@ -2,7 +2,7 @@
 msgstr ""
 "Project-Id-Version: Battle for Wesnoth 0.8.8-CVS\n"
 "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n";
-"POT-Creation-Date: 2005-04-18 09:24+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
 "PO-Revision-Date: 2004-11-25 11:44+0100\n"
 "Last-Translator: Automatically generated\n"
 "Language-Team: none\n"
@@ -27,11 +27,11 @@
 msgstr ""
 
 #: data/campaigns/The_Dark_Hordes.cfg:12
-msgid "Dark Lord"
+msgid "(hardest)"
 msgstr ""
 
 #: data/campaigns/The_Dark_Hordes.cfg:12
-msgid "(hardest)"
+msgid "Dark Lord"
 msgstr ""
 
 #: data/scenarios/The_Dark_Hordes/A_New_Chance.cfg:4
Index: wesnoth/po/wesnoth-tdh/ca.po
diff -u wesnoth/po/wesnoth-tdh/ca.po:1.28 wesnoth/po/wesnoth-tdh/ca.po:1.29
--- wesnoth/po/wesnoth-tdh/ca.po:1.28   Mon Apr 18 07:29:10 2005
+++ wesnoth/po/wesnoth-tdh/ca.po        Mon Apr 18 16:16:38 2005
@@ -9,7 +9,7 @@
 msgstr ""
 "Project-Id-Version: ca\n"
 "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n";
-"POT-Creation-Date: 2005-04-18 09:24+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
 "PO-Revision-Date: 2005-03-29 20:56+0200\n"
 "Last-Translator: Jordà Polo <address@hidden>\n"
 "Language-Team: Català <address@hidden>\n"
@@ -35,13 +35,13 @@
 msgstr "Mestre"
 
 #: data/campaigns/The_Dark_Hordes.cfg:12
-msgid "Dark Lord"
-msgstr "Senyor Obscur"
-
-#: data/campaigns/The_Dark_Hordes.cfg:12
 msgid "(hardest)"
 msgstr "(més difícil)"
 
+#: data/campaigns/The_Dark_Hordes.cfg:12
+msgid "Dark Lord"
+msgstr "Senyor Obscur"
+
 #: data/scenarios/The_Dark_Hordes/A_New_Chance.cfg:4
 msgid "A New Chance"
 msgstr "Una nova Oportunitat"
Index: wesnoth/po/wesnoth-tdh/cs.po
diff -u wesnoth/po/wesnoth-tdh/cs.po:1.22 wesnoth/po/wesnoth-tdh/cs.po:1.23
--- wesnoth/po/wesnoth-tdh/cs.po:1.22   Mon Apr 18 07:29:11 2005
+++ wesnoth/po/wesnoth-tdh/cs.po        Mon Apr 18 16:16:38 2005
@@ -8,7 +8,7 @@
 msgstr ""
 "Project-Id-Version: Battle for Wesnoth 0.8.4-CVS\n"
 "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n";
-"POT-Creation-Date: 2005-04-18 09:24+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
 "PO-Revision-Date: 2004-09-30 12:35+0200\n"
 "Last-Translator: David Nečas <address@hidden>\n"
 "Language-Team: Czech\n"
@@ -35,14 +35,14 @@
 msgstr ""
 
 #: data/campaigns/The_Dark_Hordes.cfg:12
+msgid "(hardest)"
+msgstr ""
+
+#: data/campaigns/The_Dark_Hordes.cfg:12
 #, fuzzy
 msgid "Dark Lord"
 msgstr "Temné hordy"
 
-#: data/campaigns/The_Dark_Hordes.cfg:12
-msgid "(hardest)"
-msgstr ""
-
 #: data/scenarios/The_Dark_Hordes/A_New_Chance.cfg:4
 msgid "A New Chance"
 msgstr "Nová šance"
Index: wesnoth/po/wesnoth-tdh/da.po
diff -u wesnoth/po/wesnoth-tdh/da.po:1.22 wesnoth/po/wesnoth-tdh/da.po:1.23
--- wesnoth/po/wesnoth-tdh/da.po:1.22   Mon Apr 18 07:29:12 2005
+++ wesnoth/po/wesnoth-tdh/da.po        Mon Apr 18 16:16:38 2005
@@ -8,7 +8,7 @@
 msgstr ""
 "Project-Id-Version: wesnoth-tdh\n"
 "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n";
-"POT-Creation-Date: 2005-04-18 09:24+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
 "PO-Revision-Date: 2004-09-12 21:51+0200\n"
 "Last-Translator: Mathias Bundgaard Svensson <address@hidden>\n"
 "Language-Team:  <address@hidden>\n"
@@ -42,14 +42,14 @@
 msgstr ""
 
 #: data/campaigns/The_Dark_Hordes.cfg:12
+msgid "(hardest)"
+msgstr ""
+
+#: data/campaigns/The_Dark_Hordes.cfg:12
 #, fuzzy
 msgid "Dark Lord"
 msgstr "Mørkets korstog"
 
-#: data/campaigns/The_Dark_Hordes.cfg:12
-msgid "(hardest)"
-msgstr ""
-
 #: data/scenarios/The_Dark_Hordes/A_New_Chance.cfg:4
 msgid "A New Chance"
 msgstr "En Ny Mulighed"
Index: wesnoth/po/wesnoth-tdh/de.po
diff -u wesnoth/po/wesnoth-tdh/de.po:1.28 wesnoth/po/wesnoth-tdh/de.po:1.29
--- wesnoth/po/wesnoth-tdh/de.po:1.28   Mon Apr 18 07:29:12 2005
+++ wesnoth/po/wesnoth-tdh/de.po        Mon Apr 18 16:16:38 2005
@@ -8,7 +8,7 @@
 msgstr ""
 "Project-Id-Version: Battle for Wesnoth 0.9.0+CVS\n"
 "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n";
-"POT-Creation-Date: 2005-04-18 09:24+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
 "PO-Revision-Date: 2005-04-11 21:01+0100\n"
 "Last-Translator: Nils Kneuper <address@hidden>\n"
 "Language-Team: none\n"
@@ -35,13 +35,13 @@
 msgstr "Meister"
 
 #: data/campaigns/The_Dark_Hordes.cfg:12
-msgid "Dark Lord"
-msgstr "Dunkler Fürst"
-
-#: data/campaigns/The_Dark_Hordes.cfg:12
 msgid "(hardest)"
 msgstr "(schwierig)"
 
+#: data/campaigns/The_Dark_Hordes.cfg:12
+msgid "Dark Lord"
+msgstr "Dunkler Fürst"
+
 #: data/scenarios/The_Dark_Hordes/A_New_Chance.cfg:4
 msgid "A New Chance"
 msgstr "Eine neue Chance"
Index: wesnoth/po/wesnoth-tdh/el_GR.po
diff -u wesnoth/po/wesnoth-tdh/el_GR.po:1.22 
wesnoth/po/wesnoth-tdh/el_GR.po:1.23
--- wesnoth/po/wesnoth-tdh/el_GR.po:1.22        Mon Apr 18 07:29:12 2005
+++ wesnoth/po/wesnoth-tdh/el_GR.po     Mon Apr 18 16:16:38 2005
@@ -8,7 +8,7 @@
 msgstr ""
 "Project-Id-Version: Battle for Wesnoth 0.8.5-CVS\n"
 "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n";
-"POT-Creation-Date: 2005-04-18 09:24+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
 "PO-Revision-Date: 2004-10-03 14:34+0200\n"
 "Last-Translator: Automatically generated\n"
 "Language-Team: none\n"
@@ -34,11 +34,11 @@
 msgstr ""
 
 #: data/campaigns/The_Dark_Hordes.cfg:12
-msgid "Dark Lord"
+msgid "(hardest)"
 msgstr ""
 
 #: data/campaigns/The_Dark_Hordes.cfg:12
-msgid "(hardest)"
+msgid "Dark Lord"
 msgstr ""
 
 #: data/scenarios/The_Dark_Hordes/A_New_Chance.cfg:4
Index: wesnoth/po/wesnoth-tdh/en_GB.po
diff -u wesnoth/po/wesnoth-tdh/en_GB.po:1.18 
wesnoth/po/wesnoth-tdh/en_GB.po:1.19
--- wesnoth/po/wesnoth-tdh/en_GB.po:1.18        Mon Apr 18 07:29:12 2005
+++ wesnoth/po/wesnoth-tdh/en_GB.po     Mon Apr 18 16:16:38 2005
@@ -2,7 +2,7 @@
 msgstr ""
 "Project-Id-Version: Battle for Wesnoth 0.8.11+cvs\n"
 "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n";
-"POT-Creation-Date: 2005-04-18 09:24+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
 "PO-Revision-Date: 2005-03-22 17:41+0200\n"
 "Last-Translator: ott <address@hidden>\n"
 "Language-Team: none\n"
@@ -28,13 +28,13 @@
 msgstr "Master"
 
 #: data/campaigns/The_Dark_Hordes.cfg:12
-msgid "Dark Lord"
-msgstr "Dark Lord"
-
-#: data/campaigns/The_Dark_Hordes.cfg:12
 msgid "(hardest)"
 msgstr "(hardest)"
 
+#: data/campaigns/The_Dark_Hordes.cfg:12
+msgid "Dark Lord"
+msgstr "Dark Lord"
+
 #: data/scenarios/The_Dark_Hordes/A_New_Chance.cfg:4
 msgid "A New Chance"
 msgstr "A New Chance"
Index: wesnoth/po/wesnoth-tdh/es.po
diff -u wesnoth/po/wesnoth-tdh/es.po:1.24 wesnoth/po/wesnoth-tdh/es.po:1.25
--- wesnoth/po/wesnoth-tdh/es.po:1.24   Mon Apr 18 07:29:12 2005
+++ wesnoth/po/wesnoth-tdh/es.po        Mon Apr 18 16:16:38 2005
@@ -7,7 +7,7 @@
 msgstr ""
 "Project-Id-Version: Battle for Wesnoth 0.8.11+CVS\n"
 "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n";
-"POT-Creation-Date: 2005-04-18 09:24+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
 "PO-Revision-Date: 2005-03-21 12:17+0100\n"
 "Last-Translator: David Martínez Moreno <address@hidden>\n"
 "Language-Team: David Martínez Moreno <address@hidden>\n"
@@ -33,13 +33,13 @@
 msgstr "Maestro"
 
 #: data/campaigns/The_Dark_Hordes.cfg:12
-msgid "Dark Lord"
-msgstr "Señor oscuro"
-
-#: data/campaigns/The_Dark_Hordes.cfg:12
 msgid "(hardest)"
 msgstr "(difícil)"
 
+#: data/campaigns/The_Dark_Hordes.cfg:12
+msgid "Dark Lord"
+msgstr "Señor oscuro"
+
 #: data/scenarios/The_Dark_Hordes/A_New_Chance.cfg:4
 msgid "A New Chance"
 msgstr "Una nueva oportunidad"
Index: wesnoth/po/wesnoth-tdh/et.po
diff -u wesnoth/po/wesnoth-tdh/et.po:1.14 wesnoth/po/wesnoth-tdh/et.po:1.15
--- wesnoth/po/wesnoth-tdh/et.po:1.14   Mon Apr 18 07:29:12 2005
+++ wesnoth/po/wesnoth-tdh/et.po        Mon Apr 18 16:16:38 2005
@@ -2,7 +2,7 @@
 msgstr ""
 "Project-Id-Version: Battle for Wesnoth 0.8.8-CVS\n"
 "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n";
-"POT-Creation-Date: 2005-04-18 09:24+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
 "PO-Revision-Date: 2005-03-24 16:43+0300\n"
 "Last-Translator: Mart Tõnso <address@hidden>\n"
 "Language-Team: none\n"
@@ -28,13 +28,13 @@
 msgstr "Isand"
 
 #: data/campaigns/The_Dark_Hordes.cfg:12
-msgid "Dark Lord"
-msgstr "Pimeduse isand"
-
-#: data/campaigns/The_Dark_Hordes.cfg:12
 msgid "(hardest)"
 msgstr "(raskeim)"
 
+#: data/campaigns/The_Dark_Hordes.cfg:12
+msgid "Dark Lord"
+msgstr "Pimeduse isand"
+
 #: data/scenarios/The_Dark_Hordes/A_New_Chance.cfg:4
 msgid "A New Chance"
 msgstr "Uus võimalus"
Index: wesnoth/po/wesnoth-tdh/eu.po
diff -u wesnoth/po/wesnoth-tdh/eu.po:1.23 wesnoth/po/wesnoth-tdh/eu.po:1.24
--- wesnoth/po/wesnoth-tdh/eu.po:1.23   Mon Apr 18 07:29:13 2005
+++ wesnoth/po/wesnoth-tdh/eu.po        Mon Apr 18 16:16:38 2005
@@ -9,7 +9,7 @@
 msgstr ""
 "Project-Id-Version: Battle for Wesnoth 0.8.4-CVS\n"
 "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n";
-"POT-Creation-Date: 2005-04-18 09:24+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
 "PO-Revision-Date: 2005-03-25 16:37+0100\n"
 "Last-Translator:  Alfredo Beaumont Sainz <address@hidden>\n"
 "Language-Team: Basque\n"
@@ -34,13 +34,13 @@
 msgstr "Maisua"
 
 #: data/campaigns/The_Dark_Hordes.cfg:12
-msgid "Dark Lord"
-msgstr "Itzaletako Jauna"
-
-#: data/campaigns/The_Dark_Hordes.cfg:12
 msgid "(hardest)"
 msgstr "(zailena)"
 
+#: data/campaigns/The_Dark_Hordes.cfg:12
+msgid "Dark Lord"
+msgstr "Itzaletako Jauna"
+
 #: data/scenarios/The_Dark_Hordes/A_New_Chance.cfg:4
 msgid "A New Chance"
 msgstr "Aukera berri bat"
Index: wesnoth/po/wesnoth-tdh/fi.po
diff -u wesnoth/po/wesnoth-tdh/fi.po:1.22 wesnoth/po/wesnoth-tdh/fi.po:1.23
--- wesnoth/po/wesnoth-tdh/fi.po:1.22   Mon Apr 18 07:29:13 2005
+++ wesnoth/po/wesnoth-tdh/fi.po        Mon Apr 18 16:16:38 2005
@@ -8,7 +8,7 @@
 msgstr ""
 "Project-Id-Version: Battle for Wesnoth 0.8.2-CVS\n"
 "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n";
-"POT-Creation-Date: 2005-04-18 09:24+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
 "PO-Revision-Date: 2004-08-08 15:00+0200\n"
 "Last-Translator: Pasi Kallinen <address@hidden>\n"
 "Language-Team: none\n"
@@ -33,11 +33,11 @@
 msgstr ""
 
 #: data/campaigns/The_Dark_Hordes.cfg:12
-msgid "Dark Lord"
+msgid "(hardest)"
 msgstr ""
 
 #: data/campaigns/The_Dark_Hordes.cfg:12
-msgid "(hardest)"
+msgid "Dark Lord"
 msgstr ""
 
 #: data/scenarios/The_Dark_Hordes/A_New_Chance.cfg:4
Index: wesnoth/po/wesnoth-tdh/fr.po
diff -u wesnoth/po/wesnoth-tdh/fr.po:1.26 wesnoth/po/wesnoth-tdh/fr.po:1.27
--- wesnoth/po/wesnoth-tdh/fr.po:1.26   Mon Apr 18 07:29:14 2005
+++ wesnoth/po/wesnoth-tdh/fr.po        Mon Apr 18 16:16:38 2005
@@ -12,7 +12,7 @@
 msgstr ""
 "Project-Id-Version: Battle for Wesnoth 0.7.11-CVS\n"
 "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n";
-"POT-Creation-Date: 2005-04-18 09:24+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
 "PO-Revision-Date: 2005-04-10 18:32+0100\n"
 "Last-Translator: Guillaume MASSART <address@hidden>\n"
 "Language-Team: Language fr\n"
@@ -38,13 +38,13 @@
 msgstr "Maître"
 
 #: data/campaigns/The_Dark_Hordes.cfg:12
-msgid "Dark Lord"
-msgstr "Seigneur des Forces Obscures"
-
-#: data/campaigns/The_Dark_Hordes.cfg:12
 msgid "(hardest)"
 msgstr "(difficile)"
 
+#: data/campaigns/The_Dark_Hordes.cfg:12
+msgid "Dark Lord"
+msgstr "Seigneur des Forces Obscures"
+
 #: data/scenarios/The_Dark_Hordes/A_New_Chance.cfg:4
 msgid "A New Chance"
 msgstr "Une nouvelle chance"
Index: wesnoth/po/wesnoth-tdh/hu.po
diff -u wesnoth/po/wesnoth-tdh/hu.po:1.24 wesnoth/po/wesnoth-tdh/hu.po:1.25
--- wesnoth/po/wesnoth-tdh/hu.po:1.24   Mon Apr 18 07:29:14 2005
+++ wesnoth/po/wesnoth-tdh/hu.po        Mon Apr 18 16:16:38 2005
@@ -8,7 +8,7 @@
 msgstr ""
 "Project-Id-Version: wesnoth-tdh\n"
 "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n";
-"POT-Creation-Date: 2005-04-18 09:24+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
 "PO-Revision-Date: 2005-03-29 18:26+0200\n"
 "Last-Translator: Con Salamander (Kovács Dániel) <address@hidden"
 "hu>\n"
@@ -35,13 +35,13 @@
 msgstr "Mester"
 
 #: data/campaigns/The_Dark_Hordes.cfg:12
-msgid "Dark Lord"
-msgstr "Sötét Úr"
-
-#: data/campaigns/The_Dark_Hordes.cfg:12
 msgid "(hardest)"
 msgstr "(legnehezebb)"
 
+#: data/campaigns/The_Dark_Hordes.cfg:12
+msgid "Dark Lord"
+msgstr "Sötét Úr"
+
 #: data/scenarios/The_Dark_Hordes/A_New_Chance.cfg:4
 msgid "A New Chance"
 msgstr "Egy új esély"
Index: wesnoth/po/wesnoth-tdh/it.po
diff -u wesnoth/po/wesnoth-tdh/it.po:1.30 wesnoth/po/wesnoth-tdh/it.po:1.31
--- wesnoth/po/wesnoth-tdh/it.po:1.30   Mon Apr 18 07:29:14 2005
+++ wesnoth/po/wesnoth-tdh/it.po        Mon Apr 18 16:16:38 2005
@@ -8,7 +8,7 @@
 msgstr ""
 "Project-Id-Version: Battle for Wesnoth 0.8.11-CVS\n"
 "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n";
-"POT-Creation-Date: 2005-04-18 09:24+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
 "PO-Revision-Date: 2005-04-15 16:54+0100\n"
 "Last-Translator: americo iacovizzi <address@hidden>\n"
 "Language-Team: none\n"
@@ -33,13 +33,13 @@
 msgstr "Maestro"
 
 #: data/campaigns/The_Dark_Hordes.cfg:12
-msgid "Dark Lord"
-msgstr "Signore Oscuro"
-
-#: data/campaigns/The_Dark_Hordes.cfg:12
 msgid "(hardest)"
 msgstr "Difficile"
 
+#: data/campaigns/The_Dark_Hordes.cfg:12
+msgid "Dark Lord"
+msgstr "Signore Oscuro"
+
 #: data/scenarios/The_Dark_Hordes/A_New_Chance.cfg:4
 msgid "A New Chance"
 msgstr "Una nuova occasione"
Index: wesnoth/po/wesnoth-tdh/ja.po
diff -u wesnoth/po/wesnoth-tdh/ja.po:1.11 wesnoth/po/wesnoth-tdh/ja.po:1.12
--- wesnoth/po/wesnoth-tdh/ja.po:1.11   Mon Apr 18 07:29:14 2005
+++ wesnoth/po/wesnoth-tdh/ja.po        Mon Apr 18 16:16:38 2005
@@ -9,7 +9,7 @@
 msgstr ""
 "Project-Id-Version: Battle for Wesnoth 0.8.11+CVS\n"
 "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n";
-"POT-Creation-Date: 2005-04-18 09:24+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
 "PO-Revision-Date: 2005-04-08 14:27+0900\n"
 "Last-Translator: Nobuhito Okada <address@hidden>\n"
 "Language-Team: Japanese Translation Team\n"
@@ -36,13 +36,13 @@
 msgstr "マスター"
 
 #: data/campaigns/The_Dark_Hordes.cfg:12
-msgid "Dark Lord"
-msgstr "暗黒の王"
-
-#: data/campaigns/The_Dark_Hordes.cfg:12
 msgid "(hardest)"
 msgstr "(難しい)"
 
+#: data/campaigns/The_Dark_Hordes.cfg:12
+msgid "Dark Lord"
+msgstr "暗黒の王"
+
 #: data/scenarios/The_Dark_Hordes/A_New_Chance.cfg:4
 msgid "A New Chance"
 msgstr "新たなチャンス"
Index: wesnoth/po/wesnoth-tdh/la.po
diff -u wesnoth/po/wesnoth-tdh/la.po:1.20 wesnoth/po/wesnoth-tdh/la.po:1.21
--- wesnoth/po/wesnoth-tdh/la.po:1.20   Mon Apr 18 07:29:14 2005
+++ wesnoth/po/wesnoth-tdh/la.po        Mon Apr 18 16:16:38 2005
@@ -3,7 +3,7 @@
 msgstr ""
 "Project-Id-Version: Battle for Wesnoth 0.8.8-CVS\n"
 "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n";
-"POT-Creation-Date: 2005-04-18 09:24+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
 "PO-Revision-Date: 2005-04-01 16:35+0200\n"
 "Last-Translator: Automatically generated <>\n"
 "Language-Team: none\n"
@@ -28,13 +28,13 @@
 msgstr "Magister"
 
 #: data/campaigns/The_Dark_Hordes.cfg:12
-msgid "Dark Lord"
-msgstr "Dominus Tenebrarum"
-
-#: data/campaigns/The_Dark_Hordes.cfg:12
 msgid "(hardest)"
 msgstr "(difficilius)"
 
+#: data/campaigns/The_Dark_Hordes.cfg:12
+msgid "Dark Lord"
+msgstr "Dominus Tenebrarum"
+
 #: data/scenarios/The_Dark_Hordes/A_New_Chance.cfg:4
 msgid "A New Chance"
 msgstr "Occasio Nova"
Index: wesnoth/po/wesnoth-tdh/nl.po
diff -u wesnoth/po/wesnoth-tdh/nl.po:1.27 wesnoth/po/wesnoth-tdh/nl.po:1.28
--- wesnoth/po/wesnoth-tdh/nl.po:1.27   Mon Apr 18 07:29:14 2005
+++ wesnoth/po/wesnoth-tdh/nl.po        Mon Apr 18 16:16:38 2005
@@ -6,7 +6,7 @@
 msgstr ""
 "Project-Id-Version: Battle for Wesnoth 0.8.11+CVS\n"
 "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n";
-"POT-Creation-Date: 2005-04-18 09:24+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
 "PO-Revision-Date: 2005-03-22 14:48+0200\n"
 "Last-Translator: Onne <address@hidden>\n"
 "Language-Team: Dutch <address@hidden>\n"
@@ -31,13 +31,13 @@
 msgstr "Meester"
 
 #: data/campaigns/The_Dark_Hordes.cfg:12
-msgid "Dark Lord"
-msgstr "Duistere Heer"
-
-#: data/campaigns/The_Dark_Hordes.cfg:12
 msgid "(hardest)"
 msgstr "(moeilijk)"
 
+#: data/campaigns/The_Dark_Hordes.cfg:12
+msgid "Dark Lord"
+msgstr "Duistere Heer"
+
 #: data/scenarios/The_Dark_Hordes/A_New_Chance.cfg:4
 msgid "A New Chance"
 msgstr "Een Nieuwe Kans"
Index: wesnoth/po/wesnoth-tdh/no.po
diff -u wesnoth/po/wesnoth-tdh/no.po:1.22 wesnoth/po/wesnoth-tdh/no.po:1.23
--- wesnoth/po/wesnoth-tdh/no.po:1.22   Mon Apr 18 07:29:15 2005
+++ wesnoth/po/wesnoth-tdh/no.po        Mon Apr 18 16:16:38 2005
@@ -7,7 +7,7 @@
 msgstr ""
 "Project-Id-Version: Battle for Wesnoth 0.8.2-CVS\n"
 "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n";
-"POT-Creation-Date: 2005-04-18 09:24+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
 "PO-Revision-Date: 2004-09-10 15:28+0100\n"
 "Last-Translator: Erik <address@hidden>\n"
 "Language-Team: none\n"
@@ -32,14 +32,14 @@
 msgstr ""
 
 #: data/campaigns/The_Dark_Hordes.cfg:12
+msgid "(hardest)"
+msgstr ""
+
+#: data/campaigns/The_Dark_Hordes.cfg:12
 #, fuzzy
 msgid "Dark Lord"
 msgstr "Mørkets Horder"
 
-#: data/campaigns/The_Dark_Hordes.cfg:12
-msgid "(hardest)"
-msgstr ""
-
 #: data/scenarios/The_Dark_Hordes/A_New_Chance.cfg:4
 msgid "A New Chance"
 msgstr "En Ny Mulighet"
Index: wesnoth/po/wesnoth-tdh/pl.po
diff -u wesnoth/po/wesnoth-tdh/pl.po:1.23 wesnoth/po/wesnoth-tdh/pl.po:1.24
--- wesnoth/po/wesnoth-tdh/pl.po:1.23   Mon Apr 18 07:29:15 2005
+++ wesnoth/po/wesnoth-tdh/pl.po        Mon Apr 18 16:16:38 2005
@@ -2,7 +2,7 @@
 msgstr ""
 "Project-Id-Version: Battle for Wesnoth 0.8.5-CVS\n"
 "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n";
-"POT-Creation-Date: 2005-04-18 09:24+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
 "PO-Revision-Date: 2005-04-16 17:58+0100\n"
 "Last-Translator: Karol 'grzywacz' Nowak <address@hidden>\n"
 "Language-Team: none\n"
@@ -29,13 +29,13 @@
 msgstr "Mistrz"
 
 #: data/campaigns/The_Dark_Hordes.cfg:12
-msgid "Dark Lord"
-msgstr "Mroczny lord"
-
-#: data/campaigns/The_Dark_Hordes.cfg:12
 msgid "(hardest)"
 msgstr "(najtrudniejszy)"
 
+#: data/campaigns/The_Dark_Hordes.cfg:12
+msgid "Dark Lord"
+msgstr "Mroczny lord"
+
 #: data/scenarios/The_Dark_Hordes/A_New_Chance.cfg:4
 msgid "A New Chance"
 msgstr "Nowa szansa"
Index: wesnoth/po/wesnoth-tdh/pt_BR.po
diff -u wesnoth/po/wesnoth-tdh/pt_BR.po:1.23 
wesnoth/po/wesnoth-tdh/pt_BR.po:1.24
--- wesnoth/po/wesnoth-tdh/pt_BR.po:1.23        Mon Apr 18 07:29:16 2005
+++ wesnoth/po/wesnoth-tdh/pt_BR.po     Mon Apr 18 16:16:38 2005
@@ -8,7 +8,7 @@
 msgstr ""
 "Project-Id-Version: Battle for Wesnoth 0.8.2-CVS\n"
 "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n";
-"POT-Creation-Date: 2005-04-18 09:24+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
 "PO-Revision-Date: 2005-02-25 15:43-0300\n"
 "Last-Translator: Sergio miranda <address@hidden>\n"
 "Language-Team: Portuguese/Brazil <address@hidden>\n"
@@ -33,13 +33,13 @@
 msgstr "Mestre"
 
 #: data/campaigns/The_Dark_Hordes.cfg:12
-msgid "Dark Lord"
-msgstr "Senhor das Trevas"
-
-#: data/campaigns/The_Dark_Hordes.cfg:12
 msgid "(hardest)"
 msgstr "(mais difícil)"
 
+#: data/campaigns/The_Dark_Hordes.cfg:12
+msgid "Dark Lord"
+msgstr "Senhor das Trevas"
+
 #: data/scenarios/The_Dark_Hordes/A_New_Chance.cfg:4
 msgid "A New Chance"
 msgstr "Uma Nova Chance"
Index: wesnoth/po/wesnoth-tdh/ru.po
diff -u wesnoth/po/wesnoth-tdh/ru.po:1.33 wesnoth/po/wesnoth-tdh/ru.po:1.34
--- wesnoth/po/wesnoth-tdh/ru.po:1.33   Mon Apr 18 07:29:16 2005
+++ wesnoth/po/wesnoth-tdh/ru.po        Mon Apr 18 16:16:38 2005
@@ -14,7 +14,7 @@
 msgstr ""
 "Project-Id-Version: Battle for Wesnoth 0.8.5-CVS\n"
 "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n";
-"POT-Creation-Date: 2005-04-18 09:24+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
 "PO-Revision-Date: 2005-03-24 11:58+0300\n"
 "Last-Translator: Alexandr Menovchicov <address@hidden>\n"
 "Language-Team: none\n"
@@ -41,13 +41,13 @@
 msgstr "Мастер"
 
 #: data/campaigns/The_Dark_Hordes.cfg:12
-msgid "Dark Lord"
-msgstr "Тёмный Лорд"
-
-#: data/campaigns/The_Dark_Hordes.cfg:12
 msgid "(hardest)"
 msgstr "(сложнее)"
 
+#: data/campaigns/The_Dark_Hordes.cfg:12
+msgid "Dark Lord"
+msgstr "Тёмный Лорд"
+
 #: data/scenarios/The_Dark_Hordes/A_New_Chance.cfg:4
 msgid "A New Chance"
 msgstr "Новый Шанс"
Index: wesnoth/po/wesnoth-tdh/sk.po
diff -u wesnoth/po/wesnoth-tdh/sk.po:1.24 wesnoth/po/wesnoth-tdh/sk.po:1.25
--- wesnoth/po/wesnoth-tdh/sk.po:1.24   Mon Apr 18 07:29:16 2005
+++ wesnoth/po/wesnoth-tdh/sk.po        Mon Apr 18 16:16:38 2005
@@ -7,7 +7,7 @@
 msgstr ""
 "Project-Id-Version: Battle for Wesnoth 0.8.2-CVS\n"
 "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n";
-"POT-Creation-Date: 2005-04-18 09:24+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
 "PO-Revision-Date: 2005-01-17 21:56+0100\n"
 "Last-Translator: Viliam Búr <address@hidden>\n"
 "Language-Team: none\n"
@@ -33,13 +33,13 @@
 msgstr "Majster"
 
 #: data/campaigns/The_Dark_Hordes.cfg:12
-msgid "Dark Lord"
-msgstr "Temný pán"
-
-#: data/campaigns/The_Dark_Hordes.cfg:12
 msgid "(hardest)"
 msgstr "(ťažká)"
 
+#: data/campaigns/The_Dark_Hordes.cfg:12
+msgid "Dark Lord"
+msgstr "Temný pán"
+
 #: data/scenarios/The_Dark_Hordes/A_New_Chance.cfg:4
 msgid "A New Chance"
 msgstr "Nová šanca"
Index: wesnoth/po/wesnoth-tdh/sl.po
diff -u wesnoth/po/wesnoth-tdh/sl.po:1.22 wesnoth/po/wesnoth-tdh/sl.po:1.23
--- wesnoth/po/wesnoth-tdh/sl.po:1.22   Mon Apr 18 07:29:17 2005
+++ wesnoth/po/wesnoth-tdh/sl.po        Mon Apr 18 16:16:38 2005
@@ -2,7 +2,7 @@
 msgstr ""
 "Project-Id-Version: Battle for Wesnoth 0.8.6-CVS\n"
 "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n";
-"POT-Creation-Date: 2005-04-18 09:24+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
 "PO-Revision-Date: 2004-08-08 15:00+0200\n"
 "Last-Translator: Automatically generated\n"
 "Language-Team: none\n"
@@ -29,11 +29,11 @@
 msgstr ""
 
 #: data/campaigns/The_Dark_Hordes.cfg:12
-msgid "Dark Lord"
+msgid "(hardest)"
 msgstr ""
 
 #: data/campaigns/The_Dark_Hordes.cfg:12
-msgid "(hardest)"
+msgid "Dark Lord"
 msgstr ""
 
 #: data/scenarios/The_Dark_Hordes/A_New_Chance.cfg:4
Index: wesnoth/po/wesnoth-tdh/sv.po
diff -u wesnoth/po/wesnoth-tdh/sv.po:1.32 wesnoth/po/wesnoth-tdh/sv.po:1.33
--- wesnoth/po/wesnoth-tdh/sv.po:1.32   Mon Apr 18 07:29:17 2005
+++ wesnoth/po/wesnoth-tdh/sv.po        Mon Apr 18 16:16:38 2005
@@ -2,7 +2,7 @@
 msgstr ""
 "Project-Id-Version: Battle for Wesnoth 0.8.11+cvs\n"
 "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n";
-"POT-Creation-Date: 2005-04-18 09:24+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
 "PO-Revision-Date: 2005-03-28 23:46+0200\n"
 "Last-Translator: tephlon\n"
 "Language-Team: Swedish\n"
@@ -29,13 +29,13 @@
 msgstr "Mästare"
 
 #: data/campaigns/The_Dark_Hordes.cfg:12
-msgid "Dark Lord"
-msgstr "Mörkrets furste"
-
-#: data/campaigns/The_Dark_Hordes.cfg:12
 msgid "(hardest)"
 msgstr "(svårast)"
 
+#: data/campaigns/The_Dark_Hordes.cfg:12
+msgid "Dark Lord"
+msgstr "Mörkrets furste"
+
 #: data/scenarios/The_Dark_Hordes/A_New_Chance.cfg:4
 msgid "A New Chance"
 msgstr "En ny chans"
Index: wesnoth/po/wesnoth-tdh/tr.po
diff -u wesnoth/po/wesnoth-tdh/tr.po:1.4 wesnoth/po/wesnoth-tdh/tr.po:1.5
--- wesnoth/po/wesnoth-tdh/tr.po:1.4    Mon Apr 18 07:29:17 2005
+++ wesnoth/po/wesnoth-tdh/tr.po        Mon Apr 18 16:16:38 2005
@@ -2,7 +2,7 @@
 msgstr ""
 "Project-Id-Version: Battle for Wesnoth 0.9.0+cvs\n"
 "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n";
-"POT-Creation-Date: 2005-04-18 09:24+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
 "PO-Revision-Date: 2005-03-29 09:37+0200\n"
 "Last-Translator: Automatically generated\n"
 "Language-Team: none\n"
@@ -28,11 +28,11 @@
 msgstr ""
 
 #: data/campaigns/The_Dark_Hordes.cfg:12
-msgid "Dark Lord"
+msgid "(hardest)"
 msgstr ""
 
 #: data/campaigns/The_Dark_Hordes.cfg:12
-msgid "(hardest)"
+msgid "Dark Lord"
 msgstr ""
 
 #: data/scenarios/The_Dark_Hordes/A_New_Chance.cfg:4
Index: wesnoth/po/wesnoth-tdh/wesnoth-tdh.pot
diff -u wesnoth/po/wesnoth-tdh/wesnoth-tdh.pot:1.22 
wesnoth/po/wesnoth-tdh/wesnoth-tdh.pot:1.23
--- wesnoth/po/wesnoth-tdh/wesnoth-tdh.pot:1.22 Mon Apr 18 07:29:17 2005
+++ wesnoth/po/wesnoth-tdh/wesnoth-tdh.pot      Mon Apr 18 16:16:38 2005
@@ -2,7 +2,7 @@
 msgstr ""
 "Project-Id-Version: PACKAGE VERSION\n"
 "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n";
-"POT-Creation-Date: 2005-04-18 09:24+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
 "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
 "Last-Translator: FULL NAME <address@hidden>\n"
 "Language-Team: LANGUAGE <address@hidden>\n"
@@ -27,11 +27,11 @@
 msgstr ""
 
 #: data/campaigns/The_Dark_Hordes.cfg:12
-msgid "Dark Lord"
+msgid "(hardest)"
 msgstr ""
 
 #: data/campaigns/The_Dark_Hordes.cfg:12
-msgid "(hardest)"
+msgid "Dark Lord"
 msgstr ""
 
 #: data/scenarios/The_Dark_Hordes/A_New_Chance.cfg:4
Index: wesnoth/po/wesnoth-tdh/zh_CN.po
diff -u wesnoth/po/wesnoth-tdh/zh_CN.po:1.6 wesnoth/po/wesnoth-tdh/zh_CN.po:1.7
--- wesnoth/po/wesnoth-tdh/zh_CN.po:1.6 Mon Apr 18 07:29:17 2005
+++ wesnoth/po/wesnoth-tdh/zh_CN.po     Mon Apr 18 16:16:38 2005
@@ -2,7 +2,7 @@
 msgstr ""
 "Project-Id-Version: Battle for Wesnoth 0.8.11+cvs\n"
 "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n";
-"POT-Creation-Date: 2005-04-18 09:24+0200\n"
+"POT-Creation-Date: 2005-04-18 18:06+0200\n"
 "PO-Revision-Date: 2005-03-21 10:19+0100\n"
 "Last-Translator: Automatically generated\n"
 "Language-Team: none\n"
@@ -27,11 +27,11 @@
 msgstr ""
 
 #: data/campaigns/The_Dark_Hordes.cfg:12
-msgid "Dark Lord"
+msgid "(hardest)"
 msgstr ""
 
 #: data/campaigns/The_Dark_Hordes.cfg:12
-msgid "(hardest)"
+msgid "Dark Lord"
 msgstr ""
 
 #: data/scenarios/The_Dark_Hordes/A_New_Chance.cfg:4
Index: wesnoth/po/wesnoth/af.po
diff -u wesnoth/po/wesnoth/af.po:1.6 wesnoth/po/wesnoth/af.po:1.7
--- wesnoth/po/wesnoth/af.po:1.6        Mon Apr 18 07:29:03 2005
+++ wesnoth/po/wesnoth/af.po    Mon Apr 18 16:16:21 2005
@@ -8,7 +8,7 @@
 msgstr ""
 "Project-Id-Version: Battle for Wesnoth 0.8.8-CVS\n"
 "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n";
-"POT-Creation-Date: 2005-04-18 09:21+0200\n"
+"POT-Creation-Date: 2005-04-18 17:52+0200\n"
 "PO-Revision-Date: 2005-03-21 09:57+0100\n"
 "Last-Translator: Automatically generated\n"
 "Language-Team: none\n"
@@ -60,7 +60,7 @@
 "\n"
 "\n"
 "Battle for Wesnoth is a turn-based fantasy strategy game somewhat unusual "
-"amongst modern strategy games. While other games strive for complexity, both "
+"among modern strategy games. While other games strive for complexity, both "
 "in rules and gameplay, Battle for Wesnoth strives for simplicity of 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 "
@@ -94,7 +94,7 @@
 #: data/help.cfg:73
 msgid ""
 "While playing, keep in mind that if you mouse-over many items on the menu "
-"bar to the right, a brief description will pop up explaining that item. This "
+"bar to the right, a brief description will pop up explaining each item. This "
 "is especially useful when you encounter new abilities for the first time."
 msgstr ""
 
@@ -158,11 +158,11 @@
 #: data/help.cfg:93
 msgid ""
 "Movement in Battle for Wesnoth is simple: Simply click on the unit you wish "
-"to move, then click on the hex you wish to move it to. When selected, all "
-"the hexes a unit can move to this turn will be highlighted, and all those it "
-"can't made dull. Mousing over a dull square will 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."
+"to move, 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 dull hex will 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."
 msgstr ""
 
 #: data/help.cfg:95
@@ -217,11 +217,11 @@
 msgid ""
 "\n"
 "\n"
-"The attacker gets the first attack, then the defender. This continues to "
-"alternate until each unit has used up all of its attacks. The number of "
-"attacks a unit gets varies; for instance, an Elvish fighter with a 5-4 sword "
-"attack may make 4 swings each dealing 5 damage, while an Orcish Grunt with 9-"
-"2 only gets 2 swings (but at 9 damage)."
+"The attacker gets the first attack, then the defender retaliates. This "
+"continues to alternate until each unit has used up all of its attacks. The "
+"number of attacks a unit has varies; for instance, an Elvish fighter with a "
+"5-4 sword attack may make 4 swings each dealing 5 damage, while an Orcish "
+"Grunt with 9-2 can only make 2 swings (but at 9 damage each)."
 msgstr ""
 
 #: data/help.cfg:109
@@ -237,8 +237,8 @@
 "\n"
 "With two exceptions, the chance to hit a unit is based solely on its defense "
 "rating in the Terrain it is currently standing in. This may be found by "
-"right-clicking a unit, selecting Unit Description, and then look at "
-"<italic>text='Terrain Modifiers'</italic>. For instance, elves have a "
+"right-clicking a unit, selecting Unit Description, and then looking at "
+"<italic>text='Terrain Modifiers'</italic>. For instance, many elves have a "
 "defense rating of 70% in forest, meaning a unit attacking them has only a "
 "30% chance of hitting them. Conversely, the elf's chance of hitting the "
 "attacker in return depends on what terrain the attacker is in."
@@ -464,9 +464,9 @@
 msgid ""
 "\n"
 "\n"
-"Keep in mind that while Resting can be combined with other forms of healing, "
-"villages, regeneration, and healing/curing cannot combine with each other. "
-"Also, units heal fully between scenarios."
+"Resting can be combined with other forms of healing, but villages, "
+"regeneration, and healing/curing cannot combine with each other. Also, units "
+"heal fully between scenarios."
 msgstr ""
 
 #: data/help.cfg:184
@@ -485,10 +485,9 @@
 msgid ""
 "\n"
 "\n"
-"Income is simple. For every village you control, you gain one gold a turn. "
-"Thus, if you have ten villages, you would normally gain ten gold. "
-"Unfortunately, your Upkeep costs are subtracted from this income, as "
-"detailed below."
+"Income is simple. For every village you control, you gain one gold each "
+"turn. Thus, if you have ten villages, you would normally gain ten gold. Your "
+"Upkeep costs are subtracted from this income, as detailed below."
 msgstr ""
 
 #: data/help.cfg:189
@@ -497,10 +496,10 @@
 "\n"
 "Upkeep is also fairly simple. Each unit requires an amount of Upkeep equal "
 "to its level. You can support as many levels <italic>text=worth</italic> of "
-"units as you have villages for free. 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 a turn in upkeep."
+"units as you have villages, without paying any upkeep. However, for each "
+"level of unit beyond the number of villages you have, you must pay one gold "
+"per turn. For example, if you have twelve level one units and ten villages, "
+"you would have to pay two gold each turn in upkeep."
 msgstr ""
 
 #: data/help.cfg:191
@@ -508,17 +507,16 @@
 "\n"
 "\n"
 "These costs are subtracted from your Income, so in the case of twelve levels "
-"of units and ten villages, your resultant Income would be 8 gold a turn."
+"of units and ten villages, your resultant Income would be 8 gold per turn."
 msgstr ""
 
 #: data/help.cfg:192
 msgid ""
 "\n"
-"There are two main exceptions to Upkeep. Firstly, units with the Loyal trait "
-"will only ever count as level one for upkeep purposes, regardless of their "
-"actual level. Secondly, units you begin the scenario with (such as Konrad or "
+"There is one important exception to Upkeep: units with the Loyal trait never "
+"incur upkeep. Units you begin the scenario with (such as Konrad or "
 "Delfador), or units who join you during a scenario (such as the Horseman in "
-"the second level of Heir to the Throne) will never charge any upkeep."
+"the second level of Heir to the Throne) will usually have the Loyal trait."
 msgstr ""
 
 #: data/help.cfg:197
@@ -540,7 +538,7 @@
 
 #: data/help.cfg:210
 msgid ""
-"Most units have two traits, with the exception of Undead units who are "
+"Most units have two traits, with the exception of Undead units which are "
 "assigned the trait 'Undead'. Traits are modifications that change a unit's "
 "attributes slightly. They are usually randomly assigned to a unit when it is "
 "recruited."
@@ -564,9 +562,9 @@
 "\n"
 "Intelligent 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 units no longer require experience points after "
-"reaching their maximum level. If you have many 'maximum level' units you may "
-"with to recall units with more desirable traits."
+"quite as useful because units no longer have any use for experience points "
+"after reaching their maximum level. If you have many 'maximum level' units "
+"you may with to recall units with more desirable traits."
 msgstr ""
 
 #: data/help.cfg:226
@@ -598,7 +596,7 @@
 "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 "
-"defence, or high resistances. Resilient units are especially useful for "
+"defense, or high resistances. Resilient units are especially useful for "
 "holding strategic positions against opponents."
 msgstr ""
 
@@ -633,17 +631,17 @@
 "\n"
 "<header>text=Loyal</header>\n"
 "\n"
-"Loyal units don't pay 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 "
+"Loyal 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.\n"
 "\n"
 "\n"
-"During campaigns, certain units may opt join the player's forces of their "
+"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 "
-"them or send them to a foolish death."
+"such units or to send them to a foolish death."
 msgstr ""
 
 #: data/help.cfg:258
@@ -666,11 +664,11 @@
 "\n"
 "\n"
 "\n"
-"<header>text=Dexterous</header>\n"
+"<header>text=Dextrous</header>\n"
 "\n"
-"Dexterous units do +1 damage for every successful strike with a bow.\n"
+"Dextrous units do +1 damage for every successful strike with a bow.\n"
 "\n"
-"Dexterous is a trait possessed only by Elves. The Elven people are known for "
+"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."
@@ -2157,7 +2155,7 @@
 msgid "HP"
 msgstr ""
 
-#: data/themes/default.cfg:176 src/playturn.cpp:2126 src/unit.cpp:1107
+#: data/themes/default.cfg:176 src/playturn.cpp:2126
 msgid "XP"
 msgstr ""
 
@@ -5930,24 +5928,24 @@
 
 #: data/units/Troll.cfg:20
 msgid ""
-"Trolls, grown to adulthood, are possessed of a fearsome strength.  Their "
+"Trolls, grown to adulthood, are possessed of a fearsome strength. Their "
 "stone-like bodies have grown to a size much taller than a man, and their "
 "terrifying ability to recover from wounds make them a formidable foe even "
-"far from the mountainous ground they prefer to fight in.  An adult troll is "
+"far from the mountainous ground they prefer to fight in. An adult troll is "
 "smarter, faster, stronger, and though one would dare not say it to their "
-"face, uglier than any of their children.  Their wield heavy clubs with "
-"brutal proficiency, and form a bulwark of strength in any battle they "
-"participate in - the only weakness they have, if such can be said, is their "
-"inability to fight at a distance.\n"
+"face, uglier than any of their children. Their wield heavy clubs with brutal "
+"proficiency, and form a bulwark of strength in any battle they participate "
+"in - the only weakness they have, if such can be said, is their inability to "
+"fight at a distance.\n"
 "\n"
 "Usage:\n"
-"Trolls fight well on rough, rocky terrain, especially at night.  They are "
+"Trolls fight well on rough, rocky terrain, especially at night. They are "
 "vulnerable to archers, especially in open terrain, and should always have a "
-"healthy fear of spellcasters in all terrain.  They are quite powerful "
-"against brittle foes, like skeletons, and quite weak against well armored or "
-"naturally resilient enemies, such as their woodland counterpart, the wose.  "
+"healthy fear of spellcasters in all terrain. They are quite powerful against "
+"brittle foes, like skeletons, and quite weak against well armored or "
+"naturally resilient enemies, such as their woodland counterpart, the wose. "
 "Their regeneration allows them to cure poison and heal wounds without the "
-"aid of a nearby village.  Their relatively slow speed is a liability, as is "
+"aid of a nearby village. Their relatively slow speed is a liability, as is "
 "their weakness during daylight hours."
 msgstr ""
 
@@ -5957,9 +5955,9 @@
 
 #: data/units/Troll_Hero.cfg:17
 msgid ""
-"Trolls hero are strong and brutal humanoid monsters with the amazing ability "
-"to regenerate themselves, so that they recover from wounds on their own, "
-"even during battle."
+"Troll heroes are strong and brutal humanoid monsters with the amazing "
+"ability to regenerate themselves, so that they recover from wounds on their "
+"own, even during battle."
 msgstr ""
 
 #: data/units/Troll_Rocklobber.cfg:3
@@ -5969,28 +5967,28 @@
 #: data/units/Troll_Rocklobber.cfg:21
 msgid ""
 "Given the monstrous strength of their race, trolls can turn rather mundane "
-"weapons into implements of deadly force.  Some trolls piece together crude "
+"weapons into implements of deadly force. Some trolls piece together crude "
 "slings, little different from what a child would use, save for the fact they "
-"hurl boulders instead of pebbles.  Though not especially accurate, a rock "
-"thrown by one of these monsters can cripple a man if it hits him.  Despite "
+"hurl boulders instead of pebbles. Though not especially accurate, a rock "
+"thrown by one of these monsters can cripple a man if it hits him. Despite "
 "being burdened by their heavy ammunition, and lacking in any sort of melee "
 "weaponry, a troll rocklobber is still bigger, stronger, and perhaps even "
 "uglier than the whelp it once was, and a troll's fist serves as well as a "
-"man's hammer in combat.  Furthermore, their ability to strike back at an "
+"man's hammer in combat. Furthermore, their ability to strike back at an "
 "enemy archer makes fighting them a dicey proposition at any range, unless "
 "one can attack under heavy cover of terrain.\n"
 "\n"
 "Usage:\n"
-"Troll whelps fight well on rough, rocky terrain, especially at night.  "
+"Troll Rocklobbers fight well on rough, rocky terrain, especially at night. "
 "Unlike most others of their race, a Troll Rocklobber will make many archers "
 "think twice about attacking, and is quite dangerous for an enemy spellcaster "
-"to attack.  They are quite powerful against brittle foes, like skeletons, "
-"and quite weak against well armored or naturally resilient enemies, such as "
-"their woodland counterpart, the wose.  Their regeneration allows them to "
-"cure poison and heal wounds without the aid of a nearby village.  Their "
-"relatively slow speed is a liability, as is their weakness during daylight "
-"hours.  The greatest danger to a Troll Rocklobber is a powerful melee unit "
-"attacking them in open terrain during the day, when they are weakest."
+"to attack. They are quite powerful against brittle foes, like skeletons, and "
+"quite weak against well armored or naturally resilient enemies, such as "
+"their woodland counterpart, the wose. Their regeneration allows them to cure "
+"poison and heal wounds without the aid of a nearby village. Their relatively "
+"slow speed is a liability, as is their weakness during daylight hours. The "
+"greatest danger to a Troll Rocklobber is a powerful melee unit attacking "
+"them in open terrain during the day, when they are weakest."
 msgstr ""
 
 #: data/units/Troll_Warrior.cfg:3
@@ -6000,27 +5998,26 @@
 #: data/units/Troll_Warrior.cfg:21
 msgid ""
 "A terrifying, monstrous bastion of strength, a Troll Warrior brings to fore "
-"all the tales that have been told of their race's terrifying power.  "
-"Wielding massive hammers that could knock a house off its foundation, and "
-"able to absorb a seemingly endless rash of punishment, Troll Warriors are "
-"capable of singlehandedly changing the strategies of an enemy commander they "
-"face.  A troll warrior is not something brought down by one man, but by a "
-"whole group of them, fighting desperately against this hideous strength "
-"borne before them.  That which causes the most terror about a troll warrior, "
-"is not their appearance, or their power, but the fact that one brought even "
-"within an inch of its life will shortly return to its full strength if it is "
-"not truly sent to death.\n"
+"all the tales that have been told of their race's terrifying power. Wielding "
+"massive hammers that could knock a house off its foundation, and able to "
+"absorb a seemingly endless rash of punishment, Troll Warriors are capable of "
+"singlehandedly changing the strategies of an enemy commander they face. A "
+"troll warrior is not something brought down by one man, but by a whole group "
+"of them, fighting desperately against this hideous strength borne before "
+"them. That which causes the most terror about a troll warrior, is not their "
+"appearance, or their power, but the fact that one brought even within an "
+"inch of its life will shortly return to its full strength if it is not truly "
+"sent to death.\n"
 "\n"
 "Usage:\n"
-"Troll Warriors fight well on rough, rocky terrain, especially at night.  "
+"Troll Warriors fight well on rough, rocky terrain, especially at night. "
 "Though vulnerable to archers and spellcasters, especially in open terrain, "
 "the raw power of a Troll Warrior makes them a foe that generally must be "
-"brought down by several enemies.  There are few enemies which can engage "
-"them in one-on-one combat without a great danger of being killed on the same "
-"turn.  Their regeneration allows them to cure poison, and heal wounds "
-"without the aid of a nearby village.  Their relative weakness during "
-"daylight hours is a liability, though a Troll Warrior is still very powerful "
-"during the day."
+"brought down by several enemies. There are few enemies which can engage them "
+"in one-on-one combat without a great danger of being killed on the same "
+"turn. Their regeneration allows them to cure poison, and heal wounds without "
+"the aid of a nearby village. Their relative weakness during daylight hours "
+"is a liability, though a Troll Warrior is still very powerful during the day."
 msgstr ""
 
 #: data/units/Troll_Whelp.cfg:3
@@ -6031,23 +6028,23 @@
 msgid ""
 "The word 'whelp,' applied even to fearsome animals like wolves and lions, "
 "brings to mind images of frail, helpless, and even 'cute' creatures, so "
-"young they can hardly stand on their own feet.  Given the nature of Trolls, "
+"young they can hardly stand on their own feet. Given the nature of Trolls, "
 "however, a Troll 'whelp' already possesses the terrifying strength native to "
-"their race.  Troll whelps stumble about with bodies bigger than grown men, "
-"and with strength to match.  Their uncanny regeneration, and stone-like "
-"skin, make them monstrous opponents, especially on their favored ground in "
-"the mountains and hills from whence they came.  The only reassurance one has "
-"in fighting a troll whelp is their slow speed, and the fact that they have "
-"not grown to their full strength ... yet.\n"
+"their race. Troll whelps stumble about with bodies bigger than grown men, "
+"and with strength to match. Their uncanny regeneration, and stone-like skin, "
+"make them monstrous opponents, especially on their favored ground in the "
+"mountains and hills from whence they came. The only reassurance one has in "
+"fighting a troll whelp is their slow speed, and the fact that they have not "
+"grown to their full strength... yet.\n"
 "\n"
 "Usage:\n"
-"Troll Whelps fight well on rough, rocky terrain, especially at night.  They "
+"Troll Whelps fight well on rough, rocky terrain, especially at night. They "
 "are vulnerable to archers, especially in open terrain, and should always "
-"have a healthy fear of spellcasters in all terrain.  They are quite powerful "
+"have a healthy fear of spellcasters in all terrain. They are quite powerful "
 "against brittle foes, like skeletons, and quite weak against well armored or "
-"naturally resilient enemies, such as their woodland counterpart, the wose.  "
+"naturally resilient enemies, such as their woodland counterpart, the wose. "
 "Their regeneration allows them to cure poison and heal wounds without the "
-"aid of a nearby village.  Their relatively slow speed is a liability, as is "
+"aid of a nearby village. Their relatively slow speed is a liability, as is "
 "their weakness during daylight hours."
 msgstr ""
 
@@ -7965,6 +7962,10 @@
 msgid "-- The Tome of Wesnoth"
 msgstr ""
 
+#: src/unit.cpp:1107
+msgid " XP to advance"
+msgstr ""
+
 #: src/unit.cpp:1144
 msgid ": "
 msgstr ""
Index: wesnoth/po/wesnoth/bg.po
diff -u wesnoth/po/wesnoth/bg.po:1.28 wesnoth/po/wesnoth/bg.po:1.29
--- wesnoth/po/wesnoth/bg.po:1.28       Mon Apr 18 07:29:03 2005
+++ wesnoth/po/wesnoth/bg.po    Mon Apr 18 16:16:21 2005
@@ -8,7 +8,7 @@
 msgstr ""
 "Project-Id-Version: Battle for Wesnoth 0.8.8-CVS\n"
 "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n";
-"POT-Creation-Date: 2005-04-18 09:21+0200\n"
+"POT-Creation-Date: 2005-04-18 17:52+0200\n"
 "PO-Revision-Date: 2004-12-20 19:16+0200\n"
 "Last-Translator: Anton (Atilla) Tsigularov <address@hidden>\n"
 "Language-Team: none\n"
@@ -68,7 +68,7 @@
 "\n"
 "\n"
 "Battle for Wesnoth is a turn-based fantasy strategy game somewhat unusual "
-"amongst modern strategy games. While other games strive for complexity, both "
+"among modern strategy games. While other games strive for complexity, both "
 "in rules and gameplay, Battle for Wesnoth strives for simplicity of 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 "
@@ -110,7 +110,7 @@
 #: data/help.cfg:73
 msgid ""
 "While playing, keep in mind that if you mouse-over many items on the menu "
-"bar to the right, a brief description will pop up explaining that item. This "
+"bar to the right, a brief description will pop up explaining each item. This "
 "is especially useful when you encounter new abilities for the first time."
 msgstr ""
 
@@ -180,13 +180,14 @@
 msgstr "Движение"
 
 #: data/help.cfg:93
+#, fuzzy
 msgid ""
 "Movement in Battle for Wesnoth is simple: Simply click on the unit you wish "
-"to move, then click on the hex you wish to move it to. When selected, all "
-"the hexes a unit can move to this turn will be highlighted, and all those it "
-"can't made dull. Mousing over a dull square will 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."
+"to move, 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 dull hex will 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."
 msgstr ""
 "Движението в 'Уестнот' е просто: Изберете 
еденицата която искате да "
 "преместите и след това натиснете върху 
квадратчето, върху което искате тя да "
@@ -278,11 +279,11 @@
 msgid ""
 "\n"
 "\n"
-"The attacker gets the first attack, then the defender. This continues to "
-"alternate until each unit has used up all of its attacks. The number of "
-"attacks a unit gets varies; for instance, an Elvish fighter with a 5-4 sword "
-"attack may make 4 swings each dealing 5 damage, while an Orcish Grunt with 9-"
-"2 only gets 2 swings (but at 9 damage)."
+"The attacker gets the first attack, then the defender retaliates. This "
+"continues to alternate until each unit has used up all of its attacks. The "
+"number of attacks a unit has varies; for instance, an Elvish fighter with a "
+"5-4 sword attack may make 4 swings each dealing 5 damage, while an Orcish "
+"Grunt with 9-2 can only make 2 swings (but at 9 damage each)."
 msgstr ""
 
 #: data/help.cfg:109
@@ -298,8 +299,8 @@
 "\n"
 "With two exceptions, the chance to hit a unit is based solely on its defense "
 "rating in the Terrain it is currently standing in. This may be found by "
-"right-clicking a unit, selecting Unit Description, and then look at "
-"<italic>text='Terrain Modifiers'</italic>. For instance, elves have a "
+"right-clicking a unit, selecting Unit Description, and then looking at "
+"<italic>text='Terrain Modifiers'</italic>. For instance, many elves have a "
 "defense rating of 70% in forest, meaning a unit attacking them has only a "
 "30% chance of hitting them. Conversely, the elf's chance of hitting the "
 "attacker in return depends on what terrain the attacker is in."
@@ -525,9 +526,9 @@
 msgid ""
 "\n"
 "\n"
-"Keep in mind that while Resting can be combined with other forms of healing, "
-"villages, regeneration, and healing/curing cannot combine with each other. "
-"Also, units heal fully between scenarios."
+"Resting can be combined with other forms of healing, but villages, "
+"regeneration, and healing/curing cannot combine with each other. Also, units "
+"heal fully between scenarios."
 msgstr ""
 
 #: data/help.cfg:184
@@ -546,10 +547,9 @@
 msgid ""
 "\n"
 "\n"
-"Income is simple. For every village you control, you gain one gold a turn. "
-"Thus, if you have ten villages, you would normally gain ten gold. "
-"Unfortunately, your Upkeep costs are subtracted from this income, as "
-"detailed below."
+"Income is simple. For every village you control, you gain one gold each "
+"turn. Thus, if you have ten villages, you would normally gain ten gold. Your "
+"Upkeep costs are subtracted from this income, as detailed below."
 msgstr ""
 
 #: data/help.cfg:189
@@ -558,10 +558,10 @@
 "\n"
 "Upkeep is also fairly simple. Each unit requires an amount of Upkeep equal "
 "to its level. You can support as many levels <italic>text=worth</italic> of "
-"units as you have villages for free. 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 a turn in upkeep."
+"units as you have villages, without paying any upkeep. However, for each "
+"level of unit beyond the number of villages you have, you must pay one gold "
+"per turn. For example, if you have twelve level one units and ten villages, "
+"you would have to pay two gold each turn in upkeep."
 msgstr ""
 
 #: data/help.cfg:191
@@ -569,17 +569,16 @@
 "\n"
 "\n"
 "These costs are subtracted from your Income, so in the case of twelve levels "
-"of units and ten villages, your resultant Income would be 8 gold a turn."
+"of units and ten villages, your resultant Income would be 8 gold per turn."
 msgstr ""
 
 #: data/help.cfg:192
 msgid ""
 "\n"
-"There are two main exceptions to Upkeep. Firstly, units with the Loyal trait "
-"will only ever count as level one for upkeep purposes, regardless of their "
-"actual level. Secondly, units you begin the scenario with (such as Konrad or "
+"There is one important exception to Upkeep: units with the Loyal trait never "
+"incur upkeep. Units you begin the scenario with (such as Konrad or "
 "Delfador), or units who join you during a scenario (such as the Horseman in "
-"the second level of Heir to the Throne) will never charge any upkeep."
+"the second level of Heir to the Throne) will usually have the Loyal trait."
 msgstr ""
 
 #: data/help.cfg:197
@@ -601,7 +600,7 @@
 
 #: data/help.cfg:210
 msgid ""
-"Most units have two traits, with the exception of Undead units who are "
+"Most units have two traits, with the exception of Undead units which are "
 "assigned the trait 'Undead'. Traits are modifications that change a unit's "
 "attributes slightly. They are usually randomly assigned to a unit when it is "
 "recruited."
@@ -625,9 +624,9 @@
 "\n"
 "Intelligent 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 units no longer require experience points after "
-"reaching their maximum level. If you have many 'maximum level' units you may "
-"with to recall units with more desirable traits."
+"quite as useful because units no longer have any use for experience points "
+"after reaching their maximum level. If you have many 'maximum level' units "
+"you may with to recall units with more desirable traits."
 msgstr ""
 
 #: data/help.cfg:226
@@ -659,7 +658,7 @@
 "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 "
-"defence, or high resistances. Resilient units are especially useful for "
+"defense, or high resistances. Resilient units are especially useful for "
 "holding strategic positions against opponents."
 msgstr ""
 
@@ -694,17 +693,17 @@
 "\n"
 "<header>text=Loyal</header>\n"
 "\n"
-"Loyal units don't pay 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 "
+"Loyal 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.\n"
 "\n"
 "\n"
-"During campaigns, certain units may opt join the player's forces of their "
+"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 "
-"them or send them to a foolish death."
+"such units or to send them to a foolish death."
 msgstr ""
 
 #: data/help.cfg:258
@@ -727,11 +726,11 @@
 "\n"
 "\n"
 "\n"
-"<header>text=Dexterous</header>\n"
+"<header>text=Dextrous</header>\n"
 "\n"
-"Dexterous units do +1 damage for every successful strike with a bow.\n"
+"Dextrous units do +1 damage for every successful strike with a bow.\n"
 "\n"
-"Dexterous is a trait possessed only by Elves. The Elven people are known for "
+"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."
@@ -2248,7 +2247,7 @@
 msgid "HP"
 msgstr "Здраве"
 
-#: data/themes/default.cfg:176 src/playturn.cpp:2126 src/unit.cpp:1107
+#: data/themes/default.cfg:176 src/playturn.cpp:2126
 msgid "XP"
 msgstr "Опит"
 
@@ -6209,24 +6208,24 @@
 
 #: data/units/Troll.cfg:20
 msgid ""
-"Trolls, grown to adulthood, are possessed of a fearsome strength.  Their "
+"Trolls, grown to adulthood, are possessed of a fearsome strength. Their "
 "stone-like bodies have grown to a size much taller than a man, and their "
 "terrifying ability to recover from wounds make them a formidable foe even "
-"far from the mountainous ground they prefer to fight in.  An adult troll is "
+"far from the mountainous ground they prefer to fight in. An adult troll is "
 "smarter, faster, stronger, and though one would dare not say it to their "
-"face, uglier than any of their children.  Their wield heavy clubs with "
-"brutal proficiency, and form a bulwark of strength in any battle they "
-"participate in - the only weakness they have, if such can be said, is their "
-"inability to fight at a distance.\n"
+"face, uglier than any of their children. Their wield heavy clubs with brutal "
+"proficiency, and form a bulwark of strength in any battle they participate "
+"in - the only weakness they have, if such can be said, is their inability to "
+"fight at a distance.\n"
 "\n"
 "Usage:\n"
-"Trolls fight well on rough, rocky terrain, especially at night.  They are "
+"Trolls fight well on rough, rocky terrain, especially at night. They are "
 "vulnerable to archers, especially in open terrain, and should always have a "
-"healthy fear of spellcasters in all terrain.  They are quite powerful "
-"against brittle foes, like skeletons, and quite weak against well armored or "
-"naturally resilient enemies, such as their woodland counterpart, the wose.  "
+"healthy fear of spellcasters in all terrain. They are quite powerful against "
+"brittle foes, like skeletons, and quite weak against well armored or "
+"naturally resilient enemies, such as their woodland counterpart, the wose. "
 "Their regeneration allows them to cure poison and heal wounds without the "
-"aid of a nearby village.  Their relatively slow speed is a liability, as is "
+"aid of a nearby village. Their relatively slow speed is a liability, as is "
 "their weakness during daylight hours."
 msgstr ""
 
@@ -6235,10 +6234,11 @@
 msgstr "Тролски Герой"
 
 #: data/units/Troll_Hero.cfg:17
+#, fuzzy
 msgid ""
-"Trolls hero are strong and brutal humanoid monsters with the amazing ability "
-"to regenerate themselves, so that they recover from wounds on their own, "
-"even during battle."
+"Troll heroes are strong and brutal humanoid monsters with the amazing "
+"ability to regenerate themselves, so that they recover from wounds on their "
+"own, even during battle."
 msgstr ""
 "Тролските Герои са силни и брутални х
уманоиди, които се възстановяват от "
 "раните си сами, дори по време на битка. "
@@ -6250,28 +6250,28 @@
 #: data/units/Troll_Rocklobber.cfg:21
 msgid ""
 "Given the monstrous strength of their race, trolls can turn rather mundane "
-"weapons into implements of deadly force.  Some trolls piece together crude "
+"weapons into implements of deadly force. Some trolls piece together crude "
 "slings, little different from what a child would use, save for the fact they "
-"hurl boulders instead of pebbles.  Though not especially accurate, a rock "
-"thrown by one of these monsters can cripple a man if it hits him.  Despite "
+"hurl boulders instead of pebbles. Though not especially accurate, a rock "
+"thrown by one of these monsters can cripple a man if it hits him. Despite "
 "being burdened by their heavy ammunition, and lacking in any sort of melee "
 "weaponry, a troll rocklobber is still bigger, stronger, and perhaps even "
 "uglier than the whelp it once was, and a troll's fist serves as well as a "
-"man's hammer in combat.  Furthermore, their ability to strike back at an "
+"man's hammer in combat. Furthermore, their ability to strike back at an "
 "enemy archer makes fighting them a dicey proposition at any range, unless "
 "one can attack under heavy cover of terrain.\n"
 "\n"
 "Usage:\n"
-"Troll whelps fight well on rough, rocky terrain, especially at night.  "
+"Troll Rocklobbers fight well on rough, rocky terrain, especially at night. "
 "Unlike most others of their race, a Troll Rocklobber will make many archers "
 "think twice about attacking, and is quite dangerous for an enemy spellcaster "
-"to attack.  They are quite powerful against brittle foes, like skeletons, "
-"and quite weak against well armored or naturally resilient enemies, such as "
-"their woodland counterpart, the wose.  Their regeneration allows them to "
-"cure poison and heal wounds without the aid of a nearby village.  Their "
-"relatively slow speed is a liability, as is their weakness during daylight "
-"hours.  The greatest danger to a Troll Rocklobber is a powerful melee unit "
-"attacking them in open terrain during the day, when they are weakest."
+"to attack. They are quite powerful against brittle foes, like skeletons, and "
+"quite weak against well armored or naturally resilient enemies, such as "
+"their woodland counterpart, the wose. Their regeneration allows them to cure "
+"poison and heal wounds without the aid of a nearby village. Their relatively "
+"slow speed is a liability, as is their weakness during daylight hours. The "
+"greatest danger to a Troll Rocklobber is a powerful melee unit attacking "
+"them in open terrain during the day, when they are weakest."
 msgstr ""
 
 #: data/units/Troll_Warrior.cfg:3
@@ -6281,27 +6281,26 @@
 #: data/units/Troll_Warrior.cfg:21
 msgid ""
 "A terrifying, monstrous bastion of strength, a Troll Warrior brings to fore "
-"all the tales that have been told of their race's terrifying power.  "
-"Wielding massive hammers that could knock a house off its foundation, and "
-"able to absorb a seemingly endless rash of punishment, Troll Warriors are "
-"capable of singlehandedly changing the strategies of an enemy commander they "
-"face.  A troll warrior is not something brought down by one man, but by a "
-"whole group of them, fighting desperately against this hideous strength "
-"borne before them.  That which causes the most terror about a troll warrior, "
-"is not their appearance, or their power, but the fact that one brought even "
-"within an inch of its life will shortly return to its full strength if it is "
-"not truly sent to death.\n"
+"all the tales that have been told of their race's terrifying power. Wielding "
+"massive hammers that could knock a house off its foundation, and able to "
+"absorb a seemingly endless rash of punishment, Troll Warriors are capable of "
+"singlehandedly changing the strategies of an enemy commander they face. A "
+"troll warrior is not something brought down by one man, but by a whole group "
+"of them, fighting desperately against this hideous strength borne before "
+"them. That which causes the most terror about a troll warrior, is not their "
+"appearance, or their power, but the fact that one brought even within an "
+"inch of its life will shortly return to its full strength if it is not truly "
+"sent to death.\n"
 "\n"
 "Usage:\n"
-"Troll Warriors fight well on rough, rocky terrain, especially at night.  "
+"Troll Warriors fight well on rough, rocky terrain, especially at night. "
 "Though vulnerable to archers and spellcasters, especially in open terrain, "
 "the raw power of a Troll Warrior makes them a foe that generally must be "
-"brought down by several enemies.  There are few enemies which can engage "
-"them in one-on-one combat without a great danger of being killed on the same "
-"turn.  Their regeneration allows them to cure poison, and heal wounds "
-"without the aid of a nearby village.  Their relative weakness during "
-"daylight hours is a liability, though a Troll Warrior is still very powerful "
-"during the day."
+"brought down by several enemies. There are few enemies which can engage them "
+"in one-on-one combat without a great danger of being killed on the same "
+"turn. Their regeneration allows them to cure poison, and heal wounds without "
+"the aid of a nearby village. Their relative weakness during daylight hours "
+"is a liability, though a Troll Warrior is still very powerful during the day."
 msgstr ""
 
 #: data/units/Troll_Whelp.cfg:3
@@ -6312,23 +6311,23 @@
 msgid ""
 "The word 'whelp,' applied even to fearsome animals like wolves and lions, "
 "brings to mind images of frail, helpless, and even 'cute' creatures, so "
-"young they can hardly stand on their own feet.  Given the nature of Trolls, "
+"young they can hardly stand on their own feet. Given the nature of Trolls, "
 "however, a Troll 'whelp' already possesses the terrifying strength native to "
-"their race.  Troll whelps stumble about with bodies bigger than grown men, "
-"and with strength to match.  Their uncanny regeneration, and stone-like "
-"skin, make them monstrous opponents, especially on their favored ground in "
-"the mountains and hills from whence they came.  The only reassurance one has "
-"in fighting a troll whelp is their slow speed, and the fact that they have "
-"not grown to their full strength ... yet.\n"
+"their race. Troll whelps stumble about with bodies bigger than grown men, "
+"and with strength to match. Their uncanny regeneration, and stone-like skin, "
+"make them monstrous opponents, especially on their favored ground in the "
+"mountains and hills from whence they came. The only reassurance one has in "
+"fighting a troll whelp is their slow speed, and the fact that they have not "
+"grown to their full strength... yet.\n"
 "\n"
 "Usage:\n"
-"Troll Whelps fight well on rough, rocky terrain, especially at night.  They "
+"Troll Whelps fight well on rough, rocky terrain, especially at night. They "
 "are vulnerable to archers, especially in open terrain, and should always "
-"have a healthy fear of spellcasters in all terrain.  They are quite powerful "
+"have a healthy fear of spellcasters in all terrain. They are quite powerful "
 "against brittle foes, like skeletons, and quite weak against well armored or "
-"naturally resilient enemies, such as their woodland counterpart, the wose.  "
+"naturally resilient enemies, such as their woodland counterpart, the wose. "
 "Their regeneration allows them to cure poison and heal wounds without the "
-"aid of a nearby village.  Their relatively slow speed is a liability, as is "
+"aid of a nearby village. Their relatively slow speed is a liability, as is "
 "their weakness during daylight hours."
 msgstr ""
 
@@ -8359,6 +8358,10 @@
 msgid "-- The Tome of Wesnoth"
 msgstr "Книгата на Уестнот"
 
+#: src/unit.cpp:1107
+msgid " XP to advance"
+msgstr ""
+
 #: src/unit.cpp:1144
 #, fuzzy
 msgid ": "
Index: wesnoth/po/wesnoth/ca.po
diff -u wesnoth/po/wesnoth/ca.po:1.70 wesnoth/po/wesnoth/ca.po:1.71
--- wesnoth/po/wesnoth/ca.po:1.70       Mon Apr 18 15:08:06 2005
+++ wesnoth/po/wesnoth/ca.po    Mon Apr 18 16:16:21 2005
@@ -8,7 +8,7 @@
 msgstr ""
 "Project-Id-Version: ca\n"
 "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n";
-"POT-Creation-Date: 2005-04-18 09:21+0200\n"
+"POT-Creation-Date: 2005-04-18 17:52+0200\n"
 "PO-Revision-Date: 2005-04-18 16:54+0200\n"
 "Last-Translator: Jordà Polo <address@hidden>\n"
 "Language-Team: Català <address@hidden>\n"
@@ -59,11 +59,12 @@
 "Aquestes habilitats es mostren a continuació."
 
 #: data/help.cfg:62
+#, fuzzy
 msgid ""
 "\n"
 "\n"
 "Battle for Wesnoth is a turn-based fantasy strategy game somewhat unusual "
-"amongst modern strategy games. While other games strive for complexity, both "
+"among modern strategy games. While other games strive for complexity, both "
 "in rules and gameplay, Battle for Wesnoth strives for simplicity of 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 "
@@ -116,9 +117,10 @@
 "italic>."
 
 #: data/help.cfg:73
+#, fuzzy
 msgid ""
 "While playing, keep in mind that if you mouse-over many items on the menu "
-"bar to the right, a brief description will pop up explaining that item. This "
+"bar to the right, a brief description will pop up explaining each item. This "
 "is especially useful when you encounter new abilities for the first time."
 msgstr ""
 "Mentre jugueu, recordeu que si poseu el punter del ratolí sobre alguns dels "
@@ -217,13 +219,14 @@
 msgstr "Moviment"
 
 #: data/help.cfg:93
+#, fuzzy
 msgid ""
 "Movement in Battle for Wesnoth is simple: Simply click on the unit you wish "
-"to move, then click on the hex you wish to move it to. When selected, all "
-"the hexes a unit can move to this turn will be highlighted, and all those it "
-"can't made dull. Mousing over a dull square will 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."
+"to move, 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 dull hex will 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."
 msgstr ""
 "El moviment a Batalla per Wesnoth és simple: primer feu un clic a la unitat "
 "que desitgeu moure i aleshores feu clic al hexàgon de destí. Quan una 
unitat "
@@ -308,14 +311,15 @@
 "<header>text='Ordre i nombre dels atacs'</header>"
 
 #: data/help.cfg:107
+#, fuzzy
 msgid ""
 "\n"
 "\n"
-"The attacker gets the first attack, then the defender. This continues to "
-"alternate until each unit has used up all of its attacks. The number of "
-"attacks a unit gets varies; for instance, an Elvish fighter with a 5-4 sword "
-"attack may make 4 swings each dealing 5 damage, while an Orcish Grunt with 9-"
-"2 only gets 2 swings (but at 9 damage)."
+"The attacker gets the first attack, then the defender retaliates. This "
+"continues to alternate until each unit has used up all of its attacks. The "
+"number of attacks a unit has varies; for instance, an Elvish fighter with a "
+"5-4 sword attack may make 4 swings each dealing 5 damage, while an Orcish "
+"Grunt with 9-2 can only make 2 swings (but at 9 damage each)."
 msgstr ""
 "\n"
 "\n"
@@ -337,13 +341,14 @@
 "<header>text='Possibilitat de colpejar'</header>"
 
 #: data/help.cfg:111
+#, fuzzy
 msgid ""
 "\n"
 "\n"
 "With two exceptions, the chance to hit a unit is based solely on its defense "
 "rating in the Terrain it is currently standing in. This may be found by "
-"right-clicking a unit, selecting Unit Description, and then look at "
-"<italic>text='Terrain Modifiers'</italic>. For instance, elves have a "
+"right-clicking a unit, selecting Unit Description, and then looking at "
+"<italic>text='Terrain Modifiers'</italic>. For instance, many elves have a "
 "defense rating of 70% in forest, meaning a unit attacking them has only a "
 "30% chance of hitting them. Conversely, the elf's chance of hitting the "
 "attacker in return depends on what terrain the attacker is in."
@@ -674,12 +679,13 @@
 "curar unitats enverinades."
 
 #: data/help.cfg:179
+#, fuzzy
 msgid ""
 "\n"
 "\n"
-"Keep in mind that while Resting can be combined with other forms of healing, "
-"villages, regeneration, and healing/curing cannot combine with each other. "
-"Also, units heal fully between scenarios."
+"Resting can be combined with other forms of healing, but villages, "
+"regeneration, and healing/curing cannot combine with each other. Also, units "
+"heal fully between scenarios."
 msgstr ""
 "\n"
 "\n"
@@ -705,13 +711,13 @@
 "aquest tema: els guanys i el manteniment."
 
 #: data/help.cfg:187
+#, fuzzy
 msgid ""
 "\n"
 "\n"
-"Income is simple. For every village you control, you gain one gold a turn. "
-"Thus, if you have ten villages, you would normally gain ten gold. "
-"Unfortunately, your Upkeep costs are subtracted from this income, as "
-"detailed below."
+"Income is simple. For every village you control, you gain one gold each "
+"turn. Thus, if you have ten villages, you would normally gain ten gold. Your "
+"Upkeep costs are subtracted from this income, as detailed below."
 msgstr ""
 "\n"
 "\n"
@@ -721,15 +727,16 @@
 "mostra a continuació."
 
 #: data/help.cfg:189
+#, fuzzy
 msgid ""
 "\n"
 "\n"
 "Upkeep is also fairly simple. Each unit requires an amount of Upkeep equal "
 "to its level. You can support as many levels <italic>text=worth</italic> of "
-"units as you have villages for free. 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 a turn in upkeep."
+"units as you have villages, without paying any upkeep. However, for each "
+"level of unit beyond the number of villages you have, you must pay one gold "
+"per turn. For example, if you have twelve level one units and ten villages, "
+"you would have to pay two gold each turn in upkeep."
 msgstr ""
 "\n"
 "\n"
@@ -741,11 +748,12 @@
 "pagar dos monedes d'or de manteniment cada torn."
 
 #: data/help.cfg:191
+#, fuzzy
 msgid ""
 "\n"
 "\n"
 "These costs are subtracted from your Income, so in the case of twelve levels "
-"of units and ten villages, your resultant Income would be 8 gold a turn."
+"of units and ten villages, your resultant Income would be 8 gold per turn."
 msgstr ""
 "\n"
 "\n"
@@ -754,13 +762,13 @@
 "d'or per torn."
 
 #: data/help.cfg:192
+#, fuzzy
 msgid ""
 "\n"
-"There are two main exceptions to Upkeep. Firstly, units with the Loyal trait "
-"will only ever count as level one for upkeep purposes, regardless of their "
-"actual level. Secondly, units you begin the scenario with (such as Konrad or "
+"There is one important exception to Upkeep: units with the Loyal trait never "
+"incur upkeep. Units you begin the scenario with (such as Konrad or "
 "Delfador), or units who join you during a scenario (such as the Horseman in "
-"the second level of Heir to the Throne) will never charge any upkeep."
+"the second level of Heir to the Throne) will usually have the Loyal trait."
 msgstr ""
 "\n"
 "Hi ha dues excepcions al manteniment. En primer lloc, les unitats amb el "
@@ -792,8 +800,9 @@
 msgstr "Quant a"
 
 #: data/help.cfg:210
+#, fuzzy
 msgid ""
-"Most units have two traits, with the exception of Undead units who are "
+"Most units have two traits, with the exception of Undead units which are "
 "assigned the trait 'Undead'. Traits are modifications that change a unit's "
 "attributes slightly. They are usually randomly assigned to a unit when it is "
 "recruited."
@@ -814,6 +823,7 @@
 "Els trets disponibles (excepte per a no morts) són:"
 
 #: data/help.cfg:219
+#, fuzzy
 msgid ""
 "\n"
 "\n"
@@ -824,9 +834,9 @@
 "\n"
 "Intelligent 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 units no longer require experience points after "
-"reaching their maximum level. If you have many 'maximum level' units you may "
-"with to recall units with more desirable traits."
+"quite as useful because units no longer have any use for experience points "
+"after reaching their maximum level. If you have many 'maximum level' units "
+"you may with to recall units with more desirable traits."
 msgstr ""
 "\n"
 "\n"
@@ -873,6 +883,7 @@
 "per mantenir posicions."
 
 #: data/help.cfg:233
+#, fuzzy
 msgid ""
 "\n"
 "\n"
@@ -884,7 +895,7 @@
 "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 "
-"defence, or high resistances. Resilient units are especially useful for "
+"defense, or high resistances. Resilient units are especially useful for "
 "holding strategic positions against opponents."
 msgstr ""
 "\n"
@@ -892,11 +903,12 @@
 "\n"
 "<header>text=Resistent</header>\n"
 "\n"
-"Les unitats resistents tenen 7 punts de vida més del que és habitual. "
-"\n"
+"Les unitats resistents tenen 7 punts de vida més del que és habitual. \n"
 "Les unitats resistents poden ser molt útils en totes les etapes de la "
-"campanya, i és un tret vàlid per a totes les unitats. Aquest tret ajuda 
molt a unitats que, o bé tenen pocs punts de vida, o bé tenen ja una bona 
defensa. Les unitats resistents "
-"són especialment vàlides per mantenir posicions davant l'oponent."
+"campanya, i és un tret vàlid per a totes les unitats. Aquest tret ajuda 
molt "
+"a unitats que, o bé tenen pocs punts de vida, o bé tenen ja una bona "
+"defensa. Les unitats resistents són especialment vàlides per mantenir "
+"posicions davant l'oponent."
 
 #: data/help.cfg:240
 msgid ""
@@ -939,23 +951,24 @@
 "També hi ha altres trets especials:"
 
 #: data/help.cfg:251
+#, fuzzy
 msgid ""
 "\n"
 "\n"
 "\n"
 "<header>text=Loyal</header>\n"
 "\n"
-"Loyal units don't pay 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 "
+"Loyal 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.\n"
 "\n"
 "\n"
-"During campaigns, certain units may opt join the player's forces of their "
+"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 "
-"them or send them to a foolish death."
+"such units or to send them to a foolish death."
 msgstr ""
 "\n"
 "\n"
@@ -972,7 +985,8 @@
 "que pot ser necessari pagar per tal de reincorporar-les, no caldrà mai pagar 
"
 "el seu cost de manteniment. Aquest fet les converteix en unitats amb un "
 "valor incalculable en campanyes llargues, en els moments en que anem més "
-"escassos de recursos. No s'assigna mai a unitats reclutades, així que no 
seria gaire encertat acomiadar-les o enviar-les a una mort inútil."
+"escassos de recursos. No s'assigna mai a unitats reclutades, així que no "
+"seria gaire encertat acomiadar-les o enviar-les a una mort inútil."
 
 #: data/help.cfg:258
 msgid ""
@@ -1001,15 +1015,16 @@
 "d'aquells que usen algun tipus de verí en els seus atacs."
 
 #: data/help.cfg:265
+#, fuzzy
 msgid ""
 "\n"
 "\n"
 "\n"
-"<header>text=Dexterous</header>\n"
+"<header>text=Dextrous</header>\n"
 "\n"
-"Dexterous units do +1 damage for every successful strike with a bow.\n"
+"Dextrous units do +1 damage for every successful strike with a bow.\n"
 "\n"
-"Dexterous is a trait possessed only by Elves. The Elven people are known for "
+"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."
@@ -1019,9 +1034,13 @@
 "\n"
 "<header>text=Destre</header>\n"
 "\n"
-"Les unitats destres fan +1 de mal cada vegada que encerten una fletxa amb el 
seu arc.\n"
+"Les unitats destres fan +1 de mal cada vegada que encerten una fletxa amb el "
+"seu arc.\n"
 "\n"
-"Només els elfs poden posseir aquest tret. La gent elfa és coneguda per la 
seva estranya gràcia, i la seva facilitat increïble pel tir amb arc. Alguns, 
a més, estan dotats d'un talent natural que excedeix el dels seus germans. 
Aquests elfs infligeixen un punt addicional de mal amb cada fletxa."
+"Només els elfs poden posseir aquest tret. La gent elfa és coneguda per la "
+"seva estranya gràcia, i la seva facilitat increïble pel tir amb arc. 
Alguns, "
+"a més, estan dotats d'un talent natural que excedeix el dels seus germans. "
+"Aquests elfs infligeixen un punt addicional de mal amb cada fletxa."
 
 #: data/items.cfg:264
 msgid ""
@@ -1307,7 +1326,8 @@
 #: data/scenarios/multiplayer/Blitz.cfg:9
 #: data/scenarios/multiplayer/Charge.cfg:9
 msgid "A duel map for super fast play. Recommended setting of 2g per village."
-msgstr "Un mapa molt ràpid per fer duels. Es recomana 2 monedes d'or per 
llogaret."
+msgstr ""
+"Un mapa molt ràpid per fer duels. Es recomana 2 monedes d'or per llogaret."
 
 #: data/scenarios/multiplayer/BrokenBridge.cfg:2
 msgid "The Broken Bridge"
@@ -1370,7 +1390,8 @@
 msgstr "Aigües gelades"
 
 #: data/scenarios/multiplayer/IcyWaters.cfg:5
-msgid "Battle in and around the icy waters of this crucial harbor in North 
Wesnoth."
+msgid ""
+"Battle in and around the icy waters of this crucial harbor in North Wesnoth."
 msgstr ""
 "Combat en aquesta badia d'aigües gelades del nord de Wesnoth i pels seus "
 "voltants."
@@ -1740,7 +1761,8 @@
 #: data/scenarios/tutorial/Basic_Training.cfg:299
 #: data/scenarios/tutorial/Traits_and_Specialties.cfg:249
 msgid "Do you want to review any of the skills learned in this scenario?"
-msgstr "Voleu revisar alguna de les habilitats que heu après en aquest 
escenari?"
+msgstr ""
+"Voleu revisar alguna de les habilitats que heu après en aquest escenari?"
 
 #: data/scenarios/tutorial/Basic_Training.cfg:302
 #: data/scenarios/tutorial/Traits_and_Specialties.cfg:252
@@ -1770,7 +1792,8 @@
 msgid ""
 "Now you will be subject to a more difficult test. You must defeat me in mock "
 "battle."
-msgstr "Ara sereu sotmès a una prova més dura. M'haureu de derrotar en una 
batalla."
+msgstr ""
+"Ara sereu sotmès a una prova més dura. M'haureu de derrotar en una batalla."
 
 #: data/scenarios/tutorial/Traits_and_Specialties.cfg:50
 msgid ""
@@ -1875,7 +1898,8 @@
 "les unitats."
 
 #: data/scenarios/tutorial/Traits_and_Specialties.cfg:167
-msgid "Many units have a specialty which changes the rules of play in some 
way."
+msgid ""
+"Many units have a specialty which changes the rules of play in some way."
 msgstr ""
 "Moltes unitats tenen alguna característica que canvia les regles del joc "
 "d'alguna manera."
@@ -1906,7 +1930,8 @@
 
 #: data/scenarios/tutorial/Traits_and_Specialties.cfg:284
 msgid "Next, you may want to begin a campaign, or play multiplayer."
-msgstr "Ara potser voldreu començar una campanya, o fer una partida 
multijugador."
+msgstr ""
+"Ara potser voldreu començar una campanya, o fer una partida multijugador."
 
 #: data/scenarios/tutorial/utils.cfg:11
 msgid "That was explained well! But.."
@@ -2831,7 +2856,7 @@
 msgid "HP"
 msgstr "HP"
 
-#: data/themes/default.cfg:176 src/playturn.cpp:2126 src/unit.cpp:1107
+#: data/themes/default.cfg:176 src/playturn.cpp:2126
 msgid "XP"
 msgstr "XP"
 
@@ -2960,7 +2985,8 @@
 "tiradors, que tenen un 60%."
 
 #: data/tips.cfg:9
-msgid "Units stationed in villages heal 8 hitpoints at the beginning of their 
turn."
+msgid ""
+"Units stationed in villages heal 8 hitpoints at the beginning of their turn."
 msgstr ""
 "Les unitats que descansen als llogarets recuperen 8 punts de vida al "
 "començament del seu torn."
@@ -3027,7 +3053,8 @@
 "tropes prescindibles per retrasar l'atac."
 
 #: data/tips.cfg:17
-msgid "Do not be afraid to retreat and regroup, it is often the key to 
victory."
+msgid ""
+"Do not be afraid to retreat and regroup, it is often the key to victory."
 msgstr ""
 "No tingueu por de retirar-vos i tornar-vos a agrupar, aquesta pot ser la "
 "clau de la victòria."
@@ -3595,7 +3622,8 @@
 
 #: data/translations/english.cfg:140
 msgid "$river|bridge,$river|bridge,$river|bridge,$name|ham,$name|bridge"
-msgstr "Pont de $river,El pont de $river,Pont de $river,Roda de $name,Pont 
$name"
+msgstr ""
+"Pont de $river,El pont de $river,Pont de $river,Roda de $name,Pont $name"
 
 #: data/translations/english.cfg:141
 msgid "$name|ham,$name|ton,$name|field"
@@ -3610,7 +3638,8 @@
 msgstr "$name de mar,$name de dalt,$name,$name,$name"
 
 #: data/translations/english.cfg:144
-msgid 
"$name|ham,$name|bury,$name|ton,$name|mont,$name|mont,$name|cliff,$name|cliff"
+msgid ""
+"$name|ham,$name|bury,$name|ton,$name|mont,$name|mont,$name|cliff,$name|cliff"
 msgstr "$name,$name,$name,$name,$name,$name,$name"
 
 #: data/units/Ancient_Lich.cfg:3
@@ -5535,7 +5564,8 @@
 msgstr "Bola de foc"
 
 #: data/units/Fireball.cfg:16
-msgid "A Fireball. This is not to be used for anything else than a 
'Move_Unit_Fake'!"
+msgid ""
+"A Fireball. This is not to be used for anything else than a 'Move_Unit_Fake'!"
 msgstr "Una bola de foc. Només usat per 'Move_Unit_Fake'."
 
 #: data/units/Footpad.cfg:3
@@ -6798,7 +6828,8 @@
 
 #: data/units/Outlaw.cfg:89
 msgid "Outlaws fight better at night. Female Outlaws look good while doing it."
-msgstr "Els proscrits lluiten millor de nit. Les proscrites, a més, ho fan 
amb estil."
+msgstr ""
+"Els proscrits lluiten millor de nit. Les proscrites, a més, ho fan amb 
estil."
 
 #: data/units/Outlaw_Princess.cfg:4
 msgid "female^Outlaw Princess"
@@ -7177,8 +7208,10 @@
 msgstr "Serp marina"
 
 #: data/units/Sea_Serpent.cfg:16
-msgid "Sea Serpents are gigantic monsters, capable of capsizing boats by 
themselves."
-msgstr "La serp marina és un monstre enorme, capaç de sotsobrar qualsevol 
embarcació."
+msgid ""
+"Sea Serpents are gigantic monsters, capable of capsizing boats by themselves."
+msgstr ""
+"La serp marina és un monstre enorme, capaç de sotsobrar qualsevol 
embarcació."
 
 #: data/units/Sergeant.cfg:3
 msgid "Sergeant"
@@ -7458,24 +7491,24 @@
 
 #: data/units/Troll.cfg:20
 msgid ""
-"Trolls, grown to adulthood, are possessed of a fearsome strength.  Their "
+"Trolls, grown to adulthood, are possessed of a fearsome strength. Their "
 "stone-like bodies have grown to a size much taller than a man, and their "
 "terrifying ability to recover from wounds make them a formidable foe even "
-"far from the mountainous ground they prefer to fight in.  An adult troll is "
+"far from the mountainous ground they prefer to fight in. An adult troll is "
 "smarter, faster, stronger, and though one would dare not say it to their "
-"face, uglier than any of their children.  Their wield heavy clubs with "
-"brutal proficiency, and form a bulwark of strength in any battle they "
-"participate in - the only weakness they have, if such can be said, is their "
-"inability to fight at a distance.\n"
+"face, uglier than any of their children. Their wield heavy clubs with brutal "
+"proficiency, and form a bulwark of strength in any battle they participate "
+"in - the only weakness they have, if such can be said, is their inability to "
+"fight at a distance.\n"
 "\n"
 "Usage:\n"
-"Trolls fight well on rough, rocky terrain, especially at night.  They are "
+"Trolls fight well on rough, rocky terrain, especially at night. They are "
 "vulnerable to archers, especially in open terrain, and should always have a "
-"healthy fear of spellcasters in all terrain.  They are quite powerful "
-"against brittle foes, like skeletons, and quite weak against well armored or "
-"naturally resilient enemies, such as their woodland counterpart, the wose.  "
+"healthy fear of spellcasters in all terrain. They are quite powerful against "
+"brittle foes, like skeletons, and quite weak against well armored or "
+"naturally resilient enemies, such as their woodland counterpart, the wose. "
 "Their regeneration allows them to cure poison and heal wounds without the "
-"aid of a nearby village.  Their relatively slow speed is a liability, as is "
+"aid of a nearby village. Their relatively slow speed is a liability, as is "
 "their weakness during daylight hours."
 msgstr ""
 
@@ -7484,10 +7517,11 @@
 msgstr "Heroi troll"
 
 #: data/units/Troll_Hero.cfg:17
+#, fuzzy
 msgid ""
-"Trolls hero are strong and brutal humanoid monsters with the amazing ability "
-"to regenerate themselves, so that they recover from wounds on their own, "
-"even during battle."
+"Troll heroes are strong and brutal humanoid monsters with the amazing "
+"ability to regenerate themselves, so that they recover from wounds on their "
+"own, even during battle."
 msgstr ""
 "Els herois trolls són uns monstres forts i brutals amb una increïble "
 "habilitat de regeneració. Ells mateixos es recuperen de les ferides, fins i "
@@ -7500,28 +7534,28 @@
 #: data/units/Troll_Rocklobber.cfg:21
 msgid ""
 "Given the monstrous strength of their race, trolls can turn rather mundane "
-"weapons into implements of deadly force.  Some trolls piece together crude "
+"weapons into implements of deadly force. Some trolls piece together crude "
 "slings, little different from what a child would use, save for the fact they "
-"hurl boulders instead of pebbles.  Though not especially accurate, a rock "
-"thrown by one of these monsters can cripple a man if it hits him.  Despite "
+"hurl boulders instead of pebbles. Though not especially accurate, a rock "
+"thrown by one of these monsters can cripple a man if it hits him. Despite "
 "being burdened by their heavy ammunition, and lacking in any sort of melee "
 "weaponry, a troll rocklobber is still bigger, stronger, and perhaps even "
 "uglier than the whelp it once was, and a troll's fist serves as well as a "
-"man's hammer in combat.  Furthermore, their ability to strike back at an "
+"man's hammer in combat. Furthermore, their ability to strike back at an "
 "enemy archer makes fighting them a dicey proposition at any range, unless "
 "one can attack under heavy cover of terrain.\n"
 "\n"
 "Usage:\n"
-"Troll whelps fight well on rough, rocky terrain, especially at night.  "
+"Troll Rocklobbers fight well on rough, rocky terrain, especially at night. "
 "Unlike most others of their race, a Troll Rocklobber will make many archers "
 "think twice about attacking, and is quite dangerous for an enemy spellcaster "
-"to attack.  They are quite powerful against brittle foes, like skeletons, "
-"and quite weak against well armored or naturally resilient enemies, such as "
-"their woodland counterpart, the wose.  Their regeneration allows them to "
-"cure poison and heal wounds without the aid of a nearby village.  Their "
-"relatively slow speed is a liability, as is their weakness during daylight "
-"hours.  The greatest danger to a Troll Rocklobber is a powerful melee unit "
-"attacking them in open terrain during the day, when they are weakest."
+"to attack. They are quite powerful against brittle foes, like skeletons, and "
+"quite weak against well armored or naturally resilient enemies, such as "
+"their woodland counterpart, the wose. Their regeneration allows them to cure "
+"poison and heal wounds without the aid of a nearby village. Their relatively "
+"slow speed is a liability, as is their weakness during daylight hours. The "
+"greatest danger to a Troll Rocklobber is a powerful melee unit attacking "
+"them in open terrain during the day, when they are weakest."
 msgstr ""
 
 #: data/units/Troll_Warrior.cfg:3
@@ -7531,27 +7565,26 @@
 #: data/units/Troll_Warrior.cfg:21
 msgid ""
 "A terrifying, monstrous bastion of strength, a Troll Warrior brings to fore "
-"all the tales that have been told of their race's terrifying power.  "
-"Wielding massive hammers that could knock a house off its foundation, and "
-"able to absorb a seemingly endless rash of punishment, Troll Warriors are "
-"capable of singlehandedly changing the strategies of an enemy commander they "
-"face.  A troll warrior is not something brought down by one man, but by a "
-"whole group of them, fighting desperately against this hideous strength "
-"borne before them.  That which causes the most terror about a troll warrior, "
-"is not their appearance, or their power, but the fact that one brought even "
-"within an inch of its life will shortly return to its full strength if it is "
-"not truly sent to death.\n"
+"all the tales that have been told of their race's terrifying power. Wielding "
+"massive hammers that could knock a house off its foundation, and able to "
+"absorb a seemingly endless rash of punishment, Troll Warriors are capable of "
+"singlehandedly changing the strategies of an enemy commander they face. A "
+"troll warrior is not something brought down by one man, but by a whole group "
+"of them, fighting desperately against this hideous strength borne before "
+"them. That which causes the most terror about a troll warrior, is not their "
+"appearance, or their power, but the fact that one brought even within an "
+"inch of its life will shortly return to its full strength if it is not truly "
+"sent to death.\n"
 "\n"
 "Usage:\n"
-"Troll Warriors fight well on rough, rocky terrain, especially at night.  "
+"Troll Warriors fight well on rough, rocky terrain, especially at night. "
 "Though vulnerable to archers and spellcasters, especially in open terrain, "
 "the raw power of a Troll Warrior makes them a foe that generally must be "
-"brought down by several enemies.  There are few enemies which can engage "
-"them in one-on-one combat without a great danger of being killed on the same "
-"turn.  Their regeneration allows them to cure poison, and heal wounds "
-"without the aid of a nearby village.  Their relative weakness during "
-"daylight hours is a liability, though a Troll Warrior is still very powerful "
-"during the day."
+"brought down by several enemies. There are few enemies which can engage them "
+"in one-on-one combat without a great danger of being killed on the same "
+"turn. Their regeneration allows them to cure poison, and heal wounds without "
+"the aid of a nearby village. Their relative weakness during daylight hours "
+"is a liability, though a Troll Warrior is still very powerful during the day."
 msgstr ""
 
 #: data/units/Troll_Whelp.cfg:3
@@ -7562,23 +7595,23 @@
 msgid ""
 "The word 'whelp,' applied even to fearsome animals like wolves and lions, "
 "brings to mind images of frail, helpless, and even 'cute' creatures, so "
-"young they can hardly stand on their own feet.  Given the nature of Trolls, "
+"young they can hardly stand on their own feet. Given the nature of Trolls, "
 "however, a Troll 'whelp' already possesses the terrifying strength native to "
-"their race.  Troll whelps stumble about with bodies bigger than grown men, "
-"and with strength to match.  Their uncanny regeneration, and stone-like "
-"skin, make them monstrous opponents, especially on their favored ground in "
-"the mountains and hills from whence they came.  The only reassurance one has "
-"in fighting a troll whelp is their slow speed, and the fact that they have "
-"not grown to their full strength ... yet.\n"
+"their race. Troll whelps stumble about with bodies bigger than grown men, "
+"and with strength to match. Their uncanny regeneration, and stone-like skin, "
+"make them monstrous opponents, especially on their favored ground in the "
+"mountains and hills from whence they came. The only reassurance one has in "
+"fighting a troll whelp is their slow speed, and the fact that they have not "
+"grown to their full strength... yet.\n"
 "\n"
 "Usage:\n"
-"Troll Whelps fight well on rough, rocky terrain, especially at night.  They "
+"Troll Whelps fight well on rough, rocky terrain, especially at night. They "
 "are vulnerable to archers, especially in open terrain, and should always "
-"have a healthy fear of spellcasters in all terrain.  They are quite powerful "
+"have a healthy fear of spellcasters in all terrain. They are quite powerful "
 "against brittle foes, like skeletons, and quite weak against well armored or "
-"naturally resilient enemies, such as their woodland counterpart, the wose.  "
+"naturally resilient enemies, such as their woodland counterpart, the wose. "
 "Their regeneration allows them to cure poison and heal wounds without the "
-"aid of a nearby village.  Their relatively slow speed is a liability, as is "
+"aid of a nearby village. Their relatively slow speed is a liability, as is "
 "their weakness during daylight hours."
 msgstr ""
 
@@ -7962,7 +7995,8 @@
 
 #: src/actions.cpp:109
 msgid "You must have your leader on a keep to recruit or recall units."
-msgstr "El vostre líder ha d'estar en una torre per reclutar o reincorporar 
unitats."
+msgstr ""
+"El vostre líder ha d'estar en una torre per reclutar o reincorporar unitats."
 
 #: src/actions.cpp:126
 msgid "There are no vacant castle tiles in which to recruit a unit."
@@ -8399,7 +8433,8 @@
 msgstr "Servidor remot desconnectat."
 
 #: src/game.cpp:1133
-msgid "There was a problem creating the files necessary to install this 
campaign."
+msgid ""
+"There was a problem creating the files necessary to install this campaign."
 msgstr ""
 "S'ha produit un error creant els fitxers necessaris per instal·lar aquesta "
 "campanya."
@@ -8569,7 +8604,8 @@
 
 #: src/help.cpp:1347
 msgid "This terrain acts as $terrains for movement and defense purposes."
-msgstr "Aquest terreny actua com $terrains pel que fa al moviment i la 
defensa."
+msgstr ""
+"Aquest terreny actua com $terrains pel que fa al moviment i la defensa."
 
 #: src/help.cpp:1349
 msgid "The terrain with the best modifier is chosen automatically."
@@ -9119,7 +9155,8 @@
 msgstr "Trieu l'arma:"
 
 #: src/playturn.cpp:1270
-msgid "You have not started your turn yet.  Do you really want to end your 
turn?"
+msgid ""
+"You have not started your turn yet.  Do you really want to end your turn?"
 msgstr ""
 "No heu començat a moure les unitats. Segur de que voleu finalitzar el vostre 
"
 "torn?"
@@ -9152,7 +9189,8 @@
 msgid ""
 "Save names may not contain colons, slashes, or backslashes. Please choose a "
 "different name."
-msgstr "Els noms no poden contindre comes ni barres. Si us plau, trieu un 
altre nom."
+msgstr ""
+"Els noms no poden contindre comes ni barres. Si us plau, trieu un altre nom."
 
 #: src/playturn.cpp:1564
 msgid "Saved"
@@ -9198,7 +9236,8 @@
 msgid ""
 "My lord, this unit is an experienced one, having advanced levels! Do you "
 "really want to dismiss $noun?"
-msgstr "Senyor, aquesta unitat és experimentada. Segur que voleu acomiadar a 
$noun?"
+msgstr ""
+"Senyor, aquesta unitat és experimentada. Segur que voleu acomiadar a $noun?"
 
 #: src/playturn.cpp:1900
 msgid ""
@@ -9326,7 +9365,8 @@
 
 #: src/playturn.cpp:2427
 msgid "New theme will take effect on next new or loaded game."
-msgstr "Els canvis de tema tenen efecte en carregar o iniciar una nova 
partida."
+msgstr ""
+"Els canvis de tema tenen efecte en carregar o iniciar una nova partida."
 
 #: src/playturn.cpp:2512
 msgid "Place Label"
@@ -9408,7 +9448,8 @@
 
 #: src/reports.cpp:125
 msgid "This unit has been turned to stone. It may not move or attack."
-msgstr "Aquesta unitat ha estat convertida en pedra. No es pot moure ni 
atacar."
+msgstr ""
+"Aquesta unitat ha estat convertida en pedra. No es pot moure ni atacar."
 
 #: src/reports.cpp:125
 msgid "stone: "
@@ -9580,6 +9621,10 @@
 msgid "-- The Tome of Wesnoth"
 msgstr "-- Guerra i virtut"
 
+#: src/unit.cpp:1107
+msgid " XP to advance"
+msgstr ""
+
 #: src/unit.cpp:1144
 msgid ": "
 msgstr ": "
@@ -9603,4 +9648,3 @@
 #: src/unit_types.cpp:932
 msgid "neutral"
 msgstr "neutral"
-
Index: wesnoth/po/wesnoth/cs.po
diff -u wesnoth/po/wesnoth/cs.po:1.45 wesnoth/po/wesnoth/cs.po:1.46
--- wesnoth/po/wesnoth/cs.po:1.45       Mon Apr 18 07:29:03 2005
+++ wesnoth/po/wesnoth/cs.po    Mon Apr 18 16:16:21 2005
@@ -8,7 +8,7 @@
 msgstr ""
 "Project-Id-Version: Battle for Wesnoth 0.8.4-CVS\n"
 "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n";
-"POT-Creation-Date: 2005-04-18 09:21+0200\n"
+"POT-Creation-Date: 2005-04-18 17:52+0200\n"
 "PO-Revision-Date: 2004-09-30 12:32+0200\n"
 "Last-Translator: David Nečas <address@hidden>\n"
 "Language-Team: Czech\n"
@@ -64,7 +64,7 @@
 "\n"
 "\n"
 "Battle for Wesnoth is a turn-based fantasy strategy game somewhat unusual "
-"amongst modern strategy games. While other games strive for complexity, both "
+"among modern strategy games. While other games strive for complexity, both "
 "in rules and gameplay, Battle for Wesnoth strives for simplicity of 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 "
@@ -106,7 +106,7 @@
 #: data/help.cfg:73
 msgid ""
 "While playing, keep in mind that if you mouse-over many items on the menu "
-"bar to the right, a brief description will pop up explaining that item. This "
+"bar to the right, a brief description will pop up explaining each item. This "
 "is especially useful when you encounter new abilities for the first time."
 msgstr ""
 
@@ -170,11 +170,11 @@
 #: data/help.cfg:93
 msgid ""
 "Movement in Battle for Wesnoth is simple: Simply click on the unit you wish "
-"to move, then click on the hex you wish to move it to. When selected, all "
-"the hexes a unit can move to this turn will be highlighted, and all those it "
-"can't made dull. Mousing over a dull square will 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."
+"to move, 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 dull hex will 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."
 msgstr ""
 
 #: data/help.cfg:95
@@ -229,11 +229,11 @@
 msgid ""
 "\n"
 "\n"
-"The attacker gets the first attack, then the defender. This continues to "
-"alternate until each unit has used up all of its attacks. The number of "
-"attacks a unit gets varies; for instance, an Elvish fighter with a 5-4 sword "
-"attack may make 4 swings each dealing 5 damage, while an Orcish Grunt with 9-"
-"2 only gets 2 swings (but at 9 damage)."
+"The attacker gets the first attack, then the defender retaliates. This "
+"continues to alternate until each unit has used up all of its attacks. The "
+"number of attacks a unit has varies; for instance, an Elvish fighter with a "
+"5-4 sword attack may make 4 swings each dealing 5 damage, while an Orcish "
+"Grunt with 9-2 can only make 2 swings (but at 9 damage each)."
 msgstr ""
 
 #: data/help.cfg:109
@@ -249,8 +249,8 @@
 "\n"
 "With two exceptions, the chance to hit a unit is based solely on its defense "
 "rating in the Terrain it is currently standing in. This may be found by "
-"right-clicking a unit, selecting Unit Description, and then look at "
-"<italic>text='Terrain Modifiers'</italic>. For instance, elves have a "
+"right-clicking a unit, selecting Unit Description, and then looking at "
+"<italic>text='Terrain Modifiers'</italic>. For instance, many elves have a "
 "defense rating of 70% in forest, meaning a unit attacking them has only a "
 "30% chance of hitting them. Conversely, the elf's chance of hitting the "
 "attacker in return depends on what terrain the attacker is in."
@@ -476,9 +476,9 @@
 msgid ""
 "\n"
 "\n"
-"Keep in mind that while Resting can be combined with other forms of healing, "
-"villages, regeneration, and healing/curing cannot combine with each other. "
-"Also, units heal fully between scenarios."
+"Resting can be combined with other forms of healing, but villages, "
+"regeneration, and healing/curing cannot combine with each other. Also, units "
+"heal fully between scenarios."
 msgstr ""
 
 #: data/help.cfg:184
@@ -497,10 +497,9 @@
 msgid ""
 "\n"
 "\n"
-"Income is simple. For every village you control, you gain one gold a turn. "
-"Thus, if you have ten villages, you would normally gain ten gold. "
-"Unfortunately, your Upkeep costs are subtracted from this income, as "
-"detailed below."
+"Income is simple. For every village you control, you gain one gold each "
+"turn. Thus, if you have ten villages, you would normally gain ten gold. Your "
+"Upkeep costs are subtracted from this income, as detailed below."
 msgstr ""
 
 #: data/help.cfg:189
@@ -509,10 +508,10 @@
 "\n"
 "Upkeep is also fairly simple. Each unit requires an amount of Upkeep equal "
 "to its level. You can support as many levels <italic>text=worth</italic> of "
-"units as you have villages for free. 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 a turn in upkeep."
+"units as you have villages, without paying any upkeep. However, for each "
+"level of unit beyond the number of villages you have, you must pay one gold "
+"per turn. For example, if you have twelve level one units and ten villages, "
+"you would have to pay two gold each turn in upkeep."
 msgstr ""
 
 #: data/help.cfg:191
@@ -520,17 +519,16 @@
 "\n"
 "\n"
 "These costs are subtracted from your Income, so in the case of twelve levels "
-"of units and ten villages, your resultant Income would be 8 gold a turn."
+"of units and ten villages, your resultant Income would be 8 gold per turn."
 msgstr ""
 
 #: data/help.cfg:192
 msgid ""
 "\n"
-"There are two main exceptions to Upkeep. Firstly, units with the Loyal trait "
-"will only ever count as level one for upkeep purposes, regardless of their "
-"actual level. Secondly, units you begin the scenario with (such as Konrad or "
+"There is one important exception to Upkeep: units with the Loyal trait never "
+"incur upkeep. Units you begin the scenario with (such as Konrad or "
 "Delfador), or units who join you during a scenario (such as the Horseman in "
-"the second level of Heir to the Throne) will never charge any upkeep."
+"the second level of Heir to the Throne) will usually have the Loyal trait."
 msgstr ""
 
 #: data/help.cfg:197
@@ -557,7 +555,7 @@
 
 #: data/help.cfg:210
 msgid ""
-"Most units have two traits, with the exception of Undead units who are "
+"Most units have two traits, with the exception of Undead units which are "
 "assigned the trait 'Undead'. Traits are modifications that change a unit's "
 "attributes slightly. They are usually randomly assigned to a unit when it is "
 "recruited."
@@ -581,9 +579,9 @@
 "\n"
 "Intelligent 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 units no longer require experience points after "
-"reaching their maximum level. If you have many 'maximum level' units you may "
-"with to recall units with more desirable traits."
+"quite as useful because units no longer have any use for experience points "
+"after reaching their maximum level. If you have many 'maximum level' units "
+"you may with to recall units with more desirable traits."
 msgstr ""
 
 #: data/help.cfg:226
@@ -615,7 +613,7 @@
 "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 "
-"defence, or high resistances. Resilient units are especially useful for "
+"defense, or high resistances. Resilient units are especially useful for "
 "holding strategic positions against opponents."
 msgstr ""
 
@@ -650,17 +648,17 @@
 "\n"
 "<header>text=Loyal</header>\n"
 "\n"
-"Loyal units don't pay 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 "
+"Loyal 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.\n"
 "\n"
 "\n"
-"During campaigns, certain units may opt join the player's forces of their "
+"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 "
-"them or send them to a foolish death."
+"such units or to send them to a foolish death."
 msgstr ""
 
 #: data/help.cfg:258
@@ -683,11 +681,11 @@
 "\n"
 "\n"
 "\n"
-"<header>text=Dexterous</header>\n"
+"<header>text=Dextrous</header>\n"
 "\n"
-"Dexterous units do +1 damage for every successful strike with a bow.\n"
+"Dextrous units do +1 damage for every successful strike with a bow.\n"
 "\n"
-"Dexterous is a trait possessed only by Elves. The Elven people are known for "
+"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."
@@ -2526,7 +2524,7 @@
 msgid "HP"
 msgstr "Životů"
 
-#: data/themes/default.cfg:176 src/playturn.cpp:2126 src/unit.cpp:1107
+#: data/themes/default.cfg:176 src/playturn.cpp:2126
 msgid "XP"
 msgstr "Zkušenost"
 
@@ -6947,24 +6945,24 @@
 
 #: data/units/Troll.cfg:20
 msgid ""
-"Trolls, grown to adulthood, are possessed of a fearsome strength.  Their "
+"Trolls, grown to adulthood, are possessed of a fearsome strength. Their "
 "stone-like bodies have grown to a size much taller than a man, and their "
 "terrifying ability to recover from wounds make them a formidable foe even "
-"far from the mountainous ground they prefer to fight in.  An adult troll is "
+"far from the mountainous ground they prefer to fight in. An adult troll is "
 "smarter, faster, stronger, and though one would dare not say it to their "
-"face, uglier than any of their children.  Their wield heavy clubs with "
-"brutal proficiency, and form a bulwark of strength in any battle they "
-"participate in - the only weakness they have, if such can be said, is their "
-"inability to fight at a distance.\n"
+"face, uglier than any of their children. Their wield heavy clubs with brutal "
+"proficiency, and form a bulwark of strength in any battle they participate "
+"in - the only weakness they have, if such can be said, is their inability to "
+"fight at a distance.\n"
 "\n"
 "Usage:\n"
-"Trolls fight well on rough, rocky terrain, especially at night.  They are "
+"Trolls fight well on rough, rocky terrain, especially at night. They are "
 "vulnerable to archers, especially in open terrain, and should always have a "
-"healthy fear of spellcasters in all terrain.  They are quite powerful "
-"against brittle foes, like skeletons, and quite weak against well armored or "
-"naturally resilient enemies, such as their woodland counterpart, the wose.  "
+"healthy fear of spellcasters in all terrain. They are quite powerful against "
+"brittle foes, like skeletons, and quite weak against well armored or "
+"naturally resilient enemies, such as their woodland counterpart, the wose. "
 "Their regeneration allows them to cure poison and heal wounds without the "
-"aid of a nearby village.  Their relatively slow speed is a liability, as is "
+"aid of a nearby village. Their relatively slow speed is a liability, as is "
 "their weakness during daylight hours."
 msgstr ""
 
@@ -6973,10 +6971,11 @@
 msgstr "Trolí hrdina"
 
 #: data/units/Troll_Hero.cfg:17
+#, fuzzy
 msgid ""
-"Trolls hero are strong and brutal humanoid monsters with the amazing ability "
-"to regenerate themselves, so that they recover from wounds on their own, "
-"even during battle."
+"Troll heroes are strong and brutal humanoid monsters with the amazing "
+"ability to regenerate themselves, so that they recover from wounds on their "
+"own, even during battle."
 msgstr ""
 "Trolí hrdinové jsou silná a surová humanoidní monstra s ohromující "
 "schopností regenerace, takže se sami léčí ze svých zranění, a to i 
během "
@@ -6989,28 +6988,28 @@
 #: data/units/Troll_Rocklobber.cfg:21
 msgid ""
 "Given the monstrous strength of their race, trolls can turn rather mundane "
-"weapons into implements of deadly force.  Some trolls piece together crude "
+"weapons into implements of deadly force. Some trolls piece together crude "
 "slings, little different from what a child would use, save for the fact they "
-"hurl boulders instead of pebbles.  Though not especially accurate, a rock "
-"thrown by one of these monsters can cripple a man if it hits him.  Despite "
+"hurl boulders instead of pebbles. Though not especially accurate, a rock "
+"thrown by one of these monsters can cripple a man if it hits him. Despite "
 "being burdened by their heavy ammunition, and lacking in any sort of melee "
 "weaponry, a troll rocklobber is still bigger, stronger, and perhaps even "
 "uglier than the whelp it once was, and a troll's fist serves as well as a "
-"man's hammer in combat.  Furthermore, their ability to strike back at an "
+"man's hammer in combat. Furthermore, their ability to strike back at an "
 "enemy archer makes fighting them a dicey proposition at any range, unless "
 "one can attack under heavy cover of terrain.\n"
 "\n"
 "Usage:\n"
-"Troll whelps fight well on rough, rocky terrain, especially at night.  "
+"Troll Rocklobbers fight well on rough, rocky terrain, especially at night. "
 "Unlike most others of their race, a Troll Rocklobber will make many archers "
 "think twice about attacking, and is quite dangerous for an enemy spellcaster "
-"to attack.  They are quite powerful against brittle foes, like skeletons, "
-"and quite weak against well armored or naturally resilient enemies, such as "
-"their woodland counterpart, the wose.  Their regeneration allows them to "
-"cure poison and heal wounds without the aid of a nearby village.  Their "
-"relatively slow speed is a liability, as is their weakness during daylight "
-"hours.  The greatest danger to a Troll Rocklobber is a powerful melee unit "
-"attacking them in open terrain during the day, when they are weakest."
+"to attack. They are quite powerful against brittle foes, like skeletons, and "
+"quite weak against well armored or naturally resilient enemies, such as "
+"their woodland counterpart, the wose. Their regeneration allows them to cure "
+"poison and heal wounds without the aid of a nearby village. Their relatively "
+"slow speed is a liability, as is their weakness during daylight hours. The "
+"greatest danger to a Troll Rocklobber is a powerful melee unit attacking "
+"them in open terrain during the day, when they are weakest."
 msgstr ""
 
 #: data/units/Troll_Warrior.cfg:3
@@ -7020,27 +7019,26 @@
 #: data/units/Troll_Warrior.cfg:21
 msgid ""
 "A terrifying, monstrous bastion of strength, a Troll Warrior brings to fore "
-"all the tales that have been told of their race's terrifying power.  "
-"Wielding massive hammers that could knock a house off its foundation, and "
-"able to absorb a seemingly endless rash of punishment, Troll Warriors are "
-"capable of singlehandedly changing the strategies of an enemy commander they "
-"face.  A troll warrior is not something brought down by one man, but by a "
-"whole group of them, fighting desperately against this hideous strength "
-"borne before them.  That which causes the most terror about a troll warrior, "
-"is not their appearance, or their power, but the fact that one brought even "
-"within an inch of its life will shortly return to its full strength if it is "
-"not truly sent to death.\n"
+"all the tales that have been told of their race's terrifying power. Wielding "
+"massive hammers that could knock a house off its foundation, and able to "
+"absorb a seemingly endless rash of punishment, Troll Warriors are capable of "
+"singlehandedly changing the strategies of an enemy commander they face. A "
+"troll warrior is not something brought down by one man, but by a whole group "
+"of them, fighting desperately against this hideous strength borne before "
+"them. That which causes the most terror about a troll warrior, is not their "
+"appearance, or their power, but the fact that one brought even within an "
+"inch of its life will shortly return to its full strength if it is not truly "
+"sent to death.\n"
 "\n"
 "Usage:\n"
-"Troll Warriors fight well on rough, rocky terrain, especially at night.  "
+"Troll Warriors fight well on rough, rocky terrain, especially at night. "
 "Though vulnerable to archers and spellcasters, especially in open terrain, "
 "the raw power of a Troll Warrior makes them a foe that generally must be "
-"brought down by several enemies.  There are few enemies which can engage "
-"them in one-on-one combat without a great danger of being killed on the same "
-"turn.  Their regeneration allows them to cure poison, and heal wounds "
-"without the aid of a nearby village.  Their relative weakness during "
-"daylight hours is a liability, though a Troll Warrior is still very powerful "
-"during the day."
+"brought down by several enemies. There are few enemies which can engage them "
+"in one-on-one combat without a great danger of being killed on the same "
+"turn. Their regeneration allows them to cure poison, and heal wounds without "
+"the aid of a nearby village. Their relative weakness during daylight hours "
+"is a liability, though a Troll Warrior is still very powerful during the day."
 msgstr ""
 
 #: data/units/Troll_Whelp.cfg:3
@@ -7051,23 +7049,23 @@
 msgid ""
 "The word 'whelp,' applied even to fearsome animals like wolves and lions, "
 "brings to mind images of frail, helpless, and even 'cute' creatures, so "
-"young they can hardly stand on their own feet.  Given the nature of Trolls, "
+"young they can hardly stand on their own feet. Given the nature of Trolls, "
 "however, a Troll 'whelp' already possesses the terrifying strength native to "
-"their race.  Troll whelps stumble about with bodies bigger than grown men, "
-"and with strength to match.  Their uncanny regeneration, and stone-like "
-"skin, make them monstrous opponents, especially on their favored ground in "
-"the mountains and hills from whence they came.  The only reassurance one has "
-"in fighting a troll whelp is their slow speed, and the fact that they have "
-"not grown to their full strength ... yet.\n"
+"their race. Troll whelps stumble about with bodies bigger than grown men, "
+"and with strength to match. Their uncanny regeneration, and stone-like skin, "
+"make them monstrous opponents, especially on their favored ground in the "
+"mountains and hills from whence they came. The only reassurance one has in "
+"fighting a troll whelp is their slow speed, and the fact that they have not "
+"grown to their full strength... yet.\n"
 "\n"
 "Usage:\n"
-"Troll Whelps fight well on rough, rocky terrain, especially at night.  They "
+"Troll Whelps fight well on rough, rocky terrain, especially at night. They "
 "are vulnerable to archers, especially in open terrain, and should always "
-"have a healthy fear of spellcasters in all terrain.  They are quite powerful "
+"have a healthy fear of spellcasters in all terrain. They are quite powerful "
 "against brittle foes, like skeletons, and quite weak against well armored or "
-"naturally resilient enemies, such as their woodland counterpart, the wose.  "
+"naturally resilient enemies, such as their woodland counterpart, the wose. "
 "Their regeneration allows them to cure poison and heal wounds without the "
-"aid of a nearby village.  Their relatively slow speed is a liability, as is "
+"aid of a nearby village. Their relatively slow speed is a liability, as is "
 "their weakness during daylight hours."
 msgstr ""
 
@@ -9146,6 +9144,10 @@
 msgid "-- The Tome of Wesnoth"
 msgstr "-- Kniha Wesnothu"
 
+#: src/unit.cpp:1107
+msgid " XP to advance"
+msgstr ""
+
 #: src/unit.cpp:1144
 #, fuzzy
 msgid ": "
Index: wesnoth/po/wesnoth/da.po
diff -u wesnoth/po/wesnoth/da.po:1.47 wesnoth/po/wesnoth/da.po:1.48
--- wesnoth/po/wesnoth/da.po:1.47       Mon Apr 18 07:29:04 2005
+++ wesnoth/po/wesnoth/da.po    Mon Apr 18 16:16:21 2005
@@ -8,7 +8,7 @@
 msgstr ""
 "Project-Id-Version: wesnoth\n"
 "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n";
-"POT-Creation-Date: 2005-04-18 09:21+0200\n"
+"POT-Creation-Date: 2005-04-18 17:52+0200\n"
 "PO-Revision-Date: 2004-09-13 17:48+0200\n"
 "Last-Translator: Mathias Bundgaard Svensson <address@hidden>\n"
 "Language-Team:  <address@hidden>\n"
@@ -63,7 +63,7 @@
 "\n"
 "\n"
 "Battle for Wesnoth is a turn-based fantasy strategy game somewhat unusual "
-"amongst modern strategy games. While other games strive for complexity, both "
+"among modern strategy games. While other games strive for complexity, both "
 "in rules and gameplay, Battle for Wesnoth strives for simplicity of 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 "
@@ -105,7 +105,7 @@
 #: data/help.cfg:73
 msgid ""
 "While playing, keep in mind that if you mouse-over many items on the menu "
-"bar to the right, a brief description will pop up explaining that item. This "
+"bar to the right, a brief description will pop up explaining each item. This "
 "is especially useful when you encounter new abilities for the first time."
 msgstr ""
 
@@ -169,11 +169,11 @@
 #: data/help.cfg:93
 msgid ""
 "Movement in Battle for Wesnoth is simple: Simply click on the unit you wish "
-"to move, then click on the hex you wish to move it to. When selected, all "
-"the hexes a unit can move to this turn will be highlighted, and all those it "
-"can't made dull. Mousing over a dull square will 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."
+"to move, 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 dull hex will 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."
 msgstr ""
 
 #: data/help.cfg:95
@@ -228,11 +228,11 @@
 msgid ""
 "\n"
 "\n"
-"The attacker gets the first attack, then the defender. This continues to "
-"alternate until each unit has used up all of its attacks. The number of "
-"attacks a unit gets varies; for instance, an Elvish fighter with a 5-4 sword "
-"attack may make 4 swings each dealing 5 damage, while an Orcish Grunt with 9-"
-"2 only gets 2 swings (but at 9 damage)."
+"The attacker gets the first attack, then the defender retaliates. This "
+"continues to alternate until each unit has used up all of its attacks. The "
+"number of attacks a unit has varies; for instance, an Elvish fighter with a "
+"5-4 sword attack may make 4 swings each dealing 5 damage, while an Orcish "
+"Grunt with 9-2 can only make 2 swings (but at 9 damage each)."
 msgstr ""
 
 #: data/help.cfg:109
@@ -248,8 +248,8 @@
 "\n"
 "With two exceptions, the chance to hit a unit is based solely on its defense "
 "rating in the Terrain it is currently standing in. This may be found by "
-"right-clicking a unit, selecting Unit Description, and then look at "
-"<italic>text='Terrain Modifiers'</italic>. For instance, elves have a "
+"right-clicking a unit, selecting Unit Description, and then looking at "
+"<italic>text='Terrain Modifiers'</italic>. For instance, many elves have a "
 "defense rating of 70% in forest, meaning a unit attacking them has only a "
 "30% chance of hitting them. Conversely, the elf's chance of hitting the "
 "attacker in return depends on what terrain the attacker is in."
@@ -475,9 +475,9 @@
 msgid ""
 "\n"
 "\n"
-"Keep in mind that while Resting can be combined with other forms of healing, "
-"villages, regeneration, and healing/curing cannot combine with each other. "
-"Also, units heal fully between scenarios."
+"Resting can be combined with other forms of healing, but villages, "
+"regeneration, and healing/curing cannot combine with each other. Also, units "
+"heal fully between scenarios."
 msgstr ""
 
 #: data/help.cfg:184
@@ -496,10 +496,9 @@
 msgid ""
 "\n"
 "\n"
-"Income is simple. For every village you control, you gain one gold a turn. "
-"Thus, if you have ten villages, you would normally gain ten gold. "
-"Unfortunately, your Upkeep costs are subtracted from this income, as "
-"detailed below."
+"Income is simple. For every village you control, you gain one gold each "
+"turn. Thus, if you have ten villages, you would normally gain ten gold. Your "
+"Upkeep costs are subtracted from this income, as detailed below."
 msgstr ""
 
 #: data/help.cfg:189
@@ -508,10 +507,10 @@
 "\n"
 "Upkeep is also fairly simple. Each unit requires an amount of Upkeep equal "
 "to its level. You can support as many levels <italic>text=worth</italic> of "
-"units as you have villages for free. 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 a turn in upkeep."
+"units as you have villages, without paying any upkeep. However, for each "
+"level of unit beyond the number of villages you have, you must pay one gold "
+"per turn. For example, if you have twelve level one units and ten villages, "
+"you would have to pay two gold each turn in upkeep."
 msgstr ""
 
 #: data/help.cfg:191
@@ -519,17 +518,16 @@
 "\n"
 "\n"
 "These costs are subtracted from your Income, so in the case of twelve levels "
-"of units and ten villages, your resultant Income would be 8 gold a turn."
+"of units and ten villages, your resultant Income would be 8 gold per turn."
 msgstr ""
 
 #: data/help.cfg:192
 msgid ""
 "\n"
-"There are two main exceptions to Upkeep. Firstly, units with the Loyal trait "
-"will only ever count as level one for upkeep purposes, regardless of their "
-"actual level. Secondly, units you begin the scenario with (such as Konrad or "
+"There is one important exception to Upkeep: units with the Loyal trait never "
+"incur upkeep. Units you begin the scenario with (such as Konrad or "
 "Delfador), or units who join you during a scenario (such as the Horseman in "
-"the second level of Heir to the Throne) will never charge any upkeep."
+"the second level of Heir to the Throne) will usually have the Loyal trait."
 msgstr ""
 
 #: data/help.cfg:197
@@ -551,7 +549,7 @@
 
 #: data/help.cfg:210
 msgid ""
-"Most units have two traits, with the exception of Undead units who are "
+"Most units have two traits, with the exception of Undead units which are "
 "assigned the trait 'Undead'. Traits are modifications that change a unit's "
 "attributes slightly. They are usually randomly assigned to a unit when it is "
 "recruited."
@@ -575,9 +573,9 @@
 "\n"
 "Intelligent 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 units no longer require experience points after "
-"reaching their maximum level. If you have many 'maximum level' units you may "
-"with to recall units with more desirable traits."
+"quite as useful because units no longer have any use for experience points "
+"after reaching their maximum level. If you have many 'maximum level' units "
+"you may with to recall units with more desirable traits."
 msgstr ""
 
 #: data/help.cfg:226
@@ -609,7 +607,7 @@
 "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 "
-"defence, or high resistances. Resilient units are especially useful for "
+"defense, or high resistances. Resilient units are especially useful for "
 "holding strategic positions against opponents."
 msgstr ""
 
@@ -644,17 +642,17 @@
 "\n"
 "<header>text=Loyal</header>\n"
 "\n"
-"Loyal units don't pay 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 "
+"Loyal 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.\n"
 "\n"
 "\n"
-"During campaigns, certain units may opt join the player's forces of their "
+"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 "
-"them or send them to a foolish death."
+"such units or to send them to a foolish death."
 msgstr ""
 
 #: data/help.cfg:258
@@ -677,11 +675,11 @@
 "\n"
 "\n"
 "\n"
-"<header>text=Dexterous</header>\n"
+"<header>text=Dextrous</header>\n"
 "\n"
-"Dexterous units do +1 damage for every successful strike with a bow.\n"
+"Dextrous units do +1 damage for every successful strike with a bow.\n"
 "\n"
-"Dexterous is a trait possessed only by Elves. The Elven people are known for "
+"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."
@@ -2362,7 +2360,7 @@
 msgid "HP"
 msgstr "HP"
 
-#: data/themes/default.cfg:176 src/playturn.cpp:2126 src/unit.cpp:1107
+#: data/themes/default.cfg:176 src/playturn.cpp:2126
 msgid "XP"
 msgstr "XP"
 
@@ -6615,24 +6613,24 @@
 
 #: data/units/Troll.cfg:20
 msgid ""
-"Trolls, grown to adulthood, are possessed of a fearsome strength.  Their "
+"Trolls, grown to adulthood, are possessed of a fearsome strength. Their "
 "stone-like bodies have grown to a size much taller than a man, and their "
 "terrifying ability to recover from wounds make them a formidable foe even "
-"far from the mountainous ground they prefer to fight in.  An adult troll is "
+"far from the mountainous ground they prefer to fight in. An adult troll is "
 "smarter, faster, stronger, and though one would dare not say it to their "
-"face, uglier than any of their children.  Their wield heavy clubs with "
-"brutal proficiency, and form a bulwark of strength in any battle they "
-"participate in - the only weakness they have, if such can be said, is their "
-"inability to fight at a distance.\n"
+"face, uglier than any of their children. Their wield heavy clubs with brutal "
+"proficiency, and form a bulwark of strength in any battle they participate "
+"in - the only weakness they have, if such can be said, is their inability to "
+"fight at a distance.\n"
 "\n"
 "Usage:\n"
-"Trolls fight well on rough, rocky terrain, especially at night.  They are "
+"Trolls fight well on rough, rocky terrain, especially at night. They are "
 "vulnerable to archers, especially in open terrain, and should always have a "
-"healthy fear of spellcasters in all terrain.  They are quite powerful "
-"against brittle foes, like skeletons, and quite weak against well armored or "
-"naturally resilient enemies, such as their woodland counterpart, the wose.  "
+"healthy fear of spellcasters in all terrain. They are quite powerful against "
+"brittle foes, like skeletons, and quite weak against well armored or "
+"naturally resilient enemies, such as their woodland counterpart, the wose. "
 "Their regeneration allows them to cure poison and heal wounds without the "
-"aid of a nearby village.  Their relatively slow speed is a liability, as is "
+"aid of a nearby village. Their relatively slow speed is a liability, as is "
 "their weakness during daylight hours."
 msgstr ""
 
@@ -6641,11 +6639,14 @@
 msgstr "Trold Helt"
 
 #: data/units/Troll_Hero.cfg:17
+#, fuzzy
 msgid ""
-"Trolls hero are strong and brutal humanoid monsters with the amazing ability "
-"to regenerate themselves, so that they recover from wounds on their own, "
-"even during battle."
+"Troll heroes are strong and brutal humanoid monsters with the amazing "
+"ability to regenerate themselves, so that they recover from wounds on their "
+"own, even during battle."
 msgstr ""
+"Trolde er stærke, brutale humanoide monstre, der har den fantastiske evne "
+"til at heale sig selv og reparere sine sår midt i kampens hede."
 
 #: data/units/Troll_Rocklobber.cfg:3
 msgid "Troll Rocklobber"
@@ -6654,28 +6655,28 @@
 #: data/units/Troll_Rocklobber.cfg:21
 msgid ""
 "Given the monstrous strength of their race, trolls can turn rather mundane "
-"weapons into implements of deadly force.  Some trolls piece together crude "
+"weapons into implements of deadly force. Some trolls piece together crude "
 "slings, little different from what a child would use, save for the fact they "
-"hurl boulders instead of pebbles.  Though not especially accurate, a rock "
-"thrown by one of these monsters can cripple a man if it hits him.  Despite "
+"hurl boulders instead of pebbles. Though not especially accurate, a rock "
+"thrown by one of these monsters can cripple a man if it hits him. Despite "
 "being burdened by their heavy ammunition, and lacking in any sort of melee "
 "weaponry, a troll rocklobber is still bigger, stronger, and perhaps even "
 "uglier than the whelp it once was, and a troll's fist serves as well as a "
-"man's hammer in combat.  Furthermore, their ability to strike back at an "
+"man's hammer in combat. Furthermore, their ability to strike back at an "
 "enemy archer makes fighting them a dicey proposition at any range, unless "
 "one can attack under heavy cover of terrain.\n"
 "\n"
 "Usage:\n"
-"Troll whelps fight well on rough, rocky terrain, especially at night.  "
+"Troll Rocklobbers fight well on rough, rocky terrain, especially at night. "
 "Unlike most others of their race, a Troll Rocklobber will make many archers "
 "think twice about attacking, and is quite dangerous for an enemy spellcaster "
-"to attack.  They are quite powerful against brittle foes, like skeletons, "
-"and quite weak against well armored or naturally resilient enemies, such as "
-"their woodland counterpart, the wose.  Their regeneration allows them to "
-"cure poison and heal wounds without the aid of a nearby village.  Their "
-"relatively slow speed is a liability, as is their weakness during daylight "
-"hours.  The greatest danger to a Troll Rocklobber is a powerful melee unit "
-"attacking them in open terrain during the day, when they are weakest."
+"to attack. They are quite powerful against brittle foes, like skeletons, and "
+"quite weak against well armored or naturally resilient enemies, such as "
+"their woodland counterpart, the wose. Their regeneration allows them to cure "
+"poison and heal wounds without the aid of a nearby village. Their relatively "
+"slow speed is a liability, as is their weakness during daylight hours. The "
+"greatest danger to a Troll Rocklobber is a powerful melee unit attacking "
+"them in open terrain during the day, when they are weakest."
 msgstr ""
 
 #: data/units/Troll_Warrior.cfg:3
@@ -6685,27 +6686,26 @@
 #: data/units/Troll_Warrior.cfg:21
 msgid ""
 "A terrifying, monstrous bastion of strength, a Troll Warrior brings to fore "
-"all the tales that have been told of their race's terrifying power.  "
-"Wielding massive hammers that could knock a house off its foundation, and "
-"able to absorb a seemingly endless rash of punishment, Troll Warriors are "
-"capable of singlehandedly changing the strategies of an enemy commander they "
-"face.  A troll warrior is not something brought down by one man, but by a "
-"whole group of them, fighting desperately against this hideous strength "
-"borne before them.  That which causes the most terror about a troll warrior, "
-"is not their appearance, or their power, but the fact that one brought even "
-"within an inch of its life will shortly return to its full strength if it is "
-"not truly sent to death.\n"
+"all the tales that have been told of their race's terrifying power. Wielding "
+"massive hammers that could knock a house off its foundation, and able to "
+"absorb a seemingly endless rash of punishment, Troll Warriors are capable of "
+"singlehandedly changing the strategies of an enemy commander they face. A "
+"troll warrior is not something brought down by one man, but by a whole group "
+"of them, fighting desperately against this hideous strength borne before "
+"them. That which causes the most terror about a troll warrior, is not their "
+"appearance, or their power, but the fact that one brought even within an "
+"inch of its life will shortly return to its full strength if it is not truly "
+"sent to death.\n"
 "\n"
 "Usage:\n"
-"Troll Warriors fight well on rough, rocky terrain, especially at night.  "
+"Troll Warriors fight well on rough, rocky terrain, especially at night. "
 "Though vulnerable to archers and spellcasters, especially in open terrain, "
 "the raw power of a Troll Warrior makes them a foe that generally must be "
-"brought down by several enemies.  There are few enemies which can engage "
-"them in one-on-one combat without a great danger of being killed on the same "
-"turn.  Their regeneration allows them to cure poison, and heal wounds "
-"without the aid of a nearby village.  Their relative weakness during "
-"daylight hours is a liability, though a Troll Warrior is still very powerful "
-"during the day."
+"brought down by several enemies. There are few enemies which can engage them "
+"in one-on-one combat without a great danger of being killed on the same "
+"turn. Their regeneration allows them to cure poison, and heal wounds without "
+"the aid of a nearby village. Their relative weakness during daylight hours "
+"is a liability, though a Troll Warrior is still very powerful during the day."
 msgstr ""
 
 #: data/units/Troll_Whelp.cfg:3
@@ -6716,23 +6716,23 @@
 msgid ""
 "The word 'whelp,' applied even to fearsome animals like wolves and lions, "
 "brings to mind images of frail, helpless, and even 'cute' creatures, so "
-"young they can hardly stand on their own feet.  Given the nature of Trolls, "
+"young they can hardly stand on their own feet. Given the nature of Trolls, "
 "however, a Troll 'whelp' already possesses the terrifying strength native to "
-"their race.  Troll whelps stumble about with bodies bigger than grown men, "
-"and with strength to match.  Their uncanny regeneration, and stone-like "
-"skin, make them monstrous opponents, especially on their favored ground in "
-"the mountains and hills from whence they came.  The only reassurance one has "
-"in fighting a troll whelp is their slow speed, and the fact that they have "
-"not grown to their full strength ... yet.\n"
+"their race. Troll whelps stumble about with bodies bigger than grown men, "
+"and with strength to match. Their uncanny regeneration, and stone-like skin, "
+"make them monstrous opponents, especially on their favored ground in the "
+"mountains and hills from whence they came. The only reassurance one has in "
+"fighting a troll whelp is their slow speed, and the fact that they have not "
+"grown to their full strength... yet.\n"
 "\n"
 "Usage:\n"
-"Troll Whelps fight well on rough, rocky terrain, especially at night.  They "
+"Troll Whelps fight well on rough, rocky terrain, especially at night. They "
 "are vulnerable to archers, especially in open terrain, and should always "
-"have a healthy fear of spellcasters in all terrain.  They are quite powerful "
+"have a healthy fear of spellcasters in all terrain. They are quite powerful "
 "against brittle foes, like skeletons, and quite weak against well armored or "
-"naturally resilient enemies, such as their woodland counterpart, the wose.  "
+"naturally resilient enemies, such as their woodland counterpart, the wose. "
 "Their regeneration allows them to cure poison and heal wounds without the "
-"aid of a nearby village.  Their relatively slow speed is a liability, as is "
+"aid of a nearby village. Their relatively slow speed is a liability, as is "
 "their weakness during daylight hours."
 msgstr ""
 
@@ -8814,6 +8814,10 @@
 msgid "-- The Tome of Wesnoth"
 msgstr "-- Bogen om Wesnoth"
 
+#: src/unit.cpp:1107
+msgid " XP to advance"
+msgstr ""
+
 #: src/unit.cpp:1144
 #, fuzzy
 msgid ": "
@@ -8840,14 +8844,6 @@
 msgstr "neutral"
 
 #~ msgid ""
-#~ "Trolls are strong and brutal humanoid monsters with the amazing ability "
-#~ "to regenerate themselves, so that they recover from wounds on their own, "
-#~ "even during battle."
-#~ msgstr ""
-#~ "Trolde er stærke, brutale humanoide monstre, der har den fantastiske evne 
"
-#~ "til at heale sig selv og reparere sine sår midt i kampens hede."
-
-#~ msgid ""
 #~ "Hardened by battle, Troll Warriors can deliver deadly blows with a mace, "
 #~ "and are able to regenerate, healing their own wounds during combat."
 #~ msgstr ""
Index: wesnoth/po/wesnoth/de.po
diff -u wesnoth/po/wesnoth/de.po:1.97 wesnoth/po/wesnoth/de.po:1.98
--- wesnoth/po/wesnoth/de.po:1.97       Mon Apr 18 07:29:04 2005
+++ wesnoth/po/wesnoth/de.po    Mon Apr 18 16:16:21 2005
@@ -7,7 +7,7 @@
 msgstr ""
 "Project-Id-Version: Battle for Wesnoth 0.9.0+CVS\n"
 "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n";
-"POT-Creation-Date: 2005-04-18 09:21+0200\n"
+"POT-Creation-Date: 2005-04-18 17:52+0200\n"
 "PO-Revision-Date: 2005-04-17 11:31+0100\n"
 "Last-Translator: Nils Kneuper <address@hidden>\n"
 "Language-Team: none\n"
@@ -76,11 +76,12 @@
 
 # edited by VeryUhu
 #: data/help.cfg:62
+#, fuzzy
 msgid ""
 "\n"
 "\n"
 "Battle for Wesnoth is a turn-based fantasy strategy game somewhat unusual "
-"amongst modern strategy games. While other games strive for complexity, both "
+"among modern strategy games. While other games strive for complexity, both "
 "in rules and gameplay, Battle for Wesnoth strives for simplicity of 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 "
@@ -139,9 +140,10 @@
 
 # Korrigiert von VeryUhu
 #: data/help.cfg:73
+#, fuzzy
 msgid ""
 "While playing, keep in mind that if you mouse-over many items on the menu "
-"bar to the right, a brief description will pop up explaining that item. This "
+"bar to the right, a brief description will pop up explaining each item. This "
 "is especially useful when you encounter new abilities for the first time."
 msgstr ""
 "Wenn Ihr während des Spiels die Maus über die Menüleiste zur Rechten 
bewegt, "
@@ -247,13 +249,14 @@
 # Korrigiert von chrber 
 # Korrigiert von VeryUhu
 #: data/help.cfg:93
+#, fuzzy
 msgid ""
 "Movement in Battle for Wesnoth is simple: Simply click on the unit you wish "
-"to move, then click on the hex you wish to move it to. When selected, all "
-"the hexes a unit can move to this turn will be highlighted, and all those it "
-"can't made dull. Mousing over a dull square will 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."
+"to move, 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 dull hex will 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."
 msgstr ""
 "Das Bewegen von Einheiten in Battle for Wesnoth ist einfach: Klickt zuerst "
 "auf die zu bewegende Einheit und danach auf das gewünschte Zielfeld. Wenn "
@@ -347,14 +350,15 @@
 
 # Korrigiert von VeryUhu
 #: data/help.cfg:107
+#, fuzzy
 msgid ""
 "\n"
 "\n"
-"The attacker gets the first attack, then the defender. This continues to "
-"alternate until each unit has used up all of its attacks. The number of "
-"attacks a unit gets varies; for instance, an Elvish fighter with a 5-4 sword "
-"attack may make 4 swings each dealing 5 damage, while an Orcish Grunt with 9-"
-"2 only gets 2 swings (but at 9 damage)."
+"The attacker gets the first attack, then the defender retaliates. This "
+"continues to alternate until each unit has used up all of its attacks. The "
+"number of attacks a unit has varies; for instance, an Elvish fighter with a "
+"5-4 sword attack may make 4 swings each dealing 5 damage, while an Orcish "
+"Grunt with 9-2 can only make 2 swings (but at 9 damage each)."
 msgstr ""
 "\n"
 "\n"
@@ -378,13 +382,14 @@
 # Korrigiert von chrber (&SG)
 # Korrigiert von VeryUhu
 #: data/help.cfg:111
+#, fuzzy
 msgid ""
 "\n"
 "\n"
 "With two exceptions, the chance to hit a unit is based solely on its defense "
 "rating in the Terrain it is currently standing in. This may be found by "
-"right-clicking a unit, selecting Unit Description, and then look at "
-"<italic>text='Terrain Modifiers'</italic>. For instance, elves have a "
+"right-clicking a unit, selecting Unit Description, and then looking at "
+"<italic>text='Terrain Modifiers'</italic>. For instance, many elves have a "
 "defense rating of 70% in forest, meaning a unit attacking them has only a "
 "30% chance of hitting them. Conversely, the elf's chance of hitting the "
 "attacker in return depends on what terrain the attacker is in."
@@ -755,12 +760,13 @@
 
 # Korrigiert von chrber
 #: data/help.cfg:179
+#, fuzzy
 msgid ""
 "\n"
 "\n"
-"Keep in mind that while Resting can be combined with other forms of healing, "
-"villages, regeneration, and healing/curing cannot combine with each other. "
-"Also, units heal fully between scenarios."
+"Resting can be combined with other forms of healing, but villages, "
+"regeneration, and healing/curing cannot combine with each other. Also, units "
+"heal fully between scenarios."
 msgstr ""
 "\n"
 "\n"
@@ -788,13 +794,13 @@
 
 # Korrigiert von chrber
 #: data/help.cfg:187
+#, fuzzy
 msgid ""
 "\n"
 "\n"
-"Income is simple. For every village you control, you gain one gold a turn. "
-"Thus, if you have ten villages, you would normally gain ten gold. "
-"Unfortunately, your Upkeep costs are subtracted from this income, as "
-"detailed below."
+"Income is simple. For every village you control, you gain one gold each "
+"turn. Thus, if you have ten villages, you would normally gain ten gold. Your "
+"Upkeep costs are subtracted from this income, as detailed below."
 msgstr ""
 "\n"
 "\n"
@@ -806,15 +812,16 @@
 # Korrigiert von chrber
 # Korrigiert von VeryUhu
 #: data/help.cfg:189
+#, fuzzy
 msgid ""
 "\n"
 "\n"
 "Upkeep is also fairly simple. Each unit requires an amount of Upkeep equal "
 "to its level. You can support as many levels <italic>text=worth</italic> of "
-"units as you have villages for free. 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 a turn in upkeep."
+"units as you have villages, without paying any upkeep. However, for each "
+"level of unit beyond the number of villages you have, you must pay one gold "
+"per turn. For example, if you have twelve level one units and ten villages, "
+"you would have to pay two gold each turn in upkeep."
 msgstr ""
 "\n"
 "\n"
@@ -828,11 +835,12 @@
 # Korrigiert von chrber
 # Korrigiert von VeryUhu
 #: data/help.cfg:191
+#, fuzzy
 msgid ""
 "\n"
 "\n"
 "These costs are subtracted from your Income, so in the case of twelve levels "
-"of units and ten villages, your resultant Income would be 8 gold a turn."
+"of units and ten villages, your resultant Income would be 8 gold per turn."
 msgstr ""
 "\n"
 "\n"
@@ -842,13 +850,13 @@
 # Korrigiert von chrber
 # Korrigiert von VeryUhu
 #: data/help.cfg:192
+#, fuzzy
 msgid ""
 "\n"
-"There are two main exceptions to Upkeep. Firstly, units with the Loyal trait "
-"will only ever count as level one for upkeep purposes, regardless of their "
-"actual level. Secondly, units you begin the scenario with (such as Konrad or "
+"There is one important exception to Upkeep: units with the Loyal trait never "
+"incur upkeep. Units you begin the scenario with (such as Konrad or "
 "Delfador), or units who join you during a scenario (such as the Horseman in "
-"the second level of Heir to the Throne) will never charge any upkeep."
+"the second level of Heir to the Throne) will usually have the Loyal trait."
 msgstr ""
 "\n"
 "Es gibt zwei Ausnahmen für die Berechnung der Unterhaltskosten. Erstens "
@@ -885,8 +893,9 @@
 
 # edited by Ivanovic
 #: data/help.cfg:210
+#, fuzzy
 msgid ""
-"Most units have two traits, with the exception of Undead units who are "
+"Most units have two traits, with the exception of Undead units which are "
 "assigned the trait 'Undead'. Traits are modifications that change a unit's "
 "attributes slightly. They are usually randomly assigned to a unit when it is "
 "recruited."
@@ -922,9 +931,9 @@
 "\n"
 "Intelligent 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 units no longer require experience points after "
-"reaching their maximum level. If you have many 'maximum level' units you may "
-"with to recall units with more desirable traits."
+"quite as useful because units no longer have any use for experience points "
+"after reaching their maximum level. If you have many 'maximum level' units "
+"you may with to recall units with more desirable traits."
 msgstr ""
 "\n"
 "\n"
@@ -986,7 +995,7 @@
 "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 "
-"defence, or high resistances. Resilient units are especially useful for "
+"defense, or high resistances. Resilient units are especially useful for "
 "holding strategic positions against opponents."
 msgstr ""
 "\n"
@@ -1047,23 +1056,24 @@
 
 # edited by Ivanovic
 #: data/help.cfg:251
+#, fuzzy
 msgid ""
 "\n"
 "\n"
 "\n"
 "<header>text=Loyal</header>\n"
 "\n"
-"Loyal units don't pay 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 "
+"Loyal 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.\n"
 "\n"
 "\n"
-"During campaigns, certain units may opt join the player's forces of their "
+"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 "
-"them or send them to a foolish death."
+"such units or to send them to a foolish death."
 msgstr ""
 "\n"
 "\n"
@@ -1112,15 +1122,16 @@
 
 # edited by Ivanovic
 #: data/help.cfg:265
+#, fuzzy
 msgid ""
 "\n"
 "\n"
 "\n"
-"<header>text=Dexterous</header>\n"
+"<header>text=Dextrous</header>\n"
 "\n"
-"Dexterous units do +1 damage for every successful strike with a bow.\n"
+"Dextrous units do +1 damage for every successful strike with a bow.\n"
 "\n"
-"Dexterous is a trait possessed only by Elves. The Elven people are known for "
+"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."
@@ -3155,7 +3166,7 @@
 msgid "HP"
 msgstr "LP"
 
-#: data/themes/default.cfg:176 src/playturn.cpp:2126 src/unit.cpp:1107
+#: data/themes/default.cfg:176 src/playturn.cpp:2126
 msgid "XP"
 msgstr "EP"
 
@@ -8082,24 +8093,24 @@
 
 #: data/units/Troll.cfg:20
 msgid ""
-"Trolls, grown to adulthood, are possessed of a fearsome strength.  Their "
+"Trolls, grown to adulthood, are possessed of a fearsome strength. Their "
 "stone-like bodies have grown to a size much taller than a man, and their "
 "terrifying ability to recover from wounds make them a formidable foe even "
-"far from the mountainous ground they prefer to fight in.  An adult troll is "
+"far from the mountainous ground they prefer to fight in. An adult troll is "
 "smarter, faster, stronger, and though one would dare not say it to their "
-"face, uglier than any of their children.  Their wield heavy clubs with "
-"brutal proficiency, and form a bulwark of strength in any battle they "
-"participate in - the only weakness they have, if such can be said, is their "
-"inability to fight at a distance.\n"
+"face, uglier than any of their children. Their wield heavy clubs with brutal "
+"proficiency, and form a bulwark of strength in any battle they participate "
+"in - the only weakness they have, if such can be said, is their inability to "
+"fight at a distance.\n"
 "\n"
 "Usage:\n"
-"Trolls fight well on rough, rocky terrain, especially at night.  They are "
+"Trolls fight well on rough, rocky terrain, especially at night. They are "
 "vulnerable to archers, especially in open terrain, and should always have a "
-"healthy fear of spellcasters in all terrain.  They are quite powerful "
-"against brittle foes, like skeletons, and quite weak against well armored or "
-"naturally resilient enemies, such as their woodland counterpart, the wose.  "
+"healthy fear of spellcasters in all terrain. They are quite powerful against "
+"brittle foes, like skeletons, and quite weak against well armored or "
+"naturally resilient enemies, such as their woodland counterpart, the wose. "
 "Their regeneration allows them to cure poison and heal wounds without the "
-"aid of a nearby village.  Their relatively slow speed is a liability, as is "
+"aid of a nearby village. Their relatively slow speed is a liability, as is "
 "their weakness during daylight hours."
 msgstr ""
 
@@ -8108,10 +8119,11 @@
 msgstr "Trollheld"
 
 #: data/units/Troll_Hero.cfg:17
+#, fuzzy
 msgid ""
-"Trolls hero are strong and brutal humanoid monsters with the amazing ability "
-"to regenerate themselves, so that they recover from wounds on their own, "
-"even during battle."
+"Troll heroes are strong and brutal humanoid monsters with the amazing "
+"ability to regenerate themselves, so that they recover from wounds on their "
+"own, even during battle."
 msgstr ""
 "Trollhelden sind starke und brutale menschliche Monster mit der "
 "erstaunlichen Fähigkeit, sich zu regenerieren, wodurch sie sich selbst "
@@ -8124,28 +8136,28 @@
 #: data/units/Troll_Rocklobber.cfg:21
 msgid ""
 "Given the monstrous strength of their race, trolls can turn rather mundane "
-"weapons into implements of deadly force.  Some trolls piece together crude "
+"weapons into implements of deadly force. Some trolls piece together crude "
 "slings, little different from what a child would use, save for the fact they "
-"hurl boulders instead of pebbles.  Though not especially accurate, a rock "
-"thrown by one of these monsters can cripple a man if it hits him.  Despite "
+"hurl boulders instead of pebbles. Though not especially accurate, a rock "
+"thrown by one of these monsters can cripple a man if it hits him. Despite "
 "being burdened by their heavy ammunition, and lacking in any sort of melee "
 "weaponry, a troll rocklobber is still bigger, stronger, and perhaps even "
 "uglier than the whelp it once was, and a troll's fist serves as well as a "
-"man's hammer in combat.  Furthermore, their ability to strike back at an "
+"man's hammer in combat. Furthermore, their ability to strike back at an "
 "enemy archer makes fighting them a dicey proposition at any range, unless "
 "one can attack under heavy cover of terrain.\n"
 "\n"
 "Usage:\n"
-"Troll whelps fight well on rough, rocky terrain, especially at night.  "
+"Troll Rocklobbers fight well on rough, rocky terrain, especially at night. "
 "Unlike most others of their race, a Troll Rocklobber will make many archers "
 "think twice about attacking, and is quite dangerous for an enemy spellcaster "
-"to attack.  They are quite powerful against brittle foes, like skeletons, "
-"and quite weak against well armored or naturally resilient enemies, such as "
-"their woodland counterpart, the wose.  Their regeneration allows them to "
-"cure poison and heal wounds without the aid of a nearby village.  Their "
-"relatively slow speed is a liability, as is their weakness during daylight "
-"hours.  The greatest danger to a Troll Rocklobber is a powerful melee unit "
-"attacking them in open terrain during the day, when they are weakest."
+"to attack. They are quite powerful against brittle foes, like skeletons, and "
+"quite weak against well armored or naturally resilient enemies, such as "
+"their woodland counterpart, the wose. Their regeneration allows them to cure "
+"poison and heal wounds without the aid of a nearby village. Their relatively "
+"slow speed is a liability, as is their weakness during daylight hours. The "
+"greatest danger to a Troll Rocklobber is a powerful melee unit attacking "
+"them in open terrain during the day, when they are weakest."
 msgstr ""
 
 #: data/units/Troll_Warrior.cfg:3
@@ -8155,27 +8167,26 @@
 #: data/units/Troll_Warrior.cfg:21
 msgid ""
 "A terrifying, monstrous bastion of strength, a Troll Warrior brings to fore "
-"all the tales that have been told of their race's terrifying power.  "
-"Wielding massive hammers that could knock a house off its foundation, and "
-"able to absorb a seemingly endless rash of punishment, Troll Warriors are "
-"capable of singlehandedly changing the strategies of an enemy commander they "
-"face.  A troll warrior is not something brought down by one man, but by a "
-"whole group of them, fighting desperately against this hideous strength "
-"borne before them.  That which causes the most terror about a troll warrior, "
-"is not their appearance, or their power, but the fact that one brought even "
-"within an inch of its life will shortly return to its full strength if it is "
-"not truly sent to death.\n"
+"all the tales that have been told of their race's terrifying power. Wielding "
+"massive hammers that could knock a house off its foundation, and able to "
+"absorb a seemingly endless rash of punishment, Troll Warriors are capable of "
+"singlehandedly changing the strategies of an enemy commander they face. A "
+"troll warrior is not something brought down by one man, but by a whole group "
+"of them, fighting desperately against this hideous strength borne before "
+"them. That which causes the most terror about a troll warrior, is not their "
+"appearance, or their power, but the fact that one brought even within an "
+"inch of its life will shortly return to its full strength if it is not truly "
+"sent to death.\n"
 "\n"
 "Usage:\n"
-"Troll Warriors fight well on rough, rocky terrain, especially at night.  "
+"Troll Warriors fight well on rough, rocky terrain, especially at night. "
 "Though vulnerable to archers and spellcasters, especially in open terrain, "
 "the raw power of a Troll Warrior makes them a foe that generally must be "
-"brought down by several enemies.  There are few enemies which can engage "
-"them in one-on-one combat without a great danger of being killed on the same "
-"turn.  Their regeneration allows them to cure poison, and heal wounds "
-"without the aid of a nearby village.  Their relative weakness during "
-"daylight hours is a liability, though a Troll Warrior is still very powerful "
-"during the day."
+"brought down by several enemies. There are few enemies which can engage them "
+"in one-on-one combat without a great danger of being killed on the same "
+"turn. Their regeneration allows them to cure poison, and heal wounds without "
+"the aid of a nearby village. Their relative weakness during daylight hours "
+"is a liability, though a Troll Warrior is still very powerful during the day."
 msgstr ""
 
 #: data/units/Troll_Whelp.cfg:3
@@ -8186,23 +8197,23 @@
 msgid ""
 "The word 'whelp,' applied even to fearsome animals like wolves and lions, "
 "brings to mind images of frail, helpless, and even 'cute' creatures, so "
-"young they can hardly stand on their own feet.  Given the nature of Trolls, "
+"young they can hardly stand on their own feet. Given the nature of Trolls, "
 "however, a Troll 'whelp' already possesses the terrifying strength native to "
-"their race.  Troll whelps stumble about with bodies bigger than grown men, "
-"and with strength to match.  Their uncanny regeneration, and stone-like "
-"skin, make them monstrous opponents, especially on their favored ground in "
-"the mountains and hills from whence they came.  The only reassurance one has "
-"in fighting a troll whelp is their slow speed, and the fact that they have "
-"not grown to their full strength ... yet.\n"
+"their race. Troll whelps stumble about with bodies bigger than grown men, "
+"and with strength to match. Their uncanny regeneration, and stone-like skin, "
+"make them monstrous opponents, especially on their favored ground in the "
+"mountains and hills from whence they came. The only reassurance one has in "
+"fighting a troll whelp is their slow speed, and the fact that they have not "
+"grown to their full strength... yet.\n"
 "\n"
 "Usage:\n"
-"Troll Whelps fight well on rough, rocky terrain, especially at night.  They "
+"Troll Whelps fight well on rough, rocky terrain, especially at night. They "
 "are vulnerable to archers, especially in open terrain, and should always "
-"have a healthy fear of spellcasters in all terrain.  They are quite powerful "
+"have a healthy fear of spellcasters in all terrain. They are quite powerful "
 "against brittle foes, like skeletons, and quite weak against well armored or "
-"naturally resilient enemies, such as their woodland counterpart, the wose.  "
+"naturally resilient enemies, such as their woodland counterpart, the wose. "
 "Their regeneration allows them to cure poison and heal wounds without the "
-"aid of a nearby village.  Their relatively slow speed is a liability, as is "
+"aid of a nearby village. Their relatively slow speed is a liability, as is "
 "their weakness during daylight hours."
 msgstr ""
 
@@ -10300,6 +10311,10 @@
 msgid "-- The Tome of Wesnoth"
 msgstr "-- Das Buch von Wesnoth"
 
+#: src/unit.cpp:1107
+msgid " XP to advance"
+msgstr ""
+
 # edited by Ivanovic
 #: src/unit.cpp:1144
 msgid ": "
Index: wesnoth/po/wesnoth/el_GR.po
diff -u wesnoth/po/wesnoth/el_GR.po:1.44 wesnoth/po/wesnoth/el_GR.po:1.45
--- wesnoth/po/wesnoth/el_GR.po:1.44    Mon Apr 18 07:29:04 2005
+++ wesnoth/po/wesnoth/el_GR.po Mon Apr 18 16:16:22 2005
@@ -7,7 +7,7 @@
 msgstr ""
 "Project-Id-Version: Battle for Wesnoth 0.8.5-CVS\n"
 "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n";
-"POT-Creation-Date: 2005-04-18 09:21+0200\n"
+"POT-Creation-Date: 2005-04-18 17:52+0200\n"
 "PO-Revision-Date: 2005-02-26 17:05+0100\n"
 "Last-Translator: Konstantinos Karasavvas <address@hidden>\n"
 "Language-Team: Greek <address@hidden>\n"
@@ -61,7 +61,7 @@
 "\n"
 "\n"
 "Battle for Wesnoth is a turn-based fantasy strategy game somewhat unusual "
-"amongst modern strategy games. While other games strive for complexity, both "
+"among modern strategy games. While other games strive for complexity, both "
 "in rules and gameplay, Battle for Wesnoth strives for simplicity of 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 "
@@ -95,7 +95,7 @@
 #: data/help.cfg:73
 msgid ""
 "While playing, keep in mind that if you mouse-over many items on the menu "
-"bar to the right, a brief description will pop up explaining that item. This "
+"bar to the right, a brief description will pop up explaining each item. This "
 "is especially useful when you encounter new abilities for the first time."
 msgstr ""
 
@@ -159,11 +159,11 @@
 #: data/help.cfg:93
 msgid ""
 "Movement in Battle for Wesnoth is simple: Simply click on the unit you wish "
-"to move, then click on the hex you wish to move it to. When selected, all "
-"the hexes a unit can move to this turn will be highlighted, and all those it "
-"can't made dull. Mousing over a dull square will 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."
+"to move, 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 dull hex will 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."
 msgstr ""
 
 #: data/help.cfg:95
@@ -218,11 +218,11 @@
 msgid ""
 "\n"
 "\n"
-"The attacker gets the first attack, then the defender. This continues to "
-"alternate until each unit has used up all of its attacks. The number of "
-"attacks a unit gets varies; for instance, an Elvish fighter with a 5-4 sword "
-"attack may make 4 swings each dealing 5 damage, while an Orcish Grunt with 9-"
-"2 only gets 2 swings (but at 9 damage)."
+"The attacker gets the first attack, then the defender retaliates. This "
+"continues to alternate until each unit has used up all of its attacks. The "
+"number of attacks a unit has varies; for instance, an Elvish fighter with a "
+"5-4 sword attack may make 4 swings each dealing 5 damage, while an Orcish "
+"Grunt with 9-2 can only make 2 swings (but at 9 damage each)."
 msgstr ""
 
 #: data/help.cfg:109
@@ -238,8 +238,8 @@
 "\n"
 "With two exceptions, the chance to hit a unit is based solely on its defense "
 "rating in the Terrain it is currently standing in. This may be found by "
-"right-clicking a unit, selecting Unit Description, and then look at "
-"<italic>text='Terrain Modifiers'</italic>. For instance, elves have a "
+"right-clicking a unit, selecting Unit Description, and then looking at "
+"<italic>text='Terrain Modifiers'</italic>. For instance, many elves have a "
 "defense rating of 70% in forest, meaning a unit attacking them has only a "
 "30% chance of hitting them. Conversely, the elf's chance of hitting the "
 "attacker in return depends on what terrain the attacker is in."
@@ -465,9 +465,9 @@
 msgid ""
 "\n"
 "\n"
-"Keep in mind that while Resting can be combined with other forms of healing, "
-"villages, regeneration, and healing/curing cannot combine with each other. "
-"Also, units heal fully between scenarios."
+"Resting can be combined with other forms of healing, but villages, "
+"regeneration, and healing/curing cannot combine with each other. Also, units "
+"heal fully between scenarios."
 msgstr ""
 
 #: data/help.cfg:184
@@ -486,10 +486,9 @@
 msgid ""
 "\n"
 "\n"
-"Income is simple. For every village you control, you gain one gold a turn. "
-"Thus, if you have ten villages, you would normally gain ten gold. "
-"Unfortunately, your Upkeep costs are subtracted from this income, as "
-"detailed below."
+"Income is simple. For every village you control, you gain one gold each "
+"turn. Thus, if you have ten villages, you would normally gain ten gold. Your "
+"Upkeep costs are subtracted from this income, as detailed below."
 msgstr ""
 
 #: data/help.cfg:189
@@ -498,10 +497,10 @@
 "\n"
 "Upkeep is also fairly simple. Each unit requires an amount of Upkeep equal "
 "to its level. You can support as many levels <italic>text=worth</italic> of "
-"units as you have villages for free. 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 a turn in upkeep."
+"units as you have villages, without paying any upkeep. However, for each "
+"level of unit beyond the number of villages you have, you must pay one gold "
+"per turn. For example, if you have twelve level one units and ten villages, "
+"you would have to pay two gold each turn in upkeep."
 msgstr ""
 
 #: data/help.cfg:191
@@ -509,17 +508,16 @@
 "\n"
 "\n"
 "These costs are subtracted from your Income, so in the case of twelve levels "
-"of units and ten villages, your resultant Income would be 8 gold a turn."
+"of units and ten villages, your resultant Income would be 8 gold per turn."
 msgstr ""
 
 #: data/help.cfg:192
 msgid ""
 "\n"
-"There are two main exceptions to Upkeep. Firstly, units with the Loyal trait "
-"will only ever count as level one for upkeep purposes, regardless of their "
-"actual level. Secondly, units you begin the scenario with (such as Konrad or "
+"There is one important exception to Upkeep: units with the Loyal trait never "
+"incur upkeep. Units you begin the scenario with (such as Konrad or "
 "Delfador), or units who join you during a scenario (such as the Horseman in "
-"the second level of Heir to the Throne) will never charge any upkeep."
+"the second level of Heir to the Throne) will usually have the Loyal trait."
 msgstr ""
 
 #: data/help.cfg:197
@@ -541,7 +539,7 @@
 
 #: data/help.cfg:210
 msgid ""
-"Most units have two traits, with the exception of Undead units who are "
+"Most units have two traits, with the exception of Undead units which are "
 "assigned the trait 'Undead'. Traits are modifications that change a unit's "
 "attributes slightly. They are usually randomly assigned to a unit when it is "
 "recruited."
@@ -565,9 +563,9 @@
 "\n"
 "Intelligent 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 units no longer require experience points after "
-"reaching their maximum level. If you have many 'maximum level' units you may "
-"with to recall units with more desirable traits."
+"quite as useful because units no longer have any use for experience points "
+"after reaching their maximum level. If you have many 'maximum level' units "
+"you may with to recall units with more desirable traits."
 msgstr ""
 
 #: data/help.cfg:226
@@ -599,7 +597,7 @@
 "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 "
-"defence, or high resistances. Resilient units are especially useful for "
+"defense, or high resistances. Resilient units are especially useful for "
 "holding strategic positions against opponents."
 msgstr ""
 
@@ -634,17 +632,17 @@
 "\n"
 "<header>text=Loyal</header>\n"
 "\n"
-"Loyal units don't pay 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 "
+"Loyal 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.\n"
 "\n"
 "\n"
-"During campaigns, certain units may opt join the player's forces of their "
+"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 "
-"them or send them to a foolish death."
+"such units or to send them to a foolish death."
 msgstr ""
 
 #: data/help.cfg:258
@@ -667,11 +665,11 @@
 "\n"
 "\n"
 "\n"
-"<header>text=Dexterous</header>\n"
+"<header>text=Dextrous</header>\n"
 "\n"
-"Dexterous units do +1 damage for every successful strike with a bow.\n"
+"Dextrous units do +1 damage for every successful strike with a bow.\n"
 "\n"
-"Dexterous is a trait possessed only by Elves. The Elven people are known for "
+"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."
@@ -2173,7 +2171,7 @@
 msgid "HP"
 msgstr ""
 
-#: data/themes/default.cfg:176 src/playturn.cpp:2126 src/unit.cpp:1107
+#: data/themes/default.cfg:176 src/playturn.cpp:2126
 msgid "XP"
 msgstr ""
 
@@ -5973,24 +5971,24 @@
 
 #: data/units/Troll.cfg:20
 msgid ""
-"Trolls, grown to adulthood, are possessed of a fearsome strength.  Their "
+"Trolls, grown to adulthood, are possessed of a fearsome strength. Their "
 "stone-like bodies have grown to a size much taller than a man, and their "
 "terrifying ability to recover from wounds make them a formidable foe even "
-"far from the mountainous ground they prefer to fight in.  An adult troll is "
+"far from the mountainous ground they prefer to fight in. An adult troll is "
 "smarter, faster, stronger, and though one would dare not say it to their "
-"face, uglier than any of their children.  Their wield heavy clubs with "
-"brutal proficiency, and form a bulwark of strength in any battle they "
-"participate in - the only weakness they have, if such can be said, is their "
-"inability to fight at a distance.\n"
+"face, uglier than any of their children. Their wield heavy clubs with brutal "
+"proficiency, and form a bulwark of strength in any battle they participate "
+"in - the only weakness they have, if such can be said, is their inability to "
+"fight at a distance.\n"
 "\n"
 "Usage:\n"
-"Trolls fight well on rough, rocky terrain, especially at night.  They are "
+"Trolls fight well on rough, rocky terrain, especially at night. They are "
 "vulnerable to archers, especially in open terrain, and should always have a "
-"healthy fear of spellcasters in all terrain.  They are quite powerful "
-"against brittle foes, like skeletons, and quite weak against well armored or "
-"naturally resilient enemies, such as their woodland counterpart, the wose.  "
+"healthy fear of spellcasters in all terrain. They are quite powerful against "
+"brittle foes, like skeletons, and quite weak against well armored or "
+"naturally resilient enemies, such as their woodland counterpart, the wose. "
 "Their regeneration allows them to cure poison and heal wounds without the "
-"aid of a nearby village.  Their relatively slow speed is a liability, as is "
+"aid of a nearby village. Their relatively slow speed is a liability, as is "
 "their weakness during daylight hours."
 msgstr ""
 
@@ -6000,9 +5998,9 @@
 
 #: data/units/Troll_Hero.cfg:17
 msgid ""
-"Trolls hero are strong and brutal humanoid monsters with the amazing ability "
-"to regenerate themselves, so that they recover from wounds on their own, "
-"even during battle."
+"Troll heroes are strong and brutal humanoid monsters with the amazing "
+"ability to regenerate themselves, so that they recover from wounds on their "
+"own, even during battle."
 msgstr ""
 
 #: data/units/Troll_Rocklobber.cfg:3
@@ -6012,28 +6010,28 @@
 #: data/units/Troll_Rocklobber.cfg:21
 msgid ""
 "Given the monstrous strength of their race, trolls can turn rather mundane "
-"weapons into implements of deadly force.  Some trolls piece together crude "
+"weapons into implements of deadly force. Some trolls piece together crude "
 "slings, little different from what a child would use, save for the fact they "
-"hurl boulders instead of pebbles.  Though not especially accurate, a rock "
-"thrown by one of these monsters can cripple a man if it hits him.  Despite "
+"hurl boulders instead of pebbles. Though not especially accurate, a rock "
+"thrown by one of these monsters can cripple a man if it hits him. Despite "
 "being burdened by their heavy ammunition, and lacking in any sort of melee "
 "weaponry, a troll rocklobber is still bigger, stronger, and perhaps even "
 "uglier than the whelp it once was, and a troll's fist serves as well as a "
-"man's hammer in combat.  Furthermore, their ability to strike back at an "
+"man's hammer in combat. Furthermore, their ability to strike back at an "
 "enemy archer makes fighting them a dicey proposition at any range, unless "
 "one can attack under heavy cover of terrain.\n"
 "\n"
 "Usage:\n"
-"Troll whelps fight well on rough, rocky terrain, especially at night.  "
+"Troll Rocklobbers fight well on rough, rocky terrain, especially at night. "
 "Unlike most others of their race, a Troll Rocklobber will make many archers "
 "think twice about attacking, and is quite dangerous for an enemy spellcaster "
-"to attack.  They are quite powerful against brittle foes, like skeletons, "
-"and quite weak against well armored or naturally resilient enemies, such as "
-"their woodland counterpart, the wose.  Their regeneration allows them to "
-"cure poison and heal wounds without the aid of a nearby village.  Their "
-"relatively slow speed is a liability, as is their weakness during daylight "
-"hours.  The greatest danger to a Troll Rocklobber is a powerful melee unit "
-"attacking them in open terrain during the day, when they are weakest."
+"to attack. They are quite powerful against brittle foes, like skeletons, and "
+"quite weak against well armored or naturally resilient enemies, such as "
+"their woodland counterpart, the wose. Their regeneration allows them to cure "
+"poison and heal wounds without the aid of a nearby village. Their relatively "
+"slow speed is a liability, as is their weakness during daylight hours. The "
+"greatest danger to a Troll Rocklobber is a powerful melee unit attacking "
+"them in open terrain during the day, when they are weakest."
 msgstr ""
 
 #: data/units/Troll_Warrior.cfg:3
@@ -6043,27 +6041,26 @@
 #: data/units/Troll_Warrior.cfg:21
 msgid ""
 "A terrifying, monstrous bastion of strength, a Troll Warrior brings to fore "
-"all the tales that have been told of their race's terrifying power.  "
-"Wielding massive hammers that could knock a house off its foundation, and "
-"able to absorb a seemingly endless rash of punishment, Troll Warriors are "
-"capable of singlehandedly changing the strategies of an enemy commander they "
-"face.  A troll warrior is not something brought down by one man, but by a "
-"whole group of them, fighting desperately against this hideous strength "
-"borne before them.  That which causes the most terror about a troll warrior, "
-"is not their appearance, or their power, but the fact that one brought even "
-"within an inch of its life will shortly return to its full strength if it is "
-"not truly sent to death.\n"
+"all the tales that have been told of their race's terrifying power. Wielding "
+"massive hammers that could knock a house off its foundation, and able to "
+"absorb a seemingly endless rash of punishment, Troll Warriors are capable of "
+"singlehandedly changing the strategies of an enemy commander they face. A "
+"troll warrior is not something brought down by one man, but by a whole group "
+"of them, fighting desperately against this hideous strength borne before "
+"them. That which causes the most terror about a troll warrior, is not their "
+"appearance, or their power, but the fact that one brought even within an "
+"inch of its life will shortly return to its full strength if it is not truly "
+"sent to death.\n"
 "\n"
 "Usage:\n"
-"Troll Warriors fight well on rough, rocky terrain, especially at night.  "
+"Troll Warriors fight well on rough, rocky terrain, especially at night. "
 "Though vulnerable to archers and spellcasters, especially in open terrain, "
 "the raw power of a Troll Warrior makes them a foe that generally must be "
-"brought down by several enemies.  There are few enemies which can engage "
-"them in one-on-one combat without a great danger of being killed on the same "
-"turn.  Their regeneration allows them to cure poison, and heal wounds "
-"without the aid of a nearby village.  Their relative weakness during "
-"daylight hours is a liability, though a Troll Warrior is still very powerful "
-"during the day."
+"brought down by several enemies. There are few enemies which can engage them "
+"in one-on-one combat without a great danger of being killed on the same "
+"turn. Their regeneration allows them to cure poison, and heal wounds without "
+"the aid of a nearby village. Their relative weakness during daylight hours "
+"is a liability, though a Troll Warrior is still very powerful during the day."
 msgstr ""
 
 #: data/units/Troll_Whelp.cfg:3
@@ -6074,23 +6071,23 @@
 msgid ""
 "The word 'whelp,' applied even to fearsome animals like wolves and lions, "
 "brings to mind images of frail, helpless, and even 'cute' creatures, so "
-"young they can hardly stand on their own feet.  Given the nature of Trolls, "
+"young they can hardly stand on their own feet. Given the nature of Trolls, "
 "however, a Troll 'whelp' already possesses the terrifying strength native to "
-"their race.  Troll whelps stumble about with bodies bigger than grown men, "
-"and with strength to match.  Their uncanny regeneration, and stone-like "
-"skin, make them monstrous opponents, especially on their favored ground in "
-"the mountains and hills from whence they came.  The only reassurance one has "
-"in fighting a troll whelp is their slow speed, and the fact that they have "
-"not grown to their full strength ... yet.\n"
+"their race. Troll whelps stumble about with bodies bigger than grown men, "
+"and with strength to match. Their uncanny regeneration, and stone-like skin, "
+"make them monstrous opponents, especially on their favored ground in the "
+"mountains and hills from whence they came. The only reassurance one has in "
+"fighting a troll whelp is their slow speed, and the fact that they have not "
+"grown to their full strength... yet.\n"
 "\n"
 "Usage:\n"
-"Troll Whelps fight well on rough, rocky terrain, especially at night.  They "
+"Troll Whelps fight well on rough, rocky terrain, especially at night. They "
 "are vulnerable to archers, especially in open terrain, and should always "
-"have a healthy fear of spellcasters in all terrain.  They are quite powerful "
+"have a healthy fear of spellcasters in all terrain. They are quite powerful "
 "against brittle foes, like skeletons, and quite weak against well armored or "
-"naturally resilient enemies, such as their woodland counterpart, the wose.  "
+"naturally resilient enemies, such as their woodland counterpart, the wose. "
 "Their regeneration allows them to cure poison and heal wounds without the "
-"aid of a nearby village.  Their relatively slow speed is a liability, as is "
+"aid of a nearby village. Their relatively slow speed is a liability, as is "
 "their weakness during daylight hours."
 msgstr ""
 
@@ -8057,6 +8054,10 @@
 msgid "-- The Tome of Wesnoth"
 msgstr ""
 
+#: src/unit.cpp:1107
+msgid " XP to advance"
+msgstr ""
+
 #: src/unit.cpp:1144
 msgid ": "
 msgstr ""
Index: wesnoth/po/wesnoth/en_GB.po
diff -u wesnoth/po/wesnoth/en_GB.po:1.26 wesnoth/po/wesnoth/en_GB.po:1.27
--- wesnoth/po/wesnoth/en_GB.po:1.26    Mon Apr 18 14:54:50 2005
+++ wesnoth/po/wesnoth/en_GB.po Mon Apr 18 16:16:22 2005
@@ -2,7 +2,7 @@
 msgstr ""
 "Project-Id-Version: Battle for Wesnoth 0.8.11+cvs\n"
 "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n";
-"POT-Creation-Date: 2005-04-18 09:21+0200\n"
+"POT-Creation-Date: 2005-04-18 17:52+0200\n"
 "PO-Revision-Date: 2005-04-18 16:49+0200\n"
 "Last-Translator: ott <address@hidden>\n"
 "Language-Team: en_GB\n"
@@ -55,11 +55,12 @@
 "will be listed under this topic as you encounter them."
 
 #: data/help.cfg:62
+#, fuzzy
 msgid ""
 "\n"
 "\n"
 "Battle for Wesnoth is a turn-based fantasy strategy game somewhat unusual "
-"amongst modern strategy games. While other games strive for complexity, both "
+"among modern strategy games. While other games strive for complexity, both "
 "in rules and gameplay, Battle for Wesnoth strives for simplicity of 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 "
@@ -111,9 +112,10 @@
 "be quite challenging, you may wish to start on <italic>text=Easy</italic>."
 
 #: data/help.cfg:73
+#, fuzzy
 msgid ""
 "While playing, keep in mind that if you mouse-over many items on the menu "
-"bar to the right, a brief description will pop up explaining that item. This "
+"bar to the right, a brief description will pop up explaining each item. This "
 "is especially useful when you encounter new abilities for the first time."
 msgstr ""
 "While playing, keep in mind that if you mouse-over many items on the menu "
@@ -207,13 +209,14 @@
 msgstr "Movement"
 
 #: data/help.cfg:93
+#, fuzzy
 msgid ""
 "Movement in Battle for Wesnoth is simple: Simply click on the unit you wish "
-"to move, then click on the hex you wish to move it to. When selected, all "
-"the hexes a unit can move to this turn will be highlighted, and all those it "
-"can't made dull. Mousing over a dull square will 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."
+"to move, 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 dull hex will 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."
 msgstr ""
 "Movement in Battle for Wesnoth is simple: Simply click on the unit you wish "
 "to move, then click on the hex you wish to move it to. When selected, all "
@@ -299,14 +302,15 @@
 "<header>text='Order and number of attacks'</header>"
 
 #: data/help.cfg:107
+#, fuzzy
 msgid ""
 "\n"
 "\n"
-"The attacker gets the first attack, then the defender. This continues to "
-"alternate until each unit has used up all of its attacks. The number of "
-"attacks a unit gets varies; for instance, an Elvish fighter with a 5-4 sword "
-"attack may make 4 swings each dealing 5 damage, while an Orcish Grunt with 9-"
-"2 only gets 2 swings (but at 9 damage)."
+"The attacker gets the first attack, then the defender retaliates. This "
+"continues to alternate until each unit has used up all of its attacks. The "
+"number of attacks a unit has varies; for instance, an Elvish fighter with a "
+"5-4 sword attack may make 4 swings each dealing 5 damage, while an Orcish "
+"Grunt with 9-2 can only make 2 swings (but at 9 damage each)."
 msgstr ""
 "\n"
 "\n"
@@ -327,13 +331,14 @@
 "<header>text='Chance to hit'</header>"
 
 #: data/help.cfg:111
+#, fuzzy
 msgid ""
 "\n"
 "\n"
 "With two exceptions, the chance to hit a unit is based solely on its defense "
 "rating in the Terrain it is currently standing in. This may be found by "
-"right-clicking a unit, selecting Unit Description, and then look at "
-"<italic>text='Terrain Modifiers'</italic>. For instance, elves have a "
+"right-clicking a unit, selecting Unit Description, and then looking at "
+"<italic>text='Terrain Modifiers'</italic>. For instance, many elves have a "
 "defense rating of 70% in forest, meaning a unit attacking them has only a "
 "30% chance of hitting them. Conversely, the elf's chance of hitting the "
 "attacker in return depends on what terrain the attacker is in."
@@ -658,12 +663,13 @@
 "total maximum of 18 points healed, or cure a unit of Poison."
 
 #: data/help.cfg:179
+#, fuzzy
 msgid ""
 "\n"
 "\n"
-"Keep in mind that while Resting can be combined with other forms of healing, "
-"villages, regeneration, and healing/curing cannot combine with each other. "
-"Also, units heal fully between scenarios."
+"Resting can be combined with other forms of healing, but villages, "
+"regeneration, and healing/curing cannot combine with each other. Also, units "
+"heal fully between scenarios."
 msgstr ""
 "\n"
 "\n"
@@ -688,13 +694,13 @@
 "Income and Upkeep."
 
 #: data/help.cfg:187
+#, fuzzy
 msgid ""
 "\n"
 "\n"
-"Income is simple. For every village you control, you gain one gold a turn. "
-"Thus, if you have ten villages, you would normally gain ten gold. "
-"Unfortunately, your Upkeep costs are subtracted from this income, as "
-"detailed below."
+"Income is simple. For every village you control, you gain one gold each "
+"turn. Thus, if you have ten villages, you would normally gain ten gold. Your "
+"Upkeep costs are subtracted from this income, as detailed below."
 msgstr ""
 "\n"
 "\n"
@@ -704,15 +710,16 @@
 "detailed below."
 
 #: data/help.cfg:189
+#, fuzzy
 msgid ""
 "\n"
 "\n"
 "Upkeep is also fairly simple. Each unit requires an amount of Upkeep equal "
 "to its level. You can support as many levels <italic>text=worth</italic> of "
-"units as you have villages for free. 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 a turn in upkeep."
+"units as you have villages, without paying any upkeep. However, for each "
+"level of unit beyond the number of villages you have, you must pay one gold "
+"per turn. For example, if you have twelve level one units and ten villages, "
+"you would have to pay two gold each turn in upkeep."
 msgstr ""
 "\n"
 "\n"
@@ -724,11 +731,12 @@
 "to pay two gold a turn in upkeep."
 
 #: data/help.cfg:191
+#, fuzzy
 msgid ""
 "\n"
 "\n"
 "These costs are subtracted from your Income, so in the case of twelve levels "
-"of units and ten villages, your resultant Income would be 8 gold a turn."
+"of units and ten villages, your resultant Income would be 8 gold per turn."
 msgstr ""
 "\n"
 "\n"
@@ -736,13 +744,13 @@
 "of units and ten villages, your resultant Income would be 8 gold a turn."
 
 #: data/help.cfg:192
+#, fuzzy
 msgid ""
 "\n"
-"There are two main exceptions to Upkeep. Firstly, units with the Loyal trait "
-"will only ever count as level one for upkeep purposes, regardless of their "
-"actual level. Secondly, units you begin the scenario with (such as Konrad or "
+"There is one important exception to Upkeep: units with the Loyal trait never "
+"incur upkeep. Units you begin the scenario with (such as Konrad or "
 "Delfador), or units who join you during a scenario (such as the Horseman in "
-"the second level of Heir to the Throne) will never charge any upkeep."
+"the second level of Heir to the Throne) will usually have the Loyal trait."
 msgstr ""
 "\n"
 "There are two main exceptions to Upkeep. Firstly, units with the Loyal trait "
@@ -774,8 +782,9 @@
 msgstr "About"
 
 #: data/help.cfg:210
+#, fuzzy
 msgid ""
-"Most units have two traits, with the exception of Undead units who are "
+"Most units have two traits, with the exception of Undead units which are "
 "assigned the trait 'Undead'. Traits are modifications that change a unit's "
 "attributes slightly. They are usually randomly assigned to a unit when it is "
 "recruited."
@@ -796,6 +805,7 @@
 "The traits that are available to all non-Undead units are:"
 
 #: data/help.cfg:219
+#, fuzzy
 msgid ""
 "\n"
 "\n"
@@ -806,9 +816,9 @@
 "\n"
 "Intelligent 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 units no longer require experience points after "
-"reaching their maximum level. If you have many 'maximum level' units you may "
-"with to recall units with more desirable traits."
+"quite as useful because units no longer have any use for experience points "
+"after reaching their maximum level. If you have many 'maximum level' units "
+"you may with to recall units with more desirable traits."
 msgstr ""
 "\n"
 "\n"
@@ -854,6 +864,7 @@
 "positions."
 
 #: data/help.cfg:233
+#, fuzzy
 msgid ""
 "\n"
 "\n"
@@ -865,7 +876,7 @@
 "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 "
-"defence, or high resistances. Resilient units are especially useful for "
+"defense, or high resistances. Resilient units are especially useful for "
 "holding strategic positions against opponents."
 msgstr ""
 "\n"
@@ -922,23 +933,24 @@
 "Other special traits that may be assigned to units are:"
 
 #: data/help.cfg:251
+#, fuzzy
 msgid ""
 "\n"
 "\n"
 "\n"
 "<header>text=Loyal</header>\n"
 "\n"
-"Loyal units don't pay 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 "
+"Loyal 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.\n"
 "\n"
 "\n"
-"During campaigns, certain units may opt join the player's forces of their "
+"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 "
-"them or send them to a foolish death."
+"such units or to send them to a foolish death."
 msgstr ""
 "\n"
 "\n"
@@ -984,15 +996,16 @@
 "conjunction with their attacks."
 
 #: data/help.cfg:265
+#, fuzzy
 msgid ""
 "\n"
 "\n"
 "\n"
-"<header>text=Dexterous</header>\n"
+"<header>text=Dextrous</header>\n"
 "\n"
-"Dexterous units do +1 damage for every successful strike with a bow.\n"
+"Dextrous units do +1 damage for every successful strike with a bow.\n"
 "\n"
-"Dexterous is a trait possessed only by Elves. The Elven people are known for "
+"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."
@@ -2822,7 +2835,7 @@
 msgid "HP"
 msgstr "HP"
 
-#: data/themes/default.cfg:176 src/playturn.cpp:2126 src/unit.cpp:1107
+#: data/themes/default.cfg:176 src/playturn.cpp:2126
 msgid "XP"
 msgstr "XP"
 
@@ -7454,25 +7467,26 @@
 msgstr "Troll"
 
 #: data/units/Troll.cfg:20
+#, fuzzy
 msgid ""
-"Trolls, grown to adulthood, are possessed of a fearsome strength.  Their "
+"Trolls, grown to adulthood, are possessed of a fearsome strength. Their "
 "stone-like bodies have grown to a size much taller than a man, and their "
 "terrifying ability to recover from wounds make them a formidable foe even "
-"far from the mountainous ground they prefer to fight in.  An adult troll is "
+"far from the mountainous ground they prefer to fight in. An adult troll is "
 "smarter, faster, stronger, and though one would dare not say it to their "
-"face, uglier than any of their children.  Their wield heavy clubs with "
-"brutal proficiency, and form a bulwark of strength in any battle they "
-"participate in - the only weakness they have, if such can be said, is their "
-"inability to fight at a distance.\n"
+"face, uglier than any of their children. Their wield heavy clubs with brutal "
+"proficiency, and form a bulwark of strength in any battle they participate "
+"in - the only weakness they have, if such can be said, is their inability to "
+"fight at a distance.\n"
 "\n"
 "Usage:\n"
-"Trolls fight well on rough, rocky terrain, especially at night.  They are "
+"Trolls fight well on rough, rocky terrain, especially at night. They are "
 "vulnerable to archers, especially in open terrain, and should always have a "
-"healthy fear of spellcasters in all terrain.  They are quite powerful "
-"against brittle foes, like skeletons, and quite weak against well armored or "
-"naturally resilient enemies, such as their woodland counterpart, the wose.  "
+"healthy fear of spellcasters in all terrain. They are quite powerful against "
+"brittle foes, like skeletons, and quite weak against well armored or "
+"naturally resilient enemies, such as their woodland counterpart, the wose. "
 "Their regeneration allows them to cure poison and heal wounds without the "
-"aid of a nearby village.  Their relatively slow speed is a liability, as is "
+"aid of a nearby village. Their relatively slow speed is a liability, as is "
 "their weakness during daylight hours."
 msgstr ""
 "Trolls, grown to adulthood, are possessed of a fearsome strength. Their "
@@ -7500,10 +7514,11 @@
 msgstr "Troll Hero"
 
 #: data/units/Troll_Hero.cfg:17
+#, fuzzy
 msgid ""
-"Trolls hero are strong and brutal humanoid monsters with the amazing ability "
-"to regenerate themselves, so that they recover from wounds on their own, "
-"even during battle."
+"Troll heroes are strong and brutal humanoid monsters with the amazing "
+"ability to regenerate themselves, so that they recover from wounds on their "
+"own, even during battle."
 msgstr ""
 "Troll heroes are strong and brutal humanoid monsters with the amazing "
 "ability to regenerate themselves, so that they recover from wounds on their "
@@ -7514,30 +7529,31 @@
 msgstr "Troll Rocklobber"
 
 #: data/units/Troll_Rocklobber.cfg:21
+#, fuzzy
 msgid ""
 "Given the monstrous strength of their race, trolls can turn rather mundane "
-"weapons into implements of deadly force.  Some trolls piece together crude "
+"weapons into implements of deadly force. Some trolls piece together crude "
 "slings, little different from what a child would use, save for the fact they "
-"hurl boulders instead of pebbles.  Though not especially accurate, a rock "
-"thrown by one of these monsters can cripple a man if it hits him.  Despite "
+"hurl boulders instead of pebbles. Though not especially accurate, a rock "
+"thrown by one of these monsters can cripple a man if it hits him. Despite "
 "being burdened by their heavy ammunition, and lacking in any sort of melee "
 "weaponry, a troll rocklobber is still bigger, stronger, and perhaps even "
 "uglier than the whelp it once was, and a troll's fist serves as well as a "
-"man's hammer in combat.  Furthermore, their ability to strike back at an "
+"man's hammer in combat. Furthermore, their ability to strike back at an "
 "enemy archer makes fighting them a dicey proposition at any range, unless "
 "one can attack under heavy cover of terrain.\n"
 "\n"
 "Usage:\n"
-"Troll whelps fight well on rough, rocky terrain, especially at night.  "
+"Troll Rocklobbers fight well on rough, rocky terrain, especially at night. "
 "Unlike most others of their race, a Troll Rocklobber will make many archers "
 "think twice about attacking, and is quite dangerous for an enemy spellcaster "
-"to attack.  They are quite powerful against brittle foes, like skeletons, "
-"and quite weak against well armored or naturally resilient enemies, such as "
-"their woodland counterpart, the wose.  Their regeneration allows them to "
-"cure poison and heal wounds without the aid of a nearby village.  Their "
-"relatively slow speed is a liability, as is their weakness during daylight "
-"hours.  The greatest danger to a Troll Rocklobber is a powerful melee unit "
-"attacking them in open terrain during the day, when they are weakest."
+"to attack. They are quite powerful against brittle foes, like skeletons, and "
+"quite weak against well armored or naturally resilient enemies, such as "
+"their woodland counterpart, the wose. Their regeneration allows them to cure "
+"poison and heal wounds without the aid of a nearby village. Their relatively "
+"slow speed is a liability, as is their weakness during daylight hours. The "
+"greatest danger to a Troll Rocklobber is a powerful melee unit attacking "
+"them in open terrain during the day, when they are weakest."
 msgstr ""
 "Given the monstrous strength of their race, trolls can turn rather mundane "
 "weapons into implements of deadly force. Some trolls piece together crude "
@@ -7568,29 +7584,29 @@
 msgstr "Troll Warrior"
 
 #: data/units/Troll_Warrior.cfg:21
+#, fuzzy
 msgid ""
 "A terrifying, monstrous bastion of strength, a Troll Warrior brings to fore "
-"all the tales that have been told of their race's terrifying power.  "
-"Wielding massive hammers that could knock a house off its foundation, and "
-"able to absorb a seemingly endless rash of punishment, Troll Warriors are "
-"capable of singlehandedly changing the strategies of an enemy commander they "
-"face.  A troll warrior is not something brought down by one man, but by a "
-"whole group of them, fighting desperately against this hideous strength "
-"borne before them.  That which causes the most terror about a troll warrior, "
-"is not their appearance, or their power, but the fact that one brought even "
-"within an inch of its life will shortly return to its full strength if it is "
-"not truly sent to death.\n"
+"all the tales that have been told of their race's terrifying power. Wielding "
+"massive hammers that could knock a house off its foundation, and able to "
+"absorb a seemingly endless rash of punishment, Troll Warriors are capable of "
+"singlehandedly changing the strategies of an enemy commander they face. A "
+"troll warrior is not something brought down by one man, but by a whole group "
+"of them, fighting desperately against this hideous strength borne before "
+"them. That which causes the most terror about a troll warrior, is not their "
+"appearance, or their power, but the fact that one brought even within an "
+"inch of its life will shortly return to its full strength if it is not truly "
+"sent to death.\n"
 "\n"
 "Usage:\n"
-"Troll Warriors fight well on rough, rocky terrain, especially at night.  "
+"Troll Warriors fight well on rough, rocky terrain, especially at night. "
 "Though vulnerable to archers and spellcasters, especially in open terrain, "
 "the raw power of a Troll Warrior makes them a foe that generally must be "
-"brought down by several enemies.  There are few enemies which can engage "
-"them in one-on-one combat without a great danger of being killed on the same "
-"turn.  Their regeneration allows them to cure poison, and heal wounds "
-"without the aid of a nearby village.  Their relative weakness during "
-"daylight hours is a liability, though a Troll Warrior is still very powerful "
-"during the day."
+"brought down by several enemies. There are few enemies which can engage them "
+"in one-on-one combat without a great danger of being killed on the same "
+"turn. Their regeneration allows them to cure poison, and heal wounds without "
+"the aid of a nearby village. Their relative weakness during daylight hours "
+"is a liability, though a Troll Warrior is still very powerful during the day."
 msgstr ""
 "A terrifying, monstrous bastion of strength, a Troll Warrior brings to fore "
 "all the tales that have been told of their race's terrifying power. Wielding "
@@ -7619,26 +7635,27 @@
 msgstr "Troll Whelp"
 
 #: data/units/Troll_Whelp.cfg:21
+#, fuzzy
 msgid ""
 "The word 'whelp,' applied even to fearsome animals like wolves and lions, "
 "brings to mind images of frail, helpless, and even 'cute' creatures, so "
-"young they can hardly stand on their own feet.  Given the nature of Trolls, "
+"young they can hardly stand on their own feet. Given the nature of Trolls, "
 "however, a Troll 'whelp' already possesses the terrifying strength native to "
-"their race.  Troll whelps stumble about with bodies bigger than grown men, "
-"and with strength to match.  Their uncanny regeneration, and stone-like "
-"skin, make them monstrous opponents, especially on their favored ground in "
-"the mountains and hills from whence they came.  The only reassurance one has "
-"in fighting a troll whelp is their slow speed, and the fact that they have "
-"not grown to their full strength ... yet.\n"
+"their race. Troll whelps stumble about with bodies bigger than grown men, "
+"and with strength to match. Their uncanny regeneration, and stone-like skin, "
+"make them monstrous opponents, especially on their favored ground in the "
+"mountains and hills from whence they came. The only reassurance one has in "
+"fighting a troll whelp is their slow speed, and the fact that they have not "
+"grown to their full strength... yet.\n"
 "\n"
 "Usage:\n"
-"Troll Whelps fight well on rough, rocky terrain, especially at night.  They "
+"Troll Whelps fight well on rough, rocky terrain, especially at night. They "
 "are vulnerable to archers, especially in open terrain, and should always "
-"have a healthy fear of spellcasters in all terrain.  They are quite powerful "
+"have a healthy fear of spellcasters in all terrain. They are quite powerful "
 "against brittle foes, like skeletons, and quite weak against well armored or "
-"naturally resilient enemies, such as their woodland counterpart, the wose.  "
+"naturally resilient enemies, such as their woodland counterpart, the wose. "
 "Their regeneration allows them to cure poison and heal wounds without the "
-"aid of a nearby village.  Their relatively slow speed is a liability, as is "
+"aid of a nearby village. Their relatively slow speed is a liability, as is "
 "their weakness during daylight hours."
 msgstr ""
 "The word 'whelp,' applied even to fearsome animals like wolves and lions, "
@@ -9663,6 +9680,10 @@
 msgid "-- The Tome of Wesnoth"
 msgstr "-- The Tome of Wesnoth"
 
+#: src/unit.cpp:1107
+msgid " XP to advance"
+msgstr ""
+
 #: src/unit.cpp:1144
 msgid ": "
 msgstr ": "
Index: wesnoth/po/wesnoth/es.po
diff -u wesnoth/po/wesnoth/es.po:1.73 wesnoth/po/wesnoth/es.po:1.74
--- wesnoth/po/wesnoth/es.po:1.73       Mon Apr 18 07:29:04 2005
+++ wesnoth/po/wesnoth/es.po    Mon Apr 18 16:16:22 2005
@@ -8,7 +8,7 @@
 msgstr ""
 "Project-Id-Version: Battle for Wesnoth 0.8.11+CVS\n"
 "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n";
-"POT-Creation-Date: 2005-04-18 09:21+0200\n"
+"POT-Creation-Date: 2005-04-18 17:52+0200\n"
 "PO-Revision-Date: 2005-04-07 11:30+0200\n"
 "Last-Translator: David Martínez Moreno <address@hidden>\n"
 "Language-Team: David Martínez Moreno <address@hidden>\n"
@@ -60,11 +60,12 @@
 "estarán siempre bajo este apartado."
 
 #: data/help.cfg:62
+#, fuzzy
 msgid ""
 "\n"
 "\n"
 "Battle for Wesnoth is a turn-based fantasy strategy game somewhat unusual "
-"amongst modern strategy games. While other games strive for complexity, both "
+"among modern strategy games. While other games strive for complexity, both "
 "in rules and gameplay, Battle for Wesnoth strives for simplicity of 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 "
@@ -120,9 +121,10 @@
 "<italic>text=Fácil</italic>."
 
 #: data/help.cfg:73
+#, fuzzy
 msgid ""
 "While playing, keep in mind that if you mouse-over many items on the menu "
-"bar to the right, a brief description will pop up explaining that item. This "
+"bar to the right, a brief description will pop up explaining each item. This "
 "is especially useful when you encounter new abilities for the first time."
 msgstr ""
 "Mientras esté jugando, tenga presente que si sitúa su cursor sobre la "
@@ -221,13 +223,14 @@
 msgstr "Movimiento"
 
 #: data/help.cfg:93
+#, fuzzy
 msgid ""
 "Movement in Battle for Wesnoth is simple: Simply click on the unit you wish "
-"to move, then click on the hex you wish to move it to. When selected, all "
-"the hexes a unit can move to this turn will be highlighted, and all those it "
-"can't made dull. Mousing over a dull square will 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."
+"to move, 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 dull hex will 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."
 msgstr ""
 "El movimiento en La Batalla por Wesnoth es simple: basta con que seleccione "
 "con el ratón la unidad que desea mover, y a continuación el hexágono donde 
"
@@ -317,14 +320,15 @@
 "<header>text='Orden y número de ataques'</header>"
 
 #: data/help.cfg:107
+#, fuzzy
 msgid ""
 "\n"
 "\n"
-"The attacker gets the first attack, then the defender. This continues to "
-"alternate until each unit has used up all of its attacks. The number of "
-"attacks a unit gets varies; for instance, an Elvish fighter with a 5-4 sword "
-"attack may make 4 swings each dealing 5 damage, while an Orcish Grunt with 9-"
-"2 only gets 2 swings (but at 9 damage)."
+"The attacker gets the first attack, then the defender retaliates. This "
+"continues to alternate until each unit has used up all of its attacks. The "
+"number of attacks a unit has varies; for instance, an Elvish fighter with a "
+"5-4 sword attack may make 4 swings each dealing 5 damage, while an Orcish "
+"Grunt with 9-2 can only make 2 swings (but at 9 damage each)."
 msgstr ""
 "\n"
 "\n"
@@ -346,13 +350,14 @@
 "<header>text='Probabilidad de acierto'</header>"
 
 #: data/help.cfg:111
+#, fuzzy
 msgid ""
 "\n"
 "\n"
 "With two exceptions, the chance to hit a unit is based solely on its defense "
 "rating in the Terrain it is currently standing in. This may be found by "
-"right-clicking a unit, selecting Unit Description, and then look at "
-"<italic>text='Terrain Modifiers'</italic>. For instance, elves have a "
+"right-clicking a unit, selecting Unit Description, and then looking at "
+"<italic>text='Terrain Modifiers'</italic>. For instance, many elves have a "
 "defense rating of 70% in forest, meaning a unit attacking them has only a "
 "30% chance of hitting them. Conversely, the elf's chance of hitting the "
 "attacker in return depends on what terrain the attacker is in."
@@ -689,12 +694,13 @@
 "total, o eliminarán el veneno de una unidad afectada por él."
 
 #: data/help.cfg:179
+#, fuzzy
 msgid ""
 "\n"
 "\n"
-"Keep in mind that while Resting can be combined with other forms of healing, "
-"villages, regeneration, and healing/curing cannot combine with each other. "
-"Also, units heal fully between scenarios."
+"Resting can be combined with other forms of healing, but villages, "
+"regeneration, and healing/curing cannot combine with each other. Also, units "
+"heal fully between scenarios."
 msgstr ""
 "\n"
 "\n"
@@ -720,13 +726,13 @@
 "a saber: los ingresos y el coste de mantenimiento."
 
 #: data/help.cfg:187
+#, fuzzy
 msgid ""
 "\n"
 "\n"
-"Income is simple. For every village you control, you gain one gold a turn. "
-"Thus, if you have ten villages, you would normally gain ten gold. "
-"Unfortunately, your Upkeep costs are subtracted from this income, as "
-"detailed below."
+"Income is simple. For every village you control, you gain one gold each "
+"turn. Thus, if you have ten villages, you would normally gain ten gold. Your "
+"Upkeep costs are subtracted from this income, as detailed below."
 msgstr ""
 "\n"
 "\n"
@@ -736,15 +742,16 @@
 "se compensan con sus ingresos, como se explica a continuación."
 
 #: data/help.cfg:189
+#, fuzzy
 msgid ""
 "\n"
 "\n"
 "Upkeep is also fairly simple. Each unit requires an amount of Upkeep equal "
 "to its level. You can support as many levels <italic>text=worth</italic> of "
-"units as you have villages for free. 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 a turn in upkeep."
+"units as you have villages, without paying any upkeep. However, for each "
+"level of unit beyond the number of villages you have, you must pay one gold "
+"per turn. For example, if you have twelve level one units and ten villages, "
+"you would have to pay two gold each turn in upkeep."
 msgstr ""
 "\n"
 "\n"
@@ -757,11 +764,12 @@
 "piezas de oro cada turno en concepto de mantenimiento."
 
 #: data/help.cfg:191
+#, fuzzy
 msgid ""
 "\n"
 "\n"
 "These costs are subtracted from your Income, so in the case of twelve levels "
-"of units and ten villages, your resultant Income would be 8 gold a turn."
+"of units and ten villages, your resultant Income would be 8 gold per turn."
 msgstr ""
 "\n"
 "\n"
@@ -770,13 +778,13 @@
 "piezas."
 
 #: data/help.cfg:192
+#, fuzzy
 msgid ""
 "\n"
-"There are two main exceptions to Upkeep. Firstly, units with the Loyal trait "
-"will only ever count as level one for upkeep purposes, regardless of their "
-"actual level. Secondly, units you begin the scenario with (such as Konrad or "
+"There is one important exception to Upkeep: units with the Loyal trait never "
+"incur upkeep. Units you begin the scenario with (such as Konrad or "
 "Delfador), or units who join you during a scenario (such as the Horseman in "
-"the second level of Heir to the Throne) will never charge any upkeep."
+"the second level of Heir to the Throne) will usually have the Loyal trait."
 msgstr ""
 "\n"
 "Hay dos excepciones importantes a esta regla. La primera es que las unidades "
@@ -811,7 +819,7 @@
 
 #: data/help.cfg:210
 msgid ""
-"Most units have two traits, with the exception of Undead units who are "
+"Most units have two traits, with the exception of Undead units which are "
 "assigned the trait 'Undead'. Traits are modifications that change a unit's "
 "attributes slightly. They are usually randomly assigned to a unit when it is "
 "recruited."
@@ -836,9 +844,9 @@
 "\n"
 "Intelligent 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 units no longer require experience points after "
-"reaching their maximum level. If you have many 'maximum level' units you may "
-"with to recall units with more desirable traits."
+"quite as useful because units no longer have any use for experience points "
+"after reaching their maximum level. If you have many 'maximum level' units "
+"you may with to recall units with more desirable traits."
 msgstr ""
 "\n"
 "\n"
@@ -899,7 +907,7 @@
 "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 "
-"defence, or high resistances. Resilient units are especially useful for "
+"defense, or high resistances. Resilient units are especially useful for "
 "holding strategic positions against opponents."
 msgstr ""
 "\n"
@@ -959,17 +967,17 @@
 "\n"
 "<header>text=Loyal</header>\n"
 "\n"
-"Loyal units don't pay 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 "
+"Loyal 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.\n"
 "\n"
 "\n"
-"During campaigns, certain units may opt join the player's forces of their "
+"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 "
-"them or send them to a foolish death."
+"such units or to send them to a foolish death."
 msgstr ""
 
 #: data/help.cfg:258
@@ -992,11 +1000,11 @@
 "\n"
 "\n"
 "\n"
-"<header>text=Dexterous</header>\n"
+"<header>text=Dextrous</header>\n"
 "\n"
-"Dexterous units do +1 damage for every successful strike with a bow.\n"
+"Dextrous units do +1 damage for every successful strike with a bow.\n"
 "\n"
-"Dexterous is a trait possessed only by Elves. The Elven people are known for "
+"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."
@@ -2873,7 +2881,7 @@
 msgid "HP"
 msgstr "PV"
 
-#: data/themes/default.cfg:176 src/playturn.cpp:2126 src/unit.cpp:1107
+#: data/themes/default.cfg:176 src/playturn.cpp:2126
 msgid "XP"
 msgstr "PX"
 
@@ -7522,24 +7530,24 @@
 
 #: data/units/Troll.cfg:20
 msgid ""
-"Trolls, grown to adulthood, are possessed of a fearsome strength.  Their "
+"Trolls, grown to adulthood, are possessed of a fearsome strength. Their "
 "stone-like bodies have grown to a size much taller than a man, and their "
 "terrifying ability to recover from wounds make them a formidable foe even "
-"far from the mountainous ground they prefer to fight in.  An adult troll is "
+"far from the mountainous ground they prefer to fight in. An adult troll is "
 "smarter, faster, stronger, and though one would dare not say it to their "
-"face, uglier than any of their children.  Their wield heavy clubs with "
-"brutal proficiency, and form a bulwark of strength in any battle they "
-"participate in - the only weakness they have, if such can be said, is their "
-"inability to fight at a distance.\n"
+"face, uglier than any of their children. Their wield heavy clubs with brutal "
+"proficiency, and form a bulwark of strength in any battle they participate "
+"in - the only weakness they have, if such can be said, is their inability to "
+"fight at a distance.\n"
 "\n"
 "Usage:\n"
-"Trolls fight well on rough, rocky terrain, especially at night.  They are "
+"Trolls fight well on rough, rocky terrain, especially at night. They are "
 "vulnerable to archers, especially in open terrain, and should always have a "
-"healthy fear of spellcasters in all terrain.  They are quite powerful "
-"against brittle foes, like skeletons, and quite weak against well armored or "
-"naturally resilient enemies, such as their woodland counterpart, the wose.  "
+"healthy fear of spellcasters in all terrain. They are quite powerful against "
+"brittle foes, like skeletons, and quite weak against well armored or "
+"naturally resilient enemies, such as their woodland counterpart, the wose. "
 "Their regeneration allows them to cure poison and heal wounds without the "
-"aid of a nearby village.  Their relatively slow speed is a liability, as is "
+"aid of a nearby village. Their relatively slow speed is a liability, as is "
 "their weakness during daylight hours."
 msgstr ""
 
@@ -7548,10 +7556,11 @@
 msgstr "Troll héroe"
 
 #: data/units/Troll_Hero.cfg:17
+#, fuzzy
 msgid ""
-"Trolls hero are strong and brutal humanoid monsters with the amazing ability "
-"to regenerate themselves, so that they recover from wounds on their own, "
-"even during battle."
+"Troll heroes are strong and brutal humanoid monsters with the amazing "
+"ability to regenerate themselves, so that they recover from wounds on their "
+"own, even during battle."
 msgstr ""
 "Los trolls héroes son unos humanoides brutales y fuertes, capaces de "
 "regenerarse increíblemente rápido, recobrándose de las heridas en el 
fragor "
@@ -7564,28 +7573,28 @@
 #: data/units/Troll_Rocklobber.cfg:21
 msgid ""
 "Given the monstrous strength of their race, trolls can turn rather mundane "
-"weapons into implements of deadly force.  Some trolls piece together crude "
+"weapons into implements of deadly force. Some trolls piece together crude "
 "slings, little different from what a child would use, save for the fact they "
-"hurl boulders instead of pebbles.  Though not especially accurate, a rock "
-"thrown by one of these monsters can cripple a man if it hits him.  Despite "
+"hurl boulders instead of pebbles. Though not especially accurate, a rock "
+"thrown by one of these monsters can cripple a man if it hits him. Despite "
 "being burdened by their heavy ammunition, and lacking in any sort of melee "
 "weaponry, a troll rocklobber is still bigger, stronger, and perhaps even "
 "uglier than the whelp it once was, and a troll's fist serves as well as a "
-"man's hammer in combat.  Furthermore, their ability to strike back at an "
+"man's hammer in combat. Furthermore, their ability to strike back at an "
 "enemy archer makes fighting them a dicey proposition at any range, unless "
 "one can attack under heavy cover of terrain.\n"
 "\n"
 "Usage:\n"
-"Troll whelps fight well on rough, rocky terrain, especially at night.  "
+"Troll Rocklobbers fight well on rough, rocky terrain, especially at night. "
 "Unlike most others of their race, a Troll Rocklobber will make many archers "
 "think twice about attacking, and is quite dangerous for an enemy spellcaster "
-"to attack.  They are quite powerful against brittle foes, like skeletons, "
-"and quite weak against well armored or naturally resilient enemies, such as "
-"their woodland counterpart, the wose.  Their regeneration allows them to "
-"cure poison and heal wounds without the aid of a nearby village.  Their "
-"relatively slow speed is a liability, as is their weakness during daylight "
-"hours.  The greatest danger to a Troll Rocklobber is a powerful melee unit "
-"attacking them in open terrain during the day, when they are weakest."
+"to attack. They are quite powerful against brittle foes, like skeletons, and "
+"quite weak against well armored or naturally resilient enemies, such as "
+"their woodland counterpart, the wose. Their regeneration allows them to cure "
+"poison and heal wounds without the aid of a nearby village. Their relatively "
+"slow speed is a liability, as is their weakness during daylight hours. The "
+"greatest danger to a Troll Rocklobber is a powerful melee unit attacking "
+"them in open terrain during the day, when they are weakest."
 msgstr ""
 
 #: data/units/Troll_Warrior.cfg:3
@@ -7595,27 +7604,26 @@
 #: data/units/Troll_Warrior.cfg:21
 msgid ""
 "A terrifying, monstrous bastion of strength, a Troll Warrior brings to fore "
-"all the tales that have been told of their race's terrifying power.  "
-"Wielding massive hammers that could knock a house off its foundation, and "
-"able to absorb a seemingly endless rash of punishment, Troll Warriors are "
-"capable of singlehandedly changing the strategies of an enemy commander they "
-"face.  A troll warrior is not something brought down by one man, but by a "
-"whole group of them, fighting desperately against this hideous strength "
-"borne before them.  That which causes the most terror about a troll warrior, "
-"is not their appearance, or their power, but the fact that one brought even "
-"within an inch of its life will shortly return to its full strength if it is "
-"not truly sent to death.\n"
+"all the tales that have been told of their race's terrifying power. Wielding "
+"massive hammers that could knock a house off its foundation, and able to "
+"absorb a seemingly endless rash of punishment, Troll Warriors are capable of "
+"singlehandedly changing the strategies of an enemy commander they face. A "
+"troll warrior is not something brought down by one man, but by a whole group "
+"of them, fighting desperately against this hideous strength borne before "
+"them. That which causes the most terror about a troll warrior, is not their "
+"appearance, or their power, but the fact that one brought even within an "
+"inch of its life will shortly return to its full strength if it is not truly "
+"sent to death.\n"
 "\n"
 "Usage:\n"
-"Troll Warriors fight well on rough, rocky terrain, especially at night.  "
+"Troll Warriors fight well on rough, rocky terrain, especially at night. "
 "Though vulnerable to archers and spellcasters, especially in open terrain, "
 "the raw power of a Troll Warrior makes them a foe that generally must be "
-"brought down by several enemies.  There are few enemies which can engage "
-"them in one-on-one combat without a great danger of being killed on the same "
-"turn.  Their regeneration allows them to cure poison, and heal wounds "
-"without the aid of a nearby village.  Their relative weakness during "
-"daylight hours is a liability, though a Troll Warrior is still very powerful "
-"during the day."
+"brought down by several enemies. There are few enemies which can engage them "
+"in one-on-one combat without a great danger of being killed on the same "
+"turn. Their regeneration allows them to cure poison, and heal wounds without "
+"the aid of a nearby village. Their relative weakness during daylight hours "
+"is a liability, though a Troll Warrior is still very powerful during the day."
 msgstr ""
 
 #: data/units/Troll_Whelp.cfg:3
@@ -7626,23 +7634,23 @@
 msgid ""
 "The word 'whelp,' applied even to fearsome animals like wolves and lions, "
 "brings to mind images of frail, helpless, and even 'cute' creatures, so "
-"young they can hardly stand on their own feet.  Given the nature of Trolls, "
+"young they can hardly stand on their own feet. Given the nature of Trolls, "
 "however, a Troll 'whelp' already possesses the terrifying strength native to "
-"their race.  Troll whelps stumble about with bodies bigger than grown men, "
-"and with strength to match.  Their uncanny regeneration, and stone-like "
-"skin, make them monstrous opponents, especially on their favored ground in "
-"the mountains and hills from whence they came.  The only reassurance one has "
-"in fighting a troll whelp is their slow speed, and the fact that they have "
-"not grown to their full strength ... yet.\n"
+"their race. Troll whelps stumble about with bodies bigger than grown men, "
+"and with strength to match. Their uncanny regeneration, and stone-like skin, "
+"make them monstrous opponents, especially on their favored ground in the "
+"mountains and hills from whence they came. The only reassurance one has in "
+"fighting a troll whelp is their slow speed, and the fact that they have not "
+"grown to their full strength... yet.\n"
 "\n"
 "Usage:\n"
-"Troll Whelps fight well on rough, rocky terrain, especially at night.  They "
+"Troll Whelps fight well on rough, rocky terrain, especially at night. They "
 "are vulnerable to archers, especially in open terrain, and should always "
-"have a healthy fear of spellcasters in all terrain.  They are quite powerful "
+"have a healthy fear of spellcasters in all terrain. They are quite powerful "
 "against brittle foes, like skeletons, and quite weak against well armored or "
-"naturally resilient enemies, such as their woodland counterpart, the wose.  "
+"naturally resilient enemies, such as their woodland counterpart, the wose. "
 "Their regeneration allows them to cure poison and heal wounds without the "
-"aid of a nearby village.  Their relatively slow speed is a liability, as is "
+"aid of a nearby village. Their relatively slow speed is a liability, as is "
 "their weakness during daylight hours."
 msgstr ""
 
@@ -9674,6 +9682,10 @@
 msgid "-- The Tome of Wesnoth"
 msgstr "-- Compendio de Guerra y Virtud"
 
+#: src/unit.cpp:1107
+msgid " XP to advance"
+msgstr ""
+
 #: src/unit.cpp:1144
 #, fuzzy
 msgid ": "
Index: wesnoth/po/wesnoth/et.po
diff -u wesnoth/po/wesnoth/et.po:1.18 wesnoth/po/wesnoth/et.po:1.19
--- wesnoth/po/wesnoth/et.po:1.18       Mon Apr 18 07:29:04 2005
+++ wesnoth/po/wesnoth/et.po    Mon Apr 18 16:16:22 2005
@@ -8,7 +8,7 @@
 msgstr ""
 "Project-Id-Version: Battle for Wesnoth 0.8.8-CVS\n"
 "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n";
-"POT-Creation-Date: 2005-04-18 09:21+0200\n"
+"POT-Creation-Date: 2005-04-18 17:52+0200\n"
 "PO-Revision-Date: 2005-03-24 16:16+0300\n"
 "Last-Translator: Mart Tõnso <address@hidden>\n"
 "Language-Team: none\n"
@@ -61,11 +61,12 @@
 "leiad selle teema alt infot, kui sa neid kohtad."
 
 #: data/help.cfg:62
+#, fuzzy
 msgid ""
 "\n"
 "\n"
 "Battle for Wesnoth is a turn-based fantasy strategy game somewhat unusual "
-"amongst modern strategy games. While other games strive for complexity, both "
+"among modern strategy games. While other games strive for complexity, both "
 "in rules and gameplay, Battle for Wesnoth strives for simplicity of 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 "
@@ -107,7 +108,7 @@
 #: data/help.cfg:73
 msgid ""
 "While playing, keep in mind that if you mouse-over many items on the menu "
-"bar to the right, a brief description will pop up explaining that item. This "
+"bar to the right, a brief description will pop up explaining each item. This "
 "is especially useful when you encounter new abilities for the first time."
 msgstr ""
 
@@ -177,11 +178,11 @@
 #: data/help.cfg:93
 msgid ""
 "Movement in Battle for Wesnoth is simple: Simply click on the unit you wish "
-"to move, then click on the hex you wish to move it to. When selected, all "
-"the hexes a unit can move to this turn will be highlighted, and all those it "
-"can't made dull. Mousing over a dull square will 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."
+"to move, 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 dull hex will 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."
 msgstr ""
 
 #: data/help.cfg:95
@@ -233,14 +234,15 @@
 msgstr ""
 
 #: data/help.cfg:107
+#, fuzzy
 msgid ""
 "\n"
 "\n"
-"The attacker gets the first attack, then the defender. This continues to "
-"alternate until each unit has used up all of its attacks. The number of "
-"attacks a unit gets varies; for instance, an Elvish fighter with a 5-4 sword "
-"attack may make 4 swings each dealing 5 damage, while an Orcish Grunt with 9-"
-"2 only gets 2 swings (but at 9 damage)."
+"The attacker gets the first attack, then the defender retaliates. This "
+"continues to alternate until each unit has used up all of its attacks. The "
+"number of attacks a unit has varies; for instance, an Elvish fighter with a "
+"5-4 sword attack may make 4 swings each dealing 5 damage, while an Orcish "
+"Grunt with 9-2 can only make 2 swings (but at 9 damage each)."
 msgstr ""
 "\n"
 "\n"
@@ -263,8 +265,8 @@
 "\n"
 "With two exceptions, the chance to hit a unit is based solely on its defense "
 "rating in the Terrain it is currently standing in. This may be found by "
-"right-clicking a unit, selecting Unit Description, and then look at "
-"<italic>text='Terrain Modifiers'</italic>. For instance, elves have a "
+"right-clicking a unit, selecting Unit Description, and then looking at "
+"<italic>text='Terrain Modifiers'</italic>. For instance, many elves have a "
 "defense rating of 70% in forest, meaning a unit attacking them has only a "
 "30% chance of hitting them. Conversely, the elf's chance of hitting the "
 "attacker in return depends on what terrain the attacker is in."
@@ -507,9 +509,9 @@
 msgid ""
 "\n"
 "\n"
-"Keep in mind that while Resting can be combined with other forms of healing, "
-"villages, regeneration, and healing/curing cannot combine with each other. "
-"Also, units heal fully between scenarios."
+"Resting can be combined with other forms of healing, but villages, "
+"regeneration, and healing/curing cannot combine with each other. Also, units "
+"heal fully between scenarios."
 msgstr ""
 
 #: data/help.cfg:184
@@ -529,13 +531,13 @@
 "sissutulekute ja ülalpidamiskuludega."
 
 #: data/help.cfg:187
+#, fuzzy
 msgid ""
 "\n"
 "\n"
-"Income is simple. For every village you control, you gain one gold a turn. "
-"Thus, if you have ten villages, you would normally gain ten gold. "
-"Unfortunately, your Upkeep costs are subtracted from this income, as "
-"detailed below."
+"Income is simple. For every village you control, you gain one gold each "
+"turn. Thus, if you have ten villages, you would normally gain ten gold. Your "
+"Upkeep costs are subtracted from this income, as detailed below."
 msgstr ""
 "\n"
 "\n"
@@ -549,10 +551,10 @@
 "\n"
 "Upkeep is also fairly simple. Each unit requires an amount of Upkeep equal "
 "to its level. You can support as many levels <italic>text=worth</italic> of "
-"units as you have villages for free. 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 a turn in upkeep."
+"units as you have villages, without paying any upkeep. However, for each "
+"level of unit beyond the number of villages you have, you must pay one gold "
+"per turn. For example, if you have twelve level one units and ten villages, "
+"you would have to pay two gold each turn in upkeep."
 msgstr ""
 
 #: data/help.cfg:191
@@ -560,17 +562,16 @@
 "\n"
 "\n"
 "These costs are subtracted from your Income, so in the case of twelve levels "
-"of units and ten villages, your resultant Income would be 8 gold a turn."
+"of units and ten villages, your resultant Income would be 8 gold per turn."
 msgstr ""
 
 #: data/help.cfg:192
 msgid ""
 "\n"
-"There are two main exceptions to Upkeep. Firstly, units with the Loyal trait "
-"will only ever count as level one for upkeep purposes, regardless of their "
-"actual level. Secondly, units you begin the scenario with (such as Konrad or "
+"There is one important exception to Upkeep: units with the Loyal trait never "
+"incur upkeep. Units you begin the scenario with (such as Konrad or "
 "Delfador), or units who join you during a scenario (such as the Horseman in "
-"the second level of Heir to the Throne) will never charge any upkeep."
+"the second level of Heir to the Throne) will usually have the Loyal trait."
 msgstr ""
 
 #: data/help.cfg:197
@@ -592,7 +593,7 @@
 
 #: data/help.cfg:210
 msgid ""
-"Most units have two traits, with the exception of Undead units who are "
+"Most units have two traits, with the exception of Undead units which are "
 "assigned the trait 'Undead'. Traits are modifications that change a unit's "
 "attributes slightly. They are usually randomly assigned to a unit when it is "
 "recruited."
@@ -616,9 +617,9 @@
 "\n"
 "Intelligent 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 units no longer require experience points after "
-"reaching their maximum level. If you have many 'maximum level' units you may "
-"with to recall units with more desirable traits."
+"quite as useful because units no longer have any use for experience points "
+"after reaching their maximum level. If you have many 'maximum level' units "
+"you may with to recall units with more desirable traits."
 msgstr ""
 
 #: data/help.cfg:226
@@ -650,7 +651,7 @@
 "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 "
-"defence, or high resistances. Resilient units are especially useful for "
+"defense, or high resistances. Resilient units are especially useful for "
 "holding strategic positions against opponents."
 msgstr ""
 
@@ -685,17 +686,17 @@
 "\n"
 "<header>text=Loyal</header>\n"
 "\n"
-"Loyal units don't pay 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 "
+"Loyal 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.\n"
 "\n"
 "\n"
-"During campaigns, certain units may opt join the player's forces of their "
+"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 "
-"them or send them to a foolish death."
+"such units or to send them to a foolish death."
 msgstr ""
 
 #: data/help.cfg:258
@@ -718,11 +719,11 @@
 "\n"
 "\n"
 "\n"
-"<header>text=Dexterous</header>\n"
+"<header>text=Dextrous</header>\n"
 "\n"
-"Dexterous units do +1 damage for every successful strike with a bow.\n"
+"Dextrous units do +1 damage for every successful strike with a bow.\n"
 "\n"
-"Dexterous is a trait possessed only by Elves. The Elven people are known for "
+"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."
@@ -2245,7 +2246,7 @@
 msgid "HP"
 msgstr "HP"
 
-#: data/themes/default.cfg:176 src/playturn.cpp:2126 src/unit.cpp:1107
+#: data/themes/default.cfg:176 src/playturn.cpp:2126
 msgid "XP"
 msgstr "XP"
 
@@ -6108,24 +6109,24 @@
 
 #: data/units/Troll.cfg:20
 msgid ""
-"Trolls, grown to adulthood, are possessed of a fearsome strength.  Their "
+"Trolls, grown to adulthood, are possessed of a fearsome strength. Their "
 "stone-like bodies have grown to a size much taller than a man, and their "
 "terrifying ability to recover from wounds make them a formidable foe even "
-"far from the mountainous ground they prefer to fight in.  An adult troll is "
+"far from the mountainous ground they prefer to fight in. An adult troll is "
 "smarter, faster, stronger, and though one would dare not say it to their "
-"face, uglier than any of their children.  Their wield heavy clubs with "
-"brutal proficiency, and form a bulwark of strength in any battle they "
-"participate in - the only weakness they have, if such can be said, is their "
-"inability to fight at a distance.\n"
+"face, uglier than any of their children. Their wield heavy clubs with brutal "
+"proficiency, and form a bulwark of strength in any battle they participate "
+"in - the only weakness they have, if such can be said, is their inability to "
+"fight at a distance.\n"
 "\n"
 "Usage:\n"
-"Trolls fight well on rough, rocky terrain, especially at night.  They are "
+"Trolls fight well on rough, rocky terrain, especially at night. They are "
 "vulnerable to archers, especially in open terrain, and should always have a "
-"healthy fear of spellcasters in all terrain.  They are quite powerful "
-"against brittle foes, like skeletons, and quite weak against well armored or "
-"naturally resilient enemies, such as their woodland counterpart, the wose.  "
+"healthy fear of spellcasters in all terrain. They are quite powerful against "
+"brittle foes, like skeletons, and quite weak against well armored or "
+"naturally resilient enemies, such as their woodland counterpart, the wose. "
 "Their regeneration allows them to cure poison and heal wounds without the "
-"aid of a nearby village.  Their relatively slow speed is a liability, as is "
+"aid of a nearby village. Their relatively slow speed is a liability, as is "
 "their weakness during daylight hours."
 msgstr ""
 
@@ -6135,9 +6136,9 @@
 
 #: data/units/Troll_Hero.cfg:17
 msgid ""
-"Trolls hero are strong and brutal humanoid monsters with the amazing ability "
-"to regenerate themselves, so that they recover from wounds on their own, "
-"even during battle."
+"Troll heroes are strong and brutal humanoid monsters with the amazing "
+"ability to regenerate themselves, so that they recover from wounds on their "
+"own, even during battle."
 msgstr ""
 
 #: data/units/Troll_Rocklobber.cfg:3
@@ -6147,28 +6148,28 @@
 #: data/units/Troll_Rocklobber.cfg:21
 msgid ""
 "Given the monstrous strength of their race, trolls can turn rather mundane "
-"weapons into implements of deadly force.  Some trolls piece together crude "
+"weapons into implements of deadly force. Some trolls piece together crude "
 "slings, little different from what a child would use, save for the fact they "
-"hurl boulders instead of pebbles.  Though not especially accurate, a rock "
-"thrown by one of these monsters can cripple a man if it hits him.  Despite "
+"hurl boulders instead of pebbles. Though not especially accurate, a rock "
+"thrown by one of these monsters can cripple a man if it hits him. Despite "
 "being burdened by their heavy ammunition, and lacking in any sort of melee "
 "weaponry, a troll rocklobber is still bigger, stronger, and perhaps even "
 "uglier than the whelp it once was, and a troll's fist serves as well as a "
-"man's hammer in combat.  Furthermore, their ability to strike back at an "
+"man's hammer in combat. Furthermore, their ability to strike back at an "
 "enemy archer makes fighting them a dicey proposition at any range, unless "
 "one can attack under heavy cover of terrain.\n"
 "\n"
 "Usage:\n"
-"Troll whelps fight well on rough, rocky terrain, especially at night.  "
+"Troll Rocklobbers fight well on rough, rocky terrain, especially at night. "
 "Unlike most others of their race, a Troll Rocklobber will make many archers "
 "think twice about attacking, and is quite dangerous for an enemy spellcaster "
-"to attack.  They are quite powerful against brittle foes, like skeletons, "
-"and quite weak against well armored or naturally resilient enemies, such as "
-"their woodland counterpart, the wose.  Their regeneration allows them to "
-"cure poison and heal wounds without the aid of a nearby village.  Their "
-"relatively slow speed is a liability, as is their weakness during daylight "
-"hours.  The greatest danger to a Troll Rocklobber is a powerful melee unit "
-"attacking them in open terrain during the day, when they are weakest."
+"to attack. They are quite powerful against brittle foes, like skeletons, and "
+"quite weak against well armored or naturally resilient enemies, such as "
+"their woodland counterpart, the wose. Their regeneration allows them to cure "
+"poison and heal wounds without the aid of a nearby village. Their relatively "
+"slow speed is a liability, as is their weakness during daylight hours. The "
+"greatest danger to a Troll Rocklobber is a powerful melee unit attacking "
+"them in open terrain during the day, when they are weakest."
 msgstr ""
 
 #: data/units/Troll_Warrior.cfg:3
@@ -6178,27 +6179,26 @@
 #: data/units/Troll_Warrior.cfg:21
 msgid ""
 "A terrifying, monstrous bastion of strength, a Troll Warrior brings to fore "
-"all the tales that have been told of their race's terrifying power.  "
-"Wielding massive hammers that could knock a house off its foundation, and "
-"able to absorb a seemingly endless rash of punishment, Troll Warriors are "
-"capable of singlehandedly changing the strategies of an enemy commander they "
-"face.  A troll warrior is not something brought down by one man, but by a "
-"whole group of them, fighting desperately against this hideous strength "
-"borne before them.  That which causes the most terror about a troll warrior, "
-"is not their appearance, or their power, but the fact that one brought even "
-"within an inch of its life will shortly return to its full strength if it is "
-"not truly sent to death.\n"
+"all the tales that have been told of their race's terrifying power. Wielding "
+"massive hammers that could knock a house off its foundation, and able to "
+"absorb a seemingly endless rash of punishment, Troll Warriors are capable of "
+"singlehandedly changing the strategies of an enemy commander they face. A "
+"troll warrior is not something brought down by one man, but by a whole group "
+"of them, fighting desperately against this hideous strength borne before "
+"them. That which causes the most terror about a troll warrior, is not their "
+"appearance, or their power, but the fact that one brought even within an "
+"inch of its life will shortly return to its full strength if it is not truly "
+"sent to death.\n"
 "\n"
 "Usage:\n"
-"Troll Warriors fight well on rough, rocky terrain, especially at night.  "
+"Troll Warriors fight well on rough, rocky terrain, especially at night. "
 "Though vulnerable to archers and spellcasters, especially in open terrain, "
 "the raw power of a Troll Warrior makes them a foe that generally must be "
-"brought down by several enemies.  There are few enemies which can engage "
-"them in one-on-one combat without a great danger of being killed on the same "
-"turn.  Their regeneration allows them to cure poison, and heal wounds "
-"without the aid of a nearby village.  Their relative weakness during "
-"daylight hours is a liability, though a Troll Warrior is still very powerful "
-"during the day."
+"brought down by several enemies. There are few enemies which can engage them "
+"in one-on-one combat without a great danger of being killed on the same "
+"turn. Their regeneration allows them to cure poison, and heal wounds without "
+"the aid of a nearby village. Their relative weakness during daylight hours "
+"is a liability, though a Troll Warrior is still very powerful during the day."
 msgstr ""
 
 #: data/units/Troll_Whelp.cfg:3
@@ -6209,23 +6209,23 @@
 msgid ""
 "The word 'whelp,' applied even to fearsome animals like wolves and lions, "
 "brings to mind images of frail, helpless, and even 'cute' creatures, so "
-"young they can hardly stand on their own feet.  Given the nature of Trolls, "
+"young they can hardly stand on their own feet. Given the nature of Trolls, "
 "however, a Troll 'whelp' already possesses the terrifying strength native to "
-"their race.  Troll whelps stumble about with bodies bigger than grown men, "
-"and with strength to match.  Their uncanny regeneration, and stone-like "
-"skin, make them monstrous opponents, especially on their favored ground in "
-"the mountains and hills from whence they came.  The only reassurance one has "
-"in fighting a troll whelp is their slow speed, and the fact that they have "
-"not grown to their full strength ... yet.\n"
+"their race. Troll whelps stumble about with bodies bigger than grown men, "
+"and with strength to match. Their uncanny regeneration, and stone-like skin, "
+"make them monstrous opponents, especially on their favored ground in the "
+"mountains and hills from whence they came. The only reassurance one has in "
+"fighting a troll whelp is their slow speed, and the fact that they have not "
+"grown to their full strength... yet.\n"
 "\n"
 "Usage:\n"
-"Troll Whelps fight well on rough, rocky terrain, especially at night.  They "
+"Troll Whelps fight well on rough, rocky terrain, especially at night. They "
 "are vulnerable to archers, especially in open terrain, and should always "
-"have a healthy fear of spellcasters in all terrain.  They are quite powerful "
+"have a healthy fear of spellcasters in all terrain. They are quite powerful "
 "against brittle foes, like skeletons, and quite weak against well armored or "
-"naturally resilient enemies, such as their woodland counterpart, the wose.  "
+"naturally resilient enemies, such as their woodland counterpart, the wose. "
 "Their regeneration allows them to cure poison and heal wounds without the "
-"aid of a nearby village.  Their relatively slow speed is a liability, as is "
+"aid of a nearby village. Their relatively slow speed is a liability, as is "
 "their weakness during daylight hours."
 msgstr ""
 
@@ -8195,6 +8195,10 @@
 msgid "-- The Tome of Wesnoth"
 msgstr "-- Wesnothi Suur Raamat"
 
+#: src/unit.cpp:1107
+msgid " XP to advance"
+msgstr ""
+
 #: src/unit.cpp:1144
 #, fuzzy
 msgid ": "
Index: wesnoth/po/wesnoth/eu.po
diff -u wesnoth/po/wesnoth/eu.po:1.60 wesnoth/po/wesnoth/eu.po:1.61
--- wesnoth/po/wesnoth/eu.po:1.60       Mon Apr 18 07:29:04 2005
+++ wesnoth/po/wesnoth/eu.po    Mon Apr 18 16:16:22 2005
@@ -11,7 +11,7 @@
 msgstr ""
 "Project-Id-Version: Battle for Wesnoth HEAD\n"
 "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n";
-"POT-Creation-Date: 2005-04-18 09:21+0200\n"
+"POT-Creation-Date: 2005-04-18 17:52+0200\n"
 "PO-Revision-Date: 2005-03-28 18:07+0200\n"
 "Last-Translator: Alfredo Beaumont <address@hidden>\n"
 "Language-Team: Basque\n"
@@ -67,7 +67,7 @@
 "\n"
 "\n"
 "Battle for Wesnoth is a turn-based fantasy strategy game somewhat unusual "
-"amongst modern strategy games. While other games strive for complexity, both "
+"among modern strategy games. While other games strive for complexity, both "
 "in rules and gameplay, Battle for Wesnoth strives for simplicity of 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 "
@@ -101,7 +101,7 @@
 #: data/help.cfg:73
 msgid ""
 "While playing, keep in mind that if you mouse-over many items on the menu "
-"bar to the right, a brief description will pop up explaining that item. This "
+"bar to the right, a brief description will pop up explaining each item. This "
 "is especially useful when you encounter new abilities for the first time."
 msgstr ""
 
@@ -165,11 +165,11 @@
 #: data/help.cfg:93
 msgid ""
 "Movement in Battle for Wesnoth is simple: Simply click on the unit you wish "
-"to move, then click on the hex you wish to move it to. When selected, all "
-"the hexes a unit can move to this turn will be highlighted, and all those it "
-"can't made dull. Mousing over a dull square will 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."
+"to move, 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 dull hex will 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."
 msgstr ""
 
 #: data/help.cfg:95
@@ -227,11 +227,11 @@
 msgid ""
 "\n"
 "\n"
-"The attacker gets the first attack, then the defender. This continues to "
-"alternate until each unit has used up all of its attacks. The number of "
-"attacks a unit gets varies; for instance, an Elvish fighter with a 5-4 sword "
-"attack may make 4 swings each dealing 5 damage, while an Orcish Grunt with 9-"
-"2 only gets 2 swings (but at 9 damage)."
+"The attacker gets the first attack, then the defender retaliates. This "
+"continues to alternate until each unit has used up all of its attacks. The "
+"number of attacks a unit has varies; for instance, an Elvish fighter with a "
+"5-4 sword attack may make 4 swings each dealing 5 damage, while an Orcish "
+"Grunt with 9-2 can only make 2 swings (but at 9 damage each)."
 msgstr ""
 
 #: data/help.cfg:109
@@ -250,8 +250,8 @@
 "\n"
 "With two exceptions, the chance to hit a unit is based solely on its defense "
 "rating in the Terrain it is currently standing in. This may be found by "
-"right-clicking a unit, selecting Unit Description, and then look at "
-"<italic>text='Terrain Modifiers'</italic>. For instance, elves have a "
+"right-clicking a unit, selecting Unit Description, and then looking at "
+"<italic>text='Terrain Modifiers'</italic>. For instance, many elves have a "
 "defense rating of 70% in forest, meaning a unit attacking them has only a "
 "30% chance of hitting them. Conversely, the elf's chance of hitting the "
 "attacker in return depends on what terrain the attacker is in."
@@ -505,9 +505,9 @@
 msgid ""
 "\n"
 "\n"
-"Keep in mind that while Resting can be combined with other forms of healing, "
-"villages, regeneration, and healing/curing cannot combine with each other. "
-"Also, units heal fully between scenarios."
+"Resting can be combined with other forms of healing, but villages, "
+"regeneration, and healing/curing cannot combine with each other. Also, units "
+"heal fully between scenarios."
 msgstr ""
 
 #: data/help.cfg:184
@@ -523,13 +523,13 @@
 msgstr ""
 
 #: data/help.cfg:187
+#, fuzzy
 msgid ""
 "\n"
 "\n"
-"Income is simple. For every village you control, you gain one gold a turn. "
-"Thus, if you have ten villages, you would normally gain ten gold. "
-"Unfortunately, your Upkeep costs are subtracted from this income, as "
-"detailed below."
+"Income is simple. For every village you control, you gain one gold each "
+"turn. Thus, if you have ten villages, you would normally gain ten gold. Your "
+"Upkeep costs are subtracted from this income, as detailed below."
 msgstr ""
 "\n"
 "\n"
@@ -539,15 +539,16 @@
 "irabazietik kentzen dira, azpian zehazten den moduan."
 
 #: data/help.cfg:189
+#, fuzzy
 msgid ""
 "\n"
 "\n"
 "Upkeep is also fairly simple. Each unit requires an amount of Upkeep equal "
 "to its level. You can support as many levels <italic>text=worth</italic> of "
-"units as you have villages for free. 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 a turn in upkeep."
+"units as you have villages, without paying any upkeep. However, for each "
+"level of unit beyond the number of villages you have, you must pay one gold "
+"per turn. For example, if you have twelve level one units and ten villages, "
+"you would have to pay two gold each turn in upkeep."
 msgstr ""
 "\n"
 "\n"
@@ -559,11 +560,12 @@
 "txanpon ordaindu beharko zenuke txanda bakoitzean."
 
 #: data/help.cfg:191
+#, fuzzy
 msgid ""
 "\n"
 "\n"
 "These costs are subtracted from your Income, so in the case of twelve levels "
-"of units and ten villages, your resultant Income would be 8 gold a turn."
+"of units and ten villages, your resultant Income would be 8 gold per turn."
 msgstr ""
 "\n"
 "\n"
@@ -574,11 +576,10 @@
 #: data/help.cfg:192
 msgid ""
 "\n"
-"There are two main exceptions to Upkeep. Firstly, units with the Loyal trait "
-"will only ever count as level one for upkeep purposes, regardless of their "
-"actual level. Secondly, units you begin the scenario with (such as Konrad or "
+"There is one important exception to Upkeep: units with the Loyal trait never "
+"incur upkeep. Units you begin the scenario with (such as Konrad or "
 "Delfador), or units who join you during a scenario (such as the Horseman in "
-"the second level of Heir to the Throne) will never charge any upkeep."
+"the second level of Heir to the Throne) will usually have the Loyal trait."
 msgstr ""
 
 #: data/help.cfg:197
@@ -600,7 +601,7 @@
 
 #: data/help.cfg:210
 msgid ""
-"Most units have two traits, with the exception of Undead units who are "
+"Most units have two traits, with the exception of Undead units which are "
 "assigned the trait 'Undead'. Traits are modifications that change a unit's "
 "attributes slightly. They are usually randomly assigned to a unit when it is "
 "recruited."
@@ -624,9 +625,9 @@
 "\n"
 "Intelligent 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 units no longer require experience points after "
-"reaching their maximum level. If you have many 'maximum level' units you may "
-"with to recall units with more desirable traits."
+"quite as useful because units no longer have any use for experience points "
+"after reaching their maximum level. If you have many 'maximum level' units "
+"you may with to recall units with more desirable traits."
 msgstr ""
 
 #: data/help.cfg:226
@@ -658,7 +659,7 @@
 "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 "
-"defence, or high resistances. Resilient units are especially useful for "
+"defense, or high resistances. Resilient units are especially useful for "
 "holding strategic positions against opponents."
 msgstr ""
 
@@ -693,17 +694,17 @@
 "\n"
 "<header>text=Loyal</header>\n"
 "\n"
-"Loyal units don't pay 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 "
+"Loyal 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.\n"
 "\n"
 "\n"
-"During campaigns, certain units may opt join the player's forces of their "
+"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 "
-"them or send them to a foolish death."
+"such units or to send them to a foolish death."
 msgstr ""
 
 #: data/help.cfg:258
@@ -726,11 +727,11 @@
 "\n"
 "\n"
 "\n"
-"<header>text=Dexterous</header>\n"
+"<header>text=Dextrous</header>\n"
 "\n"
-"Dexterous units do +1 damage for every successful strike with a bow.\n"
+"Dextrous units do +1 damage for every successful strike with a bow.\n"
 "\n"
-"Dexterous is a trait possessed only by Elves. The Elven people are known for "
+"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."
@@ -2290,7 +2291,7 @@
 msgid "HP"
 msgstr "BP"
 
-#: data/themes/default.cfg:176 src/playturn.cpp:2126 src/unit.cpp:1107
+#: data/themes/default.cfg:176 src/playturn.cpp:2126
 msgid "XP"
 msgstr "EP"
 
@@ -6098,24 +6099,24 @@
 
 #: data/units/Troll.cfg:20
 msgid ""
-"Trolls, grown to adulthood, are possessed of a fearsome strength.  Their "
+"Trolls, grown to adulthood, are possessed of a fearsome strength. Their "
 "stone-like bodies have grown to a size much taller than a man, and their "
 "terrifying ability to recover from wounds make them a formidable foe even "
-"far from the mountainous ground they prefer to fight in.  An adult troll is "
+"far from the mountainous ground they prefer to fight in. An adult troll is "
 "smarter, faster, stronger, and though one would dare not say it to their "
-"face, uglier than any of their children.  Their wield heavy clubs with "
-"brutal proficiency, and form a bulwark of strength in any battle they "
-"participate in - the only weakness they have, if such can be said, is their "
-"inability to fight at a distance.\n"
+"face, uglier than any of their children. Their wield heavy clubs with brutal "
+"proficiency, and form a bulwark of strength in any battle they participate "
+"in - the only weakness they have, if such can be said, is their inability to "
+"fight at a distance.\n"
 "\n"
 "Usage:\n"
-"Trolls fight well on rough, rocky terrain, especially at night.  They are "
+"Trolls fight well on rough, rocky terrain, especially at night. They are "
 "vulnerable to archers, especially in open terrain, and should always have a "
-"healthy fear of spellcasters in all terrain.  They are quite powerful "
-"against brittle foes, like skeletons, and quite weak against well armored or "
-"naturally resilient enemies, such as their woodland counterpart, the wose.  "
+"healthy fear of spellcasters in all terrain. They are quite powerful against "
+"brittle foes, like skeletons, and quite weak against well armored or "
+"naturally resilient enemies, such as their woodland counterpart, the wose. "
 "Their regeneration allows them to cure poison and heal wounds without the "
-"aid of a nearby village.  Their relatively slow speed is a liability, as is "
+"aid of a nearby village. Their relatively slow speed is a liability, as is "
 "their weakness during daylight hours."
 msgstr ""
 
@@ -6124,11 +6125,15 @@
 msgstr "Troll Heroia"
 
 #: data/units/Troll_Hero.cfg:17
+#, fuzzy
 msgid ""
-"Trolls hero are strong and brutal humanoid monsters with the amazing ability "
-"to regenerate themselves, so that they recover from wounds on their own, "
-"even during battle."
+"Troll heroes are strong and brutal humanoid monsters with the amazing "
+"ability to regenerate themselves, so that they recover from wounds on their "
+"own, even during battle."
 msgstr ""
+"Troll handiak beraien burua birsortzeko abilezia duten gizaki itxurako "
+"munstro indartsu eta zikoitzak dira, beraz beraien zaurietatik azkar "
+"indarberritzen dira, baita borrokan ere. "
 
 #: data/units/Troll_Rocklobber.cfg:3
 msgid "Troll Rocklobber"
@@ -6137,28 +6142,28 @@
 #: data/units/Troll_Rocklobber.cfg:21
 msgid ""
 "Given the monstrous strength of their race, trolls can turn rather mundane "
-"weapons into implements of deadly force.  Some trolls piece together crude "
+"weapons into implements of deadly force. Some trolls piece together crude "
 "slings, little different from what a child would use, save for the fact they "
-"hurl boulders instead of pebbles.  Though not especially accurate, a rock "
-"thrown by one of these monsters can cripple a man if it hits him.  Despite "
+"hurl boulders instead of pebbles. Though not especially accurate, a rock "
+"thrown by one of these monsters can cripple a man if it hits him. Despite "
 "being burdened by their heavy ammunition, and lacking in any sort of melee "
 "weaponry, a troll rocklobber is still bigger, stronger, and perhaps even "
 "uglier than the whelp it once was, and a troll's fist serves as well as a "
-"man's hammer in combat.  Furthermore, their ability to strike back at an "
+"man's hammer in combat. Furthermore, their ability to strike back at an "
 "enemy archer makes fighting them a dicey proposition at any range, unless "
 "one can attack under heavy cover of terrain.\n"
 "\n"
 "Usage:\n"
-"Troll whelps fight well on rough, rocky terrain, especially at night.  "
+"Troll Rocklobbers fight well on rough, rocky terrain, especially at night. "
 "Unlike most others of their race, a Troll Rocklobber will make many archers "
 "think twice about attacking, and is quite dangerous for an enemy spellcaster "
-"to attack.  They are quite powerful against brittle foes, like skeletons, "
-"and quite weak against well armored or naturally resilient enemies, such as "
-"their woodland counterpart, the wose.  Their regeneration allows them to "
-"cure poison and heal wounds without the aid of a nearby village.  Their "
-"relatively slow speed is a liability, as is their weakness during daylight "
-"hours.  The greatest danger to a Troll Rocklobber is a powerful melee unit "
-"attacking them in open terrain during the day, when they are weakest."
+"to attack. They are quite powerful against brittle foes, like skeletons, and "
+"quite weak against well armored or naturally resilient enemies, such as "
+"their woodland counterpart, the wose. Their regeneration allows them to cure "
+"poison and heal wounds without the aid of a nearby village. Their relatively "
+"slow speed is a liability, as is their weakness during daylight hours. The "
+"greatest danger to a Troll Rocklobber is a powerful melee unit attacking "
+"them in open terrain during the day, when they are weakest."
 msgstr ""
 
 #: data/units/Troll_Warrior.cfg:3
@@ -6168,27 +6173,26 @@
 #: data/units/Troll_Warrior.cfg:21
 msgid ""
 "A terrifying, monstrous bastion of strength, a Troll Warrior brings to fore "
-"all the tales that have been told of their race's terrifying power.  "
-"Wielding massive hammers that could knock a house off its foundation, and "
-"able to absorb a seemingly endless rash of punishment, Troll Warriors are "
-"capable of singlehandedly changing the strategies of an enemy commander they "
-"face.  A troll warrior is not something brought down by one man, but by a "
-"whole group of them, fighting desperately against this hideous strength "
-"borne before them.  That which causes the most terror about a troll warrior, "
-"is not their appearance, or their power, but the fact that one brought even "
-"within an inch of its life will shortly return to its full strength if it is "
-"not truly sent to death.\n"
+"all the tales that have been told of their race's terrifying power. Wielding "
+"massive hammers that could knock a house off its foundation, and able to "
+"absorb a seemingly endless rash of punishment, Troll Warriors are capable of "
+"singlehandedly changing the strategies of an enemy commander they face. A "
+"troll warrior is not something brought down by one man, but by a whole group "
+"of them, fighting desperately against this hideous strength borne before "
+"them. That which causes the most terror about a troll warrior, is not their "
+"appearance, or their power, but the fact that one brought even within an "
+"inch of its life will shortly return to its full strength if it is not truly "
+"sent to death.\n"
 "\n"
 "Usage:\n"
-"Troll Warriors fight well on rough, rocky terrain, especially at night.  "
+"Troll Warriors fight well on rough, rocky terrain, especially at night. "
 "Though vulnerable to archers and spellcasters, especially in open terrain, "
 "the raw power of a Troll Warrior makes them a foe that generally must be "
-"brought down by several enemies.  There are few enemies which can engage "
-"them in one-on-one combat without a great danger of being killed on the same "
-"turn.  Their regeneration allows them to cure poison, and heal wounds "
-"without the aid of a nearby village.  Their relative weakness during "
-"daylight hours is a liability, though a Troll Warrior is still very powerful "
-"during the day."
+"brought down by several enemies. There are few enemies which can engage them "
+"in one-on-one combat without a great danger of being killed on the same "
+"turn. Their regeneration allows them to cure poison, and heal wounds without "
+"the aid of a nearby village. Their relative weakness during daylight hours "
+"is a liability, though a Troll Warrior is still very powerful during the day."
 msgstr ""
 
 #: data/units/Troll_Whelp.cfg:3
@@ -6199,23 +6203,23 @@
 msgid ""
 "The word 'whelp,' applied even to fearsome animals like wolves and lions, "
 "brings to mind images of frail, helpless, and even 'cute' creatures, so "
-"young they can hardly stand on their own feet.  Given the nature of Trolls, "
+"young they can hardly stand on their own feet. Given the nature of Trolls, "
 "however, a Troll 'whelp' already possesses the terrifying strength native to "
-"their race.  Troll whelps stumble about with bodies bigger than grown men, "
-"and with strength to match.  Their uncanny regeneration, and stone-like "
-"skin, make them monstrous opponents, especially on their favored ground in "
-"the mountains and hills from whence they came.  The only reassurance one has "
-"in fighting a troll whelp is their slow speed, and the fact that they have "
-"not grown to their full strength ... yet.\n"
+"their race. Troll whelps stumble about with bodies bigger than grown men, "
+"and with strength to match. Their uncanny regeneration, and stone-like skin, "
+"make them monstrous opponents, especially on their favored ground in the "
+"mountains and hills from whence they came. The only reassurance one has in "
+"fighting a troll whelp is their slow speed, and the fact that they have not "
+"grown to their full strength... yet.\n"
 "\n"
 "Usage:\n"
-"Troll Whelps fight well on rough, rocky terrain, especially at night.  They "
+"Troll Whelps fight well on rough, rocky terrain, especially at night. They "
 "are vulnerable to archers, especially in open terrain, and should always "
-"have a healthy fear of spellcasters in all terrain.  They are quite powerful "
+"have a healthy fear of spellcasters in all terrain. They are quite powerful "
 "against brittle foes, like skeletons, and quite weak against well armored or "
-"naturally resilient enemies, such as their woodland counterpart, the wose.  "
+"naturally resilient enemies, such as their woodland counterpart, the wose. "
 "Their regeneration allows them to cure poison and heal wounds without the "
-"aid of a nearby village.  Their relatively slow speed is a liability, as is "
+"aid of a nearby village. Their relatively slow speed is a liability, as is "
 "their weakness during daylight hours."
 msgstr ""
 
@@ -8172,6 +8176,10 @@
 msgid "-- The Tome of Wesnoth"
 msgstr "-- Wesnoth-eko liburukotea"
 
+#: src/unit.cpp:1107
+msgid " XP to advance"
+msgstr ""
+
 #: src/unit.cpp:1144
 #, fuzzy
 msgid ": "
Index: wesnoth/po/wesnoth/fi.po
diff -u wesnoth/po/wesnoth/fi.po:1.48 wesnoth/po/wesnoth/fi.po:1.49
--- wesnoth/po/wesnoth/fi.po:1.48       Mon Apr 18 07:29:04 2005
+++ wesnoth/po/wesnoth/fi.po    Mon Apr 18 16:16:22 2005
@@ -7,7 +7,7 @@
 msgstr ""
 "Project-Id-Version: Battle for Wesnoth 0.8.11+cvs\n"
 "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n";
-"POT-Creation-Date: 2005-04-18 09:21+0200\n"
+"POT-Creation-Date: 2005-04-18 17:52+0200\n"
 "PO-Revision-Date: 2004-08-08 15:00+0200\n"
 "Last-Translator: Pasi Kallinen <address@hidden>\n"
 "Language-Team: none\n"
@@ -67,7 +67,7 @@
 "\n"
 "\n"
 "Battle for Wesnoth is a turn-based fantasy strategy game somewhat unusual "
-"amongst modern strategy games. While other games strive for complexity, both "
+"among modern strategy games. While other games strive for complexity, both "
 "in rules and gameplay, Battle for Wesnoth strives for simplicity of 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 "
@@ -121,9 +121,10 @@
 "melko hankalaa, voi olla hyödyllistä 
aloittaa<italic>text=Helpolla</italic>."
 
 #: data/help.cfg:73
+#, fuzzy
 msgid ""
 "While playing, keep in mind that if you mouse-over many items on the menu "
-"bar to the right, a brief description will pop up explaining that item. This "
+"bar to the right, a brief description will pop up explaining each item. This "
 "is especially useful when you encounter new abilities for the first time."
 msgstr ""
 "Kun pelaat, muista että pitäessäsi hiirtä liikkumattomana jonkin "
@@ -217,13 +218,14 @@
 msgstr "Liikkuminen"
 
 #: data/help.cfg:93
+#, fuzzy
 msgid ""
 "Movement in Battle for Wesnoth is simple: Simply click on the unit you wish "
-"to move, then click on the hex you wish to move it to. When selected, all "
-"the hexes a unit can move to this turn will be highlighted, and all those it "
-"can't made dull. Mousing over a dull square will 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."
+"to move, 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 dull hex will 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."
 msgstr ""
 "Liikkuminen Battle for Wesnothissa on helppoa: yksinkertaisestiklikkaa "
 "yksikköä jonka haluat siirtää ja sitten heksaa, johon haluat sen 
siirtyvän."
@@ -308,11 +310,11 @@
 msgid ""
 "\n"
 "\n"
-"The attacker gets the first attack, then the defender. This continues to "
-"alternate until each unit has used up all of its attacks. The number of "
-"attacks a unit gets varies; for instance, an Elvish fighter with a 5-4 sword "
-"attack may make 4 swings each dealing 5 damage, while an Orcish Grunt with 9-"
-"2 only gets 2 swings (but at 9 damage)."
+"The attacker gets the first attack, then the defender retaliates. This "
+"continues to alternate until each unit has used up all of its attacks. The "
+"number of attacks a unit has varies; for instance, an Elvish fighter with a "
+"5-4 sword attack may make 4 swings each dealing 5 damage, while an Orcish "
+"Grunt with 9-2 can only make 2 swings (but at 9 damage each)."
 msgstr ""
 
 #: data/help.cfg:109
@@ -328,8 +330,8 @@
 "\n"
 "With two exceptions, the chance to hit a unit is based solely on its defense "
 "rating in the Terrain it is currently standing in. This may be found by "
-"right-clicking a unit, selecting Unit Description, and then look at "
-"<italic>text='Terrain Modifiers'</italic>. For instance, elves have a "
+"right-clicking a unit, selecting Unit Description, and then looking at "
+"<italic>text='Terrain Modifiers'</italic>. For instance, many elves have a "
 "defense rating of 70% in forest, meaning a unit attacking them has only a "
 "30% chance of hitting them. Conversely, the elf's chance of hitting the "
 "attacker in return depends on what terrain the attacker is in."
@@ -555,9 +557,9 @@
 msgid ""
 "\n"
 "\n"
-"Keep in mind that while Resting can be combined with other forms of healing, "
-"villages, regeneration, and healing/curing cannot combine with each other. "
-"Also, units heal fully between scenarios."
+"Resting can be combined with other forms of healing, but villages, "
+"regeneration, and healing/curing cannot combine with each other. Also, units "
+"heal fully between scenarios."
 msgstr ""
 
 #: data/help.cfg:184
@@ -576,10 +578,9 @@
 msgid ""
 "\n"
 "\n"
-"Income is simple. For every village you control, you gain one gold a turn. "
-"Thus, if you have ten villages, you would normally gain ten gold. "
-"Unfortunately, your Upkeep costs are subtracted from this income, as "
-"detailed below."
+"Income is simple. For every village you control, you gain one gold each "
+"turn. Thus, if you have ten villages, you would normally gain ten gold. Your "
+"Upkeep costs are subtracted from this income, as detailed below."
 msgstr ""
 
 #: data/help.cfg:189
@@ -588,10 +589,10 @@
 "\n"
 "Upkeep is also fairly simple. Each unit requires an amount of Upkeep equal "
 "to its level. You can support as many levels <italic>text=worth</italic> of "
-"units as you have villages for free. 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 a turn in upkeep."
+"units as you have villages, without paying any upkeep. However, for each "
+"level of unit beyond the number of villages you have, you must pay one gold "
+"per turn. For example, if you have twelve level one units and ten villages, "
+"you would have to pay two gold each turn in upkeep."
 msgstr ""
 
 #: data/help.cfg:191
@@ -599,17 +600,16 @@
 "\n"
 "\n"
 "These costs are subtracted from your Income, so in the case of twelve levels "
-"of units and ten villages, your resultant Income would be 8 gold a turn."
+"of units and ten villages, your resultant Income would be 8 gold per turn."
 msgstr ""
 
 #: data/help.cfg:192
 msgid ""
 "\n"
-"There are two main exceptions to Upkeep. Firstly, units with the Loyal trait "
-"will only ever count as level one for upkeep purposes, regardless of their "
-"actual level. Secondly, units you begin the scenario with (such as Konrad or "
+"There is one important exception to Upkeep: units with the Loyal trait never "
+"incur upkeep. Units you begin the scenario with (such as Konrad or "
 "Delfador), or units who join you during a scenario (such as the Horseman in "
-"the second level of Heir to the Throne) will never charge any upkeep."
+"the second level of Heir to the Throne) will usually have the Loyal trait."
 msgstr ""
 
 #: data/help.cfg:197
@@ -631,7 +631,7 @@
 
 #: data/help.cfg:210
 msgid ""
-"Most units have two traits, with the exception of Undead units who are "
+"Most units have two traits, with the exception of Undead units which are "
 "assigned the trait 'Undead'. Traits are modifications that change a unit's "
 "attributes slightly. They are usually randomly assigned to a unit when it is "
 "recruited."
@@ -655,9 +655,9 @@
 "\n"
 "Intelligent 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 units no longer require experience points after "
-"reaching their maximum level. If you have many 'maximum level' units you may "
-"with to recall units with more desirable traits."
+"quite as useful because units no longer have any use for experience points "
+"after reaching their maximum level. If you have many 'maximum level' units "
+"you may with to recall units with more desirable traits."
 msgstr ""
 
 #: data/help.cfg:226
@@ -689,7 +689,7 @@
 "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 "
-"defence, or high resistances. Resilient units are especially useful for "
+"defense, or high resistances. Resilient units are especially useful for "
 "holding strategic positions against opponents."
 msgstr ""
 
@@ -724,17 +724,17 @@
 "\n"
 "<header>text=Loyal</header>\n"
 "\n"
-"Loyal units don't pay 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 "
+"Loyal 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.\n"
 "\n"
 "\n"
-"During campaigns, certain units may opt join the player's forces of their "
+"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 "
-"them or send them to a foolish death."
+"such units or to send them to a foolish death."
 msgstr ""
 
 #: data/help.cfg:258
@@ -757,11 +757,11 @@
 "\n"
 "\n"
 "\n"
-"<header>text=Dexterous</header>\n"
+"<header>text=Dextrous</header>\n"
 "\n"
-"Dexterous units do +1 damage for every successful strike with a bow.\n"
+"Dextrous units do +1 damage for every successful strike with a bow.\n"
 "\n"
-"Dexterous is a trait possessed only by Elves. The Elven people are known for "
+"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."
@@ -2321,7 +2321,7 @@
 msgid "HP"
 msgstr "Kesto (HP)"
 
-#: data/themes/default.cfg:176 src/playturn.cpp:2126 src/unit.cpp:1107
+#: data/themes/default.cfg:176 src/playturn.cpp:2126
 msgid "XP"
 msgstr "Kokemus (XP)"
 
@@ -6299,24 +6299,24 @@
 
 #: data/units/Troll.cfg:20
 msgid ""
-"Trolls, grown to adulthood, are possessed of a fearsome strength.  Their "
+"Trolls, grown to adulthood, are possessed of a fearsome strength. Their "
 "stone-like bodies have grown to a size much taller than a man, and their "
 "terrifying ability to recover from wounds make them a formidable foe even "
-"far from the mountainous ground they prefer to fight in.  An adult troll is "
+"far from the mountainous ground they prefer to fight in. An adult troll is "
 "smarter, faster, stronger, and though one would dare not say it to their "
-"face, uglier than any of their children.  Their wield heavy clubs with "
-"brutal proficiency, and form a bulwark of strength in any battle they "
-"participate in - the only weakness they have, if such can be said, is their "
-"inability to fight at a distance.\n"
+"face, uglier than any of their children. Their wield heavy clubs with brutal "
+"proficiency, and form a bulwark of strength in any battle they participate "
+"in - the only weakness they have, if such can be said, is their inability to "
+"fight at a distance.\n"
 "\n"
 "Usage:\n"
-"Trolls fight well on rough, rocky terrain, especially at night.  They are "
+"Trolls fight well on rough, rocky terrain, especially at night. They are "
 "vulnerable to archers, especially in open terrain, and should always have a "
-"healthy fear of spellcasters in all terrain.  They are quite powerful "
-"against brittle foes, like skeletons, and quite weak against well armored or "
-"naturally resilient enemies, such as their woodland counterpart, the wose.  "
+"healthy fear of spellcasters in all terrain. They are quite powerful against "
+"brittle foes, like skeletons, and quite weak against well armored or "
+"naturally resilient enemies, such as their woodland counterpart, the wose. "
 "Their regeneration allows them to cure poison and heal wounds without the "
-"aid of a nearby village.  Their relatively slow speed is a liability, as is "
+"aid of a nearby village. Their relatively slow speed is a liability, as is "
 "their weakness during daylight hours."
 msgstr ""
 
@@ -6326,9 +6326,9 @@
 
 #: data/units/Troll_Hero.cfg:17
 msgid ""
-"Trolls hero are strong and brutal humanoid monsters with the amazing ability "
-"to regenerate themselves, so that they recover from wounds on their own, "
-"even during battle."
+"Troll heroes are strong and brutal humanoid monsters with the amazing "
+"ability to regenerate themselves, so that they recover from wounds on their "
+"own, even during battle."
 msgstr ""
 
 #: data/units/Troll_Rocklobber.cfg:3
@@ -6338,28 +6338,28 @@
 #: data/units/Troll_Rocklobber.cfg:21
 msgid ""
 "Given the monstrous strength of their race, trolls can turn rather mundane "
-"weapons into implements of deadly force.  Some trolls piece together crude "
+"weapons into implements of deadly force. Some trolls piece together crude "
 "slings, little different from what a child would use, save for the fact they "
-"hurl boulders instead of pebbles.  Though not especially accurate, a rock "
-"thrown by one of these monsters can cripple a man if it hits him.  Despite "
+"hurl boulders instead of pebbles. Though not especially accurate, a rock "
+"thrown by one of these monsters can cripple a man if it hits him. Despite "
 "being burdened by their heavy ammunition, and lacking in any sort of melee "
 "weaponry, a troll rocklobber is still bigger, stronger, and perhaps even "
 "uglier than the whelp it once was, and a troll's fist serves as well as a "
-"man's hammer in combat.  Furthermore, their ability to strike back at an "
+"man's hammer in combat. Furthermore, their ability to strike back at an "
 "enemy archer makes fighting them a dicey proposition at any range, unless "
 "one can attack under heavy cover of terrain.\n"
 "\n"
 "Usage:\n"
-"Troll whelps fight well on rough, rocky terrain, especially at night.  "
+"Troll Rocklobbers fight well on rough, rocky terrain, especially at night. "
 "Unlike most others of their race, a Troll Rocklobber will make many archers "
 "think twice about attacking, and is quite dangerous for an enemy spellcaster "
-"to attack.  They are quite powerful against brittle foes, like skeletons, "
-"and quite weak against well armored or naturally resilient enemies, such as "
-"their woodland counterpart, the wose.  Their regeneration allows them to "
-"cure poison and heal wounds without the aid of a nearby village.  Their "
-"relatively slow speed is a liability, as is their weakness during daylight "
-"hours.  The greatest danger to a Troll Rocklobber is a powerful melee unit "
-"attacking them in open terrain during the day, when they are weakest."
+"to attack. They are quite powerful against brittle foes, like skeletons, and "
+"quite weak against well armored or naturally resilient enemies, such as "
+"their woodland counterpart, the wose. Their regeneration allows them to cure "
+"poison and heal wounds without the aid of a nearby village. Their relatively "
+"slow speed is a liability, as is their weakness during daylight hours. The "
+"greatest danger to a Troll Rocklobber is a powerful melee unit attacking "
+"them in open terrain during the day, when they are weakest."
 msgstr ""
 
 #: data/units/Troll_Warrior.cfg:3
@@ -6369,27 +6369,26 @@
 #: data/units/Troll_Warrior.cfg:21
 msgid ""
 "A terrifying, monstrous bastion of strength, a Troll Warrior brings to fore "
-"all the tales that have been told of their race's terrifying power.  "
-"Wielding massive hammers that could knock a house off its foundation, and "
-"able to absorb a seemingly endless rash of punishment, Troll Warriors are "
-"capable of singlehandedly changing the strategies of an enemy commander they "
-"face.  A troll warrior is not something brought down by one man, but by a "
-"whole group of them, fighting desperately against this hideous strength "
-"borne before them.  That which causes the most terror about a troll warrior, "
-"is not their appearance, or their power, but the fact that one brought even "
-"within an inch of its life will shortly return to its full strength if it is "
-"not truly sent to death.\n"
+"all the tales that have been told of their race's terrifying power. Wielding "
+"massive hammers that could knock a house off its foundation, and able to "
+"absorb a seemingly endless rash of punishment, Troll Warriors are capable of "
+"singlehandedly changing the strategies of an enemy commander they face. A "
+"troll warrior is not something brought down by one man, but by a whole group "
+"of them, fighting desperately against this hideous strength borne before "
+"them. That which causes the most terror about a troll warrior, is not their "
+"appearance, or their power, but the fact that one brought even within an "
+"inch of its life will shortly return to its full strength if it is not truly "
+"sent to death.\n"
 "\n"
 "Usage:\n"
-"Troll Warriors fight well on rough, rocky terrain, especially at night.  "
+"Troll Warriors fight well on rough, rocky terrain, especially at night. "
 "Though vulnerable to archers and spellcasters, especially in open terrain, "
 "the raw power of a Troll Warrior makes them a foe that generally must be "
-"brought down by several enemies.  There are few enemies which can engage "
-"them in one-on-one combat without a great danger of being killed on the same "
-"turn.  Their regeneration allows them to cure poison, and heal wounds "
-"without the aid of a nearby village.  Their relative weakness during "
-"daylight hours is a liability, though a Troll Warrior is still very powerful "
-"during the day."
+"brought down by several enemies. There are few enemies which can engage them "
+"in one-on-one combat without a great danger of being killed on the same "
+"turn. Their regeneration allows them to cure poison, and heal wounds without "
+"the aid of a nearby village. Their relative weakness during daylight hours "
+"is a liability, though a Troll Warrior is still very powerful during the day."
 msgstr ""
 
 #: data/units/Troll_Whelp.cfg:3
@@ -6400,23 +6399,23 @@
 msgid ""
 "The word 'whelp,' applied even to fearsome animals like wolves and lions, "
 "brings to mind images of frail, helpless, and even 'cute' creatures, so "
-"young they can hardly stand on their own feet.  Given the nature of Trolls, "
+"young they can hardly stand on their own feet. Given the nature of Trolls, "
 "however, a Troll 'whelp' already possesses the terrifying strength native to "
-"their race.  Troll whelps stumble about with bodies bigger than grown men, "
-"and with strength to match.  Their uncanny regeneration, and stone-like "
-"skin, make them monstrous opponents, especially on their favored ground in "
-"the mountains and hills from whence they came.  The only reassurance one has "
-"in fighting a troll whelp is their slow speed, and the fact that they have "
-"not grown to their full strength ... yet.\n"
+"their race. Troll whelps stumble about with bodies bigger than grown men, "
+"and with strength to match. Their uncanny regeneration, and stone-like skin, "
+"make them monstrous opponents, especially on their favored ground in the "
+"mountains and hills from whence they came. The only reassurance one has in "
+"fighting a troll whelp is their slow speed, and the fact that they have not "
+"grown to their full strength... yet.\n"
 "\n"
 "Usage:\n"
-"Troll Whelps fight well on rough, rocky terrain, especially at night.  They "
+"Troll Whelps fight well on rough, rocky terrain, especially at night. They "
 "are vulnerable to archers, especially in open terrain, and should always "
-"have a healthy fear of spellcasters in all terrain.  They are quite powerful "
+"have a healthy fear of spellcasters in all terrain. They are quite powerful "
 "against brittle foes, like skeletons, and quite weak against well armored or "
-"naturally resilient enemies, such as their woodland counterpart, the wose.  "
+"naturally resilient enemies, such as their woodland counterpart, the wose. "
 "Their regeneration allows them to cure poison and heal wounds without the "
-"aid of a nearby village.  Their relatively slow speed is a liability, as is "
+"aid of a nearby village. Their relatively slow speed is a liability, as is "
 "their weakness during daylight hours."
 msgstr ""
 
@@ -8467,6 +8466,10 @@
 msgid "-- The Tome of Wesnoth"
 msgstr "-- Wesnothin tietopankki"
 
+#: src/unit.cpp:1107
+msgid " XP to advance"
+msgstr ""
+
 #: src/unit.cpp:1144
 #, fuzzy
 msgid ": "
Index: wesnoth/po/wesnoth/fr.po
diff -u wesnoth/po/wesnoth/fr.po:1.89 wesnoth/po/wesnoth/fr.po:1.90
--- wesnoth/po/wesnoth/fr.po:1.89       Mon Apr 18 07:29:04 2005
+++ wesnoth/po/wesnoth/fr.po    Mon Apr 18 16:16:25 2005
@@ -10,7 +10,7 @@
 msgstr ""
 "Project-Id-Version: Battle for Wesnoth\n"
 "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n";
-"POT-Creation-Date: 2005-04-18 09:21+0200\n"
+"POT-Creation-Date: 2005-04-18 17:52+0200\n"
 "PO-Revision-Date: 2005-04-17 15:41+0200\n"
 "Last-Translator: Guillaume MASSART <address@hidden>\n"
 "Language-Team: Language fr\n"
@@ -62,11 +62,12 @@
 "rencontrerez."
 
 #: data/help.cfg:62
+#, fuzzy
 msgid ""
 "\n"
 "\n"
 "Battle for Wesnoth is a turn-based fantasy strategy game somewhat unusual "
-"amongst modern strategy games. While other games strive for complexity, both "
+"among modern strategy games. While other games strive for complexity, both "
 "in rules and gameplay, Battle for Wesnoth strives for simplicity of 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 "
@@ -120,9 +121,10 @@
 "ardu, vous pourriez commencer en mode <italic>text=Facile</italic>."
 
 #: data/help.cfg:73
+#, fuzzy
 msgid ""
 "While playing, keep in mind that if you mouse-over many items on the menu "
-"bar to the right, a brief description will pop up explaining that item. This "
+"bar to the right, a brief description will pop up explaining each item. This "
 "is especially useful when you encounter new abilities for the first time."
 msgstr ""
 "Pendant le jeu, gardez à l'esprit que si vous glissez le curseur sur les "
@@ -220,13 +222,14 @@
 msgstr "Mouvement"
 
 #: data/help.cfg:93
+#, fuzzy
 msgid ""
 "Movement in Battle for Wesnoth is simple: Simply click on the unit you wish "
-"to move, then click on the hex you wish to move it to. When selected, all "
-"the hexes a unit can move to this turn will be highlighted, and all those it "
-"can't made dull. Mousing over a dull square will 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."
+"to move, 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 dull hex will 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."
 msgstr ""
 "Le déplacement dans Bataille pour Wesnoth est simple : cliquez sur l'unité 
à "
 "déplacer, puis cliquez sur l'hexagone vers lequel vous voulez la déplacer. "
@@ -317,14 +320,15 @@
 "<header>text='Ordre et nombre d\\'attaques'</header>"
 
 #: data/help.cfg:107
+#, fuzzy
 msgid ""
 "\n"
 "\n"
-"The attacker gets the first attack, then the defender. This continues to "
-"alternate until each unit has used up all of its attacks. The number of "
-"attacks a unit gets varies; for instance, an Elvish fighter with a 5-4 sword "
-"attack may make 4 swings each dealing 5 damage, while an Orcish Grunt with 9-"
-"2 only gets 2 swings (but at 9 damage)."
+"The attacker gets the first attack, then the defender retaliates. This "
+"continues to alternate until each unit has used up all of its attacks. The "
+"number of attacks a unit has varies; for instance, an Elvish fighter with a "
+"5-4 sword attack may make 4 swings each dealing 5 damage, while an Orcish "
+"Grunt with 9-2 can only make 2 swings (but at 9 damage each)."
 msgstr ""
 "\n"
 "\n"
@@ -346,13 +350,14 @@
 "<header>text='Probabilité de toucher'</header>"
 
 #: data/help.cfg:111
+#, fuzzy
 msgid ""
 "\n"
 "\n"
 "With two exceptions, the chance to hit a unit is based solely on its defense "
 "rating in the Terrain it is currently standing in. This may be found by "
-"right-clicking a unit, selecting Unit Description, and then look at "
-"<italic>text='Terrain Modifiers'</italic>. For instance, elves have a "
+"right-clicking a unit, selecting Unit Description, and then looking at "
+"<italic>text='Terrain Modifiers'</italic>. For instance, many elves have a "
 "defense rating of 70% in forest, meaning a unit attacking them has only a "
 "30% chance of hitting them. Conversely, the elf's chance of hitting the "
 "attacker in return depends on what terrain the attacker is in."
@@ -689,12 +694,13 @@
 "l'empoisonnement."
 
 #: data/help.cfg:179
+#, fuzzy
 msgid ""
 "\n"
 "\n"
-"Keep in mind that while Resting can be combined with other forms of healing, "
-"villages, regeneration, and healing/curing cannot combine with each other. "
-"Also, units heal fully between scenarios."
+"Resting can be combined with other forms of healing, but villages, "
+"regeneration, and healing/curing cannot combine with each other. Also, units "
+"heal fully between scenarios."
 msgstr ""
 "\n"
 "\n"
@@ -720,13 +726,13 @@
 "deux aspects à cela ; Le revenu et l'entretien."
 
 #: data/help.cfg:187
+#, fuzzy
 msgid ""
 "\n"
 "\n"
-"Income is simple. For every village you control, you gain one gold a turn. "
-"Thus, if you have ten villages, you would normally gain ten gold. "
-"Unfortunately, your Upkeep costs are subtracted from this income, as "
-"detailed below."
+"Income is simple. For every village you control, you gain one gold each "
+"turn. Thus, if you have ten villages, you would normally gain ten gold. Your "
+"Upkeep costs are subtracted from this income, as detailed below."
 msgstr ""
 "\n"
 "\n"
@@ -736,15 +742,16 @@
 "soustraits de ce revenu, comme détaillé ci-dessous."
 
 #: data/help.cfg:189
+#, fuzzy
 msgid ""
 "\n"
 "\n"
 "Upkeep is also fairly simple. Each unit requires an amount of Upkeep equal "
 "to its level. You can support as many levels <italic>text=worth</italic> of "
-"units as you have villages for free. 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 a turn in upkeep."
+"units as you have villages, without paying any upkeep. However, for each "
+"level of unit beyond the number of villages you have, you must pay one gold "
+"per turn. For example, if you have twelve level one units and ten villages, "
+"you would have to pay two gold each turn in upkeep."
 msgstr ""
 "\n"
 "\n"
@@ -756,11 +763,12 @@
 "devrez payer deux pièces d'or par tour en entretien."
 
 #: data/help.cfg:191
+#, fuzzy
 msgid ""
 "\n"
 "\n"
 "These costs are subtracted from your Income, so in the case of twelve levels "
-"of units and ten villages, your resultant Income would be 8 gold a turn."
+"of units and ten villages, your resultant Income would be 8 gold per turn."
 msgstr ""
 "\n"
 "\n"
@@ -769,13 +777,13 @@
 "par tour."
 
 #: data/help.cfg:192
+#, fuzzy
 msgid ""
 "\n"
-"There are two main exceptions to Upkeep. Firstly, units with the Loyal trait "
-"will only ever count as level one for upkeep purposes, regardless of their "
-"actual level. Secondly, units you begin the scenario with (such as Konrad or "
+"There is one important exception to Upkeep: units with the Loyal trait never "
+"incur upkeep. Units you begin the scenario with (such as Konrad or "
 "Delfador), or units who join you during a scenario (such as the Horseman in "
-"the second level of Heir to the Throne) will never charge any upkeep."
+"the second level of Heir to the Throne) will usually have the Loyal trait."
 msgstr ""
 "\n"
 "Il y a deux exceptions principales à l'entretien. Premièrement, des unités 
"
@@ -810,7 +818,7 @@
 
 #: data/help.cfg:210
 msgid ""
-"Most units have two traits, with the exception of Undead units who are "
+"Most units have two traits, with the exception of Undead units which are "
 "assigned the trait 'Undead'. Traits are modifications that change a unit's "
 "attributes slightly. They are usually randomly assigned to a unit when it is "
 "recruited."
@@ -835,9 +843,9 @@
 "\n"
 "Intelligent 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 units no longer require experience points after "
-"reaching their maximum level. If you have many 'maximum level' units you may "
-"with to recall units with more desirable traits."
+"quite as useful because units no longer have any use for experience points "
+"after reaching their maximum level. If you have many 'maximum level' units "
+"you may with to recall units with more desirable traits."
 msgstr ""
 "\n"
 "\n"
@@ -899,7 +907,7 @@
 "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 "
-"defence, or high resistances. Resilient units are especially useful for "
+"defense, or high resistances. Resilient units are especially useful for "
 "holding strategic positions against opponents."
 msgstr ""
 "\n"
@@ -959,17 +967,17 @@
 "\n"
 "<header>text=Loyal</header>\n"
 "\n"
-"Loyal units don't pay 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 "
+"Loyal 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.\n"
 "\n"
 "\n"
-"During campaigns, certain units may opt join the player's forces of their "
+"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 "
-"them or send them to a foolish death."
+"such units or to send them to a foolish death."
 msgstr ""
 
 #: data/help.cfg:258
@@ -992,11 +1000,11 @@
 "\n"
 "\n"
 "\n"
-"<header>text=Dexterous</header>\n"
+"<header>text=Dextrous</header>\n"
 "\n"
-"Dexterous units do +1 damage for every successful strike with a bow.\n"
+"Dextrous units do +1 damage for every successful strike with a bow.\n"
 "\n"
-"Dexterous is a trait possessed only by Elves. The Elven people are known for "
+"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."
@@ -2875,7 +2883,7 @@
 msgid "HP"
 msgstr "PV"
 
-#: data/themes/default.cfg:176 src/playturn.cpp:2126 src/unit.cpp:1107
+#: data/themes/default.cfg:176 src/playturn.cpp:2126
 msgid "XP"
 msgstr "XP"
 
@@ -7688,24 +7696,24 @@
 
 #: data/units/Troll.cfg:20
 msgid ""
-"Trolls, grown to adulthood, are possessed of a fearsome strength.  Their "
+"Trolls, grown to adulthood, are possessed of a fearsome strength. Their "
 "stone-like bodies have grown to a size much taller than a man, and their "
 "terrifying ability to recover from wounds make them a formidable foe even "
-"far from the mountainous ground they prefer to fight in.  An adult troll is "
+"far from the mountainous ground they prefer to fight in. An adult troll is "
 "smarter, faster, stronger, and though one would dare not say it to their "
-"face, uglier than any of their children.  Their wield heavy clubs with "
-"brutal proficiency, and form a bulwark of strength in any battle they "
-"participate in - the only weakness they have, if such can be said, is their "
-"inability to fight at a distance.\n"
+"face, uglier than any of their children. Their wield heavy clubs with brutal "
+"proficiency, and form a bulwark of strength in any battle they participate "
+"in - the only weakness they have, if such can be said, is their inability to "
+"fight at a distance.\n"
 "\n"
 "Usage:\n"
-"Trolls fight well on rough, rocky terrain, especially at night.  They are "
+"Trolls fight well on rough, rocky terrain, especially at night. They are "
 "vulnerable to archers, especially in open terrain, and should always have a "
-"healthy fear of spellcasters in all terrain.  They are quite powerful "
-"against brittle foes, like skeletons, and quite weak against well armored or "
-"naturally resilient enemies, such as their woodland counterpart, the wose.  "
+"healthy fear of spellcasters in all terrain. They are quite powerful against "
+"brittle foes, like skeletons, and quite weak against well armored or "
+"naturally resilient enemies, such as their woodland counterpart, the wose. "
 "Their regeneration allows them to cure poison and heal wounds without the "
-"aid of a nearby village.  Their relatively slow speed is a liability, as is "
+"aid of a nearby village. Their relatively slow speed is a liability, as is "
 "their weakness during daylight hours."
 msgstr ""
 
@@ -7714,10 +7722,11 @@
 msgstr "Héros Troll"
 
 #: data/units/Troll_Hero.cfg:17
+#, fuzzy
 msgid ""
-"Trolls hero are strong and brutal humanoid monsters with the amazing ability "
-"to regenerate themselves, so that they recover from wounds on their own, "
-"even during battle."
+"Troll heroes are strong and brutal humanoid monsters with the amazing "
+"ability to regenerate themselves, so that they recover from wounds on their "
+"own, even during battle."
 msgstr ""
 "Les héros trolls sont des monstres humanoïdes forts et brutaux qui ont la "
 "capacité étonnante de se régénérer et de récupérer de leurs blessures 
durant "
@@ -7730,28 +7739,28 @@
 #: data/units/Troll_Rocklobber.cfg:21
 msgid ""
 "Given the monstrous strength of their race, trolls can turn rather mundane "
-"weapons into implements of deadly force.  Some trolls piece together crude "
+"weapons into implements of deadly force. Some trolls piece together crude "
 "slings, little different from what a child would use, save for the fact they "
-"hurl boulders instead of pebbles.  Though not especially accurate, a rock "
-"thrown by one of these monsters can cripple a man if it hits him.  Despite "
+"hurl boulders instead of pebbles. Though not especially accurate, a rock "
+"thrown by one of these monsters can cripple a man if it hits him. Despite "
 "being burdened by their heavy ammunition, and lacking in any sort of melee "
 "weaponry, a troll rocklobber is still bigger, stronger, and perhaps even "
 "uglier than the whelp it once was, and a troll's fist serves as well as a "
-"man's hammer in combat.  Furthermore, their ability to strike back at an "
+"man's hammer in combat. Furthermore, their ability to strike back at an "
 "enemy archer makes fighting them a dicey proposition at any range, unless "
 "one can attack under heavy cover of terrain.\n"
 "\n"
 "Usage:\n"
-"Troll whelps fight well on rough, rocky terrain, especially at night.  "
+"Troll Rocklobbers fight well on rough, rocky terrain, especially at night. "
 "Unlike most others of their race, a Troll Rocklobber will make many archers "
 "think twice about attacking, and is quite dangerous for an enemy spellcaster "
-"to attack.  They are quite powerful against brittle foes, like skeletons, "
-"and quite weak against well armored or naturally resilient enemies, such as "
-"their woodland counterpart, the wose.  Their regeneration allows them to "
-"cure poison and heal wounds without the aid of a nearby village.  Their "
-"relatively slow speed is a liability, as is their weakness during daylight "
-"hours.  The greatest danger to a Troll Rocklobber is a powerful melee unit "
-"attacking them in open terrain during the day, when they are weakest."
+"to attack. They are quite powerful against brittle foes, like skeletons, and "
+"quite weak against well armored or naturally resilient enemies, such as "
+"their woodland counterpart, the wose. Their regeneration allows them to cure "
+"poison and heal wounds without the aid of a nearby village. Their relatively "
+"slow speed is a liability, as is their weakness during daylight hours. The "
+"greatest danger to a Troll Rocklobber is a powerful melee unit attacking "
+"them in open terrain during the day, when they are weakest."
 msgstr ""
 
 #: data/units/Troll_Warrior.cfg:3
@@ -7761,27 +7770,26 @@
 #: data/units/Troll_Warrior.cfg:21
 msgid ""
 "A terrifying, monstrous bastion of strength, a Troll Warrior brings to fore "
-"all the tales that have been told of their race's terrifying power.  "
-"Wielding massive hammers that could knock a house off its foundation, and "
-"able to absorb a seemingly endless rash of punishment, Troll Warriors are "
-"capable of singlehandedly changing the strategies of an enemy commander they "
-"face.  A troll warrior is not something brought down by one man, but by a "
-"whole group of them, fighting desperately against this hideous strength "
-"borne before them.  That which causes the most terror about a troll warrior, "
-"is not their appearance, or their power, but the fact that one brought even "
-"within an inch of its life will shortly return to its full strength if it is "
-"not truly sent to death.\n"
+"all the tales that have been told of their race's terrifying power. Wielding "
+"massive hammers that could knock a house off its foundation, and able to "
+"absorb a seemingly endless rash of punishment, Troll Warriors are capable of "
+"singlehandedly changing the strategies of an enemy commander they face. A "
+"troll warrior is not something brought down by one man, but by a whole group "
+"of them, fighting desperately against this hideous strength borne before "
+"them. That which causes the most terror about a troll warrior, is not their "
+"appearance, or their power, but the fact that one brought even within an "
+"inch of its life will shortly return to its full strength if it is not truly "
+"sent to death.\n"
 "\n"
 "Usage:\n"
-"Troll Warriors fight well on rough, rocky terrain, especially at night.  "
+"Troll Warriors fight well on rough, rocky terrain, especially at night. "
 "Though vulnerable to archers and spellcasters, especially in open terrain, "
 "the raw power of a Troll Warrior makes them a foe that generally must be "
-"brought down by several enemies.  There are few enemies which can engage "
-"them in one-on-one combat without a great danger of being killed on the same "
-"turn.  Their regeneration allows them to cure poison, and heal wounds "
-"without the aid of a nearby village.  Their relative weakness during "
-"daylight hours is a liability, though a Troll Warrior is still very powerful "
-"during the day."
+"brought down by several enemies. There are few enemies which can engage them "
+"in one-on-one combat without a great danger of being killed on the same "
+"turn. Their regeneration allows them to cure poison, and heal wounds without "
+"the aid of a nearby village. Their relative weakness during daylight hours "
+"is a liability, though a Troll Warrior is still very powerful during the day."
 msgstr ""
 
 #: data/units/Troll_Whelp.cfg:3
@@ -7792,23 +7800,23 @@
 msgid ""
 "The word 'whelp,' applied even to fearsome animals like wolves and lions, "
 "brings to mind images of frail, helpless, and even 'cute' creatures, so "
-"young they can hardly stand on their own feet.  Given the nature of Trolls, "
+"young they can hardly stand on their own feet. Given the nature of Trolls, "
 "however, a Troll 'whelp' already possesses the terrifying strength native to "
-"their race.  Troll whelps stumble about with bodies bigger than grown men, "
-"and with strength to match.  Their uncanny regeneration, and stone-like "
-"skin, make them monstrous opponents, especially on their favored ground in "
-"the mountains and hills from whence they came.  The only reassurance one has "
-"in fighting a troll whelp is their slow speed, and the fact that they have "
-"not grown to their full strength ... yet.\n"
+"their race. Troll whelps stumble about with bodies bigger than grown men, "
+"and with strength to match. Their uncanny regeneration, and stone-like skin, "
+"make them monstrous opponents, especially on their favored ground in the "
+"mountains and hills from whence they came. The only reassurance one has in "
+"fighting a troll whelp is their slow speed, and the fact that they have not "
+"grown to their full strength... yet.\n"
 "\n"
 "Usage:\n"
-"Troll Whelps fight well on rough, rocky terrain, especially at night.  They "
+"Troll Whelps fight well on rough, rocky terrain, especially at night. They "
 "are vulnerable to archers, especially in open terrain, and should always "
-"have a healthy fear of spellcasters in all terrain.  They are quite powerful "
+"have a healthy fear of spellcasters in all terrain. They are quite powerful "
 "against brittle foes, like skeletons, and quite weak against well armored or "
-"naturally resilient enemies, such as their woodland counterpart, the wose.  "
+"naturally resilient enemies, such as their woodland counterpart, the wose. "
 "Their regeneration allows them to cure poison and heal wounds without the "
-"aid of a nearby village.  Their relatively slow speed is a liability, as is "
+"aid of a nearby village. Their relatively slow speed is a liability, as is "
 "their weakness during daylight hours."
 msgstr ""
 
@@ -9869,6 +9877,10 @@
 msgid "-- The Tome of Wesnoth"
 msgstr "-- Le livre de Wesnoth"
 
+#: src/unit.cpp:1107
+msgid " XP to advance"
+msgstr ""
+
 #: src/unit.cpp:1144
 #, fuzzy
 msgid ": "
Index: wesnoth/po/wesnoth/hu.po
diff -u wesnoth/po/wesnoth/hu.po:1.58 wesnoth/po/wesnoth/hu.po:1.59
--- wesnoth/po/wesnoth/hu.po:1.58       Mon Apr 18 07:29:04 2005
+++ wesnoth/po/wesnoth/hu.po    Mon Apr 18 16:16:30 2005
@@ -11,7 +11,7 @@
 msgstr ""
 "Project-Id-Version: hu_wesnoth_backup2\n"
 "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n";
-"POT-Creation-Date: 2005-04-18 09:21+0200\n"
+"POT-Creation-Date: 2005-04-18 17:52+0200\n"
 "PO-Revision-Date: 2005-04-16 23:20+0200\n"
 "Last-Translator: Széll Tamás <address@hidden>\n"
 "Language-Team: hungarian <address@hidden>\n"
@@ -63,11 +63,12 @@
 "·Ezen·képességek·listáját·láthatod·alább."
 
 #: data/help.cfg:62
+#, fuzzy
 msgid ""
 "\n"
 "\n"
 "Battle for Wesnoth is a turn-based fantasy strategy game somewhat unusual "
-"amongst modern strategy games. While other games strive for complexity, both "
+"among modern strategy games. While other games strive for complexity, both "
 "in rules and gameplay, Battle for Wesnoth strives for simplicity of 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 "
@@ -119,9 +120,10 @@
 "jelenthet, érdemes lesz <italic>text=könnyű</italic> fokozaton kezdened."
 
 #: data/help.cfg:73
+#, fuzzy
 msgid ""
 "While playing, keep in mind that if you mouse-over many items on the menu "
-"bar to the right, a brief description will pop up explaining that item. This "
+"bar to the right, a brief description will pop up explaining each item. This "
 "is especially useful when you encounter new abilities for the first time."
 msgstr ""
 "Játék közben ne felejtsd el, hogy a jobb oldali panel sok része fölé 
húzva "
@@ -216,13 +218,14 @@
 msgstr "Mozgás"
 
 #: data/help.cfg:93
+#, fuzzy
 msgid ""
 "Movement in Battle for Wesnoth is simple: Simply click on the unit you wish "
-"to move, then click on the hex you wish to move it to. When selected, all "
-"the hexes a unit can move to this turn will be highlighted, and all those it "
-"can't made dull. Mousing over a dull square will 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."
+"to move, 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 dull hex will 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."
 msgstr ""
 "A lépés a Wesnothban egyszerű: Csak kattints az egységre, amellyel "
 "cselekedni szeretnél, majd arra a hatszögre, ahova mozgatni akarod. A "
@@ -309,14 +312,15 @@
 "<header>text='A támadások száma és szabályai'</header>"
 
 #: data/help.cfg:107
+#, fuzzy
 msgid ""
 "\n"
 "\n"
-"The attacker gets the first attack, then the defender. This continues to "
-"alternate until each unit has used up all of its attacks. The number of "
-"attacks a unit gets varies; for instance, an Elvish fighter with a 5-4 sword "
-"attack may make 4 swings each dealing 5 damage, while an Orcish Grunt with 9-"
-"2 only gets 2 swings (but at 9 damage)."
+"The attacker gets the first attack, then the defender retaliates. This "
+"continues to alternate until each unit has used up all of its attacks. The "
+"number of attacks a unit has varies; for instance, an Elvish fighter with a "
+"5-4 sword attack may make 4 swings each dealing 5 damage, while an Orcish "
+"Grunt with 9-2 can only make 2 swings (but at 9 damage each)."
 msgstr ""
 "\n"
 "\n"
@@ -337,13 +341,14 @@
 "<header>text='Sebezhetőség'</header>"
 
 #: data/help.cfg:111
+#, fuzzy
 msgid ""
 "\n"
 "\n"
 "With two exceptions, the chance to hit a unit is based solely on its defense "
 "rating in the Terrain it is currently standing in. This may be found by "
-"right-clicking a unit, selecting Unit Description, and then look at "
-"<italic>text='Terrain Modifiers'</italic>. For instance, elves have a "
+"right-clicking a unit, selecting Unit Description, and then looking at "
+"<italic>text='Terrain Modifiers'</italic>. For instance, many elves have a "
 "defense rating of 70% in forest, meaning a unit attacking them has only a "
 "30% chance of hitting them. Conversely, the elf's chance of hitting the "
 "attacker in return depends on what terrain the attacker is in."
@@ -678,12 +683,13 @@
 "·vagyakadályozni·fogják·a·Mérgek·sebzését."
 
 #: data/help.cfg:179
+#, fuzzy
 msgid ""
 "\n"
 "\n"
-"Keep in mind that while Resting can be combined with other forms of healing, "
-"villages, regeneration, and healing/curing cannot combine with each other. "
-"Also, units heal fully between scenarios."
+"Resting can be combined with other forms of healing, but villages, "
+"regeneration, and healing/curing cannot combine with each other. Also, units "
+"heal fully between scenarios."
 msgstr ""
 "\n"
 "\n"
@@ -710,13 +716,13 @@
 
"·PénzügyeidetBevételek·és·Fenntartási·költségek·alapján·kezeled."
 
 #: data/help.cfg:187
+#, fuzzy
 msgid ""
 "\n"
 "\n"
-"Income is simple. For every village you control, you gain one gold a turn. "
-"Thus, if you have ten villages, you would normally gain ten gold. "
-"Unfortunately, your Upkeep costs are subtracted from this income, as "
-"detailed below."
+"Income is simple. For every village you control, you gain one gold each "
+"turn. Thus, if you have ten villages, you would normally gain ten gold. Your "
+"Upkeep costs are subtracted from this income, as detailed below."
 msgstr ""
 "\n"
 "\n"
@@ -726,15 +732,16 @@
 
"·Azonban·a·Fenntartási·költségek·csökkentik·ezt,·amelyről·lentebb·olvashatsz."
 
 #: data/help.cfg:189
+#, fuzzy
 msgid ""
 "\n"
 "\n"
 "Upkeep is also fairly simple. Each unit requires an amount of Upkeep equal "
 "to its level. You can support as many levels <italic>text=worth</italic> of "
-"units as you have villages for free. 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 a turn in upkeep."
+"units as you have villages, without paying any upkeep. However, for each "
+"level of unit beyond the number of villages you have, you must pay one gold "
+"per turn. For example, if you have twelve level one units and ten villages, "
+"you would have to pay two gold each turn in upkeep."
 msgstr ""
 "\n"
 "\n"
@@ -748,11 +755,12 @@
 "·akkor·2·aranyat·kellfizetned·körönként·kiadásként."
 
 #: data/help.cfg:191
+#, fuzzy
 msgid ""
 "\n"
 "\n"
 "These costs are subtracted from your Income, so in the case of twelve levels "
-"of units and ten villages, your resultant Income would be 8 gold a turn."
+"of units and ten villages, your resultant Income would be 8 gold per turn."
 msgstr ""
 "\n"
 "\n"
@@ -760,13 +768,13 @@
 
"·így·tizenkét·első·szintű·egység·éstíz·város·esetén·a·Bevételeid·maradéka·8·arany·lesz·körönként."
 
 #: data/help.cfg:192
+#, fuzzy
 msgid ""
 "\n"
-"There are two main exceptions to Upkeep. Firstly, units with the Loyal trait "
-"will only ever count as level one for upkeep purposes, regardless of their "
-"actual level. Secondly, units you begin the scenario with (such as Konrad or "
+"There is one important exception to Upkeep: units with the Loyal trait never "
+"incur upkeep. Units you begin the scenario with (such as Konrad or "
 "Delfador), or units who join you during a scenario (such as the Horseman in "
-"the second level of Heir to the Throne) will never charge any upkeep."
+"the second level of Heir to the Throne) will usually have the Loyal trait."
 msgstr ""
 "\n"
 
"Két·fő·kivétel·van·a·Fenntartási·költségek·alól.·Az·első·esetben,"
@@ -801,8 +809,9 @@
 msgstr "Készítők"
 
 #: data/help.cfg:210
+#, fuzzy
 msgid ""
-"Most units have two traits, with the exception of Undead units who are "
+"Most units have two traits, with the exception of Undead units which are "
 "assigned the trait 'Undead'. Traits are modifications that change a unit's "
 "attributes slightly. They are usually randomly assigned to a unit when it is "
 "recruited."
@@ -834,9 +843,9 @@
 "\n"
 "Intelligent 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 units no longer require experience points after "
-"reaching their maximum level. If you have many 'maximum level' units you may "
-"with to recall units with more desirable traits."
+"quite as useful because units no longer have any use for experience points "
+"after reaching their maximum level. If you have many 'maximum level' units "
+"you may with to recall units with more desirable traits."
 msgstr ""
 "\n"
 "\n"
@@ -896,7 +905,7 @@
 "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 "
-"defence, or high resistances. Resilient units are especially useful for "
+"defense, or high resistances. Resilient units are especially useful for "
 "holding strategic positions against opponents."
 msgstr ""
 "\n"
@@ -959,17 +968,17 @@
 "\n"
 "<header>text=Loyal</header>\n"
 "\n"
-"Loyal units don't pay 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 "
+"Loyal 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.\n"
 "\n"
 "\n"
-"During campaigns, certain units may opt join the player's forces of their "
+"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 "
-"them or send them to a foolish death."
+"such units or to send them to a foolish death."
 msgstr ""
 "\n"
 "\n"
@@ -1022,11 +1031,11 @@
 "\n"
 "\n"
 "\n"
-"<header>text=Dexterous</header>\n"
+"<header>text=Dextrous</header>\n"
 "\n"
-"Dexterous units do +1 damage for every successful strike with a bow.\n"
+"Dextrous units do +1 damage for every successful strike with a bow.\n"
 "\n"
-"Dexterous is a trait possessed only by Elves. The Elven people are known for "
+"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."
@@ -2880,7 +2889,7 @@
 msgid "HP"
 msgstr "ÉP"
 
-#: data/themes/default.cfg:176 src/playturn.cpp:2126 src/unit.cpp:1107
+#: data/themes/default.cfg:176 src/playturn.cpp:2126
 msgid "XP"
 msgstr "TP"
 
@@ -7511,24 +7520,24 @@
 
 #: data/units/Troll.cfg:20
 msgid ""
-"Trolls, grown to adulthood, are possessed of a fearsome strength.  Their "
+"Trolls, grown to adulthood, are possessed of a fearsome strength. Their "
 "stone-like bodies have grown to a size much taller than a man, and their "
 "terrifying ability to recover from wounds make them a formidable foe even "
-"far from the mountainous ground they prefer to fight in.  An adult troll is "
+"far from the mountainous ground they prefer to fight in. An adult troll is "
 "smarter, faster, stronger, and though one would dare not say it to their "
-"face, uglier than any of their children.  Their wield heavy clubs with "
-"brutal proficiency, and form a bulwark of strength in any battle they "
-"participate in - the only weakness they have, if such can be said, is their "
-"inability to fight at a distance.\n"
+"face, uglier than any of their children. Their wield heavy clubs with brutal "
+"proficiency, and form a bulwark of strength in any battle they participate "
+"in - the only weakness they have, if such can be said, is their inability to "
+"fight at a distance.\n"
 "\n"
 "Usage:\n"
-"Trolls fight well on rough, rocky terrain, especially at night.  They are "
+"Trolls fight well on rough, rocky terrain, especially at night. They are "
 "vulnerable to archers, especially in open terrain, and should always have a "
-"healthy fear of spellcasters in all terrain.  They are quite powerful "
-"against brittle foes, like skeletons, and quite weak against well armored or "
-"naturally resilient enemies, such as their woodland counterpart, the wose.  "
+"healthy fear of spellcasters in all terrain. They are quite powerful against "
+"brittle foes, like skeletons, and quite weak against well armored or "
+"naturally resilient enemies, such as their woodland counterpart, the wose. "
 "Their regeneration allows them to cure poison and heal wounds without the "
-"aid of a nearby village.  Their relatively slow speed is a liability, as is "
+"aid of a nearby village. Their relatively slow speed is a liability, as is "
 "their weakness during daylight hours."
 msgstr ""
 
@@ -7537,10 +7546,11 @@
 msgstr "Troll hős"
 
 #: data/units/Troll_Hero.cfg:17
+#, fuzzy
 msgid ""
-"Trolls hero are strong and brutal humanoid monsters with the amazing ability "
-"to regenerate themselves, so that they recover from wounds on their own, "
-"even during battle."
+"Troll heroes are strong and brutal humanoid monsters with the amazing "
+"ability to regenerate themselves, so that they recover from wounds on their "
+"own, even during battle."
 msgstr ""
 "A troll hős erős és brutális emberszerű szörny, egy elképesztő 
gyógyulási "
 "képességgel, ami lehetővé teszi számára, hogy akár a csata kellős 
közepén "
@@ -7553,28 +7563,28 @@
 #: data/units/Troll_Rocklobber.cfg:21
 msgid ""
 "Given the monstrous strength of their race, trolls can turn rather mundane "
-"weapons into implements of deadly force.  Some trolls piece together crude "
+"weapons into implements of deadly force. Some trolls piece together crude "
 "slings, little different from what a child would use, save for the fact they "
-"hurl boulders instead of pebbles.  Though not especially accurate, a rock "
-"thrown by one of these monsters can cripple a man if it hits him.  Despite "
+"hurl boulders instead of pebbles. Though not especially accurate, a rock "
+"thrown by one of these monsters can cripple a man if it hits him. Despite "
 "being burdened by their heavy ammunition, and lacking in any sort of melee "
 "weaponry, a troll rocklobber is still bigger, stronger, and perhaps even "
 "uglier than the whelp it once was, and a troll's fist serves as well as a "
-"man's hammer in combat.  Furthermore, their ability to strike back at an "
+"man's hammer in combat. Furthermore, their ability to strike back at an "
 "enemy archer makes fighting them a dicey proposition at any range, unless "
 "one can attack under heavy cover of terrain.\n"
 "\n"
 "Usage:\n"
-"Troll whelps fight well on rough, rocky terrain, especially at night.  "
+"Troll Rocklobbers fight well on rough, rocky terrain, especially at night. "
 "Unlike most others of their race, a Troll Rocklobber will make many archers "
 "think twice about attacking, and is quite dangerous for an enemy spellcaster "
-"to attack.  They are quite powerful against brittle foes, like skeletons, "
-"and quite weak against well armored or naturally resilient enemies, such as "
-"their woodland counterpart, the wose.  Their regeneration allows them to "
-"cure poison and heal wounds without the aid of a nearby village.  Their "
-"relatively slow speed is a liability, as is their weakness during daylight "
-"hours.  The greatest danger to a Troll Rocklobber is a powerful melee unit "
-"attacking them in open terrain during the day, when they are weakest."
+"to attack. They are quite powerful against brittle foes, like skeletons, and "
+"quite weak against well armored or naturally resilient enemies, such as "
+"their woodland counterpart, the wose. Their regeneration allows them to cure "
+"poison and heal wounds without the aid of a nearby village. Their relatively "
+"slow speed is a liability, as is their weakness during daylight hours. The "
+"greatest danger to a Troll Rocklobber is a powerful melee unit attacking "
+"them in open terrain during the day, when they are weakest."
 msgstr ""
 
 #: data/units/Troll_Warrior.cfg:3
@@ -7584,27 +7594,26 @@
 #: data/units/Troll_Warrior.cfg:21
 msgid ""
 "A terrifying, monstrous bastion of strength, a Troll Warrior brings to fore "
-"all the tales that have been told of their race's terrifying power.  "
-"Wielding massive hammers that could knock a house off its foundation, and "
-"able to absorb a seemingly endless rash of punishment, Troll Warriors are "
-"capable of singlehandedly changing the strategies of an enemy commander they "
-"face.  A troll warrior is not something brought down by one man, but by a "
-"whole group of them, fighting desperately against this hideous strength "
-"borne before them.  That which causes the most terror about a troll warrior, "
-"is not their appearance, or their power, but the fact that one brought even "
-"within an inch of its life will shortly return to its full strength if it is "
-"not truly sent to death.\n"
+"all the tales that have been told of their race's terrifying power. Wielding "
+"massive hammers that could knock a house off its foundation, and able to "
+"absorb a seemingly endless rash of punishment, Troll Warriors are capable of "
+"singlehandedly changing the strategies of an enemy commander they face. A "
+"troll warrior is not something brought down by one man, but by a whole group "
+"of them, fighting desperately against this hideous strength borne before "
+"them. That which causes the most terror about a troll warrior, is not their "
+"appearance, or their power, but the fact that one brought even within an "
+"inch of its life will shortly return to its full strength if it is not truly "
+"sent to death.\n"
 "\n"
 "Usage:\n"
-"Troll Warriors fight well on rough, rocky terrain, especially at night.  "
+"Troll Warriors fight well on rough, rocky terrain, especially at night. "
 "Though vulnerable to archers and spellcasters, especially in open terrain, "
 "the raw power of a Troll Warrior makes them a foe that generally must be "
-"brought down by several enemies.  There are few enemies which can engage "
-"them in one-on-one combat without a great danger of being killed on the same "
-"turn.  Their regeneration allows them to cure poison, and heal wounds "
-"without the aid of a nearby village.  Their relative weakness during "
-"daylight hours is a liability, though a Troll Warrior is still very powerful "
-"during the day."
+"brought down by several enemies. There are few enemies which can engage them "
+"in one-on-one combat without a great danger of being killed on the same "
+"turn. Their regeneration allows them to cure poison, and heal wounds without "
+"the aid of a nearby village. Their relative weakness during daylight hours "
+"is a liability, though a Troll Warrior is still very powerful during the day."
 msgstr ""
 
 #: data/units/Troll_Whelp.cfg:3
@@ -7615,23 +7624,23 @@
 msgid ""
 "The word 'whelp,' applied even to fearsome animals like wolves and lions, "
 "brings to mind images of frail, helpless, and even 'cute' creatures, so "
-"young they can hardly stand on their own feet.  Given the nature of Trolls, "
+"young they can hardly stand on their own feet. Given the nature of Trolls, "
 "however, a Troll 'whelp' already possesses the terrifying strength native to "
-"their race.  Troll whelps stumble about with bodies bigger than grown men, "
-"and with strength to match.  Their uncanny regeneration, and stone-like "
-"skin, make them monstrous opponents, especially on their favored ground in "
-"the mountains and hills from whence they came.  The only reassurance one has "
-"in fighting a troll whelp is their slow speed, and the fact that they have "
-"not grown to their full strength ... yet.\n"
+"their race. Troll whelps stumble about with bodies bigger than grown men, "
+"and with strength to match. Their uncanny regeneration, and stone-like skin, "
+"make them monstrous opponents, especially on their favored ground in the "
+"mountains and hills from whence they came. The only reassurance one has in "
+"fighting a troll whelp is their slow speed, and the fact that they have not "
+"grown to their full strength... yet.\n"
 "\n"
 "Usage:\n"
-"Troll Whelps fight well on rough, rocky terrain, especially at night.  They "
+"Troll Whelps fight well on rough, rocky terrain, especially at night. They "
 "are vulnerable to archers, especially in open terrain, and should always "
-"have a healthy fear of spellcasters in all terrain.  They are quite powerful "
+"have a healthy fear of spellcasters in all terrain. They are quite powerful "
 "against brittle foes, like skeletons, and quite weak against well armored or "
-"naturally resilient enemies, such as their woodland counterpart, the wose.  "
+"naturally resilient enemies, such as their woodland counterpart, the wose. "
 "Their regeneration allows them to cure poison and heal wounds without the "
-"aid of a nearby village.  Their relatively slow speed is a liability, as is "
+"aid of a nearby village. Their relatively slow speed is a liability, as is "
 "their weakness during daylight hours."
 msgstr ""
 
@@ -9639,6 +9648,10 @@
 msgid "-- The Tome of Wesnoth"
 msgstr "-- Wesnoth kódexe "
 
+#: src/unit.cpp:1107
+msgid " XP to advance"
+msgstr ""
+
 #: src/unit.cpp:1144
 msgid ": "
 msgstr ": "
Index: wesnoth/po/wesnoth/it.po
diff -u wesnoth/po/wesnoth/it.po:1.53 wesnoth/po/wesnoth/it.po:1.54
--- wesnoth/po/wesnoth/it.po:1.53       Mon Apr 18 07:29:05 2005
+++ wesnoth/po/wesnoth/it.po    Mon Apr 18 16:16:31 2005
@@ -9,7 +9,7 @@
 msgstr ""
 "Project-Id-Version: it\n"
 "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n";
-"POT-Creation-Date: 2005-04-18 09:21+0200\n"
+"POT-Creation-Date: 2005-04-18 17:52+0200\n"
 "PO-Revision-Date: 2005-03-02 01:48+0100\n"
 "Last-Translator: Alessio D'Ascanio <address@hidden>\n"
 "Language-Team: \n"
@@ -65,11 +65,12 @@
 "elencate sotto questo soggetto quando le incontrate."
 
 #: data/help.cfg:62
+#, fuzzy
 msgid ""
 "\n"
 "\n"
 "Battle for Wesnoth is a turn-based fantasy strategy game somewhat unusual "
-"amongst modern strategy games. While other games strive for complexity, both "
+"among modern strategy games. While other games strive for complexity, both "
 "in rules and gameplay, Battle for Wesnoth strives for simplicity of 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 "
@@ -127,9 +128,10 @@
 "la modalità <italic>text=Facile</italic>."
 
 #: data/help.cfg:73
+#, fuzzy
 msgid ""
 "While playing, keep in mind that if you mouse-over many items on the menu "
-"bar to the right, a brief description will pop up explaining that item. This "
+"bar to the right, a brief description will pop up explaining each item. This "
 "is especially useful when you encounter new abilities for the first time."
 msgstr ""
 "Mentre giochi, ricordati che passando con il mouse sopra a molti oggetti "
@@ -227,13 +229,14 @@
 msgstr "Movimento"
 
 #: data/help.cfg:93
+#, fuzzy
 msgid ""
 "Movement in Battle for Wesnoth is simple: Simply click on the unit you wish "
-"to move, then click on the hex you wish to move it to. When selected, all "
-"the hexes a unit can move to this turn will be highlighted, and all those it "
-"can't made dull. Mousing over a dull square will 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."
+"to move, 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 dull hex will 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."
 msgstr ""
 "I movimenti in Battle for Wesnoth sono semplici: fai clic sull'unità che "
 "vuoi spostare e quindi premi sull'esagono dove vuoi che arrivi. Quando "
@@ -327,14 +330,15 @@
 "<header>text='Ordine e numero di attacchi'</header>"
 
 #: data/help.cfg:107
+#, fuzzy
 msgid ""
 "\n"
 "\n"
-"The attacker gets the first attack, then the defender. This continues to "
-"alternate until each unit has used up all of its attacks. The number of "
-"attacks a unit gets varies; for instance, an Elvish fighter with a 5-4 sword "
-"attack may make 4 swings each dealing 5 damage, while an Orcish Grunt with 9-"
-"2 only gets 2 swings (but at 9 damage)."
+"The attacker gets the first attack, then the defender retaliates. This "
+"continues to alternate until each unit has used up all of its attacks. The "
+"number of attacks a unit has varies; for instance, an Elvish fighter with a "
+"5-4 sword attack may make 4 swings each dealing 5 damage, while an Orcish "
+"Grunt with 9-2 can only make 2 swings (but at 9 damage each)."
 msgstr ""
 "\n"
 "\n"
@@ -363,8 +367,8 @@
 "\n"
 "With two exceptions, the chance to hit a unit is based solely on its defense "
 "rating in the Terrain it is currently standing in. This may be found by "
-"right-clicking a unit, selecting Unit Description, and then look at "
-"<italic>text='Terrain Modifiers'</italic>. For instance, elves have a "
+"right-clicking a unit, selecting Unit Description, and then looking at "
+"<italic>text='Terrain Modifiers'</italic>. For instance, many elves have a "
 "defense rating of 70% in forest, meaning a unit attacking them has only a "
 "30% chance of hitting them. Conversely, the elf's chance of hitting the "
 "attacker in return depends on what terrain the attacker is in."
@@ -703,12 +707,13 @@
 "unità Avvelenate."
 
 #: data/help.cfg:179
+#, fuzzy
 msgid ""
 "\n"
 "\n"
-"Keep in mind that while Resting can be combined with other forms of healing, "
-"villages, regeneration, and healing/curing cannot combine with each other. "
-"Also, units heal fully between scenarios."
+"Resting can be combined with other forms of healing, but villages, "
+"regeneration, and healing/curing cannot combine with each other. Also, units "
+"heal fully between scenarios."
 msgstr ""
 "\n"
 "\n"
@@ -734,13 +739,13 @@
 "Esistono due indicatori appositi: Entrate e Mantenimento."
 
 #: data/help.cfg:187
+#, fuzzy
 msgid ""
 "\n"
 "\n"
-"Income is simple. For every village you control, you gain one gold a turn. "
-"Thus, if you have ten villages, you would normally gain ten gold. "
-"Unfortunately, your Upkeep costs are subtracted from this income, as "
-"detailed below."
+"Income is simple. For every village you control, you gain one gold each "
+"turn. Thus, if you have ten villages, you would normally gain ten gold. Your "
+"Upkeep costs are subtracted from this income, as detailed below."
 msgstr ""
 "\n"
 "\n"
@@ -750,15 +755,16 @@
 "saranno sottratti da questi guadagni, come verrà spiegato in seguito."
 
 #: data/help.cfg:189
+#, fuzzy
 msgid ""
 "\n"
 "\n"
 "Upkeep is also fairly simple. Each unit requires an amount of Upkeep equal "
 "to its level. You can support as many levels <italic>text=worth</italic> of "
-"units as you have villages for free. 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 a turn in upkeep."
+"units as you have villages, without paying any upkeep. However, for each "
+"level of unit beyond the number of villages you have, you must pay one gold "
+"per turn. For example, if you have twelve level one units and ten villages, "
+"you would have to pay two gold each turn in upkeep."
 msgstr ""
 "\n"
 "\n"
@@ -770,11 +776,12 @@
 "d'oro a turno."
 
 #: data/help.cfg:191
+#, fuzzy
 msgid ""
 "\n"
 "\n"
 "These costs are subtracted from your Income, so in the case of twelve levels "
-"of units and ten villages, your resultant Income would be 8 gold a turn."
+"of units and ten villages, your resultant Income would be 8 gold per turn."
 msgstr ""
 "\n"
 "\n"
@@ -783,13 +790,13 @@
 "per turno."
 
 #: data/help.cfg:192
+#, fuzzy
 msgid ""
 "\n"
-"There are two main exceptions to Upkeep. Firstly, units with the Loyal trait "
-"will only ever count as level one for upkeep purposes, regardless of their "
-"actual level. Secondly, units you begin the scenario with (such as Konrad or "
+"There is one important exception to Upkeep: units with the Loyal trait never "
+"incur upkeep. Units you begin the scenario with (such as Konrad or "
 "Delfador), or units who join you during a scenario (such as the Horseman in "
-"the second level of Heir to the Throne) will never charge any upkeep."
+"the second level of Heir to the Throne) will usually have the Loyal trait."
 msgstr ""
 "\n"
 "Ci sono due importanti eccezioni alla Mantenimento. In primo luogo le unità "
@@ -823,7 +830,7 @@
 
 #: data/help.cfg:210
 msgid ""
-"Most units have two traits, with the exception of Undead units who are "
+"Most units have two traits, with the exception of Undead units which are "
 "assigned the trait 'Undead'. Traits are modifications that change a unit's "
 "attributes slightly. They are usually randomly assigned to a unit when it is "
 "recruited."
@@ -848,9 +855,9 @@
 "\n"
 "Intelligent 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 units no longer require experience points after "
-"reaching their maximum level. If you have many 'maximum level' units you may "
-"with to recall units with more desirable traits."
+"quite as useful because units no longer have any use for experience points "
+"after reaching their maximum level. If you have many 'maximum level' units "
+"you may with to recall units with more desirable traits."
 msgstr ""
 "\n"
 "\n"
@@ -911,7 +918,7 @@
 "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 "
-"defence, or high resistances. Resilient units are especially useful for "
+"defense, or high resistances. Resilient units are especially useful for "
 "holding strategic positions against opponents."
 msgstr ""
 "\n"
@@ -970,17 +977,17 @@
 "\n"
 "<header>text=Loyal</header>\n"
 "\n"
-"Loyal units don't pay 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 "
+"Loyal 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.\n"
 "\n"
 "\n"
-"During campaigns, certain units may opt join the player's forces of their "
+"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 "
-"them or send them to a foolish death."
+"such units or to send them to a foolish death."
 msgstr ""
 
 #: data/help.cfg:258
@@ -1003,11 +1010,11 @@
 "\n"
 "\n"
 "\n"
-"<header>text=Dexterous</header>\n"
+"<header>text=Dextrous</header>\n"
 "\n"
-"Dexterous units do +1 damage for every successful strike with a bow.\n"
+"Dextrous units do +1 damage for every successful strike with a bow.\n"
 "\n"
-"Dexterous is a trait possessed only by Elves. The Elven people are known for "
+"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."
@@ -2810,7 +2817,7 @@
 msgid "HP"
 msgstr "HP"
 
-#: data/themes/default.cfg:176 src/playturn.cpp:2126 src/unit.cpp:1107
+#: data/themes/default.cfg:176 src/playturn.cpp:2126
 msgid "XP"
 msgstr "XP"
 
@@ -7256,24 +7263,24 @@
 
 #: data/units/Troll.cfg:20
 msgid ""
-"Trolls, grown to adulthood, are possessed of a fearsome strength.  Their "
+"Trolls, grown to adulthood, are possessed of a fearsome strength. Their "
 "stone-like bodies have grown to a size much taller than a man, and their "
 "terrifying ability to recover from wounds make them a formidable foe even "
-"far from the mountainous ground they prefer to fight in.  An adult troll is "
+"far from the mountainous ground they prefer to fight in. An adult troll is "
 "smarter, faster, stronger, and though one would dare not say it to their "
-"face, uglier than any of their children.  Their wield heavy clubs with "
-"brutal proficiency, and form a bulwark of strength in any battle they "
-"participate in - the only weakness they have, if such can be said, is their "
-"inability to fight at a distance.\n"
+"face, uglier than any of their children. Their wield heavy clubs with brutal "
+"proficiency, and form a bulwark of strength in any battle they participate "
+"in - the only weakness they have, if such can be said, is their inability to "
+"fight at a distance.\n"
 "\n"
 "Usage:\n"
-"Trolls fight well on rough, rocky terrain, especially at night.  They are "
+"Trolls fight well on rough, rocky terrain, especially at night. They are "
 "vulnerable to archers, especially in open terrain, and should always have a "
-"healthy fear of spellcasters in all terrain.  They are quite powerful "
-"against brittle foes, like skeletons, and quite weak against well armored or "
-"naturally resilient enemies, such as their woodland counterpart, the wose.  "
+"healthy fear of spellcasters in all terrain. They are quite powerful against "
+"brittle foes, like skeletons, and quite weak against well armored or "
+"naturally resilient enemies, such as their woodland counterpart, the wose. "
 "Their regeneration allows them to cure poison and heal wounds without the "
-"aid of a nearby village.  Their relatively slow speed is a liability, as is "
+"aid of a nearby village. Their relatively slow speed is a liability, as is "
 "their weakness during daylight hours."
 msgstr ""
 
@@ -7282,10 +7289,11 @@
 msgstr "Eroe dei Troll"
 
 #: data/units/Troll_Hero.cfg:17
+#, fuzzy
 msgid ""
-"Trolls hero are strong and brutal humanoid monsters with the amazing ability "
-"to regenerate themselves, so that they recover from wounds on their own, "
-"even during battle."
+"Troll heroes are strong and brutal humanoid monsters with the amazing "
+"ability to regenerate themselves, so that they recover from wounds on their "
+"own, even during battle."
 msgstr ""
 "Gli Eroi dei Troll sono mostri umanoidi forti e brutali, possiedono anche "
 "l'incredibile capacità di rigenerarsi, in questo modo curano le proprie "
@@ -7298,28 +7306,28 @@
 #: data/units/Troll_Rocklobber.cfg:21
 msgid ""
 "Given the monstrous strength of their race, trolls can turn rather mundane "
-"weapons into implements of deadly force.  Some trolls piece together crude "
+"weapons into implements of deadly force. Some trolls piece together crude "
 "slings, little different from what a child would use, save for the fact they "
-"hurl boulders instead of pebbles.  Though not especially accurate, a rock "
-"thrown by one of these monsters can cripple a man if it hits him.  Despite "
+"hurl boulders instead of pebbles. Though not especially accurate, a rock "
+"thrown by one of these monsters can cripple a man if it hits him. Despite "
 "being burdened by their heavy ammunition, and lacking in any sort of melee "
 "weaponry, a troll rocklobber is still bigger, stronger, and perhaps even "
 "uglier than the whelp it once was, and a troll's fist serves as well as a "
-"man's hammer in combat.  Furthermore, their ability to strike back at an "
+"man's hammer in combat. Furthermore, their ability to strike back at an "
 "enemy archer makes fighting them a dicey proposition at any range, unless "
 "one can attack under heavy cover of terrain.\n"
 "\n"
 "Usage:\n"
-"Troll whelps fight well on rough, rocky terrain, especially at night.  "
+"Troll Rocklobbers fight well on rough, rocky terrain, especially at night. "
 "Unlike most others of their race, a Troll Rocklobber will make many archers "
 "think twice about attacking, and is quite dangerous for an enemy spellcaster "
-"to attack.  They are quite powerful against brittle foes, like skeletons, "
-"and quite weak against well armored or naturally resilient enemies, such as "
-"their woodland counterpart, the wose.  Their regeneration allows them to "
-"cure poison and heal wounds without the aid of a nearby village.  Their "
-"relatively slow speed is a liability, as is their weakness during daylight "
-"hours.  The greatest danger to a Troll Rocklobber is a powerful melee unit "
-"attacking them in open terrain during the day, when they are weakest."
+"to attack. They are quite powerful against brittle foes, like skeletons, and "
+"quite weak against well armored or naturally resilient enemies, such as "
+"their woodland counterpart, the wose. Their regeneration allows them to cure "
+"poison and heal wounds without the aid of a nearby village. Their relatively "
+"slow speed is a liability, as is their weakness during daylight hours. The "
+"greatest danger to a Troll Rocklobber is a powerful melee unit attacking "
+"them in open terrain during the day, when they are weakest."
 msgstr ""
 
 #: data/units/Troll_Warrior.cfg:3
@@ -7329,27 +7337,26 @@
 #: data/units/Troll_Warrior.cfg:21
 msgid ""
 "A terrifying, monstrous bastion of strength, a Troll Warrior brings to fore "
-"all the tales that have been told of their race's terrifying power.  "
-"Wielding massive hammers that could knock a house off its foundation, and "
-"able to absorb a seemingly endless rash of punishment, Troll Warriors are "
-"capable of singlehandedly changing the strategies of an enemy commander they "
-"face.  A troll warrior is not something brought down by one man, but by a "
-"whole group of them, fighting desperately against this hideous strength "
-"borne before them.  That which causes the most terror about a troll warrior, "
-"is not their appearance, or their power, but the fact that one brought even "
-"within an inch of its life will shortly return to its full strength if it is "
-"not truly sent to death.\n"
+"all the tales that have been told of their race's terrifying power. Wielding "
+"massive hammers that could knock a house off its foundation, and able to "
+"absorb a seemingly endless rash of punishment, Troll Warriors are capable of "
+"singlehandedly changing the strategies of an enemy commander they face. A "
+"troll warrior is not something brought down by one man, but by a whole group "
+"of them, fighting desperately against this hideous strength borne before "
+"them. That which causes the most terror about a troll warrior, is not their "
+"appearance, or their power, but the fact that one brought even within an "
+"inch of its life will shortly return to its full strength if it is not truly "
+"sent to death.\n"
 "\n"
 "Usage:\n"
-"Troll Warriors fight well on rough, rocky terrain, especially at night.  "
+"Troll Warriors fight well on rough, rocky terrain, especially at night. "
 "Though vulnerable to archers and spellcasters, especially in open terrain, "
 "the raw power of a Troll Warrior makes them a foe that generally must be "
-"brought down by several enemies.  There are few enemies which can engage "
-"them in one-on-one combat without a great danger of being killed on the same "
-"turn.  Their regeneration allows them to cure poison, and heal wounds "
-"without the aid of a nearby village.  Their relative weakness during "
-"daylight hours is a liability, though a Troll Warrior is still very powerful "
-"during the day."
+"brought down by several enemies. There are few enemies which can engage them "
+"in one-on-one combat without a great danger of being killed on the same "
+"turn. Their regeneration allows them to cure poison, and heal wounds without "
+"the aid of a nearby village. Their relative weakness during daylight hours "
+"is a liability, though a Troll Warrior is still very powerful during the day."
 msgstr ""
 
 #: data/units/Troll_Whelp.cfg:3
@@ -7360,23 +7367,23 @@
 msgid ""
 "The word 'whelp,' applied even to fearsome animals like wolves and lions, "
 "brings to mind images of frail, helpless, and even 'cute' creatures, so "
-"young they can hardly stand on their own feet.  Given the nature of Trolls, "
+"young they can hardly stand on their own feet. Given the nature of Trolls, "
 "however, a Troll 'whelp' already possesses the terrifying strength native to "
-"their race.  Troll whelps stumble about with bodies bigger than grown men, "
-"and with strength to match.  Their uncanny regeneration, and stone-like "
-"skin, make them monstrous opponents, especially on their favored ground in "
-"the mountains and hills from whence they came.  The only reassurance one has "
-"in fighting a troll whelp is their slow speed, and the fact that they have "
-"not grown to their full strength ... yet.\n"
+"their race. Troll whelps stumble about with bodies bigger than grown men, "
+"and with strength to match. Their uncanny regeneration, and stone-like skin, "
+"make them monstrous opponents, especially on their favored ground in the "
+"mountains and hills from whence they came. The only reassurance one has in "
+"fighting a troll whelp is their slow speed, and the fact that they have not "
+"grown to their full strength... yet.\n"
 "\n"
 "Usage:\n"
-"Troll Whelps fight well on rough, rocky terrain, especially at night.  They "
+"Troll Whelps fight well on rough, rocky terrain, especially at night. They "
 "are vulnerable to archers, especially in open terrain, and should always "
-"have a healthy fear of spellcasters in all terrain.  They are quite powerful "
+"have a healthy fear of spellcasters in all terrain. They are quite powerful "
 "against brittle foes, like skeletons, and quite weak against well armored or "
-"naturally resilient enemies, such as their woodland counterpart, the wose.  "
+"naturally resilient enemies, such as their woodland counterpart, the wose. "
 "Their regeneration allows them to cure poison and heal wounds without the "
-"aid of a nearby village.  Their relatively slow speed is a liability, as is "
+"aid of a nearby village. Their relatively slow speed is a liability, as is "
 "their weakness during daylight hours."
 msgstr ""
 
@@ -9400,6 +9407,10 @@
 msgid "-- The Tome of Wesnoth"
 msgstr "-- Il Tomo di  Wesnoth"
 
+#: src/unit.cpp:1107
+msgid " XP to advance"
+msgstr ""
+
 #: src/unit.cpp:1144
 #, fuzzy
 msgid ": "
Index: wesnoth/po/wesnoth/ja.po
diff -u wesnoth/po/wesnoth/ja.po:1.18 wesnoth/po/wesnoth/ja.po:1.19
--- wesnoth/po/wesnoth/ja.po:1.18       Mon Apr 18 07:29:05 2005
+++ wesnoth/po/wesnoth/ja.po    Mon Apr 18 16:16:31 2005
@@ -10,7 +10,7 @@
 msgstr ""
 "Project-Id-Version: Battle for Wesnoth 0.8.8-CVS\n"
 "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n";
-"POT-Creation-Date: 2005-04-18 09:21+0200\n"
+"POT-Creation-Date: 2005-04-18 17:52+0200\n"
 "PO-Revision-Date: 2005-04-16 02:31+0900\n"
 "Last-Translator: Nobuhito Okada <address@hidden>\n"
 "Language-Team: Japanese Translation Team\n"
@@ -63,11 +63,12 @@
 
"らの能力は遭遇した時にこのトピックの下に一覧表示されます。"
 
 #: data/help.cfg:62
+#, fuzzy
 msgid ""
 "\n"
 "\n"
 "Battle for Wesnoth is a turn-based fantasy strategy game somewhat unusual "
-"amongst modern strategy games. While other games strive for complexity, both "
+"among modern strategy games. While other games strive for complexity, both "
 "in rules and gameplay, Battle for Wesnoth strives for simplicity of 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 "
@@ -120,9 +121,10 @@
 "うかもしれません。"
 
 #: data/help.cfg:73
+#, fuzzy
 msgid ""
 "While playing, keep in mind that if you mouse-over many items on the menu "
-"bar to the right, a brief description will pop up explaining that item. This "
+"bar to the right, a brief description will pop up explaining each item. This "
 "is especially useful when you encounter new abilities for the first time."
 msgstr ""
 "プレイ中メニューバーの多くの項
目上でマウスをのせると、その項目についての簡単"
@@ -214,13 +216,14 @@
 msgstr "移動"
 
 #: data/help.cfg:93
+#, fuzzy
 msgid ""
 "Movement in Battle for Wesnoth is simple: Simply click on the unit you wish "
-"to move, then click on the hex you wish to move it to. When selected, all "
-"the hexes a unit can move to this turn will be highlighted, and all those it "
-"can't made dull. Mousing over a dull square will 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."
+"to move, 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 dull hex will 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."
 msgstr ""
 "Battle for 
Wesnothでの移動は単純です。単に動かしたいユニットをクリックして、"
 "向かわせたい場所のヘクスをクリックするだ
けです。ユニット選択時には移動可能な"
@@ -302,14 +305,15 @@
 "<header>text=攻撃順と攻撃回数</header>"
 
 #: data/help.cfg:107
+#, fuzzy
 msgid ""
 "\n"
 "\n"
-"The attacker gets the first attack, then the defender. This continues to "
-"alternate until each unit has used up all of its attacks. The number of "
-"attacks a unit gets varies; for instance, an Elvish fighter with a 5-4 sword "
-"attack may make 4 swings each dealing 5 damage, while an Orcish Grunt with 9-"
-"2 only gets 2 swings (but at 9 damage)."
+"The attacker gets the first attack, then the defender retaliates. This "
+"continues to alternate until each unit has used up all of its attacks. The "
+"number of attacks a unit has varies; for instance, an Elvish fighter with a "
+"5-4 sword attack may make 4 swings each dealing 5 damage, while an Orcish "
+"Grunt with 9-2 can only make 2 swings (but at 9 damage each)."
 msgstr ""
 "\n"
 "\n"
@@ -329,13 +333,14 @@
 "<header>text=命中率</header>"
 
 #: data/help.cfg:111
+#, fuzzy
 msgid ""
 "\n"
 "\n"
 "With two exceptions, the chance to hit a unit is based solely on its defense "
 "rating in the Terrain it is currently standing in. This may be found by "
-"right-clicking a unit, selecting Unit Description, and then look at "
-"<italic>text='Terrain Modifiers'</italic>. For instance, elves have a "
+"right-clicking a unit, selecting Unit Description, and then looking at "
+"<italic>text='Terrain Modifiers'</italic>. For instance, many elves have a "
 "defense rating of 70% in forest, meaning a unit attacking them has only a "
 "30% chance of hitting them. Conversely, the elf's chance of hitting the "
 "attacker in return depends on what terrain the attacker is in."
@@ -653,12 +658,13 @@
 "させるか、 または毒状態のユニットを解毒します。"
 
 #: data/help.cfg:179
+#, fuzzy
 msgid ""
 "\n"
 "\n"
-"Keep in mind that while Resting can be combined with other forms of healing, "
-"villages, regeneration, and healing/curing cannot combine with each other. "
-"Also, units heal fully between scenarios."
+"Resting can be combined with other forms of healing, but villages, "
+"regeneration, and healing/curing cannot combine with each other. Also, units "
+"heal fully between scenarios."
 msgstr ""
 "\n"
 "\n"
@@ -682,13 +688,13 @@
 "これには収入と維持費という2つの側面があります。"
 
 #: data/help.cfg:187
+#, fuzzy
 msgid ""
 "\n"
 "\n"
-"Income is simple. For every village you control, you gain one gold a turn. "
-"Thus, if you have ten villages, you would normally gain ten gold. "
-"Unfortunately, your Upkeep costs are subtracted from this income, as "
-"detailed below."
+"Income is simple. For every village you control, you gain one gold each "
+"turn. Thus, if you have ten villages, you would normally gain ten gold. Your "
+"Upkeep costs are subtracted from this income, as detailed below."
 msgstr ""
 "\n"
 "\n"
@@ -697,15 +703,16 @@
 "念ながら、 この収å…
¥ã‹ã‚‰æ¬¡ã«èª¬æ˜Žã™ã‚‹ç¶­æŒè²»ãŒå¼•ã‹ã‚Œã¾ã™ã€‚"
 
 #: data/help.cfg:189
+#, fuzzy
 msgid ""
 "\n"
 "\n"
 "Upkeep is also fairly simple. Each unit requires an amount of Upkeep equal "
 "to its level. You can support as many levels <italic>text=worth</italic> of "
-"units as you have villages for free. 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 a turn in upkeep."
+"units as you have villages, without paying any upkeep. However, for each "
+"level of unit beyond the number of villages you have, you must pay one gold "
+"per turn. For example, if you have twelve level one units and ten villages, "
+"you would have to pay two gold each turn in upkeep."
 msgstr ""
 "\n"
 "\n"
@@ -717,11 +724,12 @@
 "合には、 維持費としてターン毎に 
2ゴールド払うことになります。 "
 
 #: data/help.cfg:191
+#, fuzzy
 msgid ""
 "\n"
 "\n"
 "These costs are subtracted from your Income, so in the case of twelve levels "
-"of units and ten villages, your resultant Income would be 8 gold a turn."
+"of units and ten villages, your resultant Income would be 8 gold per turn."
 msgstr ""
 "\n"
 "\n"
@@ -729,13 +737,13 @@
 "は、 毎ターン8ゴールドの収入となります。"
 
 #: data/help.cfg:192
+#, fuzzy
 msgid ""
 "\n"
-"There are two main exceptions to Upkeep. Firstly, units with the Loyal trait "
-"will only ever count as level one for upkeep purposes, regardless of their "
-"actual level. Secondly, units you begin the scenario with (such as Konrad or "
+"There is one important exception to Upkeep: units with the Loyal trait never "
+"incur upkeep. Units you begin the scenario with (such as Konrad or "
 "Delfador), or units who join you during a scenario (such as the Horseman in "
-"the second level of Heir to the Throne) will never charge any upkeep."
+"the second level of Heir to the Throne) will usually have the Loyal trait."
 msgstr ""
 "\n"
 "維持費には2つの主要な例外があります。 ひとつめは、 
特性として 「忠義」を持つ"
@@ -767,8 +775,9 @@
 msgstr "クレジット"
 
 #: data/help.cfg:210
+#, fuzzy
 msgid ""
-"Most units have two traits, with the exception of Undead units who are "
+"Most units have two traits, with the exception of Undead units which are "
 "assigned the trait 'Undead'. Traits are modifications that change a unit's "
 "attributes slightly. They are usually randomly assigned to a unit when it is "
 "recruited."
@@ -799,9 +808,9 @@
 "\n"
 "Intelligent 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 units no longer require experience points after "
-"reaching their maximum level. If you have many 'maximum level' units you may "
-"with to recall units with more desirable traits."
+"quite as useful because units no longer have any use for experience points "
+"after reaching their maximum level. If you have many 'maximum level' units "
+"you may with to recall units with more desirable traits."
 msgstr ""
 "\n"
 "\n"
@@ -858,7 +867,7 @@
 "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 "
-"defence, or high resistances. Resilient units are especially useful for "
+"defense, or high resistances. Resilient units are especially useful for "
 "holding strategic positions against opponents."
 msgstr ""
 "\n"
@@ -921,17 +930,17 @@
 "\n"
 "<header>text=Loyal</header>\n"
 "\n"
-"Loyal units don't pay 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 "
+"Loyal 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.\n"
 "\n"
 "\n"
-"During campaigns, certain units may opt join the player's forces of their "
+"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 "
-"them or send them to a foolish death."
+"such units or to send them to a foolish death."
 msgstr ""
 "\n"
 "\n"
@@ -970,11 +979,11 @@
 "\n"
 "\n"
 "\n"
-"<header>text=Dexterous</header>\n"
+"<header>text=Dextrous</header>\n"
 "\n"
-"Dexterous units do +1 damage for every successful strike with a bow.\n"
+"Dextrous units do +1 damage for every successful strike with a bow.\n"
 "\n"
-"Dexterous is a trait possessed only by Elves. The Elven people are known for "
+"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."
@@ -2755,7 +2764,7 @@
 msgid "HP"
 msgstr "HP"
 
-#: data/themes/default.cfg:176 src/playturn.cpp:2126 src/unit.cpp:1107
+#: data/themes/default.cfg:176 src/playturn.cpp:2126
 msgid "XP"
 msgstr "経験"
 
@@ -6932,24 +6941,24 @@
 
 #: data/units/Troll.cfg:20
 msgid ""
-"Trolls, grown to adulthood, are possessed of a fearsome strength.  Their "
+"Trolls, grown to adulthood, are possessed of a fearsome strength. Their "
 "stone-like bodies have grown to a size much taller than a man, and their "
 "terrifying ability to recover from wounds make them a formidable foe even "
-"far from the mountainous ground they prefer to fight in.  An adult troll is "
+"far from the mountainous ground they prefer to fight in. An adult troll is "
 "smarter, faster, stronger, and though one would dare not say it to their "
-"face, uglier than any of their children.  Their wield heavy clubs with "
-"brutal proficiency, and form a bulwark of strength in any battle they "
-"participate in - the only weakness they have, if such can be said, is their "
-"inability to fight at a distance.\n"
+"face, uglier than any of their children. Their wield heavy clubs with brutal "
+"proficiency, and form a bulwark of strength in any battle they participate "
+"in - the only weakness they have, if such can be said, is their inability to "
+"fight at a distance.\n"
 "\n"
 "Usage:\n"
-"Trolls fight well on rough, rocky terrain, especially at night.  They are "
+"Trolls fight well on rough, rocky terrain, especially at night. They are "
 "vulnerable to archers, especially in open terrain, and should always have a "
-"healthy fear of spellcasters in all terrain.  They are quite powerful "
-"against brittle foes, like skeletons, and quite weak against well armored or "
-"naturally resilient enemies, such as their woodland counterpart, the wose.  "
+"healthy fear of spellcasters in all terrain. They are quite powerful against "
+"brittle foes, like skeletons, and quite weak against well armored or "
+"naturally resilient enemies, such as their woodland counterpart, the wose. "
 "Their regeneration allows them to cure poison and heal wounds without the "
-"aid of a nearby village.  Their relatively slow speed is a liability, as is "
+"aid of a nearby village. Their relatively slow speed is a liability, as is "
 "their weakness during daylight hours."
 msgstr ""
 
@@ -6958,10 +6967,11 @@
 msgstr "トロルの英雄"
 
 #: data/units/Troll_Hero.cfg:17
+#, fuzzy
 msgid ""
-"Trolls hero are strong and brutal humanoid monsters with the amazing ability "
-"to regenerate themselves, so that they recover from wounds on their own, "
-"even during battle."
+"Troll heroes are strong and brutal humanoid monsters with the amazing "
+"ability to regenerate themselves, so that they recover from wounds on their "
+"own, even during battle."
 msgstr ""
 "トロルの英雄は 強力で残虐な人間型の怪物で、 驚異的な 
再生能力を持ちます。 そ"
 "れによって、 彼らは戦闘中にさえ 
自らの傷を回復します。"
@@ -6973,28 +6983,28 @@
 #: data/units/Troll_Rocklobber.cfg:21
 msgid ""
 "Given the monstrous strength of their race, trolls can turn rather mundane "
-"weapons into implements of deadly force.  Some trolls piece together crude "
+"weapons into implements of deadly force. Some trolls piece together crude "
 "slings, little different from what a child would use, save for the fact they "
-"hurl boulders instead of pebbles.  Though not especially accurate, a rock "
-"thrown by one of these monsters can cripple a man if it hits him.  Despite "
+"hurl boulders instead of pebbles. Though not especially accurate, a rock "
+"thrown by one of these monsters can cripple a man if it hits him. Despite "
 "being burdened by their heavy ammunition, and lacking in any sort of melee "
 "weaponry, a troll rocklobber is still bigger, stronger, and perhaps even "
 "uglier than the whelp it once was, and a troll's fist serves as well as a "
-"man's hammer in combat.  Furthermore, their ability to strike back at an "
+"man's hammer in combat. Furthermore, their ability to strike back at an "
 "enemy archer makes fighting them a dicey proposition at any range, unless "
 "one can attack under heavy cover of terrain.\n"
 "\n"
 "Usage:\n"
-"Troll whelps fight well on rough, rocky terrain, especially at night.  "
+"Troll Rocklobbers fight well on rough, rocky terrain, especially at night. "
 "Unlike most others of their race, a Troll Rocklobber will make many archers "
 "think twice about attacking, and is quite dangerous for an enemy spellcaster "
-"to attack.  They are quite powerful against brittle foes, like skeletons, "
-"and quite weak against well armored or naturally resilient enemies, such as "
-"their woodland counterpart, the wose.  Their regeneration allows them to "
-"cure poison and heal wounds without the aid of a nearby village.  Their "
-"relatively slow speed is a liability, as is their weakness during daylight "
-"hours.  The greatest danger to a Troll Rocklobber is a powerful melee unit "
-"attacking them in open terrain during the day, when they are weakest."
+"to attack. They are quite powerful against brittle foes, like skeletons, and "
+"quite weak against well armored or naturally resilient enemies, such as "
+"their woodland counterpart, the wose. Their regeneration allows them to cure "
+"poison and heal wounds without the aid of a nearby village. Their relatively "
+"slow speed is a liability, as is their weakness during daylight hours. The "
+"greatest danger to a Troll Rocklobber is a powerful melee unit attacking "
+"them in open terrain during the day, when they are weakest."
 msgstr ""
 
 #: data/units/Troll_Warrior.cfg:3
@@ -7004,27 +7014,26 @@
 #: data/units/Troll_Warrior.cfg:21
 msgid ""
 "A terrifying, monstrous bastion of strength, a Troll Warrior brings to fore "
-"all the tales that have been told of their race's terrifying power.  "
-"Wielding massive hammers that could knock a house off its foundation, and "
-"able to absorb a seemingly endless rash of punishment, Troll Warriors are "
-"capable of singlehandedly changing the strategies of an enemy commander they "
-"face.  A troll warrior is not something brought down by one man, but by a "
-"whole group of them, fighting desperately against this hideous strength "
-"borne before them.  That which causes the most terror about a troll warrior, "
-"is not their appearance, or their power, but the fact that one brought even "
-"within an inch of its life will shortly return to its full strength if it is "
-"not truly sent to death.\n"
+"all the tales that have been told of their race's terrifying power. Wielding "
+"massive hammers that could knock a house off its foundation, and able to "
+"absorb a seemingly endless rash of punishment, Troll Warriors are capable of "
+"singlehandedly changing the strategies of an enemy commander they face. A "
+"troll warrior is not something brought down by one man, but by a whole group "
+"of them, fighting desperately against this hideous strength borne before "
+"them. That which causes the most terror about a troll warrior, is not their "
+"appearance, or their power, but the fact that one brought even within an "
+"inch of its life will shortly return to its full strength if it is not truly "
+"sent to death.\n"
 "\n"
 "Usage:\n"
-"Troll Warriors fight well on rough, rocky terrain, especially at night.  "
+"Troll Warriors fight well on rough, rocky terrain, especially at night. "
 "Though vulnerable to archers and spellcasters, especially in open terrain, "
 "the raw power of a Troll Warrior makes them a foe that generally must be "
-"brought down by several enemies.  There are few enemies which can engage "
-"them in one-on-one combat without a great danger of being killed on the same "
-"turn.  Their regeneration allows them to cure poison, and heal wounds "
-"without the aid of a nearby village.  Their relative weakness during "
-"daylight hours is a liability, though a Troll Warrior is still very powerful "
-"during the day."
+"brought down by several enemies. There are few enemies which can engage them "
+"in one-on-one combat without a great danger of being killed on the same "
+"turn. Their regeneration allows them to cure poison, and heal wounds without "
+"the aid of a nearby village. Their relative weakness during daylight hours "
+"is a liability, though a Troll Warrior is still very powerful during the day."
 msgstr ""
 
 #: data/units/Troll_Whelp.cfg:3
@@ -7035,23 +7044,23 @@
 msgid ""
 "The word 'whelp,' applied even to fearsome animals like wolves and lions, "
 "brings to mind images of frail, helpless, and even 'cute' creatures, so "
-"young they can hardly stand on their own feet.  Given the nature of Trolls, "
+"young they can hardly stand on their own feet. Given the nature of Trolls, "
 "however, a Troll 'whelp' already possesses the terrifying strength native to "
-"their race.  Troll whelps stumble about with bodies bigger than grown men, "
-"and with strength to match.  Their uncanny regeneration, and stone-like "
-"skin, make them monstrous opponents, especially on their favored ground in "
-"the mountains and hills from whence they came.  The only reassurance one has "
-"in fighting a troll whelp is their slow speed, and the fact that they have "
-"not grown to their full strength ... yet.\n"
+"their race. Troll whelps stumble about with bodies bigger than grown men, "
+"and with strength to match. Their uncanny regeneration, and stone-like skin, "
+"make them monstrous opponents, especially on their favored ground in the "
+"mountains and hills from whence they came. The only reassurance one has in "
+"fighting a troll whelp is their slow speed, and the fact that they have not "
+"grown to their full strength... yet.\n"
 "\n"
 "Usage:\n"
-"Troll Whelps fight well on rough, rocky terrain, especially at night.  They "
+"Troll Whelps fight well on rough, rocky terrain, especially at night. They "
 "are vulnerable to archers, especially in open terrain, and should always "
-"have a healthy fear of spellcasters in all terrain.  They are quite powerful "
+"have a healthy fear of spellcasters in all terrain. They are quite powerful "
 "against brittle foes, like skeletons, and quite weak against well armored or "
-"naturally resilient enemies, such as their woodland counterpart, the wose.  "
+"naturally resilient enemies, such as their woodland counterpart, the wose. "
 "Their regeneration allows them to cure poison and heal wounds without the "
-"aid of a nearby village.  Their relatively slow speed is a liability, as is "
+"aid of a nearby village. Their relatively slow speed is a liability, as is "
 "their weakness during daylight hours."
 msgstr ""
 
@@ -9050,6 +9059,10 @@
 msgid "-- The Tome of Wesnoth"
 msgstr "-- Wesnothの書"
 
+#: src/unit.cpp:1107
+msgid " XP to advance"
+msgstr ""
+
 #: src/unit.cpp:1144
 msgid ": "
 msgstr ": "
Index: wesnoth/po/wesnoth/la.po
diff -u wesnoth/po/wesnoth/la.po:1.33 wesnoth/po/wesnoth/la.po:1.34
--- wesnoth/po/wesnoth/la.po:1.33       Mon Apr 18 07:29:05 2005
+++ wesnoth/po/wesnoth/la.po    Mon Apr 18 16:16:31 2005
@@ -8,7 +8,7 @@
 msgstr ""
 "Project-Id-Version: Wesnoth Latin 0.8.9-CVS\n"
 "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n";
-"POT-Creation-Date: 2005-04-18 09:21+0200\n"
+"POT-Creation-Date: 2005-04-18 17:52+0200\n"
 "PO-Revision-Date: 2005-04-01 16:03+0200\n"
 "Last-Translator: Mark Polo <address@hidden>\n"
 "Language-Team: Latin\n"
@@ -59,11 +59,12 @@
 "agit. Hae facultates in loco hoc scribentur dum eis occurres."
 
 #: data/help.cfg:62
+#, fuzzy
 msgid ""
 "\n"
 "\n"
 "Battle for Wesnoth is a turn-based fantasy strategy game somewhat unusual "
-"amongst modern strategy games. While other games strive for complexity, both "
+"among modern strategy games. While other games strive for complexity, both "
 "in rules and gameplay, Battle for Wesnoth strives for simplicity of 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 "
@@ -110,7 +111,7 @@
 #: data/help.cfg:73
 msgid ""
 "While playing, keep in mind that if you mouse-over many items on the menu "
-"bar to the right, a brief description will pop up explaining that item. This "
+"bar to the right, a brief description will pop up explaining each item. This "
 "is especially useful when you encounter new abilities for the first time."
 msgstr ""
 
@@ -174,11 +175,11 @@
 #: data/help.cfg:93
 msgid ""
 "Movement in Battle for Wesnoth is simple: Simply click on the unit you wish "
-"to move, then click on the hex you wish to move it to. When selected, all "
-"the hexes a unit can move to this turn will be highlighted, and all those it "
-"can't made dull. Mousing over a dull square will 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."
+"to move, 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 dull hex will 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."
 msgstr ""
 
 #: data/help.cfg:95
@@ -236,11 +237,11 @@
 msgid ""
 "\n"
 "\n"
-"The attacker gets the first attack, then the defender. This continues to "
-"alternate until each unit has used up all of its attacks. The number of "
-"attacks a unit gets varies; for instance, an Elvish fighter with a 5-4 sword "
-"attack may make 4 swings each dealing 5 damage, while an Orcish Grunt with 9-"
-"2 only gets 2 swings (but at 9 damage)."
+"The attacker gets the first attack, then the defender retaliates. This "
+"continues to alternate until each unit has used up all of its attacks. The "
+"number of attacks a unit has varies; for instance, an Elvish fighter with a "
+"5-4 sword attack may make 4 swings each dealing 5 damage, while an Orcish "
+"Grunt with 9-2 can only make 2 swings (but at 9 damage each)."
 msgstr ""
 
 #: data/help.cfg:109
@@ -259,8 +260,8 @@
 "\n"
 "With two exceptions, the chance to hit a unit is based solely on its defense "
 "rating in the Terrain it is currently standing in. This may be found by "
-"right-clicking a unit, selecting Unit Description, and then look at "
-"<italic>text='Terrain Modifiers'</italic>. For instance, elves have a "
+"right-clicking a unit, selecting Unit Description, and then looking at "
+"<italic>text='Terrain Modifiers'</italic>. For instance, many elves have a "
 "defense rating of 70% in forest, meaning a unit attacking them has only a "
 "30% chance of hitting them. Conversely, the elf's chance of hitting the "
 "attacker in return depends on what terrain the attacker is in."
@@ -495,9 +496,9 @@
 msgid ""
 "\n"
 "\n"
-"Keep in mind that while Resting can be combined with other forms of healing, "
-"villages, regeneration, and healing/curing cannot combine with each other. "
-"Also, units heal fully between scenarios."
+"Resting can be combined with other forms of healing, but villages, "
+"regeneration, and healing/curing cannot combine with each other. Also, units "
+"heal fully between scenarios."
 msgstr ""
 
 #: data/help.cfg:184
@@ -516,10 +517,9 @@
 msgid ""
 "\n"
 "\n"
-"Income is simple. For every village you control, you gain one gold a turn. "
-"Thus, if you have ten villages, you would normally gain ten gold. "
-"Unfortunately, your Upkeep costs are subtracted from this income, as "
-"detailed below."
+"Income is simple. For every village you control, you gain one gold each "
+"turn. Thus, if you have ten villages, you would normally gain ten gold. Your "
+"Upkeep costs are subtracted from this income, as detailed below."
 msgstr ""
 
 #: data/help.cfg:189
@@ -528,10 +528,10 @@
 "\n"
 "Upkeep is also fairly simple. Each unit requires an amount of Upkeep equal "
 "to its level. You can support as many levels <italic>text=worth</italic> of "
-"units as you have villages for free. 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 a turn in upkeep."
+"units as you have villages, without paying any upkeep. However, for each "
+"level of unit beyond the number of villages you have, you must pay one gold "
+"per turn. For example, if you have twelve level one units and ten villages, "
+"you would have to pay two gold each turn in upkeep."
 msgstr ""
 
 #: data/help.cfg:191
@@ -539,17 +539,16 @@
 "\n"
 "\n"
 "These costs are subtracted from your Income, so in the case of twelve levels "
-"of units and ten villages, your resultant Income would be 8 gold a turn."
+"of units and ten villages, your resultant Income would be 8 gold per turn."
 msgstr ""
 
 #: data/help.cfg:192
 msgid ""
 "\n"
-"There are two main exceptions to Upkeep. Firstly, units with the Loyal trait "
-"will only ever count as level one for upkeep purposes, regardless of their "
-"actual level. Secondly, units you begin the scenario with (such as Konrad or "
+"There is one important exception to Upkeep: units with the Loyal trait never "
+"incur upkeep. Units you begin the scenario with (such as Konrad or "
 "Delfador), or units who join you during a scenario (such as the Horseman in "
-"the second level of Heir to the Throne) will never charge any upkeep."
+"the second level of Heir to the Throne) will usually have the Loyal trait."
 msgstr ""
 
 #: data/help.cfg:197
@@ -571,7 +570,7 @@
 
 #: data/help.cfg:210
 msgid ""
-"Most units have two traits, with the exception of Undead units who are "
+"Most units have two traits, with the exception of Undead units which are "
 "assigned the trait 'Undead'. Traits are modifications that change a unit's "
 "attributes slightly. They are usually randomly assigned to a unit when it is "
 "recruited."
@@ -595,9 +594,9 @@
 "\n"
 "Intelligent 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 units no longer require experience points after "
-"reaching their maximum level. If you have many 'maximum level' units you may "
-"with to recall units with more desirable traits."
+"quite as useful because units no longer have any use for experience points "
+"after reaching their maximum level. If you have many 'maximum level' units "
+"you may with to recall units with more desirable traits."
 msgstr ""
 
 #: data/help.cfg:226
@@ -629,7 +628,7 @@
 "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 "
-"defence, or high resistances. Resilient units are especially useful for "
+"defense, or high resistances. Resilient units are especially useful for "
 "holding strategic positions against opponents."
 msgstr ""
 
@@ -664,17 +663,17 @@
 "\n"
 "<header>text=Loyal</header>\n"
 "\n"
-"Loyal units don't pay 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 "
+"Loyal 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.\n"
 "\n"
 "\n"
-"During campaigns, certain units may opt join the player's forces of their "
+"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 "
-"them or send them to a foolish death."
+"such units or to send them to a foolish death."
 msgstr ""
 
 #: data/help.cfg:258
@@ -697,11 +696,11 @@
 "\n"
 "\n"
 "\n"
-"<header>text=Dexterous</header>\n"
+"<header>text=Dextrous</header>\n"
 "\n"
-"Dexterous units do +1 damage for every successful strike with a bow.\n"
+"Dextrous units do +1 damage for every successful strike with a bow.\n"
 "\n"
-"Dexterous is a trait possessed only by Elves. The Elven people are known for "
+"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."
@@ -2209,7 +2208,7 @@
 msgid "HP"
 msgstr "PS"
 
-#: data/themes/default.cfg:176 src/playturn.cpp:2126 src/unit.cpp:1107
+#: data/themes/default.cfg:176 src/playturn.cpp:2126
 msgid "XP"
 msgstr "PE"
 
@@ -6803,24 +6802,24 @@
 
 #: data/units/Troll.cfg:20
 msgid ""
-"Trolls, grown to adulthood, are possessed of a fearsome strength.  Their "
+"Trolls, grown to adulthood, are possessed of a fearsome strength. Their "
 "stone-like bodies have grown to a size much taller than a man, and their "
 "terrifying ability to recover from wounds make them a formidable foe even "
-"far from the mountainous ground they prefer to fight in.  An adult troll is "
+"far from the mountainous ground they prefer to fight in. An adult troll is "
 "smarter, faster, stronger, and though one would dare not say it to their "
-"face, uglier than any of their children.  Their wield heavy clubs with "
-"brutal proficiency, and form a bulwark of strength in any battle they "
-"participate in - the only weakness they have, if such can be said, is their "
-"inability to fight at a distance.\n"
+"face, uglier than any of their children. Their wield heavy clubs with brutal "
+"proficiency, and form a bulwark of strength in any battle they participate "
+"in - the only weakness they have, if such can be said, is their inability to "
+"fight at a distance.\n"
 "\n"
 "Usage:\n"
-"Trolls fight well on rough, rocky terrain, especially at night.  They are "
+"Trolls fight well on rough, rocky terrain, especially at night. They are "
 "vulnerable to archers, especially in open terrain, and should always have a "
-"healthy fear of spellcasters in all terrain.  They are quite powerful "
-"against brittle foes, like skeletons, and quite weak against well armored or "
-"naturally resilient enemies, such as their woodland counterpart, the wose.  "
+"healthy fear of spellcasters in all terrain. They are quite powerful against "
+"brittle foes, like skeletons, and quite weak against well armored or "
+"naturally resilient enemies, such as their woodland counterpart, the wose. "
 "Their regeneration allows them to cure poison and heal wounds without the "
-"aid of a nearby village.  Their relatively slow speed is a liability, as is "
+"aid of a nearby village. Their relatively slow speed is a liability, as is "
 "their weakness during daylight hours."
 msgstr ""
 
@@ -6829,10 +6828,11 @@
 msgstr "Heros Troglodytarum"
 
 #: data/units/Troll_Hero.cfg:17
+#, fuzzy
 msgid ""
-"Trolls hero are strong and brutal humanoid monsters with the amazing ability "
-"to regenerate themselves, so that they recover from wounds on their own, "
-"even during battle."
+"Troll heroes are strong and brutal humanoid monsters with the amazing "
+"ability to regenerate themselves, so that they recover from wounds on their "
+"own, even during battle."
 msgstr ""
 "Heroes Troglodytarum fortia et atrocia sunt monstra quasi humana. Habent "
 "facultatem miram se regenerandi, ut ab iniuriis per se recuperent, et in "
@@ -6845,28 +6845,28 @@
 #: data/units/Troll_Rocklobber.cfg:21
 msgid ""
 "Given the monstrous strength of their race, trolls can turn rather mundane "
-"weapons into implements of deadly force.  Some trolls piece together crude "
+"weapons into implements of deadly force. Some trolls piece together crude "
 "slings, little different from what a child would use, save for the fact they "
-"hurl boulders instead of pebbles.  Though not especially accurate, a rock "
-"thrown by one of these monsters can cripple a man if it hits him.  Despite "
+"hurl boulders instead of pebbles. Though not especially accurate, a rock "
+"thrown by one of these monsters can cripple a man if it hits him. Despite "
 "being burdened by their heavy ammunition, and lacking in any sort of melee "
 "weaponry, a troll rocklobber is still bigger, stronger, and perhaps even "
 "uglier than the whelp it once was, and a troll's fist serves as well as a "
-"man's hammer in combat.  Furthermore, their ability to strike back at an "
+"man's hammer in combat. Furthermore, their ability to strike back at an "
 "enemy archer makes fighting them a dicey proposition at any range, unless "
 "one can attack under heavy cover of terrain.\n"
 "\n"
 "Usage:\n"
-"Troll whelps fight well on rough, rocky terrain, especially at night.  "
+"Troll Rocklobbers fight well on rough, rocky terrain, especially at night. "
 "Unlike most others of their race, a Troll Rocklobber will make many archers "
 "think twice about attacking, and is quite dangerous for an enemy spellcaster "
-"to attack.  They are quite powerful against brittle foes, like skeletons, "
-"and quite weak against well armored or naturally resilient enemies, such as "
-"their woodland counterpart, the wose.  Their regeneration allows them to "
-"cure poison and heal wounds without the aid of a nearby village.  Their "
-"relatively slow speed is a liability, as is their weakness during daylight "
-"hours.  The greatest danger to a Troll Rocklobber is a powerful melee unit "
-"attacking them in open terrain during the day, when they are weakest."
+"to attack. They are quite powerful against brittle foes, like skeletons, and "
+"quite weak against well armored or naturally resilient enemies, such as "
+"their woodland counterpart, the wose. Their regeneration allows them to cure "
+"poison and heal wounds without the aid of a nearby village. Their relatively "
+"slow speed is a liability, as is their weakness during daylight hours. The "
+"greatest danger to a Troll Rocklobber is a powerful melee unit attacking "
+"them in open terrain during the day, when they are weakest."
 msgstr ""
 
 #: data/units/Troll_Warrior.cfg:3
@@ -6876,27 +6876,26 @@
 #: data/units/Troll_Warrior.cfg:21
 msgid ""
 "A terrifying, monstrous bastion of strength, a Troll Warrior brings to fore "
-"all the tales that have been told of their race's terrifying power.  "
-"Wielding massive hammers that could knock a house off its foundation, and "
-"able to absorb a seemingly endless rash of punishment, Troll Warriors are "
-"capable of singlehandedly changing the strategies of an enemy commander they "
-"face.  A troll warrior is not something brought down by one man, but by a "
-"whole group of them, fighting desperately against this hideous strength "
-"borne before them.  That which causes the most terror about a troll warrior, "
-"is not their appearance, or their power, but the fact that one brought even "
-"within an inch of its life will shortly return to its full strength if it is "
-"not truly sent to death.\n"
+"all the tales that have been told of their race's terrifying power. Wielding "
+"massive hammers that could knock a house off its foundation, and able to "
+"absorb a seemingly endless rash of punishment, Troll Warriors are capable of "
+"singlehandedly changing the strategies of an enemy commander they face. A "
+"troll warrior is not something brought down by one man, but by a whole group "
+"of them, fighting desperately against this hideous strength borne before "
+"them. That which causes the most terror about a troll warrior, is not their "
+"appearance, or their power, but the fact that one brought even within an "
+"inch of its life will shortly return to its full strength if it is not truly "
+"sent to death.\n"
 "\n"
 "Usage:\n"
-"Troll Warriors fight well on rough, rocky terrain, especially at night.  "
+"Troll Warriors fight well on rough, rocky terrain, especially at night. "
 "Though vulnerable to archers and spellcasters, especially in open terrain, "
 "the raw power of a Troll Warrior makes them a foe that generally must be "
-"brought down by several enemies.  There are few enemies which can engage "
-"them in one-on-one combat without a great danger of being killed on the same "
-"turn.  Their regeneration allows them to cure poison, and heal wounds "
-"without the aid of a nearby village.  Their relative weakness during "
-"daylight hours is a liability, though a Troll Warrior is still very powerful "
-"during the day."
+"brought down by several enemies. There are few enemies which can engage them "
+"in one-on-one combat without a great danger of being killed on the same "
+"turn. Their regeneration allows them to cure poison, and heal wounds without "
+"the aid of a nearby village. Their relative weakness during daylight hours "
+"is a liability, though a Troll Warrior is still very powerful during the day."
 msgstr ""
 
 #: data/units/Troll_Whelp.cfg:3
@@ -6907,23 +6906,23 @@
 msgid ""
 "The word 'whelp,' applied even to fearsome animals like wolves and lions, "
 "brings to mind images of frail, helpless, and even 'cute' creatures, so "
-"young they can hardly stand on their own feet.  Given the nature of Trolls, "
+"young they can hardly stand on their own feet. Given the nature of Trolls, "
 "however, a Troll 'whelp' already possesses the terrifying strength native to "
-"their race.  Troll whelps stumble about with bodies bigger than grown men, "
-"and with strength to match.  Their uncanny regeneration, and stone-like "
-"skin, make them monstrous opponents, especially on their favored ground in "
-"the mountains and hills from whence they came.  The only reassurance one has "
-"in fighting a troll whelp is their slow speed, and the fact that they have "
-"not grown to their full strength ... yet.\n"
+"their race. Troll whelps stumble about with bodies bigger than grown men, "
+"and with strength to match. Their uncanny regeneration, and stone-like skin, "
+"make them monstrous opponents, especially on their favored ground in the "
+"mountains and hills from whence they came. The only reassurance one has in "
+"fighting a troll whelp is their slow speed, and the fact that they have not "
+"grown to their full strength... yet.\n"
 "\n"
 "Usage:\n"
-"Troll Whelps fight well on rough, rocky terrain, especially at night.  They "
+"Troll Whelps fight well on rough, rocky terrain, especially at night. They "
 "are vulnerable to archers, especially in open terrain, and should always "
-"have a healthy fear of spellcasters in all terrain.  They are quite powerful "
+"have a healthy fear of spellcasters in all terrain. They are quite powerful "
 "against brittle foes, like skeletons, and quite weak against well armored or "
-"naturally resilient enemies, such as their woodland counterpart, the wose.  "
+"naturally resilient enemies, such as their woodland counterpart, the wose. "
 "Their regeneration allows them to cure poison and heal wounds without the "
-"aid of a nearby village.  Their relatively slow speed is a liability, as is "
+"aid of a nearby village. Their relatively slow speed is a liability, as is "
 "their weakness during daylight hours."
 msgstr ""
 
@@ -8928,6 +8927,10 @@
 msgid "-- The Tome of Wesnoth"
 msgstr "-- Liber Occidiseptentrionis"
 
+#: src/unit.cpp:1107
+msgid " XP to advance"
+msgstr ""
+
 #: src/unit.cpp:1144
 #, fuzzy
 msgid ": "
Index: wesnoth/po/wesnoth/nl.po
diff -u wesnoth/po/wesnoth/nl.po:1.55 wesnoth/po/wesnoth/nl.po:1.56
--- wesnoth/po/wesnoth/nl.po:1.55       Mon Apr 18 07:29:05 2005
+++ wesnoth/po/wesnoth/nl.po    Mon Apr 18 16:16:32 2005
@@ -6,7 +6,7 @@
 msgstr ""
 "Project-Id-Version: Battle for Wesnoth 0.8.11+CVS\n"
 "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n";
-"POT-Creation-Date: 2005-04-18 09:21+0200\n"
+"POT-Creation-Date: 2005-04-18 17:52+0200\n"
 "PO-Revision-Date: 2005-03-29 15:09+0300\n"
 "Last-Translator: Onne <address@hidden>\n"
 "Language-Team: Dutch <address@hidden>\n"
@@ -57,11 +57,12 @@
 "vaardigheid wordt hier beschreven zodra je hem bent tegengekomen in het spel."
 
 #: data/help.cfg:62
+#, fuzzy
 msgid ""
 "\n"
 "\n"
 "Battle for Wesnoth is a turn-based fantasy strategy game somewhat unusual "
-"amongst modern strategy games. While other games strive for complexity, both "
+"among modern strategy games. While other games strive for complexity, both "
 "in rules and gameplay, Battle for Wesnoth strives for simplicity of 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 "
@@ -116,9 +117,10 @@
 "makkelijkste niveau te spelen."
 
 #: data/help.cfg:73
+#, fuzzy
 msgid ""
 "While playing, keep in mind that if you mouse-over many items on the menu "
-"bar to the right, a brief description will pop up explaining that item. This "
+"bar to the right, a brief description will pop up explaining each item. This "
 "is especially useful when you encounter new abilities for the first time."
 msgstr ""
 "Door tijdens het spel met de muis over de menubalk aan de rechterkant van "
@@ -215,13 +217,14 @@
 msgstr "Stap"
 
 #: data/help.cfg:93
+#, fuzzy
 msgid ""
 "Movement in Battle for Wesnoth is simple: Simply click on the unit you wish "
-"to move, then click on the hex you wish to move it to. When selected, all "
-"the hexes a unit can move to this turn will be highlighted, and all those it "
-"can't made dull. Mousing over a dull square will 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."
+"to move, 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 dull hex will 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."
 msgstr ""
 "Het verplaatsen van troepen in Strijd om Wesnoth is eenvoudig. Klik op de "
 "eenheid die je wilt verplaatsen en dan op het vakje waar je hem heen wilt "
@@ -308,14 +311,15 @@
 "<header>text='Volgorde en aantal slagen'</header>"
 
 #: data/help.cfg:107
+#, fuzzy
 msgid ""
 "\n"
 "\n"
-"The attacker gets the first attack, then the defender. This continues to "
-"alternate until each unit has used up all of its attacks. The number of "
-"attacks a unit gets varies; for instance, an Elvish fighter with a 5-4 sword "
-"attack may make 4 swings each dealing 5 damage, while an Orcish Grunt with 9-"
-"2 only gets 2 swings (but at 9 damage)."
+"The attacker gets the first attack, then the defender retaliates. This "
+"continues to alternate until each unit has used up all of its attacks. The "
+"number of attacks a unit has varies; for instance, an Elvish fighter with a "
+"5-4 sword attack may make 4 swings each dealing 5 damage, while an Orcish "
+"Grunt with 9-2 can only make 2 swings (but at 9 damage each)."
 msgstr ""
 "\n"
 "\n"
@@ -337,13 +341,14 @@
 "<header>text='Kans om te raken'</header>"
 
 #: data/help.cfg:111
+#, fuzzy
 msgid ""
 "\n"
 "\n"
 "With two exceptions, the chance to hit a unit is based solely on its defense "
 "rating in the Terrain it is currently standing in. This may be found by "
-"right-clicking a unit, selecting Unit Description, and then look at "
-"<italic>text='Terrain Modifiers'</italic>. For instance, elves have a "
+"right-clicking a unit, selecting Unit Description, and then looking at "
+"<italic>text='Terrain Modifiers'</italic>. For instance, many elves have a "
 "defense rating of 70% in forest, meaning a unit attacking them has only a "
 "30% chance of hitting them. Conversely, the elf's chance of hitting the "
 "attacker in return depends on what terrain the attacker is in."
@@ -675,12 +680,13 @@
 "van zijn vergiftiging."
 
 #: data/help.cfg:179
+#, fuzzy
 msgid ""
 "\n"
 "\n"
-"Keep in mind that while Resting can be combined with other forms of healing, "
-"villages, regeneration, and healing/curing cannot combine with each other. "
-"Also, units heal fully between scenarios."
+"Resting can be combined with other forms of healing, but villages, "
+"regeneration, and healing/curing cannot combine with each other. Also, units "
+"heal fully between scenarios."
 msgstr ""
 "\n"
 "\n"
@@ -705,13 +711,13 @@
 "Inkomen en Onderhoud."
 
 #: data/help.cfg:187
+#, fuzzy
 msgid ""
 "\n"
 "\n"
-"Income is simple. For every village you control, you gain one gold a turn. "
-"Thus, if you have ten villages, you would normally gain ten gold. "
-"Unfortunately, your Upkeep costs are subtracted from this income, as "
-"detailed below."
+"Income is simple. For every village you control, you gain one gold each "
+"turn. Thus, if you have ten villages, you would normally gain ten gold. Your "
+"Upkeep costs are subtracted from this income, as detailed below."
 msgstr ""
 "\n"
 "\n"
@@ -721,15 +727,16 @@
 "van afgetrokken."
 
 #: data/help.cfg:189
+#, fuzzy
 msgid ""
 "\n"
 "\n"
 "Upkeep is also fairly simple. Each unit requires an amount of Upkeep equal "
 "to its level. You can support as many levels <italic>text=worth</italic> of "
-"units as you have villages for free. 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 a turn in upkeep."
+"units as you have villages, without paying any upkeep. However, for each "
+"level of unit beyond the number of villages you have, you must pay one gold "
+"per turn. For example, if you have twelve level one units and ten villages, "
+"you would have to pay two gold each turn in upkeep."
 msgstr ""
 "\n"
 "\n"
@@ -740,11 +747,12 @@
 "dan twee goudstukken per beurt betalen aan onderhoud."
 
 #: data/help.cfg:191
+#, fuzzy
 msgid ""
 "\n"
 "\n"
 "These costs are subtracted from your Income, so in the case of twelve levels "
-"of units and ten villages, your resultant Income would be 8 gold a turn."
+"of units and ten villages, your resultant Income would be 8 gold per turn."
 msgstr ""
 "\n"
 "\n"
@@ -752,13 +760,13 @@
 "voorbeeld een inkomen zou hebben van 8 goudstukken per beurt. "
 
 #: data/help.cfg:192
+#, fuzzy
 msgid ""
 "\n"
-"There are two main exceptions to Upkeep. Firstly, units with the Loyal trait "
-"will only ever count as level one for upkeep purposes, regardless of their "
-"actual level. Secondly, units you begin the scenario with (such as Konrad or "
+"There is one important exception to Upkeep: units with the Loyal trait never "
+"incur upkeep. Units you begin the scenario with (such as Konrad or "
 "Delfador), or units who join you during a scenario (such as the Horseman in "
-"the second level of Heir to the Throne) will never charge any upkeep."
+"the second level of Heir to the Throne) will usually have the Loyal trait."
 msgstr ""
 "\n"
 "Er zijn twee uitzonderingen wat betreft de onderhoudskosten. Ten eerste "
@@ -792,7 +800,7 @@
 
 #: data/help.cfg:210
 msgid ""
-"Most units have two traits, with the exception of Undead units who are "
+"Most units have two traits, with the exception of Undead units which are "
 "assigned the trait 'Undead'. Traits are modifications that change a unit's "
 "attributes slightly. They are usually randomly assigned to a unit when it is "
 "recruited."
@@ -817,9 +825,9 @@
 "\n"
 "Intelligent 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 units no longer require experience points after "
-"reaching their maximum level. If you have many 'maximum level' units you may "
-"with to recall units with more desirable traits."
+"quite as useful because units no longer have any use for experience points "
+"after reaching their maximum level. If you have many 'maximum level' units "
+"you may with to recall units with more desirable traits."
 msgstr ""
 "\n"
 "\n"
@@ -878,7 +886,7 @@
 "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 "
-"defence, or high resistances. Resilient units are especially useful for "
+"defense, or high resistances. Resilient units are especially useful for "
 "holding strategic positions against opponents."
 msgstr ""
 "\n"
@@ -936,17 +944,17 @@
 "\n"
 "<header>text=Loyal</header>\n"
 "\n"
-"Loyal units don't pay 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 "
+"Loyal 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.\n"
 "\n"
 "\n"
-"During campaigns, certain units may opt join the player's forces of their "
+"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 "
-"them or send them to a foolish death."
+"such units or to send them to a foolish death."
 msgstr ""
 
 #: data/help.cfg:258
@@ -969,11 +977,11 @@
 "\n"
 "\n"
 "\n"
-"<header>text=Dexterous</header>\n"
+"<header>text=Dextrous</header>\n"
 "\n"
-"Dexterous units do +1 damage for every successful strike with a bow.\n"
+"Dextrous units do +1 damage for every successful strike with a bow.\n"
 "\n"
-"Dexterous is a trait possessed only by Elves. The Elven people are known for "
+"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."
@@ -2819,7 +2827,7 @@
 msgid "HP"
 msgstr "HP"
 
-#: data/themes/default.cfg:176 src/playturn.cpp:2126 src/unit.cpp:1107
+#: data/themes/default.cfg:176 src/playturn.cpp:2126
 msgid "XP"
 msgstr "XP"
 
@@ -7428,24 +7436,24 @@
 
 #: data/units/Troll.cfg:20
 msgid ""
-"Trolls, grown to adulthood, are possessed of a fearsome strength.  Their "
+"Trolls, grown to adulthood, are possessed of a fearsome strength. Their "
 "stone-like bodies have grown to a size much taller than a man, and their "
 "terrifying ability to recover from wounds make them a formidable foe even "
-"far from the mountainous ground they prefer to fight in.  An adult troll is "
+"far from the mountainous ground they prefer to fight in. An adult troll is "
 "smarter, faster, stronger, and though one would dare not say it to their "
-"face, uglier than any of their children.  Their wield heavy clubs with "
-"brutal proficiency, and form a bulwark of strength in any battle they "
-"participate in - the only weakness they have, if such can be said, is their "
-"inability to fight at a distance.\n"
+"face, uglier than any of their children. Their wield heavy clubs with brutal "
+"proficiency, and form a bulwark of strength in any battle they participate "
+"in - the only weakness they have, if such can be said, is their inability to "
+"fight at a distance.\n"
 "\n"
 "Usage:\n"
-"Trolls fight well on rough, rocky terrain, especially at night.  They are "
+"Trolls fight well on rough, rocky terrain, especially at night. They are "
 "vulnerable to archers, especially in open terrain, and should always have a "
-"healthy fear of spellcasters in all terrain.  They are quite powerful "
-"against brittle foes, like skeletons, and quite weak against well armored or "
-"naturally resilient enemies, such as their woodland counterpart, the wose.  "
+"healthy fear of spellcasters in all terrain. They are quite powerful against "
+"brittle foes, like skeletons, and quite weak against well armored or "
+"naturally resilient enemies, such as their woodland counterpart, the wose. "
 "Their regeneration allows them to cure poison and heal wounds without the "
-"aid of a nearby village.  Their relatively slow speed is a liability, as is "
+"aid of a nearby village. Their relatively slow speed is a liability, as is "
 "their weakness during daylight hours."
 msgstr ""
 
@@ -7454,10 +7462,11 @@
 msgstr "Trol Held"
 
 #: data/units/Troll_Hero.cfg:17
+#, fuzzy
 msgid ""
-"Trolls hero are strong and brutal humanoid monsters with the amazing ability "
-"to regenerate themselves, so that they recover from wounds on their own, "
-"even during battle."
+"Troll heroes are strong and brutal humanoid monsters with the amazing "
+"ability to regenerate themselves, so that they recover from wounds on their "
+"own, even during battle."
 msgstr ""
 "Trolhelden zijn sterke en brutale mensachtige monsters met de "
 "verbazingwekkende gave zichzelf te regenereren. Zij kunnen hun eigen wonden "
@@ -7470,28 +7479,28 @@
 #: data/units/Troll_Rocklobber.cfg:21
 msgid ""
 "Given the monstrous strength of their race, trolls can turn rather mundane "
-"weapons into implements of deadly force.  Some trolls piece together crude "
+"weapons into implements of deadly force. Some trolls piece together crude "
 "slings, little different from what a child would use, save for the fact they "
-"hurl boulders instead of pebbles.  Though not especially accurate, a rock "
-"thrown by one of these monsters can cripple a man if it hits him.  Despite "
+"hurl boulders instead of pebbles. Though not especially accurate, a rock "
+"thrown by one of these monsters can cripple a man if it hits him. Despite "
 "being burdened by their heavy ammunition, and lacking in any sort of melee "
 "weaponry, a troll rocklobber is still bigger, stronger, and perhaps even "
 "uglier than the whelp it once was, and a troll's fist serves as well as a "
-"man's hammer in combat.  Furthermore, their ability to strike back at an "
+"man's hammer in combat. Furthermore, their ability to strike back at an "
 "enemy archer makes fighting them a dicey proposition at any range, unless "
 "one can attack under heavy cover of terrain.\n"
 "\n"
 "Usage:\n"
-"Troll whelps fight well on rough, rocky terrain, especially at night.  "
+"Troll Rocklobbers fight well on rough, rocky terrain, especially at night. "
 "Unlike most others of their race, a Troll Rocklobber will make many archers "
 "think twice about attacking, and is quite dangerous for an enemy spellcaster "
-"to attack.  They are quite powerful against brittle foes, like skeletons, "
-"and quite weak against well armored or naturally resilient enemies, such as "
-"their woodland counterpart, the wose.  Their regeneration allows them to "
-"cure poison and heal wounds without the aid of a nearby village.  Their "
-"relatively slow speed is a liability, as is their weakness during daylight "
-"hours.  The greatest danger to a Troll Rocklobber is a powerful melee unit "
-"attacking them in open terrain during the day, when they are weakest."
+"to attack. They are quite powerful against brittle foes, like skeletons, and "
+"quite weak against well armored or naturally resilient enemies, such as "
+"their woodland counterpart, the wose. Their regeneration allows them to cure "
+"poison and heal wounds without the aid of a nearby village. Their relatively "
+"slow speed is a liability, as is their weakness during daylight hours. The "
+"greatest danger to a Troll Rocklobber is a powerful melee unit attacking "
+"them in open terrain during the day, when they are weakest."
 msgstr ""
 
 #: data/units/Troll_Warrior.cfg:3
@@ -7501,27 +7510,26 @@
 #: data/units/Troll_Warrior.cfg:21
 msgid ""
 "A terrifying, monstrous bastion of strength, a Troll Warrior brings to fore "
-"all the tales that have been told of their race's terrifying power.  "
-"Wielding massive hammers that could knock a house off its foundation, and "
-"able to absorb a seemingly endless rash of punishment, Troll Warriors are "
-"capable of singlehandedly changing the strategies of an enemy commander they "
-"face.  A troll warrior is not something brought down by one man, but by a "
-"whole group of them, fighting desperately against this hideous strength "
-"borne before them.  That which causes the most terror about a troll warrior, "
-"is not their appearance, or their power, but the fact that one brought even "
-"within an inch of its life will shortly return to its full strength if it is "
-"not truly sent to death.\n"
+"all the tales that have been told of their race's terrifying power. Wielding "
+"massive hammers that could knock a house off its foundation, and able to "
+"absorb a seemingly endless rash of punishment, Troll Warriors are capable of "
+"singlehandedly changing the strategies of an enemy commander they face. A "
+"troll warrior is not something brought down by one man, but by a whole group "
+"of them, fighting desperately against this hideous strength borne before "
+"them. That which causes the most terror about a troll warrior, is not their "
+"appearance, or their power, but the fact that one brought even within an "
+"inch of its life will shortly return to its full strength if it is not truly "
+"sent to death.\n"
 "\n"
 "Usage:\n"
-"Troll Warriors fight well on rough, rocky terrain, especially at night.  "
+"Troll Warriors fight well on rough, rocky terrain, especially at night. "
 "Though vulnerable to archers and spellcasters, especially in open terrain, "
 "the raw power of a Troll Warrior makes them a foe that generally must be "
-"brought down by several enemies.  There are few enemies which can engage "
-"them in one-on-one combat without a great danger of being killed on the same "
-"turn.  Their regeneration allows them to cure poison, and heal wounds "
-"without the aid of a nearby village.  Their relative weakness during "
-"daylight hours is a liability, though a Troll Warrior is still very powerful "
-"during the day."
+"brought down by several enemies. There are few enemies which can engage them "
+"in one-on-one combat without a great danger of being killed on the same "
+"turn. Their regeneration allows them to cure poison, and heal wounds without "
+"the aid of a nearby village. Their relative weakness during daylight hours "
+"is a liability, though a Troll Warrior is still very powerful during the day."
 msgstr ""
 
 #: data/units/Troll_Whelp.cfg:3
@@ -7532,23 +7540,23 @@
 msgid ""
 "The word 'whelp,' applied even to fearsome animals like wolves and lions, "
 "brings to mind images of frail, helpless, and even 'cute' creatures, so "
-"young they can hardly stand on their own feet.  Given the nature of Trolls, "
+"young they can hardly stand on their own feet. Given the nature of Trolls, "
 "however, a Troll 'whelp' already possesses the terrifying strength native to "
-"their race.  Troll whelps stumble about with bodies bigger than grown men, "
-"and with strength to match.  Their uncanny regeneration, and stone-like "
-"skin, make them monstrous opponents, especially on their favored ground in "
-"the mountains and hills from whence they came.  The only reassurance one has "
-"in fighting a troll whelp is their slow speed, and the fact that they have "
-"not grown to their full strength ... yet.\n"
+"their race. Troll whelps stumble about with bodies bigger than grown men, "
+"and with strength to match. Their uncanny regeneration, and stone-like skin, "
+"make them monstrous opponents, especially on their favored ground in the "
+"mountains and hills from whence they came. The only reassurance one has in "
+"fighting a troll whelp is their slow speed, and the fact that they have not "
+"grown to their full strength... yet.\n"
 "\n"
 "Usage:\n"
-"Troll Whelps fight well on rough, rocky terrain, especially at night.  They "
+"Troll Whelps fight well on rough, rocky terrain, especially at night. They "
 "are vulnerable to archers, especially in open terrain, and should always "
-"have a healthy fear of spellcasters in all terrain.  They are quite powerful "
+"have a healthy fear of spellcasters in all terrain. They are quite powerful "
 "against brittle foes, like skeletons, and quite weak against well armored or "
-"naturally resilient enemies, such as their woodland counterpart, the wose.  "
+"naturally resilient enemies, such as their woodland counterpart, the wose. "
 "Their regeneration allows them to cure poison and heal wounds without the "
-"aid of a nearby village.  Their relatively slow speed is a liability, as is "
+"aid of a nearby village. Their relatively slow speed is a liability, as is "
 "their weakness during daylight hours."
 msgstr ""
 
@@ -9560,6 +9568,10 @@
 msgid "-- The Tome of Wesnoth"
 msgstr "-- De Geschriften van Wesnoth"
 
+#: src/unit.cpp:1107
+msgid " XP to advance"
+msgstr ""
+
 #: src/unit.cpp:1144
 #, fuzzy
 msgid ": "
Index: wesnoth/po/wesnoth/no.po
diff -u wesnoth/po/wesnoth/no.po:1.48 wesnoth/po/wesnoth/no.po:1.49
--- wesnoth/po/wesnoth/no.po:1.48       Mon Apr 18 07:29:05 2005
+++ wesnoth/po/wesnoth/no.po    Mon Apr 18 16:16:32 2005
@@ -8,7 +8,7 @@
 msgstr ""
 "Project-Id-Version: no\n"
 "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n";
-"POT-Creation-Date: 2005-04-18 09:21+0200\n"
+"POT-Creation-Date: 2005-04-18 17:52+0200\n"
 "PO-Revision-Date: 2005-03-29 20:36+0200\n"
 "Last-Translator: \n"
 "Language-Team: Norwegian Bokmål <address@hidden>\n"
@@ -61,11 +61,12 @@
 "på dem."
 
 #: data/help.cfg:62
+#, fuzzy
 msgid ""
 "\n"
 "\n"
 "Battle for Wesnoth is a turn-based fantasy strategy game somewhat unusual "
-"amongst modern strategy games. While other games strive for complexity, both "
+"among modern strategy games. While other games strive for complexity, both "
 "in rules and gameplay, Battle for Wesnoth strives for simplicity of 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 "
@@ -122,9 +123,10 @@
 "krevende kan det være lurt å stare med <italic>text=Lett</italic>."
 
 #: data/help.cfg:73
+#, fuzzy
 msgid ""
 "While playing, keep in mind that if you mouse-over many items on the menu "
-"bar to the right, a brief description will pop up explaining that item. This "
+"bar to the right, a brief description will pop up explaining each item. This "
 "is especially useful when you encounter new abilities for the first time."
 msgstr ""
 "NÃ¥r du spiller kan du holde muspekeren over informasjonen i feltet til "
@@ -221,13 +223,14 @@
 msgstr "Forflytning"
 
 #: data/help.cfg:93
+#, fuzzy
 msgid ""
 "Movement in Battle for Wesnoth is simple: Simply click on the unit you wish "
-"to move, then click on the hex you wish to move it to. When selected, all "
-"the hexes a unit can move to this turn will be highlighted, and all those it "
-"can't made dull. Mousing over a dull square will 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."
+"to move, 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 dull hex will 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."
 msgstr ""
 "Flytting av enheter i «Kampen om Wesnoth» er enkelt: Klikk på enheten du 
vil "
 "flytte, klikk så på ruten du vil flytte til. Når enheten er valgt vil alle 
"
@@ -318,14 +321,15 @@
 "<header>text=’Rekkefølge og antall angrep’</header>"
 
 #: data/help.cfg:107
+#, fuzzy
 msgid ""
 "\n"
 "\n"
-"The attacker gets the first attack, then the defender. This continues to "
-"alternate until each unit has used up all of its attacks. The number of "
-"attacks a unit gets varies; for instance, an Elvish fighter with a 5-4 sword "
-"attack may make 4 swings each dealing 5 damage, while an Orcish Grunt with 9-"
-"2 only gets 2 swings (but at 9 damage)."
+"The attacker gets the first attack, then the defender retaliates. This "
+"continues to alternate until each unit has used up all of its attacks. The "
+"number of attacks a unit has varies; for instance, an Elvish fighter with a "
+"5-4 sword attack may make 4 swings each dealing 5 damage, while an Orcish "
+"Grunt with 9-2 can only make 2 swings (but at 9 damage each)."
 msgstr ""
 "\n"
 "\n"
@@ -351,8 +355,8 @@
 "\n"
 "With two exceptions, the chance to hit a unit is based solely on its defense "
 "rating in the Terrain it is currently standing in. This may be found by "
-"right-clicking a unit, selecting Unit Description, and then look at "
-"<italic>text='Terrain Modifiers'</italic>. For instance, elves have a "
+"right-clicking a unit, selecting Unit Description, and then looking at "
+"<italic>text='Terrain Modifiers'</italic>. For instance, many elves have a "
 "defense rating of 70% in forest, meaning a unit attacking them has only a "
 "30% chance of hitting them. Conversely, the elf's chance of hitting the "
 "attacker in return depends on what terrain the attacker is in."
@@ -617,9 +621,9 @@
 msgid ""
 "\n"
 "\n"
-"Keep in mind that while Resting can be combined with other forms of healing, "
-"villages, regeneration, and healing/curing cannot combine with each other. "
-"Also, units heal fully between scenarios."
+"Resting can be combined with other forms of healing, but villages, "
+"regeneration, and healing/curing cannot combine with each other. Also, units "
+"heal fully between scenarios."
 msgstr ""
 
 #: data/help.cfg:184
@@ -638,10 +642,9 @@
 msgid ""
 "\n"
 "\n"
-"Income is simple. For every village you control, you gain one gold a turn. "
-"Thus, if you have ten villages, you would normally gain ten gold. "
-"Unfortunately, your Upkeep costs are subtracted from this income, as "
-"detailed below."
+"Income is simple. For every village you control, you gain one gold each "
+"turn. Thus, if you have ten villages, you would normally gain ten gold. Your "
+"Upkeep costs are subtracted from this income, as detailed below."
 msgstr ""
 
 #: data/help.cfg:189
@@ -650,10 +653,10 @@
 "\n"
 "Upkeep is also fairly simple. Each unit requires an amount of Upkeep equal "
 "to its level. You can support as many levels <italic>text=worth</italic> of "
-"units as you have villages for free. 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 a turn in upkeep."
+"units as you have villages, without paying any upkeep. However, for each "
+"level of unit beyond the number of villages you have, you must pay one gold "
+"per turn. For example, if you have twelve level one units and ten villages, "
+"you would have to pay two gold each turn in upkeep."
 msgstr ""
 
 #: data/help.cfg:191
@@ -661,17 +664,16 @@
 "\n"
 "\n"
 "These costs are subtracted from your Income, so in the case of twelve levels "
-"of units and ten villages, your resultant Income would be 8 gold a turn."
+"of units and ten villages, your resultant Income would be 8 gold per turn."
 msgstr ""
 
 #: data/help.cfg:192
 msgid ""
 "\n"
-"There are two main exceptions to Upkeep. Firstly, units with the Loyal trait "
-"will only ever count as level one for upkeep purposes, regardless of their "
-"actual level. Secondly, units you begin the scenario with (such as Konrad or "
+"There is one important exception to Upkeep: units with the Loyal trait never "
+"incur upkeep. Units you begin the scenario with (such as Konrad or "
 "Delfador), or units who join you during a scenario (such as the Horseman in "
-"the second level of Heir to the Throne) will never charge any upkeep."
+"the second level of Heir to the Throne) will usually have the Loyal trait."
 msgstr ""
 
 #: data/help.cfg:197
@@ -693,7 +695,7 @@
 
 #: data/help.cfg:210
 msgid ""
-"Most units have two traits, with the exception of Undead units who are "
+"Most units have two traits, with the exception of Undead units which are "
 "assigned the trait 'Undead'. Traits are modifications that change a unit's "
 "attributes slightly. They are usually randomly assigned to a unit when it is "
 "recruited."
@@ -718,9 +720,9 @@
 "\n"
 "Intelligent 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 units no longer require experience points after "
-"reaching their maximum level. If you have many 'maximum level' units you may "
-"with to recall units with more desirable traits."
+"quite as useful because units no longer have any use for experience points "
+"after reaching their maximum level. If you have many 'maximum level' units "
+"you may with to recall units with more desirable traits."
 msgstr ""
 "\n"
 "\n"
@@ -779,7 +781,7 @@
 "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 "
-"defence, or high resistances. Resilient units are especially useful for "
+"defense, or high resistances. Resilient units are especially useful for "
 "holding strategic positions against opponents."
 msgstr ""
 "\n"
@@ -837,17 +839,17 @@
 "\n"
 "<header>text=Loyal</header>\n"
 "\n"
-"Loyal units don't pay 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 "
+"Loyal 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.\n"
 "\n"
 "\n"
-"During campaigns, certain units may opt join the player's forces of their "
+"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 "
-"them or send them to a foolish death."
+"such units or to send them to a foolish death."
 msgstr ""
 
 #: data/help.cfg:258
@@ -870,11 +872,11 @@
 "\n"
 "\n"
 "\n"
-"<header>text=Dexterous</header>\n"
+"<header>text=Dextrous</header>\n"
 "\n"
-"Dexterous units do +1 damage for every successful strike with a bow.\n"
+"Dextrous units do +1 damage for every successful strike with a bow.\n"
 "\n"
-"Dexterous is a trait possessed only by Elves. The Elven people are known for "
+"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."
@@ -2506,7 +2508,7 @@
 msgid "HP"
 msgstr "LP"
 
-#: data/themes/default.cfg:176 src/playturn.cpp:2126 src/unit.cpp:1107
+#: data/themes/default.cfg:176 src/playturn.cpp:2126
 msgid "XP"
 msgstr "EP"
 
@@ -6811,24 +6813,24 @@
 
 #: data/units/Troll.cfg:20
 msgid ""
-"Trolls, grown to adulthood, are possessed of a fearsome strength.  Their "
+"Trolls, grown to adulthood, are possessed of a fearsome strength. Their "
 "stone-like bodies have grown to a size much taller than a man, and their "
 "terrifying ability to recover from wounds make them a formidable foe even "
-"far from the mountainous ground they prefer to fight in.  An adult troll is "
+"far from the mountainous ground they prefer to fight in. An adult troll is "
 "smarter, faster, stronger, and though one would dare not say it to their "
-"face, uglier than any of their children.  Their wield heavy clubs with "
-"brutal proficiency, and form a bulwark of strength in any battle they "
-"participate in - the only weakness they have, if such can be said, is their "
-"inability to fight at a distance.\n"
+"face, uglier than any of their children. Their wield heavy clubs with brutal "
+"proficiency, and form a bulwark of strength in any battle they participate "
+"in - the only weakness they have, if such can be said, is their inability to "
+"fight at a distance.\n"
 "\n"
 "Usage:\n"
-"Trolls fight well on rough, rocky terrain, especially at night.  They are "
+"Trolls fight well on rough, rocky terrain, especially at night. They are "
 "vulnerable to archers, especially in open terrain, and should always have a "
-"healthy fear of spellcasters in all terrain.  They are quite powerful "
-"against brittle foes, like skeletons, and quite weak against well armored or "
-"naturally resilient enemies, such as their woodland counterpart, the wose.  "
+"healthy fear of spellcasters in all terrain. They are quite powerful against "
+"brittle foes, like skeletons, and quite weak against well armored or "
+"naturally resilient enemies, such as their woodland counterpart, the wose. "
 "Their regeneration allows them to cure poison and heal wounds without the "
-"aid of a nearby village.  Their relatively slow speed is a liability, as is "
+"aid of a nearby village. Their relatively slow speed is a liability, as is "
 "their weakness during daylight hours."
 msgstr ""
 
@@ -6837,10 +6839,11 @@
 msgstr "Trollhelt"
 
 #: data/units/Troll_Hero.cfg:17
+#, fuzzy
 msgid ""
-"Trolls hero are strong and brutal humanoid monsters with the amazing ability "
-"to regenerate themselves, so that they recover from wounds on their own, "
-"even during battle."
+"Troll heroes are strong and brutal humanoid monsters with the amazing "
+"ability to regenerate themselves, so that they recover from wounds on their "
+"own, even during battle."
 msgstr ""
 "Trollhelter er sterke, brutale menneskeliknende monstre som har en "
 "fantastisk evne til å regenerere, slik at sårene deres heles selv midt i "
@@ -6853,28 +6856,28 @@
 #: data/units/Troll_Rocklobber.cfg:21
 msgid ""
 "Given the monstrous strength of their race, trolls can turn rather mundane "
-"weapons into implements of deadly force.  Some trolls piece together crude "
+"weapons into implements of deadly force. Some trolls piece together crude "
 "slings, little different from what a child would use, save for the fact they "
-"hurl boulders instead of pebbles.  Though not especially accurate, a rock "
-"thrown by one of these monsters can cripple a man if it hits him.  Despite "
+"hurl boulders instead of pebbles. Though not especially accurate, a rock "
+"thrown by one of these monsters can cripple a man if it hits him. Despite "
 "being burdened by their heavy ammunition, and lacking in any sort of melee "
 "weaponry, a troll rocklobber is still bigger, stronger, and perhaps even "
 "uglier than the whelp it once was, and a troll's fist serves as well as a "
-"man's hammer in combat.  Furthermore, their ability to strike back at an "
+"man's hammer in combat. Furthermore, their ability to strike back at an "
 "enemy archer makes fighting them a dicey proposition at any range, unless "
 "one can attack under heavy cover of terrain.\n"
 "\n"
 "Usage:\n"
-"Troll whelps fight well on rough, rocky terrain, especially at night.  "
+"Troll Rocklobbers fight well on rough, rocky terrain, especially at night. "
 "Unlike most others of their race, a Troll Rocklobber will make many archers "
 "think twice about attacking, and is quite dangerous for an enemy spellcaster "
-"to attack.  They are quite powerful against brittle foes, like skeletons, "
-"and quite weak against well armored or naturally resilient enemies, such as "
-"their woodland counterpart, the wose.  Their regeneration allows them to "
-"cure poison and heal wounds without the aid of a nearby village.  Their "
-"relatively slow speed is a liability, as is their weakness during daylight "
-"hours.  The greatest danger to a Troll Rocklobber is a powerful melee unit "
-"attacking them in open terrain during the day, when they are weakest."
+"to attack. They are quite powerful against brittle foes, like skeletons, and "
+"quite weak against well armored or naturally resilient enemies, such as "
+"their woodland counterpart, the wose. Their regeneration allows them to cure "
+"poison and heal wounds without the aid of a nearby village. Their relatively "
+"slow speed is a liability, as is their weakness during daylight hours. The "
+"greatest danger to a Troll Rocklobber is a powerful melee unit attacking "
+"them in open terrain during the day, when they are weakest."
 msgstr ""
 
 #: data/units/Troll_Warrior.cfg:3
@@ -6884,27 +6887,26 @@
 #: data/units/Troll_Warrior.cfg:21
 msgid ""
 "A terrifying, monstrous bastion of strength, a Troll Warrior brings to fore "
-"all the tales that have been told of their race's terrifying power.  "
-"Wielding massive hammers that could knock a house off its foundation, and "
-"able to absorb a seemingly endless rash of punishment, Troll Warriors are "
-"capable of singlehandedly changing the strategies of an enemy commander they "
-"face.  A troll warrior is not something brought down by one man, but by a "
-"whole group of them, fighting desperately against this hideous strength "
-"borne before them.  That which causes the most terror about a troll warrior, "
-"is not their appearance, or their power, but the fact that one brought even "
-"within an inch of its life will shortly return to its full strength if it is "
-"not truly sent to death.\n"
+"all the tales that have been told of their race's terrifying power. Wielding "
+"massive hammers that could knock a house off its foundation, and able to "
+"absorb a seemingly endless rash of punishment, Troll Warriors are capable of "
+"singlehandedly changing the strategies of an enemy commander they face. A "
+"troll warrior is not something brought down by one man, but by a whole group "
+"of them, fighting desperately against this hideous strength borne before "
+"them. That which causes the most terror about a troll warrior, is not their "
+"appearance, or their power, but the fact that one brought even within an "
+"inch of its life will shortly return to its full strength if it is not truly "
+"sent to death.\n"
 "\n"
 "Usage:\n"
-"Troll Warriors fight well on rough, rocky terrain, especially at night.  "
+"Troll Warriors fight well on rough, rocky terrain, especially at night. "
 "Though vulnerable to archers and spellcasters, especially in open terrain, "
 "the raw power of a Troll Warrior makes them a foe that generally must be "
-"brought down by several enemies.  There are few enemies which can engage "
-"them in one-on-one combat without a great danger of being killed on the same "
-"turn.  Their regeneration allows them to cure poison, and heal wounds "
-"without the aid of a nearby village.  Their relative weakness during "
-"daylight hours is a liability, though a Troll Warrior is still very powerful "
-"during the day."
+"brought down by several enemies. There are few enemies which can engage them "
+"in one-on-one combat without a great danger of being killed on the same "
+"turn. Their regeneration allows them to cure poison, and heal wounds without "
+"the aid of a nearby village. Their relative weakness during daylight hours "
+"is a liability, though a Troll Warrior is still very powerful during the day."
 msgstr ""
 
 #: data/units/Troll_Whelp.cfg:3
@@ -6915,23 +6917,23 @@
 msgid ""
 "The word 'whelp,' applied even to fearsome animals like wolves and lions, "
 "brings to mind images of frail, helpless, and even 'cute' creatures, so "
-"young they can hardly stand on their own feet.  Given the nature of Trolls, "
+"young they can hardly stand on their own feet. Given the nature of Trolls, "
 "however, a Troll 'whelp' already possesses the terrifying strength native to "
-"their race.  Troll whelps stumble about with bodies bigger than grown men, "
-"and with strength to match.  Their uncanny regeneration, and stone-like "
-"skin, make them monstrous opponents, especially on their favored ground in "
-"the mountains and hills from whence they came.  The only reassurance one has "
-"in fighting a troll whelp is their slow speed, and the fact that they have "
-"not grown to their full strength ... yet.\n"
+"their race. Troll whelps stumble about with bodies bigger than grown men, "
+"and with strength to match. Their uncanny regeneration, and stone-like skin, "
+"make them monstrous opponents, especially on their favored ground in the "
+"mountains and hills from whence they came. The only reassurance one has in "
+"fighting a troll whelp is their slow speed, and the fact that they have not "
+"grown to their full strength... yet.\n"
 "\n"
 "Usage:\n"
-"Troll Whelps fight well on rough, rocky terrain, especially at night.  They "
+"Troll Whelps fight well on rough, rocky terrain, especially at night. They "
 "are vulnerable to archers, especially in open terrain, and should always "
-"have a healthy fear of spellcasters in all terrain.  They are quite powerful "
+"have a healthy fear of spellcasters in all terrain. They are quite powerful "
 "against brittle foes, like skeletons, and quite weak against well armored or "
-"naturally resilient enemies, such as their woodland counterpart, the wose.  "
+"naturally resilient enemies, such as their woodland counterpart, the wose. "
 "Their regeneration allows them to cure poison and heal wounds without the "
-"aid of a nearby village.  Their relatively slow speed is a liability, as is "
+"aid of a nearby village. Their relatively slow speed is a liability, as is "
 "their weakness during daylight hours."
 msgstr ""
 
@@ -8952,6 +8954,10 @@
 msgid "-- The Tome of Wesnoth"
 msgstr "-- Wesnoths krønike"
 
+#: src/unit.cpp:1107
+msgid " XP to advance"
+msgstr ""
+
 #: src/unit.cpp:1144
 #, fuzzy
 msgid ": "
Index: wesnoth/po/wesnoth/pl.po
diff -u wesnoth/po/wesnoth/pl.po:1.52 wesnoth/po/wesnoth/pl.po:1.53
--- wesnoth/po/wesnoth/pl.po:1.52       Mon Apr 18 07:29:05 2005
+++ wesnoth/po/wesnoth/pl.po    Mon Apr 18 16:16:32 2005
@@ -6,7 +6,7 @@
 msgstr ""
 "Project-Id-Version: pl\n"
 "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n";
-"POT-Creation-Date: 2005-04-18 09:21+0200\n"
+"POT-Creation-Date: 2005-04-18 17:52+0200\n"
 "PO-Revision-Date: 2005-01-22 17:15+0100\n"
 "Last-Translator: Paweł Stradomski <address@hidden>\n"
 "Language-Team:  <address@hidden>\n"
@@ -59,11 +59,12 @@
 "pojawiania się w grze.."
 
 #: data/help.cfg:62
+#, fuzzy
 msgid ""
 "\n"
 "\n"
 "Battle for Wesnoth is a turn-based fantasy strategy game somewhat unusual "
-"amongst modern strategy games. While other games strive for complexity, both "
+"among modern strategy games. While other games strive for complexity, both "
 "in rules and gameplay, Battle for Wesnoth strives for simplicity of 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 "
@@ -123,7 +124,7 @@
 #, fuzzy
 msgid ""
 "While playing, keep in mind that if you mouse-over many items on the menu "
-"bar to the right, a brief description will pop up explaining that item. This "
+"bar to the right, a brief description will pop up explaining each item. This "
 "is especially useful when you encounter new abilities for the first time."
 msgstr ""
 "Pamiętaj, że w czasie gry możesz korzystać z pomocy wyskakującej po "
@@ -223,13 +224,14 @@
 msgstr "Ruchy"
 
 #: data/help.cfg:93
+#, fuzzy
 msgid ""
 "Movement in Battle for Wesnoth is simple: Simply click on the unit you wish "
-"to move, then click on the hex you wish to move it to. When selected, all "
-"the hexes a unit can move to this turn will be highlighted, and all those it "
-"can't made dull. Mousing over a dull square will 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."
+"to move, 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 dull hex will 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."
 msgstr ""
 "Przemieszczanie jednostek w Bitwie o Wesnoth jest bardzo proste. Kliknij na "
 "jednostkę, którą chcesz przemiescić, a nastepnie na pole, na które 
chcesz ją "
@@ -293,11 +295,11 @@
 msgid ""
 "\n"
 "\n"
-"The attacker gets the first attack, then the defender. This continues to "
-"alternate until each unit has used up all of its attacks. The number of "
-"attacks a unit gets varies; for instance, an Elvish fighter with a 5-4 sword "
-"attack may make 4 swings each dealing 5 damage, while an Orcish Grunt with 9-"
-"2 only gets 2 swings (but at 9 damage)."
+"The attacker gets the first attack, then the defender retaliates. This "
+"continues to alternate until each unit has used up all of its attacks. The "
+"number of attacks a unit has varies; for instance, an Elvish fighter with a "
+"5-4 sword attack may make 4 swings each dealing 5 damage, while an Orcish "
+"Grunt with 9-2 can only make 2 swings (but at 9 damage each)."
 msgstr ""
 
 #: data/help.cfg:109
@@ -313,8 +315,8 @@
 "\n"
 "With two exceptions, the chance to hit a unit is based solely on its defense "
 "rating in the Terrain it is currently standing in. This may be found by "
-"right-clicking a unit, selecting Unit Description, and then look at "
-"<italic>text='Terrain Modifiers'</italic>. For instance, elves have a "
+"right-clicking a unit, selecting Unit Description, and then looking at "
+"<italic>text='Terrain Modifiers'</italic>. For instance, many elves have a "
 "defense rating of 70% in forest, meaning a unit attacking them has only a "
 "30% chance of hitting them. Conversely, the elf's chance of hitting the "
 "attacker in return depends on what terrain the attacker is in."
@@ -540,9 +542,9 @@
 msgid ""
 "\n"
 "\n"
-"Keep in mind that while Resting can be combined with other forms of healing, "
-"villages, regeneration, and healing/curing cannot combine with each other. "
-"Also, units heal fully between scenarios."
+"Resting can be combined with other forms of healing, but villages, "
+"regeneration, and healing/curing cannot combine with each other. Also, units "
+"heal fully between scenarios."
 msgstr ""
 
 #: data/help.cfg:184
@@ -561,10 +563,9 @@
 msgid ""
 "\n"
 "\n"
-"Income is simple. For every village you control, you gain one gold a turn. "
-"Thus, if you have ten villages, you would normally gain ten gold. "
-"Unfortunately, your Upkeep costs are subtracted from this income, as "
-"detailed below."
+"Income is simple. For every village you control, you gain one gold each "
+"turn. Thus, if you have ten villages, you would normally gain ten gold. Your "
+"Upkeep costs are subtracted from this income, as detailed below."
 msgstr ""
 
 #: data/help.cfg:189
@@ -573,10 +574,10 @@
 "\n"
 "Upkeep is also fairly simple. Each unit requires an amount of Upkeep equal "
 "to its level. You can support as many levels <italic>text=worth</italic> of "
-"units as you have villages for free. 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 a turn in upkeep."
+"units as you have villages, without paying any upkeep. However, for each "
+"level of unit beyond the number of villages you have, you must pay one gold "
+"per turn. For example, if you have twelve level one units and ten villages, "
+"you would have to pay two gold each turn in upkeep."
 msgstr ""
 
 #: data/help.cfg:191
@@ -584,17 +585,16 @@
 "\n"
 "\n"
 "These costs are subtracted from your Income, so in the case of twelve levels "
-"of units and ten villages, your resultant Income would be 8 gold a turn."
+"of units and ten villages, your resultant Income would be 8 gold per turn."
 msgstr ""
 
 #: data/help.cfg:192
 msgid ""
 "\n"
-"There are two main exceptions to Upkeep. Firstly, units with the Loyal trait "
-"will only ever count as level one for upkeep purposes, regardless of their "
-"actual level. Secondly, units you begin the scenario with (such as Konrad or "
+"There is one important exception to Upkeep: units with the Loyal trait never "
+"incur upkeep. Units you begin the scenario with (such as Konrad or "
 "Delfador), or units who join you during a scenario (such as the Horseman in "
-"the second level of Heir to the Throne) will never charge any upkeep."
+"the second level of Heir to the Throne) will usually have the Loyal trait."
 msgstr ""
 
 #: data/help.cfg:197
@@ -620,7 +620,7 @@
 
 #: data/help.cfg:210
 msgid ""
-"Most units have two traits, with the exception of Undead units who are "
+"Most units have two traits, with the exception of Undead units which are "
 "assigned the trait 'Undead'. Traits are modifications that change a unit's "
 "attributes slightly. They are usually randomly assigned to a unit when it is "
 "recruited."
@@ -644,9 +644,9 @@
 "\n"
 "Intelligent 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 units no longer require experience points after "
-"reaching their maximum level. If you have many 'maximum level' units you may "
-"with to recall units with more desirable traits."
+"quite as useful because units no longer have any use for experience points "
+"after reaching their maximum level. If you have many 'maximum level' units "
+"you may with to recall units with more desirable traits."
 msgstr ""
 
 #: data/help.cfg:226
@@ -678,7 +678,7 @@
 "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 "
-"defence, or high resistances. Resilient units are especially useful for "
+"defense, or high resistances. Resilient units are especially useful for "
 "holding strategic positions against opponents."
 msgstr ""
 
@@ -713,17 +713,17 @@
 "\n"
 "<header>text=Loyal</header>\n"
 "\n"
-"Loyal units don't pay 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 "
+"Loyal 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.\n"
 "\n"
 "\n"
-"During campaigns, certain units may opt join the player's forces of their "
+"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 "
-"them or send them to a foolish death."
+"such units or to send them to a foolish death."
 msgstr ""
 
 #: data/help.cfg:258
@@ -746,11 +746,11 @@
 "\n"
 "\n"
 "\n"
-"<header>text=Dexterous</header>\n"
+"<header>text=Dextrous</header>\n"
 "\n"
-"Dexterous units do +1 damage for every successful strike with a bow.\n"
+"Dextrous units do +1 damage for every successful strike with a bow.\n"
 "\n"
-"Dexterous is a trait possessed only by Elves. The Elven people are known for "
+"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."
@@ -2430,7 +2430,7 @@
 msgid "HP"
 msgstr "PÅ»"
 
-#: data/themes/default.cfg:176 src/playturn.cpp:2126 src/unit.cpp:1107
+#: data/themes/default.cfg:176 src/playturn.cpp:2126
 msgid "XP"
 msgstr "PD"
 
@@ -7220,24 +7220,24 @@
 
 #: data/units/Troll.cfg:20
 msgid ""
-"Trolls, grown to adulthood, are possessed of a fearsome strength.  Their "
+"Trolls, grown to adulthood, are possessed of a fearsome strength. Their "
 "stone-like bodies have grown to a size much taller than a man, and their "
 "terrifying ability to recover from wounds make them a formidable foe even "
-"far from the mountainous ground they prefer to fight in.  An adult troll is "
+"far from the mountainous ground they prefer to fight in. An adult troll is "
 "smarter, faster, stronger, and though one would dare not say it to their "
-"face, uglier than any of their children.  Their wield heavy clubs with "
-"brutal proficiency, and form a bulwark of strength in any battle they "
-"participate in - the only weakness they have, if such can be said, is their "
-"inability to fight at a distance.\n"
+"face, uglier than any of their children. Their wield heavy clubs with brutal "
+"proficiency, and form a bulwark of strength in any battle they participate "
+"in - the only weakness they have, if such can be said, is their inability to "
+"fight at a distance.\n"
 "\n"
 "Usage:\n"
-"Trolls fight well on rough, rocky terrain, especially at night.  They are "
+"Trolls fight well on rough, rocky terrain, especially at night. They are "
 "vulnerable to archers, especially in open terrain, and should always have a "
-"healthy fear of spellcasters in all terrain.  They are quite powerful "
-"against brittle foes, like skeletons, and quite weak against well armored or "
-"naturally resilient enemies, such as their woodland counterpart, the wose.  "
+"healthy fear of spellcasters in all terrain. They are quite powerful against "
+"brittle foes, like skeletons, and quite weak against well armored or "
+"naturally resilient enemies, such as their woodland counterpart, the wose. "
 "Their regeneration allows them to cure poison and heal wounds without the "
-"aid of a nearby village.  Their relatively slow speed is a liability, as is "
+"aid of a nearby village. Their relatively slow speed is a liability, as is "
 "their weakness during daylight hours."
 msgstr ""
 
@@ -7249,9 +7249,9 @@
 #: data/units/Troll_Hero.cfg:17
 #, fuzzy
 msgid ""
-"Trolls hero are strong and brutal humanoid monsters with the amazing ability "
-"to regenerate themselves, so that they recover from wounds on their own, "
-"even during battle."
+"Troll heroes are strong and brutal humanoid monsters with the amazing "
+"ability to regenerate themselves, so that they recover from wounds on their "
+"own, even during battle."
 msgstr ""
 "Trollowi bohaterowie to silne i brutalne humanoidalne potwory z niesamowitą "
 "umiejętnością regeneracji, co pozwala im leczyć się z ran, nawet w 
czasie "
@@ -7265,28 +7265,28 @@
 #: data/units/Troll_Rocklobber.cfg:21
 msgid ""
 "Given the monstrous strength of their race, trolls can turn rather mundane "
-"weapons into implements of deadly force.  Some trolls piece together crude "
+"weapons into implements of deadly force. Some trolls piece together crude "
 "slings, little different from what a child would use, save for the fact they "
-"hurl boulders instead of pebbles.  Though not especially accurate, a rock "
-"thrown by one of these monsters can cripple a man if it hits him.  Despite "
+"hurl boulders instead of pebbles. Though not especially accurate, a rock "
+"thrown by one of these monsters can cripple a man if it hits him. Despite "
 "being burdened by their heavy ammunition, and lacking in any sort of melee "
 "weaponry, a troll rocklobber is still bigger, stronger, and perhaps even "
 "uglier than the whelp it once was, and a troll's fist serves as well as a "
-"man's hammer in combat.  Furthermore, their ability to strike back at an "
+"man's hammer in combat. Furthermore, their ability to strike back at an "
 "enemy archer makes fighting them a dicey proposition at any range, unless "
 "one can attack under heavy cover of terrain.\n"
 "\n"
 "Usage:\n"
-"Troll whelps fight well on rough, rocky terrain, especially at night.  "
+"Troll Rocklobbers fight well on rough, rocky terrain, especially at night. "
 "Unlike most others of their race, a Troll Rocklobber will make many archers "
 "think twice about attacking, and is quite dangerous for an enemy spellcaster "
-"to attack.  They are quite powerful against brittle foes, like skeletons, "
-"and quite weak against well armored or naturally resilient enemies, such as "
-"their woodland counterpart, the wose.  Their regeneration allows them to "
-"cure poison and heal wounds without the aid of a nearby village.  Their "
-"relatively slow speed is a liability, as is their weakness during daylight "
-"hours.  The greatest danger to a Troll Rocklobber is a powerful melee unit "
-"attacking them in open terrain during the day, when they are weakest."
+"to attack. They are quite powerful against brittle foes, like skeletons, and "
+"quite weak against well armored or naturally resilient enemies, such as "
+"their woodland counterpart, the wose. Their regeneration allows them to cure "
+"poison and heal wounds without the aid of a nearby village. Their relatively "
+"slow speed is a liability, as is their weakness during daylight hours. The "
+"greatest danger to a Troll Rocklobber is a powerful melee unit attacking "
+"them in open terrain during the day, when they are weakest."
 msgstr ""
 
 #: data/units/Troll_Warrior.cfg:3
@@ -7297,27 +7297,26 @@
 #: data/units/Troll_Warrior.cfg:21
 msgid ""
 "A terrifying, monstrous bastion of strength, a Troll Warrior brings to fore "
-"all the tales that have been told of their race's terrifying power.  "
-"Wielding massive hammers that could knock a house off its foundation, and "
-"able to absorb a seemingly endless rash of punishment, Troll Warriors are "
-"capable of singlehandedly changing the strategies of an enemy commander they "
-"face.  A troll warrior is not something brought down by one man, but by a "
-"whole group of them, fighting desperately against this hideous strength "
-"borne before them.  That which causes the most terror about a troll warrior, "
-"is not their appearance, or their power, but the fact that one brought even "
-"within an inch of its life will shortly return to its full strength if it is "
-"not truly sent to death.\n"
+"all the tales that have been told of their race's terrifying power. Wielding "
+"massive hammers that could knock a house off its foundation, and able to "
+"absorb a seemingly endless rash of punishment, Troll Warriors are capable of "
+"singlehandedly changing the strategies of an enemy commander they face. A "
+"troll warrior is not something brought down by one man, but by a whole group "
+"of them, fighting desperately against this hideous strength borne before "
+"them. That which causes the most terror about a troll warrior, is not their "
+"appearance, or their power, but the fact that one brought even within an "
+"inch of its life will shortly return to its full strength if it is not truly "
+"sent to death.\n"
 "\n"
 "Usage:\n"
-"Troll Warriors fight well on rough, rocky terrain, especially at night.  "
+"Troll Warriors fight well on rough, rocky terrain, especially at night. "
 "Though vulnerable to archers and spellcasters, especially in open terrain, "
 "the raw power of a Troll Warrior makes them a foe that generally must be "
-"brought down by several enemies.  There are few enemies which can engage "
-"them in one-on-one combat without a great danger of being killed on the same "
-"turn.  Their regeneration allows them to cure poison, and heal wounds "
-"without the aid of a nearby village.  Their relative weakness during "
-"daylight hours is a liability, though a Troll Warrior is still very powerful "
-"during the day."
+"brought down by several enemies. There are few enemies which can engage them "
+"in one-on-one combat without a great danger of being killed on the same "
+"turn. Their regeneration allows them to cure poison, and heal wounds without "
+"the aid of a nearby village. Their relative weakness during daylight hours "
+"is a liability, though a Troll Warrior is still very powerful during the day."
 msgstr ""
 
 #: data/units/Troll_Whelp.cfg:3
@@ -7329,23 +7328,23 @@
 msgid ""
 "The word 'whelp,' applied even to fearsome animals like wolves and lions, "
 "brings to mind images of frail, helpless, and even 'cute' creatures, so "
-"young they can hardly stand on their own feet.  Given the nature of Trolls, "
+"young they can hardly stand on their own feet. Given the nature of Trolls, "
 "however, a Troll 'whelp' already possesses the terrifying strength native to "
-"their race.  Troll whelps stumble about with bodies bigger than grown men, "
-"and with strength to match.  Their uncanny regeneration, and stone-like "
-"skin, make them monstrous opponents, especially on their favored ground in "
-"the mountains and hills from whence they came.  The only reassurance one has "
-"in fighting a troll whelp is their slow speed, and the fact that they have "
-"not grown to their full strength ... yet.\n"
+"their race. Troll whelps stumble about with bodies bigger than grown men, "
+"and with strength to match. Their uncanny regeneration, and stone-like skin, "
+"make them monstrous opponents, especially on their favored ground in the "
+"mountains and hills from whence they came. The only reassurance one has in "
+"fighting a troll whelp is their slow speed, and the fact that they have not "
+"grown to their full strength... yet.\n"
 "\n"
 "Usage:\n"
-"Troll Whelps fight well on rough, rocky terrain, especially at night.  They "
+"Troll Whelps fight well on rough, rocky terrain, especially at night. They "
 "are vulnerable to archers, especially in open terrain, and should always "
-"have a healthy fear of spellcasters in all terrain.  They are quite powerful "
+"have a healthy fear of spellcasters in all terrain. They are quite powerful "
 "against brittle foes, like skeletons, and quite weak against well armored or "
-"naturally resilient enemies, such as their woodland counterpart, the wose.  "
+"naturally resilient enemies, such as their woodland counterpart, the wose. "
 "Their regeneration allows them to cure poison and heal wounds without the "
-"aid of a nearby village.  Their relatively slow speed is a liability, as is "
+"aid of a nearby village. Their relatively slow speed is a liability, as is "
 "their weakness during daylight hours."
 msgstr ""
 
@@ -9423,6 +9422,10 @@
 msgid "-- The Tome of Wesnoth"
 msgstr "-- Starożytna księga Wesnoth"
 
+#: src/unit.cpp:1107
+msgid " XP to advance"
+msgstr ""
+
 #: src/unit.cpp:1144
 #, fuzzy
 msgid ": "
Index: wesnoth/po/wesnoth/pt_BR.po
diff -u wesnoth/po/wesnoth/pt_BR.po:1.47 wesnoth/po/wesnoth/pt_BR.po:1.48
--- wesnoth/po/wesnoth/pt_BR.po:1.47    Mon Apr 18 07:29:05 2005
+++ wesnoth/po/wesnoth/pt_BR.po Mon Apr 18 16:16:33 2005
@@ -7,7 +7,7 @@
 msgstr ""
 "Project-Id-Version: Battle for Wesnoth 0.8.2-CVS\n"
 "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n";
-"POT-Creation-Date: 2005-04-18 09:21+0200\n"
+"POT-Creation-Date: 2005-04-18 17:52+0200\n"
 "PO-Revision-Date: 2004-09-11 21:11+0200\n"
 "Last-Translator: Automatically generated\n"
 "Language-Team: none\n"
@@ -62,7 +62,7 @@
 "\n"
 "\n"
 "Battle for Wesnoth is a turn-based fantasy strategy game somewhat unusual "
-"amongst modern strategy games. While other games strive for complexity, both "
+"among modern strategy games. While other games strive for complexity, both "
 "in rules and gameplay, Battle for Wesnoth strives for simplicity of 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 "
@@ -105,7 +105,7 @@
 #: data/help.cfg:73
 msgid ""
 "While playing, keep in mind that if you mouse-over many items on the menu "
-"bar to the right, a brief description will pop up explaining that item. This "
+"bar to the right, a brief description will pop up explaining each item. This "
 "is especially useful when you encounter new abilities for the first time."
 msgstr ""
 
@@ -169,11 +169,11 @@
 #: data/help.cfg:93
 msgid ""
 "Movement in Battle for Wesnoth is simple: Simply click on the unit you wish "
-"to move, then click on the hex you wish to move it to. When selected, all "
-"the hexes a unit can move to this turn will be highlighted, and all those it "
-"can't made dull. Mousing over a dull square will 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."
+"to move, 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 dull hex will 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."
 msgstr ""
 
 #: data/help.cfg:95
@@ -228,11 +228,11 @@
 msgid ""
 "\n"
 "\n"
-"The attacker gets the first attack, then the defender. This continues to "
-"alternate until each unit has used up all of its attacks. The number of "
-"attacks a unit gets varies; for instance, an Elvish fighter with a 5-4 sword "
-"attack may make 4 swings each dealing 5 damage, while an Orcish Grunt with 9-"
-"2 only gets 2 swings (but at 9 damage)."
+"The attacker gets the first attack, then the defender retaliates. This "
+"continues to alternate until each unit has used up all of its attacks. The "
+"number of attacks a unit has varies; for instance, an Elvish fighter with a "
+"5-4 sword attack may make 4 swings each dealing 5 damage, while an Orcish "
+"Grunt with 9-2 can only make 2 swings (but at 9 damage each)."
 msgstr ""
 
 #: data/help.cfg:109
@@ -248,8 +248,8 @@
 "\n"
 "With two exceptions, the chance to hit a unit is based solely on its defense "
 "rating in the Terrain it is currently standing in. This may be found by "
-"right-clicking a unit, selecting Unit Description, and then look at "
-"<italic>text='Terrain Modifiers'</italic>. For instance, elves have a "
+"right-clicking a unit, selecting Unit Description, and then looking at "
+"<italic>text='Terrain Modifiers'</italic>. For instance, many elves have a "
 "defense rating of 70% in forest, meaning a unit attacking them has only a "
 "30% chance of hitting them. Conversely, the elf's chance of hitting the "
 "attacker in return depends on what terrain the attacker is in."
@@ -475,9 +475,9 @@
 msgid ""
 "\n"
 "\n"
-"Keep in mind that while Resting can be combined with other forms of healing, "
-"villages, regeneration, and healing/curing cannot combine with each other. "
-"Also, units heal fully between scenarios."
+"Resting can be combined with other forms of healing, but villages, "
+"regeneration, and healing/curing cannot combine with each other. Also, units "
+"heal fully between scenarios."
 msgstr ""
 
 #: data/help.cfg:184
@@ -496,10 +496,9 @@
 msgid ""
 "\n"
 "\n"
-"Income is simple. For every village you control, you gain one gold a turn. "
-"Thus, if you have ten villages, you would normally gain ten gold. "
-"Unfortunately, your Upkeep costs are subtracted from this income, as "
-"detailed below."
+"Income is simple. For every village you control, you gain one gold each "
+"turn. Thus, if you have ten villages, you would normally gain ten gold. Your "
+"Upkeep costs are subtracted from this income, as detailed below."
 msgstr ""
 
 #: data/help.cfg:189
@@ -508,10 +507,10 @@
 "\n"
 "Upkeep is also fairly simple. Each unit requires an amount of Upkeep equal "
 "to its level. You can support as many levels <italic>text=worth</italic> of "
-"units as you have villages for free. 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 a turn in upkeep."
+"units as you have villages, without paying any upkeep. However, for each "
+"level of unit beyond the number of villages you have, you must pay one gold "
+"per turn. For example, if you have twelve level one units and ten villages, "
+"you would have to pay two gold each turn in upkeep."
 msgstr ""
 
 #: data/help.cfg:191
@@ -519,17 +518,16 @@
 "\n"
 "\n"
 "These costs are subtracted from your Income, so in the case of twelve levels "
-"of units and ten villages, your resultant Income would be 8 gold a turn."
+"of units and ten villages, your resultant Income would be 8 gold per turn."
 msgstr ""
 
 #: data/help.cfg:192
 msgid ""
 "\n"
-"There are two main exceptions to Upkeep. Firstly, units with the Loyal trait "
-"will only ever count as level one for upkeep purposes, regardless of their "
-"actual level. Secondly, units you begin the scenario with (such as Konrad or "
+"There is one important exception to Upkeep: units with the Loyal trait never "
+"incur upkeep. Units you begin the scenario with (such as Konrad or "
 "Delfador), or units who join you during a scenario (such as the Horseman in "
-"the second level of Heir to the Throne) will never charge any upkeep."
+"the second level of Heir to the Throne) will usually have the Loyal trait."
 msgstr ""
 
 #: data/help.cfg:197
@@ -556,7 +554,7 @@
 
 #: data/help.cfg:210
 msgid ""
-"Most units have two traits, with the exception of Undead units who are "
+"Most units have two traits, with the exception of Undead units which are "
 "assigned the trait 'Undead'. Traits are modifications that change a unit's "
 "attributes slightly. They are usually randomly assigned to a unit when it is "
 "recruited."
@@ -580,9 +578,9 @@
 "\n"
 "Intelligent 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 units no longer require experience points after "
-"reaching their maximum level. If you have many 'maximum level' units you may "
-"with to recall units with more desirable traits."
+"quite as useful because units no longer have any use for experience points "
+"after reaching their maximum level. If you have many 'maximum level' units "
+"you may with to recall units with more desirable traits."
 msgstr ""
 
 #: data/help.cfg:226
@@ -614,7 +612,7 @@
 "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 "
-"defence, or high resistances. Resilient units are especially useful for "
+"defense, or high resistances. Resilient units are especially useful for "
 "holding strategic positions against opponents."
 msgstr ""
 
@@ -649,17 +647,17 @@
 "\n"
 "<header>text=Loyal</header>\n"
 "\n"
-"Loyal units don't pay 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 "
+"Loyal 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.\n"
 "\n"
 "\n"
-"During campaigns, certain units may opt join the player's forces of their "
+"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 "
-"them or send them to a foolish death."
+"such units or to send them to a foolish death."
 msgstr ""
 
 #: data/help.cfg:258
@@ -682,11 +680,11 @@
 "\n"
 "\n"
 "\n"
-"<header>text=Dexterous</header>\n"
+"<header>text=Dextrous</header>\n"
 "\n"
-"Dexterous units do +1 damage for every successful strike with a bow.\n"
+"Dextrous units do +1 damage for every successful strike with a bow.\n"
 "\n"
-"Dexterous is a trait possessed only by Elves. The Elven people are known for "
+"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."
@@ -2564,7 +2562,7 @@
 msgid "HP"
 msgstr "PV"
 
-#: data/themes/default.cfg:176 src/playturn.cpp:2126 src/unit.cpp:1107
+#: data/themes/default.cfg:176 src/playturn.cpp:2126
 msgid "XP"
 msgstr "XP"
 
@@ -7175,24 +7173,24 @@
 
 #: data/units/Troll.cfg:20
 msgid ""
-"Trolls, grown to adulthood, are possessed of a fearsome strength.  Their "
+"Trolls, grown to adulthood, are possessed of a fearsome strength. Their "
 "stone-like bodies have grown to a size much taller than a man, and their "
 "terrifying ability to recover from wounds make them a formidable foe even "
-"far from the mountainous ground they prefer to fight in.  An adult troll is "
+"far from the mountainous ground they prefer to fight in. An adult troll is "
 "smarter, faster, stronger, and though one would dare not say it to their "
-"face, uglier than any of their children.  Their wield heavy clubs with "
-"brutal proficiency, and form a bulwark of strength in any battle they "
-"participate in - the only weakness they have, if such can be said, is their "
-"inability to fight at a distance.\n"
+"face, uglier than any of their children. Their wield heavy clubs with brutal "
+"proficiency, and form a bulwark of strength in any battle they participate "
+"in - the only weakness they have, if such can be said, is their inability to "
+"fight at a distance.\n"
 "\n"
 "Usage:\n"
-"Trolls fight well on rough, rocky terrain, especially at night.  They are "
+"Trolls fight well on rough, rocky terrain, especially at night. They are "
 "vulnerable to archers, especially in open terrain, and should always have a "
-"healthy fear of spellcasters in all terrain.  They are quite powerful "
-"against brittle foes, like skeletons, and quite weak against well armored or "
-"naturally resilient enemies, such as their woodland counterpart, the wose.  "
+"healthy fear of spellcasters in all terrain. They are quite powerful against "
+"brittle foes, like skeletons, and quite weak against well armored or "
+"naturally resilient enemies, such as their woodland counterpart, the wose. "
 "Their regeneration allows them to cure poison and heal wounds without the "
-"aid of a nearby village.  Their relatively slow speed is a liability, as is "
+"aid of a nearby village. Their relatively slow speed is a liability, as is "
 "their weakness during daylight hours."
 msgstr ""
 
@@ -7201,10 +7199,11 @@
 msgstr "Herói Troll"
 
 #: data/units/Troll_Hero.cfg:17
+#, fuzzy
 msgid ""
-"Trolls hero are strong and brutal humanoid monsters with the amazing ability "
-"to regenerate themselves, so that they recover from wounds on their own, "
-"even during battle."
+"Troll heroes are strong and brutal humanoid monsters with the amazing "
+"ability to regenerate themselves, so that they recover from wounds on their "
+"own, even during battle."
 msgstr ""
 "Heróis Trolls são monstros humanoides fortes e brutais com a incrível "
 "habilidade de se regenerarem, de forma que conseguem curar feridas sozinhos, "
@@ -7217,28 +7216,28 @@
 #: data/units/Troll_Rocklobber.cfg:21
 msgid ""
 "Given the monstrous strength of their race, trolls can turn rather mundane "
-"weapons into implements of deadly force.  Some trolls piece together crude "
+"weapons into implements of deadly force. Some trolls piece together crude "
 "slings, little different from what a child would use, save for the fact they "
-"hurl boulders instead of pebbles.  Though not especially accurate, a rock "
-"thrown by one of these monsters can cripple a man if it hits him.  Despite "
+"hurl boulders instead of pebbles. Though not especially accurate, a rock "
+"thrown by one of these monsters can cripple a man if it hits him. Despite "
 "being burdened by their heavy ammunition, and lacking in any sort of melee "
 "weaponry, a troll rocklobber is still bigger, stronger, and perhaps even "
 "uglier than the whelp it once was, and a troll's fist serves as well as a "
-"man's hammer in combat.  Furthermore, their ability to strike back at an "
+"man's hammer in combat. Furthermore, their ability to strike back at an "
 "enemy archer makes fighting them a dicey proposition at any range, unless "
 "one can attack under heavy cover of terrain.\n"
 "\n"
 "Usage:\n"
-"Troll whelps fight well on rough, rocky terrain, especially at night.  "
+"Troll Rocklobbers fight well on rough, rocky terrain, especially at night. "
 "Unlike most others of their race, a Troll Rocklobber will make many archers "
 "think twice about attacking, and is quite dangerous for an enemy spellcaster "
-"to attack.  They are quite powerful against brittle foes, like skeletons, "
-"and quite weak against well armored or naturally resilient enemies, such as "
-"their woodland counterpart, the wose.  Their regeneration allows them to "
-"cure poison and heal wounds without the aid of a nearby village.  Their "
-"relatively slow speed is a liability, as is their weakness during daylight "
-"hours.  The greatest danger to a Troll Rocklobber is a powerful melee unit "
-"attacking them in open terrain during the day, when they are weakest."
+"to attack. They are quite powerful against brittle foes, like skeletons, and "
+"quite weak against well armored or naturally resilient enemies, such as "
+"their woodland counterpart, the wose. Their regeneration allows them to cure "
+"poison and heal wounds without the aid of a nearby village. Their relatively "
+"slow speed is a liability, as is their weakness during daylight hours. The "
+"greatest danger to a Troll Rocklobber is a powerful melee unit attacking "
+"them in open terrain during the day, when they are weakest."
 msgstr ""
 
 #: data/units/Troll_Warrior.cfg:3
@@ -7248,27 +7247,26 @@
 #: data/units/Troll_Warrior.cfg:21
 msgid ""
 "A terrifying, monstrous bastion of strength, a Troll Warrior brings to fore "
-"all the tales that have been told of their race's terrifying power.  "
-"Wielding massive hammers that could knock a house off its foundation, and "
-"able to absorb a seemingly endless rash of punishment, Troll Warriors are "
-"capable of singlehandedly changing the strategies of an enemy commander they "
-"face.  A troll warrior is not something brought down by one man, but by a "
-"whole group of them, fighting desperately against this hideous strength "
-"borne before them.  That which causes the most terror about a troll warrior, "
-"is not their appearance, or their power, but the fact that one brought even "
-"within an inch of its life will shortly return to its full strength if it is "
-"not truly sent to death.\n"
+"all the tales that have been told of their race's terrifying power. Wielding "
+"massive hammers that could knock a house off its foundation, and able to "
+"absorb a seemingly endless rash of punishment, Troll Warriors are capable of "
+"singlehandedly changing the strategies of an enemy commander they face. A "
+"troll warrior is not something brought down by one man, but by a whole group "
+"of them, fighting desperately against this hideous strength borne before "
+"them. That which causes the most terror about a troll warrior, is not their "
+"appearance, or their power, but the fact that one brought even within an "
+"inch of its life will shortly return to its full strength if it is not truly "
+"sent to death.\n"
 "\n"
 "Usage:\n"
-"Troll Warriors fight well on rough, rocky terrain, especially at night.  "
+"Troll Warriors fight well on rough, rocky terrain, especially at night. "
 "Though vulnerable to archers and spellcasters, especially in open terrain, "
 "the raw power of a Troll Warrior makes them a foe that generally must be "
-"brought down by several enemies.  There are few enemies which can engage "
-"them in one-on-one combat without a great danger of being killed on the same "
-"turn.  Their regeneration allows them to cure poison, and heal wounds "
-"without the aid of a nearby village.  Their relative weakness during "
-"daylight hours is a liability, though a Troll Warrior is still very powerful "
-"during the day."
+"brought down by several enemies. There are few enemies which can engage them "
+"in one-on-one combat without a great danger of being killed on the same "
+"turn. Their regeneration allows them to cure poison, and heal wounds without "
+"the aid of a nearby village. Their relative weakness during daylight hours "
+"is a liability, though a Troll Warrior is still very powerful during the day."
 msgstr ""
 
 #: data/units/Troll_Whelp.cfg:3
@@ -7279,23 +7277,23 @@
 msgid ""
 "The word 'whelp,' applied even to fearsome animals like wolves and lions, "
 "brings to mind images of frail, helpless, and even 'cute' creatures, so "
-"young they can hardly stand on their own feet.  Given the nature of Trolls, "
+"young they can hardly stand on their own feet. Given the nature of Trolls, "
 "however, a Troll 'whelp' already possesses the terrifying strength native to "
-"their race.  Troll whelps stumble about with bodies bigger than grown men, "
-"and with strength to match.  Their uncanny regeneration, and stone-like "
-"skin, make them monstrous opponents, especially on their favored ground in "
-"the mountains and hills from whence they came.  The only reassurance one has "
-"in fighting a troll whelp is their slow speed, and the fact that they have "
-"not grown to their full strength ... yet.\n"
+"their race. Troll whelps stumble about with bodies bigger than grown men, "
+"and with strength to match. Their uncanny regeneration, and stone-like skin, "
+"make them monstrous opponents, especially on their favored ground in the "
+"mountains and hills from whence they came. The only reassurance one has in "
+"fighting a troll whelp is their slow speed, and the fact that they have not "
+"grown to their full strength... yet.\n"
 "\n"
 "Usage:\n"
-"Troll Whelps fight well on rough, rocky terrain, especially at night.  They "
+"Troll Whelps fight well on rough, rocky terrain, especially at night. They "
 "are vulnerable to archers, especially in open terrain, and should always "
-"have a healthy fear of spellcasters in all terrain.  They are quite powerful "
+"have a healthy fear of spellcasters in all terrain. They are quite powerful "
 "against brittle foes, like skeletons, and quite weak against well armored or "
-"naturally resilient enemies, such as their woodland counterpart, the wose.  "
+"naturally resilient enemies, such as their woodland counterpart, the wose. "
 "Their regeneration allows them to cure poison and heal wounds without the "
-"aid of a nearby village.  Their relatively slow speed is a liability, as is "
+"aid of a nearby village. Their relatively slow speed is a liability, as is "
 "their weakness during daylight hours."
 msgstr ""
 
@@ -9395,6 +9393,10 @@
 msgid "-- The Tome of Wesnoth"
 msgstr "-- O Livro de Wesnoth"
 
+#: src/unit.cpp:1107
+msgid " XP to advance"
+msgstr ""
+
 #: src/unit.cpp:1144
 #, fuzzy
 msgid ": "
Index: wesnoth/po/wesnoth/ru.po
diff -u wesnoth/po/wesnoth/ru.po:1.59 wesnoth/po/wesnoth/ru.po:1.60
--- wesnoth/po/wesnoth/ru.po:1.59       Mon Apr 18 07:29:05 2005
+++ wesnoth/po/wesnoth/ru.po    Mon Apr 18 16:16:33 2005
@@ -14,7 +14,7 @@
 msgstr ""
 "Project-Id-Version: Battle for Wesnoth 0.8.8-CVS\n"
 "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n";
-"POT-Creation-Date: 2005-04-18 09:21+0200\n"
+"POT-Creation-Date: 2005-04-18 17:52+0200\n"
 "PO-Revision-Date: 2005-04-05 15:51+0300\n"
 "Last-Translator: Alexandr Menovchicov <address@hidden>\n"
 "Language-Team: none\n"
@@ -67,11 +67,12 @@
 "другими. Эти способности перечислены 
здесь."
 
 #: data/help.cfg:62
+#, fuzzy
 msgid ""
 "\n"
 "\n"
 "Battle for Wesnoth is a turn-based fantasy strategy game somewhat unusual "
-"amongst modern strategy games. While other games strive for complexity, both "
+"among modern strategy games. While other games strive for complexity, both "
 "in rules and gameplay, Battle for Wesnoth strives for simplicity of 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 "
@@ -121,9 +122,10 @@
 "Вы можете выбрать уровень сложности 
<italic>text=Легко</italic>."
 
 #: data/help.cfg:73
+#, fuzzy
 msgid ""
 "While playing, keep in mind that if you mouse-over many items on the menu "
-"bar to the right, a brief description will pop up explaining that item. This "
+"bar to the right, a brief description will pop up explaining each item. This "
 "is especially useful when you encounter new abilities for the first time."
 msgstr ""
 "Играя, помните, что если Вы наведёте на 
любой объект указателем, то в меню "
@@ -218,13 +220,14 @@
 msgstr "Ходы"
 
 #: data/help.cfg:93
+#, fuzzy
 msgid ""
 "Movement in Battle for Wesnoth is simple: Simply click on the unit you wish "
-"to move, then click on the hex you wish to move it to. When selected, all "
-"the hexes a unit can move to this turn will be highlighted, and all those it "
-"can't made dull. Mousing over a dull square will 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."
+"to move, 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 dull hex will 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."
 msgstr ""
 "Делать ходы в Весноте просто - кликните по 
соединению, которое хотите "
 "передвинуть, затем кликните на квадрат, 
куда хотите его передвинуть.Все "
@@ -311,14 +314,15 @@
 "<header>text='Порядок и число атак'</header>"
 
 #: data/help.cfg:107
+#, fuzzy
 msgid ""
 "\n"
 "\n"
-"The attacker gets the first attack, then the defender. This continues to "
-"alternate until each unit has used up all of its attacks. The number of "
-"attacks a unit gets varies; for instance, an Elvish fighter with a 5-4 sword "
-"attack may make 4 swings each dealing 5 damage, while an Orcish Grunt with 9-"
-"2 only gets 2 swings (but at 9 damage)."
+"The attacker gets the first attack, then the defender retaliates. This "
+"continues to alternate until each unit has used up all of its attacks. The "
+"number of attacks a unit has varies; for instance, an Elvish fighter with a "
+"5-4 sword attack may make 4 swings each dealing 5 damage, while an Orcish "
+"Grunt with 9-2 can only make 2 swings (but at 9 damage each)."
 msgstr ""
 "\n"
 "\n"
@@ -339,13 +343,14 @@
 "<header>text='Шанс попадания'</header>"
 
 #: data/help.cfg:111
+#, fuzzy
 msgid ""
 "\n"
 "\n"
 "With two exceptions, the chance to hit a unit is based solely on its defense "
 "rating in the Terrain it is currently standing in. This may be found by "
-"right-clicking a unit, selecting Unit Description, and then look at "
-"<italic>text='Terrain Modifiers'</italic>. For instance, elves have a "
+"right-clicking a unit, selecting Unit Description, and then looking at "
+"<italic>text='Terrain Modifiers'</italic>. For instance, many elves have a "
 "defense rating of 70% in forest, meaning a unit attacking them has only a "
 "30% chance of hitting them. Conversely, the elf's chance of hitting the "
 "attacker in return depends on what terrain the attacker is in."
@@ -667,12 +672,13 @@
 "их от отравления Ядом."
 
 #: data/help.cfg:179
+#, fuzzy
 msgid ""
 "\n"
 "\n"
-"Keep in mind that while Resting can be combined with other forms of healing, "
-"villages, regeneration, and healing/curing cannot combine with each other. "
-"Also, units heal fully between scenarios."
+"Resting can be combined with other forms of healing, but villages, "
+"regeneration, and healing/curing cannot combine with each other. Also, units "
+"heal fully between scenarios."
 msgstr ""
 "\n"
 "\n"
@@ -697,13 +703,13 @@
 "аспекта: Доход и Содержание."
 
 #: data/help.cfg:187
+#, fuzzy
 msgid ""
 "\n"
 "\n"
-"Income is simple. For every village you control, you gain one gold a turn. "
-"Thus, if you have ten villages, you would normally gain ten gold. "
-"Unfortunately, your Upkeep costs are subtracted from this income, as "
-"detailed below."
+"Income is simple. For every village you control, you gain one gold each "
+"turn. Thus, if you have ten villages, you would normally gain ten gold. Your "
+"Upkeep costs are subtracted from this income, as detailed below."
 msgstr ""
 "\n"
 "\n"
@@ -713,15 +719,16 @@
 "вычитает из Вашего дохода определённую 
сумму."
 
 #: data/help.cfg:189
+#, fuzzy
 msgid ""
 "\n"
 "\n"
 "Upkeep is also fairly simple. Each unit requires an amount of Upkeep equal "
 "to its level. You can support as many levels <italic>text=worth</italic> of "
-"units as you have villages for free. 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 a turn in upkeep."
+"units as you have villages, without paying any upkeep. However, for each "
+"level of unit beyond the number of villages you have, you must pay one gold "
+"per turn. For example, if you have twelve level one units and ten villages, "
+"you would have to pay two gold each turn in upkeep."
 msgstr ""
 "\n"
 "\n"
@@ -734,11 +741,12 @@
 "качестве содержания."
 
 #: data/help.cfg:191
+#, fuzzy
 msgid ""
 "\n"
 "\n"
 "These costs are subtracted from your Income, so in the case of twelve levels "
-"of units and ten villages, your resultant Income would be 8 gold a turn."
+"of units and ten villages, your resultant Income would be 8 gold per turn."
 msgstr ""
 "\n"
 "\n"
@@ -747,13 +755,13 @@
 "за ход."
 
 #: data/help.cfg:192
+#, fuzzy
 msgid ""
 "\n"
-"There are two main exceptions to Upkeep. Firstly, units with the Loyal trait "
-"will only ever count as level one for upkeep purposes, regardless of their "
-"actual level. Secondly, units you begin the scenario with (such as Konrad or "
+"There is one important exception to Upkeep: units with the Loyal trait never "
+"incur upkeep. Units you begin the scenario with (such as Konrad or "
 "Delfador), or units who join you during a scenario (such as the Horseman in "
-"the second level of Heir to the Throne) will never charge any upkeep."
+"the second level of Heir to the Throne) will usually have the Loyal trait."
 msgstr ""
 "\n"
 "В содержании есть два исключения. 
Во-первых, соединения с особенностью "
@@ -787,7 +795,7 @@
 
 #: data/help.cfg:210
 msgid ""
-"Most units have two traits, with the exception of Undead units who are "
+"Most units have two traits, with the exception of Undead units which are "
 "assigned the trait 'Undead'. Traits are modifications that change a unit's "
 "attributes slightly. They are usually randomly assigned to a unit when it is "
 "recruited."
@@ -812,9 +820,9 @@
 "\n"
 "Intelligent 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 units no longer require experience points after "
-"reaching their maximum level. If you have many 'maximum level' units you may "
-"with to recall units with more desirable traits."
+"quite as useful because units no longer have any use for experience points "
+"after reaching their maximum level. If you have many 'maximum level' units "
+"you may with to recall units with more desirable traits."
 msgstr ""
 "\n"
 "\n"
@@ -873,7 +881,7 @@
 "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 "
-"defence, or high resistances. Resilient units are especially useful for "
+"defense, or high resistances. Resilient units are especially useful for "
 "holding strategic positions against opponents."
 msgstr ""
 "\n"
@@ -932,17 +940,17 @@
 "\n"
 "<header>text=Loyal</header>\n"
 "\n"
-"Loyal units don't pay 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 "
+"Loyal 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.\n"
 "\n"
 "\n"
-"During campaigns, certain units may opt join the player's forces of their "
+"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 "
-"them or send them to a foolish death."
+"such units or to send them to a foolish death."
 msgstr ""
 
 #: data/help.cfg:258
@@ -965,11 +973,11 @@
 "\n"
 "\n"
 "\n"
-"<header>text=Dexterous</header>\n"
+"<header>text=Dextrous</header>\n"
 "\n"
-"Dexterous units do +1 damage for every successful strike with a bow.\n"
+"Dextrous units do +1 damage for every successful strike with a bow.\n"
 "\n"
-"Dexterous is a trait possessed only by Elves. The Elven people are known for "
+"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."
@@ -2799,7 +2807,7 @@
 msgid "HP"
 msgstr "ЗД"
 
-#: data/themes/default.cfg:176 src/playturn.cpp:2126 src/unit.cpp:1107
+#: data/themes/default.cfg:176 src/playturn.cpp:2126
 msgid "XP"
 msgstr "ОП"
 
@@ -7325,24 +7333,24 @@
 
 #: data/units/Troll.cfg:20
 msgid ""
-"Trolls, grown to adulthood, are possessed of a fearsome strength.  Their "
+"Trolls, grown to adulthood, are possessed of a fearsome strength. Their "
 "stone-like bodies have grown to a size much taller than a man, and their "
 "terrifying ability to recover from wounds make them a formidable foe even "
-"far from the mountainous ground they prefer to fight in.  An adult troll is "
+"far from the mountainous ground they prefer to fight in. An adult troll is "
 "smarter, faster, stronger, and though one would dare not say it to their "
-"face, uglier than any of their children.  Their wield heavy clubs with "
-"brutal proficiency, and form a bulwark of strength in any battle they "
-"participate in - the only weakness they have, if such can be said, is their "
-"inability to fight at a distance.\n"
+"face, uglier than any of their children. Their wield heavy clubs with brutal "
+"proficiency, and form a bulwark of strength in any battle they participate "
+"in - the only weakness they have, if such can be said, is their inability to "
+"fight at a distance.\n"
 "\n"
 "Usage:\n"
-"Trolls fight well on rough, rocky terrain, especially at night.  They are "
+"Trolls fight well on rough, rocky terrain, especially at night. They are "
 "vulnerable to archers, especially in open terrain, and should always have a "
-"healthy fear of spellcasters in all terrain.  They are quite powerful "
-"against brittle foes, like skeletons, and quite weak against well armored or "
-"naturally resilient enemies, such as their woodland counterpart, the wose.  "
+"healthy fear of spellcasters in all terrain. They are quite powerful against "
+"brittle foes, like skeletons, and quite weak against well armored or "
+"naturally resilient enemies, such as their woodland counterpart, the wose. "
 "Their regeneration allows them to cure poison and heal wounds without the "
-"aid of a nearby village.  Their relatively slow speed is a liability, as is "
+"aid of a nearby village. Their relatively slow speed is a liability, as is "
 "their weakness during daylight hours."
 msgstr ""
 
@@ -7351,10 +7359,11 @@
 msgstr "Тролль Герой"
 
 #: data/units/Troll_Hero.cfg:17
+#, fuzzy
 msgid ""
-"Trolls hero are strong and brutal humanoid monsters with the amazing ability "
-"to regenerate themselves, so that they recover from wounds on their own, "
-"even during battle."
+"Troll heroes are strong and brutal humanoid monsters with the amazing "
+"ability to regenerate themselves, so that they recover from wounds on their "
+"own, even during battle."
 msgstr ""
 "Тролли Герои - сильные и грубые 
человекообразные монстры с удивительной "
 "способностью регенерироваться, так что их 
раны залечиваются сами, даже во "
@@ -7367,28 +7376,28 @@
 #: data/units/Troll_Rocklobber.cfg:21
 msgid ""
 "Given the monstrous strength of their race, trolls can turn rather mundane "
-"weapons into implements of deadly force.  Some trolls piece together crude "
+"weapons into implements of deadly force. Some trolls piece together crude "
 "slings, little different from what a child would use, save for the fact they "
-"hurl boulders instead of pebbles.  Though not especially accurate, a rock "
-"thrown by one of these monsters can cripple a man if it hits him.  Despite "
+"hurl boulders instead of pebbles. Though not especially accurate, a rock "
+"thrown by one of these monsters can cripple a man if it hits him. Despite "
 "being burdened by their heavy ammunition, and lacking in any sort of melee "
 "weaponry, a troll rocklobber is still bigger, stronger, and perhaps even "
 "uglier than the whelp it once was, and a troll's fist serves as well as a "
-"man's hammer in combat.  Furthermore, their ability to strike back at an "
+"man's hammer in combat. Furthermore, their ability to strike back at an "
 "enemy archer makes fighting them a dicey proposition at any range, unless "
 "one can attack under heavy cover of terrain.\n"
 "\n"
 "Usage:\n"
-"Troll whelps fight well on rough, rocky terrain, especially at night.  "
+"Troll Rocklobbers fight well on rough, rocky terrain, especially at night. "
 "Unlike most others of their race, a Troll Rocklobber will make many archers "
 "think twice about attacking, and is quite dangerous for an enemy spellcaster "
-"to attack.  They are quite powerful against brittle foes, like skeletons, "
-"and quite weak against well armored or naturally resilient enemies, such as "
-"their woodland counterpart, the wose.  Their regeneration allows them to "
-"cure poison and heal wounds without the aid of a nearby village.  Their "
-"relatively slow speed is a liability, as is their weakness during daylight "
-"hours.  The greatest danger to a Troll Rocklobber is a powerful melee unit "
-"attacking them in open terrain during the day, when they are weakest."
+"to attack. They are quite powerful against brittle foes, like skeletons, and "
+"quite weak against well armored or naturally resilient enemies, such as "
+"their woodland counterpart, the wose. Their regeneration allows them to cure "
+"poison and heal wounds without the aid of a nearby village. Their relatively "
+"slow speed is a liability, as is their weakness during daylight hours. The "
+"greatest danger to a Troll Rocklobber is a powerful melee unit attacking "
+"them in open terrain during the day, when they are weakest."
 msgstr ""
 
 #: data/units/Troll_Warrior.cfg:3
@@ -7398,27 +7407,26 @@
 #: data/units/Troll_Warrior.cfg:21
 msgid ""
 "A terrifying, monstrous bastion of strength, a Troll Warrior brings to fore "
-"all the tales that have been told of their race's terrifying power.  "
-"Wielding massive hammers that could knock a house off its foundation, and "
-"able to absorb a seemingly endless rash of punishment, Troll Warriors are "
-"capable of singlehandedly changing the strategies of an enemy commander they "
-"face.  A troll warrior is not something brought down by one man, but by a "
-"whole group of them, fighting desperately against this hideous strength "
-"borne before them.  That which causes the most terror about a troll warrior, "
-"is not their appearance, or their power, but the fact that one brought even "
-"within an inch of its life will shortly return to its full strength if it is "
-"not truly sent to death.\n"
+"all the tales that have been told of their race's terrifying power. Wielding "
+"massive hammers that could knock a house off its foundation, and able to "
+"absorb a seemingly endless rash of punishment, Troll Warriors are capable of "
+"singlehandedly changing the strategies of an enemy commander they face. A "
+"troll warrior is not something brought down by one man, but by a whole group "
+"of them, fighting desperately against this hideous strength borne before "
+"them. That which causes the most terror about a troll warrior, is not their "
+"appearance, or their power, but the fact that one brought even within an "
+"inch of its life will shortly return to its full strength if it is not truly "
+"sent to death.\n"
 "\n"
 "Usage:\n"
-"Troll Warriors fight well on rough, rocky terrain, especially at night.  "
+"Troll Warriors fight well on rough, rocky terrain, especially at night. "
 "Though vulnerable to archers and spellcasters, especially in open terrain, "
 "the raw power of a Troll Warrior makes them a foe that generally must be "
-"brought down by several enemies.  There are few enemies which can engage "
-"them in one-on-one combat without a great danger of being killed on the same "
-"turn.  Their regeneration allows them to cure poison, and heal wounds "
-"without the aid of a nearby village.  Their relative weakness during "
-"daylight hours is a liability, though a Troll Warrior is still very powerful "
-"during the day."
+"brought down by several enemies. There are few enemies which can engage them "
+"in one-on-one combat without a great danger of being killed on the same "
+"turn. Their regeneration allows them to cure poison, and heal wounds without "
+"the aid of a nearby village. Their relative weakness during daylight hours "
+"is a liability, though a Troll Warrior is still very powerful during the day."
 msgstr ""
 
 #: data/units/Troll_Whelp.cfg:3
@@ -7429,23 +7437,23 @@
 msgid ""
 "The word 'whelp,' applied even to fearsome animals like wolves and lions, "
 "brings to mind images of frail, helpless, and even 'cute' creatures, so "
-"young they can hardly stand on their own feet.  Given the nature of Trolls, "
+"young they can hardly stand on their own feet. Given the nature of Trolls, "
 "however, a Troll 'whelp' already possesses the terrifying strength native to "
-"their race.  Troll whelps stumble about with bodies bigger than grown men, "
-"and with strength to match.  Their uncanny regeneration, and stone-like "
-"skin, make them monstrous opponents, especially on their favored ground in "
-"the mountains and hills from whence they came.  The only reassurance one has "
-"in fighting a troll whelp is their slow speed, and the fact that they have "
-"not grown to their full strength ... yet.\n"
+"their race. Troll whelps stumble about with bodies bigger than grown men, "
+"and with strength to match. Their uncanny regeneration, and stone-like skin, "
+"make them monstrous opponents, especially on their favored ground in the "
+"mountains and hills from whence they came. The only reassurance one has in "
+"fighting a troll whelp is their slow speed, and the fact that they have not "
+"grown to their full strength... yet.\n"
 "\n"
 "Usage:\n"
-"Troll Whelps fight well on rough, rocky terrain, especially at night.  They "
+"Troll Whelps fight well on rough, rocky terrain, especially at night. They "
 "are vulnerable to archers, especially in open terrain, and should always "
-"have a healthy fear of spellcasters in all terrain.  They are quite powerful "
+"have a healthy fear of spellcasters in all terrain. They are quite powerful "
 "against brittle foes, like skeletons, and quite weak against well armored or "
-"naturally resilient enemies, such as their woodland counterpart, the wose.  "
+"naturally resilient enemies, such as their woodland counterpart, the wose. "
 "Their regeneration allows them to cure poison and heal wounds without the "
-"aid of a nearby village.  Their relatively slow speed is a liability, as is "
+"aid of a nearby village. Their relatively slow speed is a liability, as is "
 "their weakness during daylight hours."
 msgstr ""
 
@@ -9466,6 +9474,10 @@
 msgid "-- The Tome of Wesnoth"
 msgstr "-- Великая книга Веснота"
 
+#: src/unit.cpp:1107
+msgid " XP to advance"
+msgstr ""
+
 #: src/unit.cpp:1144
 #, fuzzy
 msgid ": "
Index: wesnoth/po/wesnoth/sk.po
diff -u wesnoth/po/wesnoth/sk.po:1.50 wesnoth/po/wesnoth/sk.po:1.51
--- wesnoth/po/wesnoth/sk.po:1.50       Mon Apr 18 07:29:05 2005
+++ wesnoth/po/wesnoth/sk.po    Mon Apr 18 16:16:33 2005
@@ -7,7 +7,7 @@
 msgstr ""
 "Project-Id-Version: Battle for Wesnoth 0.8.2-CVS\n"
 "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n";
-"POT-Creation-Date: 2005-04-18 09:21+0200\n"
+"POT-Creation-Date: 2005-04-18 17:52+0200\n"
 "PO-Revision-Date: 2005-03-02 22:28+0100\n"
 "Last-Translator: Viliam Búr <address@hidden>\n"
 "Language-Team: none\n"
@@ -61,11 +61,12 @@
 "pridajú do tejto záložky, keď na ne natrafíte."
 
 #: data/help.cfg:62
+#, fuzzy
 msgid ""
 "\n"
 "\n"
 "Battle for Wesnoth is a turn-based fantasy strategy game somewhat unusual "
-"amongst modern strategy games. While other games strive for complexity, both "
+"among modern strategy games. While other games strive for complexity, both "
 "in rules and gameplay, Battle for Wesnoth strives for simplicity of 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 "
@@ -120,9 +121,10 @@
 "vyberte <italic>text='ľahkú'</italic> zložitosť."
 
 #: data/help.cfg:73
+#, fuzzy
 msgid ""
 "While playing, keep in mind that if you mouse-over many items on the menu "
-"bar to the right, a brief description will pop up explaining that item. This "
+"bar to the right, a brief description will pop up explaining each item. This "
 "is especially useful when you encounter new abilities for the first time."
 msgstr ""
 "Počas hry si pamätajte, že ak prejdete myšou ponad mnohé z položiek v 
pravom "
@@ -217,13 +219,14 @@
 msgstr "Pohyb"
 
 #: data/help.cfg:93
+#, fuzzy
 msgid ""
 "Movement in Battle for Wesnoth is simple: Simply click on the unit you wish "
-"to move, then click on the hex you wish to move it to. When selected, all "
-"the hexes a unit can move to this turn will be highlighted, and all those it "
-"can't made dull. Mousing over a dull square will 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."
+"to move, 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 dull hex will 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."
 msgstr ""
 "Pohyb v hre Bitka o Wesnoth je jednoduchý: Jednoducho ťuknite na jednotku, "
 "ktorú chcete pohnúť, potom ťuknite na políčko, na ktoré ju chcete 
posunúť. "
@@ -311,14 +314,15 @@
 "<header>text='Poradie a počet útokov'</header>"
 
 #: data/help.cfg:107
+#, fuzzy
 msgid ""
 "\n"
 "\n"
-"The attacker gets the first attack, then the defender. This continues to "
-"alternate until each unit has used up all of its attacks. The number of "
-"attacks a unit gets varies; for instance, an Elvish fighter with a 5-4 sword "
-"attack may make 4 swings each dealing 5 damage, while an Orcish Grunt with 9-"
-"2 only gets 2 swings (but at 9 damage)."
+"The attacker gets the first attack, then the defender retaliates. This "
+"continues to alternate until each unit has used up all of its attacks. The "
+"number of attacks a unit has varies; for instance, an Elvish fighter with a "
+"5-4 sword attack may make 4 swings each dealing 5 damage, while an Orcish "
+"Grunt with 9-2 can only make 2 swings (but at 9 damage each)."
 msgstr ""
 "\n"
 "\n"
@@ -345,8 +349,8 @@
 "\n"
 "With two exceptions, the chance to hit a unit is based solely on its defense "
 "rating in the Terrain it is currently standing in. This may be found by "
-"right-clicking a unit, selecting Unit Description, and then look at "
-"<italic>text='Terrain Modifiers'</italic>. For instance, elves have a "
+"right-clicking a unit, selecting Unit Description, and then looking at "
+"<italic>text='Terrain Modifiers'</italic>. For instance, many elves have a "
 "defense rating of 70% in forest, meaning a unit attacking them has only a "
 "30% chance of hitting them. Conversely, the elf's chance of hitting the "
 "attacker in return depends on what terrain the attacker is in."
@@ -673,12 +677,13 @@
 "prekročiť 18) alebo vyliečia otrávenú jednotku."
 
 #: data/help.cfg:179
+#, fuzzy
 msgid ""
 "\n"
 "\n"
-"Keep in mind that while Resting can be combined with other forms of healing, "
-"villages, regeneration, and healing/curing cannot combine with each other. "
-"Also, units heal fully between scenarios."
+"Resting can be combined with other forms of healing, but villages, "
+"regeneration, and healing/curing cannot combine with each other. Also, units "
+"heal fully between scenarios."
 msgstr ""
 "\n"
 "\n"
@@ -703,13 +708,13 @@
 "prenáša z jednej scény do druhej. Máme tu dve zložky: príjmy a 
výdavky."
 
 #: data/help.cfg:187
+#, fuzzy
 msgid ""
 "\n"
 "\n"
-"Income is simple. For every village you control, you gain one gold a turn. "
-"Thus, if you have ten villages, you would normally gain ten gold. "
-"Unfortunately, your Upkeep costs are subtracted from this income, as "
-"detailed below."
+"Income is simple. For every village you control, you gain one gold each "
+"turn. Thus, if you have ten villages, you would normally gain ten gold. Your "
+"Upkeep costs are subtracted from this income, as detailed below."
 msgstr ""
 "\n"
 "\n"
@@ -718,15 +723,16 @@
 "tohoto príjmu treba ešte odpočítať výdavky, ako si podrobne popíšeme 
nižšie."
 
 #: data/help.cfg:189
+#, fuzzy
 msgid ""
 "\n"
 "\n"
 "Upkeep is also fairly simple. Each unit requires an amount of Upkeep equal "
 "to its level. You can support as many levels <italic>text=worth</italic> of "
-"units as you have villages for free. 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 a turn in upkeep."
+"units as you have villages, without paying any upkeep. However, for each "
+"level of unit beyond the number of villages you have, you must pay one gold "
+"per turn. For example, if you have twelve level one units and ten villages, "
+"you would have to pay two gold each turn in upkeep."
 msgstr ""
 "\n"
 "\n"
@@ -738,11 +744,12 @@
 "2 zlatky za kolo."
 
 #: data/help.cfg:191
+#, fuzzy
 msgid ""
 "\n"
 "\n"
 "These costs are subtracted from your Income, so in the case of twelve levels "
-"of units and ten villages, your resultant Income would be 8 gold a turn."
+"of units and ten villages, your resultant Income would be 8 gold per turn."
 msgstr ""
 "\n"
 "\n"
@@ -750,13 +757,13 @@
 "dvanástimi úrovňami a desiatich dedín, bude výsledný zisk za kolo 8 
zlatiek."
 
 #: data/help.cfg:192
+#, fuzzy
 msgid ""
 "\n"
-"There are two main exceptions to Upkeep. Firstly, units with the Loyal trait "
-"will only ever count as level one for upkeep purposes, regardless of their "
-"actual level. Secondly, units you begin the scenario with (such as Konrad or "
+"There is one important exception to Upkeep: units with the Loyal trait never "
+"incur upkeep. Units you begin the scenario with (such as Konrad or "
 "Delfador), or units who join you during a scenario (such as the Horseman in "
-"the second level of Heir to the Throne) will never charge any upkeep."
+"the second level of Heir to the Throne) will usually have the Loyal trait."
 msgstr ""
 "\n"
 "Na výdavky sa vzťahujú dve výnimky. Po prvé, verné jednotky si vždy 
budú "
@@ -788,7 +795,7 @@
 
 #: data/help.cfg:210
 msgid ""
-"Most units have two traits, with the exception of Undead units who are "
+"Most units have two traits, with the exception of Undead units which are "
 "assigned the trait 'Undead'. Traits are modifications that change a unit's "
 "attributes slightly. They are usually randomly assigned to a unit when it is "
 "recruited."
@@ -813,9 +820,9 @@
 "\n"
 "Intelligent 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 units no longer require experience points after "
-"reaching their maximum level. If you have many 'maximum level' units you may "
-"with to recall units with more desirable traits."
+"quite as useful because units no longer have any use for experience points "
+"after reaching their maximum level. If you have many 'maximum level' units "
+"you may with to recall units with more desirable traits."
 msgstr ""
 "\n"
 "\n"
@@ -875,7 +882,7 @@
 "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 "
-"defence, or high resistances. Resilient units are especially useful for "
+"defense, or high resistances. Resilient units are especially useful for "
 "holding strategic positions against opponents."
 msgstr ""
 "\n"
@@ -934,17 +941,17 @@
 "\n"
 "<header>text=Loyal</header>\n"
 "\n"
-"Loyal units don't pay 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 "
+"Loyal 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.\n"
 "\n"
 "\n"
-"During campaigns, certain units may opt join the player's forces of their "
+"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 "
-"them or send them to a foolish death."
+"such units or to send them to a foolish death."
 msgstr ""
 
 #: data/help.cfg:258
@@ -967,11 +974,11 @@
 "\n"
 "\n"
 "\n"
-"<header>text=Dexterous</header>\n"
+"<header>text=Dextrous</header>\n"
 "\n"
-"Dexterous units do +1 damage for every successful strike with a bow.\n"
+"Dextrous units do +1 damage for every successful strike with a bow.\n"
 "\n"
-"Dexterous is a trait possessed only by Elves. The Elven people are known for "
+"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."
@@ -2819,7 +2826,7 @@
 msgid "HP"
 msgstr "Životy"
 
-#: data/themes/default.cfg:176 src/playturn.cpp:2126 src/unit.cpp:1107
+#: data/themes/default.cfg:176 src/playturn.cpp:2126
 msgid "XP"
 msgstr "Skúsenosti"
 
@@ -7353,24 +7360,24 @@
 
 #: data/units/Troll.cfg:20
 msgid ""
-"Trolls, grown to adulthood, are possessed of a fearsome strength.  Their "
+"Trolls, grown to adulthood, are possessed of a fearsome strength. Their "
 "stone-like bodies have grown to a size much taller than a man, and their "
 "terrifying ability to recover from wounds make them a formidable foe even "
-"far from the mountainous ground they prefer to fight in.  An adult troll is "
+"far from the mountainous ground they prefer to fight in. An adult troll is "
 "smarter, faster, stronger, and though one would dare not say it to their "
-"face, uglier than any of their children.  Their wield heavy clubs with "
-"brutal proficiency, and form a bulwark of strength in any battle they "
-"participate in - the only weakness they have, if such can be said, is their "
-"inability to fight at a distance.\n"
+"face, uglier than any of their children. Their wield heavy clubs with brutal "
+"proficiency, and form a bulwark of strength in any battle they participate "
+"in - the only weakness they have, if such can be said, is their inability to "
+"fight at a distance.\n"
 "\n"
 "Usage:\n"
-"Trolls fight well on rough, rocky terrain, especially at night.  They are "
+"Trolls fight well on rough, rocky terrain, especially at night. They are "
 "vulnerable to archers, especially in open terrain, and should always have a "
-"healthy fear of spellcasters in all terrain.  They are quite powerful "
-"against brittle foes, like skeletons, and quite weak against well armored or "
-"naturally resilient enemies, such as their woodland counterpart, the wose.  "
+"healthy fear of spellcasters in all terrain. They are quite powerful against "
+"brittle foes, like skeletons, and quite weak against well armored or "
+"naturally resilient enemies, such as their woodland counterpart, the wose. "
 "Their regeneration allows them to cure poison and heal wounds without the "
-"aid of a nearby village.  Their relatively slow speed is a liability, as is "
+"aid of a nearby village. Their relatively slow speed is a liability, as is "
 "their weakness during daylight hours."
 msgstr ""
 
@@ -7379,10 +7386,11 @@
 msgstr "Troll hrdina"
 
 #: data/units/Troll_Hero.cfg:17
+#, fuzzy
 msgid ""
-"Trolls hero are strong and brutal humanoid monsters with the amazing ability "
-"to regenerate themselves, so that they recover from wounds on their own, "
-"even during battle."
+"Troll heroes are strong and brutal humanoid monsters with the amazing "
+"ability to regenerate themselves, so that they recover from wounds on their "
+"own, even during battle."
 msgstr ""
 "Troll hrdina je silný a brutálny človeku podobný tvor, ktorý má 
úžasnú "
 "schopnosť regenerovať, takže sa zo svojich zranení zotaví ešte počas 
boja."
@@ -7394,28 +7402,28 @@
 #: data/units/Troll_Rocklobber.cfg:21
 msgid ""
 "Given the monstrous strength of their race, trolls can turn rather mundane "
-"weapons into implements of deadly force.  Some trolls piece together crude "
+"weapons into implements of deadly force. Some trolls piece together crude "
 "slings, little different from what a child would use, save for the fact they "
-"hurl boulders instead of pebbles.  Though not especially accurate, a rock "
-"thrown by one of these monsters can cripple a man if it hits him.  Despite "
+"hurl boulders instead of pebbles. Though not especially accurate, a rock "
+"thrown by one of these monsters can cripple a man if it hits him. Despite "
 "being burdened by their heavy ammunition, and lacking in any sort of melee "
 "weaponry, a troll rocklobber is still bigger, stronger, and perhaps even "
 "uglier than the whelp it once was, and a troll's fist serves as well as a "
-"man's hammer in combat.  Furthermore, their ability to strike back at an "
+"man's hammer in combat. Furthermore, their ability to strike back at an "
 "enemy archer makes fighting them a dicey proposition at any range, unless "
 "one can attack under heavy cover of terrain.\n"
 "\n"
 "Usage:\n"
-"Troll whelps fight well on rough, rocky terrain, especially at night.  "
+"Troll Rocklobbers fight well on rough, rocky terrain, especially at night. "
 "Unlike most others of their race, a Troll Rocklobber will make many archers "
 "think twice about attacking, and is quite dangerous for an enemy spellcaster "
-"to attack.  They are quite powerful against brittle foes, like skeletons, "
-"and quite weak against well armored or naturally resilient enemies, such as "
-"their woodland counterpart, the wose.  Their regeneration allows them to "
-"cure poison and heal wounds without the aid of a nearby village.  Their "
-"relatively slow speed is a liability, as is their weakness during daylight "
-"hours.  The greatest danger to a Troll Rocklobber is a powerful melee unit "
-"attacking them in open terrain during the day, when they are weakest."
+"to attack. They are quite powerful against brittle foes, like skeletons, and "
+"quite weak against well armored or naturally resilient enemies, such as "
+"their woodland counterpart, the wose. Their regeneration allows them to cure "
+"poison and heal wounds without the aid of a nearby village. Their relatively "
+"slow speed is a liability, as is their weakness during daylight hours. The "
+"greatest danger to a Troll Rocklobber is a powerful melee unit attacking "
+"them in open terrain during the day, when they are weakest."
 msgstr ""
 
 #: data/units/Troll_Warrior.cfg:3
@@ -7425,27 +7433,26 @@
 #: data/units/Troll_Warrior.cfg:21
 msgid ""
 "A terrifying, monstrous bastion of strength, a Troll Warrior brings to fore "
-"all the tales that have been told of their race's terrifying power.  "
-"Wielding massive hammers that could knock a house off its foundation, and "
-"able to absorb a seemingly endless rash of punishment, Troll Warriors are "
-"capable of singlehandedly changing the strategies of an enemy commander they "
-"face.  A troll warrior is not something brought down by one man, but by a "
-"whole group of them, fighting desperately against this hideous strength "
-"borne before them.  That which causes the most terror about a troll warrior, "
-"is not their appearance, or their power, but the fact that one brought even "
-"within an inch of its life will shortly return to its full strength if it is "
-"not truly sent to death.\n"
+"all the tales that have been told of their race's terrifying power. Wielding "
+"massive hammers that could knock a house off its foundation, and able to "
+"absorb a seemingly endless rash of punishment, Troll Warriors are capable of "
+"singlehandedly changing the strategies of an enemy commander they face. A "
+"troll warrior is not something brought down by one man, but by a whole group "
+"of them, fighting desperately against this hideous strength borne before "
+"them. That which causes the most terror about a troll warrior, is not their "
+"appearance, or their power, but the fact that one brought even within an "
+"inch of its life will shortly return to its full strength if it is not truly "
+"sent to death.\n"
 "\n"
 "Usage:\n"
-"Troll Warriors fight well on rough, rocky terrain, especially at night.  "
+"Troll Warriors fight well on rough, rocky terrain, especially at night. "
 "Though vulnerable to archers and spellcasters, especially in open terrain, "
 "the raw power of a Troll Warrior makes them a foe that generally must be "
-"brought down by several enemies.  There are few enemies which can engage "
-"them in one-on-one combat without a great danger of being killed on the same "
-"turn.  Their regeneration allows them to cure poison, and heal wounds "
-"without the aid of a nearby village.  Their relative weakness during "
-"daylight hours is a liability, though a Troll Warrior is still very powerful "
-"during the day."
+"brought down by several enemies. There are few enemies which can engage them "
+"in one-on-one combat without a great danger of being killed on the same "
+"turn. Their regeneration allows them to cure poison, and heal wounds without "
+"the aid of a nearby village. Their relative weakness during daylight hours "
+"is a liability, though a Troll Warrior is still very powerful during the day."
 msgstr ""
 
 #: data/units/Troll_Whelp.cfg:3
@@ -7456,23 +7463,23 @@
 msgid ""
 "The word 'whelp,' applied even to fearsome animals like wolves and lions, "
 "brings to mind images of frail, helpless, and even 'cute' creatures, so "
-"young they can hardly stand on their own feet.  Given the nature of Trolls, "
+"young they can hardly stand on their own feet. Given the nature of Trolls, "
 "however, a Troll 'whelp' already possesses the terrifying strength native to "
-"their race.  Troll whelps stumble about with bodies bigger than grown men, "
-"and with strength to match.  Their uncanny regeneration, and stone-like "
-"skin, make them monstrous opponents, especially on their favored ground in "
-"the mountains and hills from whence they came.  The only reassurance one has "
-"in fighting a troll whelp is their slow speed, and the fact that they have "
-"not grown to their full strength ... yet.\n"
+"their race. Troll whelps stumble about with bodies bigger than grown men, "
+"and with strength to match. Their uncanny regeneration, and stone-like skin, "
+"make them monstrous opponents, especially on their favored ground in the "
+"mountains and hills from whence they came. The only reassurance one has in "
+"fighting a troll whelp is their slow speed, and the fact that they have not "
+"grown to their full strength... yet.\n"
 "\n"
 "Usage:\n"
-"Troll Whelps fight well on rough, rocky terrain, especially at night.  They "
+"Troll Whelps fight well on rough, rocky terrain, especially at night. They "
 "are vulnerable to archers, especially in open terrain, and should always "
-"have a healthy fear of spellcasters in all terrain.  They are quite powerful "
+"have a healthy fear of spellcasters in all terrain. They are quite powerful "
 "against brittle foes, like skeletons, and quite weak against well armored or "
-"naturally resilient enemies, such as their woodland counterpart, the wose.  "
+"naturally resilient enemies, such as their woodland counterpart, the wose. "
 "Their regeneration allows them to cure poison and heal wounds without the "
-"aid of a nearby village.  Their relatively slow speed is a liability, as is "
+"aid of a nearby village. Their relatively slow speed is a liability, as is "
 "their weakness during daylight hours."
 msgstr ""
 
@@ -9523,6 +9530,10 @@
 msgid "-- The Tome of Wesnoth"
 msgstr "-- Kniha o Wesnothe"
 
+#: src/unit.cpp:1107
+msgid " XP to advance"
+msgstr ""
+
 #: src/unit.cpp:1144
 #, fuzzy
 msgid ": "
Index: wesnoth/po/wesnoth/sl.po
diff -u wesnoth/po/wesnoth/sl.po:1.49 wesnoth/po/wesnoth/sl.po:1.50
--- wesnoth/po/wesnoth/sl.po:1.49       Mon Apr 18 07:29:05 2005
+++ wesnoth/po/wesnoth/sl.po    Mon Apr 18 16:16:33 2005
@@ -7,7 +7,7 @@
 msgstr ""
 "Project-Id-Version: smart-sl\n"
 "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n";
-"POT-Creation-Date: 2005-04-18 09:21+0200\n"
+"POT-Creation-Date: 2005-04-18 17:52+0200\n"
 "PO-Revision-Date: 2004-10-17 20:24+0200\n"
 "Last-Translator: lynx\n"
 "Language-Team:  <address@hidden>\n"
@@ -61,11 +61,12 @@
 "nadaljevanju."
 
 #: data/help.cfg:62
+#, fuzzy
 msgid ""
 "\n"
 "\n"
 "Battle for Wesnoth is a turn-based fantasy strategy game somewhat unusual "
-"amongst modern strategy games. While other games strive for complexity, both "
+"among modern strategy games. While other games strive for complexity, both "
 "in rules and gameplay, Battle for Wesnoth strives for simplicity of 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 "
@@ -118,9 +119,10 @@
 "italic> težavnostni stopnji."
 
 #: data/help.cfg:73
+#, fuzzy
 msgid ""
 "While playing, keep in mind that if you mouse-over many items on the menu "
-"bar to the right, a brief description will pop up explaining that item. This "
+"bar to the right, a brief description will pop up explaining each item. This "
 "is especially useful when you encounter new abilities for the first time."
 msgstr ""
 "Zapomnite si, da med igranjem lahko izveste več o postavkah v desnem "
@@ -214,13 +216,14 @@
 msgstr "Premikanje"
 
 #: data/help.cfg:93
+#, fuzzy
 msgid ""
 "Movement in Battle for Wesnoth is simple: Simply click on the unit you wish "
-"to move, then click on the hex you wish to move it to. When selected, all "
-"the hexes a unit can move to this turn will be highlighted, and all those it "
-"can't made dull. Mousing over a dull square will 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."
+"to move, 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 dull hex will 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."
 msgstr ""
 "Premikanje v Battle for Wesnoth je preprosto: samo kliknite na enoto, ki jo "
 "želite premakniti in potem še na ploščo kamor hočete da gre. Ko je enota 
"
@@ -304,14 +307,15 @@
 "<header>text='Vrstni red in Å¡tevlo napadov'</header>"
 
 #: data/help.cfg:107
+#, fuzzy
 msgid ""
 "\n"
 "\n"
-"The attacker gets the first attack, then the defender. This continues to "
-"alternate until each unit has used up all of its attacks. The number of "
-"attacks a unit gets varies; for instance, an Elvish fighter with a 5-4 sword "
-"attack may make 4 swings each dealing 5 damage, while an Orcish Grunt with 9-"
-"2 only gets 2 swings (but at 9 damage)."
+"The attacker gets the first attack, then the defender retaliates. This "
+"continues to alternate until each unit has used up all of its attacks. The "
+"number of attacks a unit has varies; for instance, an Elvish fighter with a "
+"5-4 sword attack may make 4 swings each dealing 5 damage, while an Orcish "
+"Grunt with 9-2 can only make 2 swings (but at 9 damage each)."
 msgstr ""
 "\n"
 "\n"
@@ -332,13 +336,14 @@
 "<header>text='Verjetnost zadetka'</header>"
 
 #: data/help.cfg:111
+#, fuzzy
 msgid ""
 "\n"
 "\n"
 "With two exceptions, the chance to hit a unit is based solely on its defense "
 "rating in the Terrain it is currently standing in. This may be found by "
-"right-clicking a unit, selecting Unit Description, and then look at "
-"<italic>text='Terrain Modifiers'</italic>. For instance, elves have a "
+"right-clicking a unit, selecting Unit Description, and then looking at "
+"<italic>text='Terrain Modifiers'</italic>. For instance, many elves have a "
 "defense rating of 70% in forest, meaning a unit attacking them has only a "
 "30% chance of hitting them. Conversely, the elf's chance of hitting the "
 "attacker in return depends on what terrain the attacker is in."
@@ -658,12 +663,13 @@
 "plošč) za 8HP (skupaj največ 18HP), ali pa jih ozdravila strupa."
 
 #: data/help.cfg:179
+#, fuzzy
 msgid ""
 "\n"
 "\n"
-"Keep in mind that while Resting can be combined with other forms of healing, "
-"villages, regeneration, and healing/curing cannot combine with each other. "
-"Also, units heal fully between scenarios."
+"Resting can be combined with other forms of healing, but villages, "
+"regeneration, and healing/curing cannot combine with each other. Also, units "
+"heal fully between scenarios."
 msgstr ""
 "\n"
 "\n"
@@ -687,13 +693,13 @@
 "scenariji. Glede tega sta pomembni dve stvari; prihodki in plače."
 
 #: data/help.cfg:187
+#, fuzzy
 msgid ""
 "\n"
 "\n"
-"Income is simple. For every village you control, you gain one gold a turn. "
-"Thus, if you have ten villages, you would normally gain ten gold. "
-"Unfortunately, your Upkeep costs are subtracted from this income, as "
-"detailed below."
+"Income is simple. For every village you control, you gain one gold each "
+"turn. Thus, if you have ten villages, you would normally gain ten gold. Your "
+"Upkeep costs are subtracted from this income, as detailed below."
 msgstr ""
 "\n"
 "\n"
@@ -703,15 +709,16 @@
 "nadaljevanju."
 
 #: data/help.cfg:189
+#, fuzzy
 msgid ""
 "\n"
 "\n"
 "Upkeep is also fairly simple. Each unit requires an amount of Upkeep equal "
 "to its level. You can support as many levels <italic>text=worth</italic> of "
-"units as you have villages for free. 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 a turn in upkeep."
+"units as you have villages, without paying any upkeep. However, for each "
+"level of unit beyond the number of villages you have, you must pay one gold "
+"per turn. For example, if you have twelve level one units and ten villages, "
+"you would have to pay two gold each turn in upkeep."
 msgstr ""
 "\n"
 "\n"
@@ -723,11 +730,12 @@
 "kosa zlata, za plače, na potezo."
 
 #: data/help.cfg:191
+#, fuzzy
 msgid ""
 "\n"
 "\n"
 "These costs are subtracted from your Income, so in the case of twelve levels "
-"of units and ten villages, your resultant Income would be 8 gold a turn."
+"of units and ten villages, your resultant Income would be 8 gold per turn."
 msgstr ""
 "\n"
 "\n"
@@ -735,13 +743,13 @@
 "prejšnjem primeru 8 kosov zlata na potezo (10-[12-10])."
 
 #: data/help.cfg:192
+#, fuzzy
 msgid ""
 "\n"
-"There are two main exceptions to Upkeep. Firstly, units with the Loyal trait "
-"will only ever count as level one for upkeep purposes, regardless of their "
-"actual level. Secondly, units you begin the scenario with (such as Konrad or "
+"There is one important exception to Upkeep: units with the Loyal trait never "
+"incur upkeep. Units you begin the scenario with (such as Konrad or "
 "Delfador), or units who join you during a scenario (such as the Horseman in "
-"the second level of Heir to the Throne) will never charge any upkeep."
+"the second level of Heir to the Throne) will usually have the Loyal trait."
 msgstr ""
 "\n"
 "Obstajata dve večji izjemi pri plačah. Enote z značilnostjo zvest ne bodo "
@@ -774,7 +782,7 @@
 
 #: data/help.cfg:210
 msgid ""
-"Most units have two traits, with the exception of Undead units who are "
+"Most units have two traits, with the exception of Undead units which are "
 "assigned the trait 'Undead'. Traits are modifications that change a unit's "
 "attributes slightly. They are usually randomly assigned to a unit when it is "
 "recruited."
@@ -799,9 +807,9 @@
 "\n"
 "Intelligent 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 units no longer require experience points after "
-"reaching their maximum level. If you have many 'maximum level' units you may "
-"with to recall units with more desirable traits."
+"quite as useful because units no longer have any use for experience points "
+"after reaching their maximum level. If you have many 'maximum level' units "
+"you may with to recall units with more desirable traits."
 msgstr ""
 "\n"
 "\n"
@@ -859,7 +867,7 @@
 "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 "
-"defence, or high resistances. Resilient units are especially useful for "
+"defense, or high resistances. Resilient units are especially useful for "
 "holding strategic positions against opponents."
 msgstr ""
 "\n"
@@ -913,17 +921,17 @@
 "\n"
 "<header>text=Loyal</header>\n"
 "\n"
-"Loyal units don't pay 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 "
+"Loyal 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.\n"
 "\n"
 "\n"
-"During campaigns, certain units may opt join the player's forces of their "
+"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 "
-"them or send them to a foolish death."
+"such units or to send them to a foolish death."
 msgstr ""
 
 #: data/help.cfg:258
@@ -946,11 +954,11 @@
 "\n"
 "\n"
 "\n"
-"<header>text=Dexterous</header>\n"
+"<header>text=Dextrous</header>\n"
 "\n"
-"Dexterous units do +1 damage for every successful strike with a bow.\n"
+"Dextrous units do +1 damage for every successful strike with a bow.\n"
 "\n"
-"Dexterous is a trait possessed only by Elves. The Elven people are known for "
+"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."
@@ -2473,7 +2481,7 @@
 msgid "HP"
 msgstr "HP"
 
-#: data/themes/default.cfg:176 src/playturn.cpp:2126 src/unit.cpp:1107
+#: data/themes/default.cfg:176 src/playturn.cpp:2126
 msgid "XP"
 msgstr "XP"
 
@@ -6366,24 +6374,24 @@
 
 #: data/units/Troll.cfg:20
 msgid ""
-"Trolls, grown to adulthood, are possessed of a fearsome strength.  Their "
+"Trolls, grown to adulthood, are possessed of a fearsome strength. Their "
 "stone-like bodies have grown to a size much taller than a man, and their "
 "terrifying ability to recover from wounds make them a formidable foe even "
-"far from the mountainous ground they prefer to fight in.  An adult troll is "
+"far from the mountainous ground they prefer to fight in. An adult troll is "
 "smarter, faster, stronger, and though one would dare not say it to their "
-"face, uglier than any of their children.  Their wield heavy clubs with "
-"brutal proficiency, and form a bulwark of strength in any battle they "
-"participate in - the only weakness they have, if such can be said, is their "
-"inability to fight at a distance.\n"
+"face, uglier than any of their children. Their wield heavy clubs with brutal "
+"proficiency, and form a bulwark of strength in any battle they participate "
+"in - the only weakness they have, if such can be said, is their inability to "
+"fight at a distance.\n"
 "\n"
 "Usage:\n"
-"Trolls fight well on rough, rocky terrain, especially at night.  They are "
+"Trolls fight well on rough, rocky terrain, especially at night. They are "
 "vulnerable to archers, especially in open terrain, and should always have a "
-"healthy fear of spellcasters in all terrain.  They are quite powerful "
-"against brittle foes, like skeletons, and quite weak against well armored or "
-"naturally resilient enemies, such as their woodland counterpart, the wose.  "
+"healthy fear of spellcasters in all terrain. They are quite powerful against "
+"brittle foes, like skeletons, and quite weak against well armored or "
+"naturally resilient enemies, such as their woodland counterpart, the wose. "
 "Their regeneration allows them to cure poison and heal wounds without the "
-"aid of a nearby village.  Their relatively slow speed is a liability, as is "
+"aid of a nearby village. Their relatively slow speed is a liability, as is "
 "their weakness during daylight hours."
 msgstr ""
 
@@ -6393,9 +6401,9 @@
 
 #: data/units/Troll_Hero.cfg:17
 msgid ""
-"Trolls hero are strong and brutal humanoid monsters with the amazing ability "
-"to regenerate themselves, so that they recover from wounds on their own, "
-"even during battle."
+"Troll heroes are strong and brutal humanoid monsters with the amazing "
+"ability to regenerate themselves, so that they recover from wounds on their "
+"own, even during battle."
 msgstr ""
 
 #: data/units/Troll_Rocklobber.cfg:3
@@ -6405,28 +6413,28 @@
 #: data/units/Troll_Rocklobber.cfg:21
 msgid ""
 "Given the monstrous strength of their race, trolls can turn rather mundane "
-"weapons into implements of deadly force.  Some trolls piece together crude "
+"weapons into implements of deadly force. Some trolls piece together crude "
 "slings, little different from what a child would use, save for the fact they "
-"hurl boulders instead of pebbles.  Though not especially accurate, a rock "
-"thrown by one of these monsters can cripple a man if it hits him.  Despite "
+"hurl boulders instead of pebbles. Though not especially accurate, a rock "
+"thrown by one of these monsters can cripple a man if it hits him. Despite "
 "being burdened by their heavy ammunition, and lacking in any sort of melee "
 "weaponry, a troll rocklobber is still bigger, stronger, and perhaps even "
 "uglier than the whelp it once was, and a troll's fist serves as well as a "
-"man's hammer in combat.  Furthermore, their ability to strike back at an "
+"man's hammer in combat. Furthermore, their ability to strike back at an "
 "enemy archer makes fighting them a dicey proposition at any range, unless "
 "one can attack under heavy cover of terrain.\n"
 "\n"
 "Usage:\n"
-"Troll whelps fight well on rough, rocky terrain, especially at night.  "
+"Troll Rocklobbers fight well on rough, rocky terrain, especially at night. "
 "Unlike most others of their race, a Troll Rocklobber will make many archers "
 "think twice about attacking, and is quite dangerous for an enemy spellcaster "
-"to attack.  They are quite powerful against brittle foes, like skeletons, "
-"and quite weak against well armored or naturally resilient enemies, such as "
-"their woodland counterpart, the wose.  Their regeneration allows them to "
-"cure poison and heal wounds without the aid of a nearby village.  Their "
-"relatively slow speed is a liability, as is their weakness during daylight "
-"hours.  The greatest danger to a Troll Rocklobber is a powerful melee unit "
-"attacking them in open terrain during the day, when they are weakest."
+"to attack. They are quite powerful against brittle foes, like skeletons, and "
+"quite weak against well armored or naturally resilient enemies, such as "
+"their woodland counterpart, the wose. Their regeneration allows them to cure "
+"poison and heal wounds without the aid of a nearby village. Their relatively "
+"slow speed is a liability, as is their weakness during daylight hours. The "
+"greatest danger to a Troll Rocklobber is a powerful melee unit attacking "
+"them in open terrain during the day, when they are weakest."
 msgstr ""
 
 #: data/units/Troll_Warrior.cfg:3
@@ -6436,27 +6444,26 @@
 #: data/units/Troll_Warrior.cfg:21
 msgid ""
 "A terrifying, monstrous bastion of strength, a Troll Warrior brings to fore "
-"all the tales that have been told of their race's terrifying power.  "
-"Wielding massive hammers that could knock a house off its foundation, and "
-"able to absorb a seemingly endless rash of punishment, Troll Warriors are "
-"capable of singlehandedly changing the strategies of an enemy commander they "
-"face.  A troll warrior is not something brought down by one man, but by a "
-"whole group of them, fighting desperately against this hideous strength "
-"borne before them.  That which causes the most terror about a troll warrior, "
-"is not their appearance, or their power, but the fact that one brought even "
-"within an inch of its life will shortly return to its full strength if it is "
-"not truly sent to death.\n"
+"all the tales that have been told of their race's terrifying power. Wielding "
+"massive hammers that could knock a house off its foundation, and able to "
+"absorb a seemingly endless rash of punishment, Troll Warriors are capable of "
+"singlehandedly changing the strategies of an enemy commander they face. A "
+"troll warrior is not something brought down by one man, but by a whole group "
+"of them, fighting desperately against this hideous strength borne before "
+"them. That which causes the most terror about a troll warrior, is not their "
+"appearance, or their power, but the fact that one brought even within an "
+"inch of its life will shortly return to its full strength if it is not truly "
+"sent to death.\n"
 "\n"
 "Usage:\n"
-"Troll Warriors fight well on rough, rocky terrain, especially at night.  "
+"Troll Warriors fight well on rough, rocky terrain, especially at night. "
 "Though vulnerable to archers and spellcasters, especially in open terrain, "
 "the raw power of a Troll Warrior makes them a foe that generally must be "
-"brought down by several enemies.  There are few enemies which can engage "
-"them in one-on-one combat without a great danger of being killed on the same "
-"turn.  Their regeneration allows them to cure poison, and heal wounds "
-"without the aid of a nearby village.  Their relative weakness during "
-"daylight hours is a liability, though a Troll Warrior is still very powerful "
-"during the day."
+"brought down by several enemies. There are few enemies which can engage them "
+"in one-on-one combat without a great danger of being killed on the same "
+"turn. Their regeneration allows them to cure poison, and heal wounds without "
+"the aid of a nearby village. Their relative weakness during daylight hours "
+"is a liability, though a Troll Warrior is still very powerful during the day."
 msgstr ""
 
 #: data/units/Troll_Whelp.cfg:3
@@ -6467,23 +6474,23 @@
 msgid ""
 "The word 'whelp,' applied even to fearsome animals like wolves and lions, "
 "brings to mind images of frail, helpless, and even 'cute' creatures, so "
-"young they can hardly stand on their own feet.  Given the nature of Trolls, "
+"young they can hardly stand on their own feet. Given the nature of Trolls, "
 "however, a Troll 'whelp' already possesses the terrifying strength native to "
-"their race.  Troll whelps stumble about with bodies bigger than grown men, "
-"and with strength to match.  Their uncanny regeneration, and stone-like "
-"skin, make them monstrous opponents, especially on their favored ground in "
-"the mountains and hills from whence they came.  The only reassurance one has "
-"in fighting a troll whelp is their slow speed, and the fact that they have "
-"not grown to their full strength ... yet.\n"
+"their race. Troll whelps stumble about with bodies bigger than grown men, "
+"and with strength to match. Their uncanny regeneration, and stone-like skin, "
+"make them monstrous opponents, especially on their favored ground in the "
+"mountains and hills from whence they came. The only reassurance one has in "
+"fighting a troll whelp is their slow speed, and the fact that they have not "
+"grown to their full strength... yet.\n"
 "\n"
 "Usage:\n"
-"Troll Whelps fight well on rough, rocky terrain, especially at night.  They "
+"Troll Whelps fight well on rough, rocky terrain, especially at night. They "
 "are vulnerable to archers, especially in open terrain, and should always "
-"have a healthy fear of spellcasters in all terrain.  They are quite powerful "
+"have a healthy fear of spellcasters in all terrain. They are quite powerful "
 "against brittle foes, like skeletons, and quite weak against well armored or "
-"naturally resilient enemies, such as their woodland counterpart, the wose.  "
+"naturally resilient enemies, such as their woodland counterpart, the wose. "
 "Their regeneration allows them to cure poison and heal wounds without the "
-"aid of a nearby village.  Their relatively slow speed is a liability, as is "
+"aid of a nearby village. Their relatively slow speed is a liability, as is "
 "their weakness during daylight hours."
 msgstr ""
 
@@ -8452,6 +8459,10 @@
 msgid "-- The Tome of Wesnoth"
 msgstr "-- Knjiga modrosti Wesnotha"
 
+#: src/unit.cpp:1107
+msgid " XP to advance"
+msgstr ""
+
 #: src/unit.cpp:1144
 #, fuzzy
 msgid ": "
Index: wesnoth/po/wesnoth/sv.po
diff -u wesnoth/po/wesnoth/sv.po:1.88 wesnoth/po/wesnoth/sv.po:1.89
--- wesnoth/po/wesnoth/sv.po:1.88       Mon Apr 18 07:29:05 2005
+++ wesnoth/po/wesnoth/sv.po    Mon Apr 18 16:16:33 2005
@@ -2,7 +2,7 @@
 msgstr ""
 "Project-Id-Version: Battle for Wesnoth 0.8.11+cvs\n"
 "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n";
-"POT-Creation-Date: 2005-04-18 09:21+0200\n"
+"POT-Creation-Date: 2005-04-18 17:52+0200\n"
 "PO-Revision-Date: 2005-04-17 15:28+0200\n"
 "Last-Translator: tephlon\n"
 "Language-Team: Swedish\n"
@@ -56,11 +56,12 @@
 "dem."
 
 #: data/help.cfg:62
+#, fuzzy
 msgid ""
 "\n"
 "\n"
 "Battle for Wesnoth is a turn-based fantasy strategy game somewhat unusual "
-"amongst modern strategy games. While other games strive for complexity, both "
+"among modern strategy games. While other games strive for complexity, both "
 "in rules and gameplay, Battle for Wesnoth strives for simplicity of 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 "
@@ -112,9 +113,10 @@
 "börja med en <italic>text=Lätt</italic> kampanj."
 
 #: data/help.cfg:73
+#, fuzzy
 msgid ""
 "While playing, keep in mind that if you mouse-over many items on the menu "
-"bar to the right, a brief description will pop up explaining that item. This "
+"bar to the right, a brief description will pop up explaining each item. This "
 "is especially useful when you encounter new abilities for the first time."
 msgstr ""
 "<img>src=help/tooltip.png align=right float=yes</img>Under tiden du spelar "
@@ -212,13 +214,14 @@
 msgstr "Förflyttning"
 
 #: data/help.cfg:93
+#, fuzzy
 msgid ""
 "Movement in Battle for Wesnoth is simple: Simply click on the unit you wish "
-"to move, then click on the hex you wish to move it to. When selected, all "
-"the hexes a unit can move to this turn will be highlighted, and all those it "
-"can't made dull. Mousing over a dull square will 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."
+"to move, 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 dull hex will 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."
 msgstr ""
 "Det är lätt att förflytta trupper i Kampen om Wesnoth. Klicka helt enkelt 
på "
 "truppen du vill flytta, och sen på rutan du vill flytta truppen till. När "
@@ -306,14 +309,15 @@
 "<header>text='Turordning och antal attacker'</header>"
 
 #: data/help.cfg:107
+#, fuzzy
 msgid ""
 "\n"
 "\n"
-"The attacker gets the first attack, then the defender. This continues to "
-"alternate until each unit has used up all of its attacks. The number of "
-"attacks a unit gets varies; for instance, an Elvish fighter with a 5-4 sword "
-"attack may make 4 swings each dealing 5 damage, while an Orcish Grunt with 9-"
-"2 only gets 2 swings (but at 9 damage)."
+"The attacker gets the first attack, then the defender retaliates. This "
+"continues to alternate until each unit has used up all of its attacks. The "
+"number of attacks a unit has varies; for instance, an Elvish fighter with a "
+"5-4 sword attack may make 4 swings each dealing 5 damage, while an Orcish "
+"Grunt with 9-2 can only make 2 swings (but at 9 damage each)."
 msgstr ""
 "\n"
 "\n"
@@ -334,13 +338,14 @@
 "<header>text='Chans för träff'</header>"
 
 #: data/help.cfg:111
+#, fuzzy
 msgid ""
 "\n"
 "\n"
 "With two exceptions, the chance to hit a unit is based solely on its defense "
 "rating in the Terrain it is currently standing in. This may be found by "
-"right-clicking a unit, selecting Unit Description, and then look at "
-"<italic>text='Terrain Modifiers'</italic>. For instance, elves have a "
+"right-clicking a unit, selecting Unit Description, and then looking at "
+"<italic>text='Terrain Modifiers'</italic>. For instance, many elves have a "
 "defense rating of 70% in forest, meaning a unit attacking them has only a "
 "30% chance of hitting them. Conversely, the elf's chance of hitting the "
 "attacker in return depends on what terrain the attacker is in."
@@ -671,12 +676,13 @@
 "förgiftning."
 
 #: data/help.cfg:179
+#, fuzzy
 msgid ""
 "\n"
 "\n"
-"Keep in mind that while Resting can be combined with other forms of healing, "
-"villages, regeneration, and healing/curing cannot combine with each other. "
-"Also, units heal fully between scenarios."
+"Resting can be combined with other forms of healing, but villages, "
+"regeneration, and healing/curing cannot combine with each other. Also, units "
+"heal fully between scenarios."
 msgstr ""
 "\n"
 "\n"
@@ -701,13 +707,13 @@
 "underhåll."
 
 #: data/help.cfg:187
+#, fuzzy
 msgid ""
 "\n"
 "\n"
-"Income is simple. For every village you control, you gain one gold a turn. "
-"Thus, if you have ten villages, you would normally gain ten gold. "
-"Unfortunately, your Upkeep costs are subtracted from this income, as "
-"detailed below."
+"Income is simple. For every village you control, you gain one gold each "
+"turn. Thus, if you have ten villages, you would normally gain ten gold. Your "
+"Upkeep costs are subtracted from this income, as detailed below."
 msgstr ""
 "\n"
 "\n"
@@ -716,15 +722,16 @@
 "din kostnad för underhåll från denna inkomst, såsom beskrivs nedan."
 
 #: data/help.cfg:189
+#, fuzzy
 msgid ""
 "\n"
 "\n"
 "Upkeep is also fairly simple. Each unit requires an amount of Upkeep equal "
 "to its level. You can support as many levels <italic>text=worth</italic> of "
-"units as you have villages for free. 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 a turn in upkeep."
+"units as you have villages, without paying any upkeep. However, for each "
+"level of unit beyond the number of villages you have, you must pay one gold "
+"per turn. For example, if you have twelve level one units and ten villages, "
+"you would have to pay two gold each turn in upkeep."
 msgstr ""
 "\n"
 "\n"
@@ -737,11 +744,12 @@
 "per drag i underhåll."
 
 #: data/help.cfg:191
+#, fuzzy
 msgid ""
 "\n"
 "\n"
 "These costs are subtracted from your Income, so in the case of twelve levels "
-"of units and ten villages, your resultant Income would be 8 gold a turn."
+"of units and ten villages, your resultant Income would be 8 gold per turn."
 msgstr ""
 "\n"
 "\n"
@@ -750,13 +758,13 @@
 "guldstycken per drag."
 
 #: data/help.cfg:192
+#, fuzzy
 msgid ""
 "\n"
-"There are two main exceptions to Upkeep. Firstly, units with the Loyal trait "
-"will only ever count as level one for upkeep purposes, regardless of their "
-"actual level. Secondly, units you begin the scenario with (such as Konrad or "
+"There is one important exception to Upkeep: units with the Loyal trait never "
+"incur upkeep. Units you begin the scenario with (such as Konrad or "
 "Delfador), or units who join you during a scenario (such as the Horseman in "
-"the second level of Heir to the Throne) will never charge any upkeep."
+"the second level of Heir to the Throne) will usually have the Loyal trait."
 msgstr ""
 "\n"
 "Det finns två undantag. För det första kostar dina lojala trupper alltid 
som "
@@ -788,8 +796,9 @@
 msgstr "Om"
 
 #: data/help.cfg:210
+#, fuzzy
 msgid ""
-"Most units have two traits, with the exception of Undead units who are "
+"Most units have two traits, with the exception of Undead units which are "
 "assigned the trait 'Undead'. Traits are modifications that change a unit's "
 "attributes slightly. They are usually randomly assigned to a unit when it is "
 "recruited."
@@ -809,6 +818,7 @@
 "De karaktärsdrag som är tillgängliga för icke-vandöda är följande."
 
 #: data/help.cfg:219
+#, fuzzy
 msgid ""
 "\n"
 "\n"
@@ -819,9 +829,9 @@
 "\n"
 "Intelligent 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 units no longer require experience points after "
-"reaching their maximum level. If you have many 'maximum level' units you may "
-"with to recall units with more desirable traits."
+"quite as useful because units no longer have any use for experience points "
+"after reaching their maximum level. If you have many 'maximum level' units "
+"you may with to recall units with more desirable traits."
 msgstr ""
 "\n"
 "\n"
@@ -868,6 +878,7 @@
 "för att hålla positioner."
 
 #: data/help.cfg:233
+#, fuzzy
 msgid ""
 "\n"
 "\n"
@@ -879,7 +890,7 @@
 "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 "
-"defence, or high resistances. Resilient units are especially useful for "
+"defense, or high resistances. Resilient units are especially useful for "
 "holding strategic positions against opponents."
 msgstr ""
 "\n"
@@ -936,23 +947,24 @@
 "Andra speciella karaktärsdrag trupper kan tilldelas:"
 
 #: data/help.cfg:251
+#, fuzzy
 msgid ""
 "\n"
 "\n"
 "\n"
 "<header>text=Loyal</header>\n"
 "\n"
-"Loyal units don't pay 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 "
+"Loyal 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.\n"
 "\n"
 "\n"
-"During campaigns, certain units may opt join the player's forces of their "
+"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 "
-"them or send them to a foolish death."
+"such units or to send them to a foolish death."
 msgstr ""
 "\n"
 "\n"
@@ -997,15 +1009,16 @@
 "använder gift i sina attacker."
 
 #: data/help.cfg:265
+#, fuzzy
 msgid ""
 "\n"
 "\n"
 "\n"
-"<header>text=Dexterous</header>\n"
+"<header>text=Dextrous</header>\n"
 "\n"
-"Dexterous units do +1 damage for every successful strike with a bow.\n"
+"Dextrous units do +1 damage for every successful strike with a bow.\n"
 "\n"
-"Dexterous is a trait possessed only by Elves. The Elven people are known for "
+"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."
@@ -2841,7 +2854,7 @@
 msgid "HP"
 msgstr "HP"
 
-#: data/themes/default.cfg:176 src/playturn.cpp:2126 src/unit.cpp:1107
+#: data/themes/default.cfg:176 src/playturn.cpp:2126
 msgid "XP"
 msgstr "EP"
 
@@ -7447,25 +7460,26 @@
 msgstr "Troll"
 
 #: data/units/Troll.cfg:20
+#, fuzzy
 msgid ""
-"Trolls, grown to adulthood, are possessed of a fearsome strength.  Their "
+"Trolls, grown to adulthood, are possessed of a fearsome strength. Their "
 "stone-like bodies have grown to a size much taller than a man, and their "
 "terrifying ability to recover from wounds make them a formidable foe even "
-"far from the mountainous ground they prefer to fight in.  An adult troll is "
+"far from the mountainous ground they prefer to fight in. An adult troll is "
 "smarter, faster, stronger, and though one would dare not say it to their "
-"face, uglier than any of their children.  Their wield heavy clubs with "
-"brutal proficiency, and form a bulwark of strength in any battle they "
-"participate in - the only weakness they have, if such can be said, is their "
-"inability to fight at a distance.\n"
+"face, uglier than any of their children. Their wield heavy clubs with brutal "
+"proficiency, and form a bulwark of strength in any battle they participate "
+"in - the only weakness they have, if such can be said, is their inability to "
+"fight at a distance.\n"
 "\n"
 "Usage:\n"
-"Trolls fight well on rough, rocky terrain, especially at night.  They are "
+"Trolls fight well on rough, rocky terrain, especially at night. They are "
 "vulnerable to archers, especially in open terrain, and should always have a "
-"healthy fear of spellcasters in all terrain.  They are quite powerful "
-"against brittle foes, like skeletons, and quite weak against well armored or "
-"naturally resilient enemies, such as their woodland counterpart, the wose.  "
+"healthy fear of spellcasters in all terrain. They are quite powerful against "
+"brittle foes, like skeletons, and quite weak against well armored or "
+"naturally resilient enemies, such as their woodland counterpart, the wose. "
 "Their regeneration allows them to cure poison and heal wounds without the "
-"aid of a nearby village.  Their relatively slow speed is a liability, as is "
+"aid of a nearby village. Their relatively slow speed is a liability, as is "
 "their weakness during daylight hours."
 msgstr ""
 "De vuxna trollen besitter en skrämmande styrka. Deras stenlika kroppar har "
@@ -7492,10 +7506,11 @@
 msgstr "Trollhjälte"
 
 #: data/units/Troll_Hero.cfg:17
+#, fuzzy
 msgid ""
-"Trolls hero are strong and brutal humanoid monsters with the amazing ability "
-"to regenerate themselves, so that they recover from wounds on their own, "
-"even during battle."
+"Troll heroes are strong and brutal humanoid monsters with the amazing "
+"ability to regenerate themselves, so that they recover from wounds on their "
+"own, even during battle."
 msgstr ""
 "Trollhjältar är starka, brutala humanoida monster som har den fantastiska "
 "förmågan att regenerera, så att de läker sina skador medan de fortfarande 
"
@@ -7508,28 +7523,28 @@
 #: data/units/Troll_Rocklobber.cfg:21
 msgid ""
 "Given the monstrous strength of their race, trolls can turn rather mundane "
-"weapons into implements of deadly force.  Some trolls piece together crude "
+"weapons into implements of deadly force. Some trolls piece together crude "
 "slings, little different from what a child would use, save for the fact they "
-"hurl boulders instead of pebbles.  Though not especially accurate, a rock "
-"thrown by one of these monsters can cripple a man if it hits him.  Despite "
+"hurl boulders instead of pebbles. Though not especially accurate, a rock "
+"thrown by one of these monsters can cripple a man if it hits him. Despite "
 "being burdened by their heavy ammunition, and lacking in any sort of melee "
 "weaponry, a troll rocklobber is still bigger, stronger, and perhaps even "
 "uglier than the whelp it once was, and a troll's fist serves as well as a "
-"man's hammer in combat.  Furthermore, their ability to strike back at an "
+"man's hammer in combat. Furthermore, their ability to strike back at an "
 "enemy archer makes fighting them a dicey proposition at any range, unless "
 "one can attack under heavy cover of terrain.\n"
 "\n"
 "Usage:\n"
-"Troll whelps fight well on rough, rocky terrain, especially at night.  "
+"Troll Rocklobbers fight well on rough, rocky terrain, especially at night. "
 "Unlike most others of their race, a Troll Rocklobber will make many archers "
 "think twice about attacking, and is quite dangerous for an enemy spellcaster "
-"to attack.  They are quite powerful against brittle foes, like skeletons, "
-"and quite weak against well armored or naturally resilient enemies, such as "
-"their woodland counterpart, the wose.  Their regeneration allows them to "
-"cure poison and heal wounds without the aid of a nearby village.  Their "
-"relatively slow speed is a liability, as is their weakness during daylight "
-"hours.  The greatest danger to a Troll Rocklobber is a powerful melee unit "
-"attacking them in open terrain during the day, when they are weakest."
+"to attack. They are quite powerful against brittle foes, like skeletons, and "
+"quite weak against well armored or naturally resilient enemies, such as "
+"their woodland counterpart, the wose. Their regeneration allows them to cure "
+"poison and heal wounds without the aid of a nearby village. Their relatively "
+"slow speed is a liability, as is their weakness during daylight hours. The "
+"greatest danger to a Troll Rocklobber is a powerful melee unit attacking "
+"them in open terrain during the day, when they are weakest."
 msgstr ""
 
 #: data/units/Troll_Warrior.cfg:3
@@ -7539,27 +7554,26 @@
 #: data/units/Troll_Warrior.cfg:21
 msgid ""
 "A terrifying, monstrous bastion of strength, a Troll Warrior brings to fore "
-"all the tales that have been told of their race's terrifying power.  "
-"Wielding massive hammers that could knock a house off its foundation, and "
-"able to absorb a seemingly endless rash of punishment, Troll Warriors are "
-"capable of singlehandedly changing the strategies of an enemy commander they "
-"face.  A troll warrior is not something brought down by one man, but by a "
-"whole group of them, fighting desperately against this hideous strength "
-"borne before them.  That which causes the most terror about a troll warrior, "
-"is not their appearance, or their power, but the fact that one brought even "
-"within an inch of its life will shortly return to its full strength if it is "
-"not truly sent to death.\n"
+"all the tales that have been told of their race's terrifying power. Wielding "
+"massive hammers that could knock a house off its foundation, and able to "
+"absorb a seemingly endless rash of punishment, Troll Warriors are capable of "
+"singlehandedly changing the strategies of an enemy commander they face. A "
+"troll warrior is not something brought down by one man, but by a whole group "
+"of them, fighting desperately against this hideous strength borne before "
+"them. That which causes the most terror about a troll warrior, is not their "
+"appearance, or their power, but the fact that one brought even within an "
+"inch of its life will shortly return to its full strength if it is not truly "
+"sent to death.\n"
 "\n"
 "Usage:\n"
-"Troll Warriors fight well on rough, rocky terrain, especially at night.  "
+"Troll Warriors fight well on rough, rocky terrain, especially at night. "
 "Though vulnerable to archers and spellcasters, especially in open terrain, "
 "the raw power of a Troll Warrior makes them a foe that generally must be "
-"brought down by several enemies.  There are few enemies which can engage "
-"them in one-on-one combat without a great danger of being killed on the same "
-"turn.  Their regeneration allows them to cure poison, and heal wounds "
-"without the aid of a nearby village.  Their relative weakness during "
-"daylight hours is a liability, though a Troll Warrior is still very powerful "
-"during the day."
+"brought down by several enemies. There are few enemies which can engage them "
+"in one-on-one combat without a great danger of being killed on the same "
+"turn. Their regeneration allows them to cure poison, and heal wounds without "
+"the aid of a nearby village. Their relative weakness during daylight hours "
+"is a liability, though a Troll Warrior is still very powerful during the day."
 msgstr ""
 
 #: data/units/Troll_Whelp.cfg:3
@@ -7567,28 +7581,47 @@
 msgstr "Trollvalp"
 
 #: data/units/Troll_Whelp.cfg:21
+#, fuzzy
 msgid ""
 "The word 'whelp,' applied even to fearsome animals like wolves and lions, "
 "brings to mind images of frail, helpless, and even 'cute' creatures, so "
-"young they can hardly stand on their own feet.  Given the nature of Trolls, "
+"young they can hardly stand on their own feet. Given the nature of Trolls, "
 "however, a Troll 'whelp' already possesses the terrifying strength native to "
-"their race.  Troll whelps stumble about with bodies bigger than grown men, "
-"and with strength to match.  Their uncanny regeneration, and stone-like "
-"skin, make them monstrous opponents, especially on their favored ground in "
-"the mountains and hills from whence they came.  The only reassurance one has "
-"in fighting a troll whelp is their slow speed, and the fact that they have "
-"not grown to their full strength ... yet.\n"
+"their race. Troll whelps stumble about with bodies bigger than grown men, "
+"and with strength to match. Their uncanny regeneration, and stone-like skin, "
+"make them monstrous opponents, especially on their favored ground in the "
+"mountains and hills from whence they came. The only reassurance one has in "
+"fighting a troll whelp is their slow speed, and the fact that they have not "
+"grown to their full strength... yet.\n"
 "\n"
 "Usage:\n"
-"Troll Whelps fight well on rough, rocky terrain, especially at night.  They "
+"Troll Whelps fight well on rough, rocky terrain, especially at night. They "
 "are vulnerable to archers, especially in open terrain, and should always "
-"have a healthy fear of spellcasters in all terrain.  They are quite powerful "
+"have a healthy fear of spellcasters in all terrain. They are quite powerful "
 "against brittle foes, like skeletons, and quite weak against well armored or "
-"naturally resilient enemies, such as their woodland counterpart, the wose.  "
+"naturally resilient enemies, such as their woodland counterpart, the wose. "
 "Their regeneration allows them to cure poison and heal wounds without the "
-"aid of a nearby village.  Their relatively slow speed is a liability, as is "
+"aid of a nearby village. Their relatively slow speed is a liability, as is "
 "their weakness during daylight hours."
 msgstr ""
+"De vuxna trollen besitter en skrämmande styrka. Deras stenlika kroppar har "
+"vuxit sig mycket resligare än en människa, och deras förmåga att 
återhämta "
+"sig från skador gör dem till formidabla fiender även utanför de berg de "
+"föredrar att strida i. Ett vuxet troll är smartare, snabbare, starkare, 
och, "
+"även om ingen skulle våga säga det till dem, fulare än deras barn. De "
+"nyttjar sina stora klubbor med stor effektivitet och bildar en mur av "
+"råstyrka i striderna de deltar i. Den enda svaghet de har är att de inte 
kan "
+"strida på distans.\n"
+"\n"
+"Användning:\n"
+"Troll strider bra på oländig, stenig terräng, särskilt nattetid. De är "
+"sårbara för bågskyttar, speciellt i öppen terräng, och de borde alltid 
ha en "
+"hälsosam rädsla för besvärjare i alla sorters terräng. De är mäktiga "
+"motståndare mot bräckliga fiender, såsom skelett, men har det svårt mot "
+"välbepansrade eller naturligt stryktåliga fiender, såsom deras "
+"skogsmotsvarighet, wosen. Deras regenerering låter dem hela sig från gift "
+"och sina skador utan hjälp från en by. Deras relativa långsamhet är en "
+"svaghet, än värre så under dagtid."
 
 #: data/units/Vampire_Bat.cfg:3
 msgid "Vampire Bat"
@@ -9602,6 +9635,10 @@
 msgid "-- The Tome of Wesnoth"
 msgstr "-- Wesnoths krönika"
 
+#: src/unit.cpp:1107
+msgid " XP to advance"
+msgstr ""
+
 #: src/unit.cpp:1144
 msgid ": "
 msgstr ": "
Index: wesnoth/po/wesnoth/tr.po
diff -u wesnoth/po/wesnoth/tr.po:1.5 wesnoth/po/wesnoth/tr.po:1.6
--- wesnoth/po/wesnoth/tr.po:1.5        Mon Apr 18 07:29:06 2005
+++ wesnoth/po/wesnoth/tr.po    Mon Apr 18 16:16:33 2005
@@ -9,7 +9,7 @@
 msgstr ""
 "Project-Id-Version: Battle for Wesnoth 0.9.0+cvs\n"
 "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n";
-"POT-Creation-Date: 2005-04-18 09:21+0200\n"
+"POT-Creation-Date: 2005-04-18 17:52+0200\n"
 "PO-Revision-Date: 2005-04-16 16:26+0100\n"
 "Last-Translator: Nils Kneuper <address@hidden>\n"
 "Language-Team: Turkish\n"
@@ -61,11 +61,12 @@
 "altında siz açtıkça bu kabiliyetler listelenecektir."
 
 #: data/help.cfg:62
+#, fuzzy
 msgid ""
 "\n"
 "\n"
 "Battle for Wesnoth is a turn-based fantasy strategy game somewhat unusual "
-"amongst modern strategy games. While other games strive for complexity, both "
+"among modern strategy games. While other games strive for complexity, both "
 "in rules and gameplay, Battle for Wesnoth strives for simplicity of 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 "
@@ -111,7 +112,7 @@
 #: data/help.cfg:73
 msgid ""
 "While playing, keep in mind that if you mouse-over many items on the menu "
-"bar to the right, a brief description will pop up explaining that item. This "
+"bar to the right, a brief description will pop up explaining each item. This "
 "is especially useful when you encounter new abilities for the first time."
 msgstr ""
 
@@ -179,11 +180,11 @@
 #: data/help.cfg:93
 msgid ""
 "Movement in Battle for Wesnoth is simple: Simply click on the unit you wish "
-"to move, then click on the hex you wish to move it to. When selected, all "
-"the hexes a unit can move to this turn will be highlighted, and all those it "
-"can't made dull. Mousing over a dull square will 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."
+"to move, 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 dull hex will 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."
 msgstr ""
 
 #: data/help.cfg:95
@@ -238,11 +239,11 @@
 msgid ""
 "\n"
 "\n"
-"The attacker gets the first attack, then the defender. This continues to "
-"alternate until each unit has used up all of its attacks. The number of "
-"attacks a unit gets varies; for instance, an Elvish fighter with a 5-4 sword "
-"attack may make 4 swings each dealing 5 damage, while an Orcish Grunt with 9-"
-"2 only gets 2 swings (but at 9 damage)."
+"The attacker gets the first attack, then the defender retaliates. This "
+"continues to alternate until each unit has used up all of its attacks. The "
+"number of attacks a unit has varies; for instance, an Elvish fighter with a "
+"5-4 sword attack may make 4 swings each dealing 5 damage, while an Orcish "
+"Grunt with 9-2 can only make 2 swings (but at 9 damage each)."
 msgstr ""
 
 #: data/help.cfg:109
@@ -258,8 +259,8 @@
 "\n"
 "With two exceptions, the chance to hit a unit is based solely on its defense "
 "rating in the Terrain it is currently standing in. This may be found by "
-"right-clicking a unit, selecting Unit Description, and then look at "
-"<italic>text='Terrain Modifiers'</italic>. For instance, elves have a "
+"right-clicking a unit, selecting Unit Description, and then looking at "
+"<italic>text='Terrain Modifiers'</italic>. For instance, many elves have a "
 "defense rating of 70% in forest, meaning a unit attacking them has only a "
 "30% chance of hitting them. Conversely, the elf's chance of hitting the "
 "attacker in return depends on what terrain the attacker is in."
@@ -485,9 +486,9 @@
 msgid ""
 "\n"
 "\n"
-"Keep in mind that while Resting can be combined with other forms of healing, "
-"villages, regeneration, and healing/curing cannot combine with each other. "
-"Also, units heal fully between scenarios."
+"Resting can be combined with other forms of healing, but villages, "
+"regeneration, and healing/curing cannot combine with each other. Also, units "
+"heal fully between scenarios."
 msgstr ""
 
 #: data/help.cfg:184
@@ -506,10 +507,9 @@
 msgid ""
 "\n"
 "\n"
-"Income is simple. For every village you control, you gain one gold a turn. "
-"Thus, if you have ten villages, you would normally gain ten gold. "
-"Unfortunately, your Upkeep costs are subtracted from this income, as "
-"detailed below."
+"Income is simple. For every village you control, you gain one gold each "
+"turn. Thus, if you have ten villages, you would normally gain ten gold. Your "
+"Upkeep costs are subtracted from this income, as detailed below."
 msgstr ""
 
 #: data/help.cfg:189
@@ -518,10 +518,10 @@
 "\n"
 "Upkeep is also fairly simple. Each unit requires an amount of Upkeep equal "
 "to its level. You can support as many levels <italic>text=worth</italic> of "
-"units as you have villages for free. 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 a turn in upkeep."
+"units as you have villages, without paying any upkeep. However, for each "
+"level of unit beyond the number of villages you have, you must pay one gold "
+"per turn. For example, if you have twelve level one units and ten villages, "
+"you would have to pay two gold each turn in upkeep."
 msgstr ""
 
 #: data/help.cfg:191
@@ -529,17 +529,16 @@
 "\n"
 "\n"
 "These costs are subtracted from your Income, so in the case of twelve levels "
-"of units and ten villages, your resultant Income would be 8 gold a turn."
+"of units and ten villages, your resultant Income would be 8 gold per turn."
 msgstr ""
 
 #: data/help.cfg:192
 msgid ""
 "\n"
-"There are two main exceptions to Upkeep. Firstly, units with the Loyal trait "
-"will only ever count as level one for upkeep purposes, regardless of their "
-"actual level. Secondly, units you begin the scenario with (such as Konrad or "
+"There is one important exception to Upkeep: units with the Loyal trait never "
+"incur upkeep. Units you begin the scenario with (such as Konrad or "
 "Delfador), or units who join you during a scenario (such as the Horseman in "
-"the second level of Heir to the Throne) will never charge any upkeep."
+"the second level of Heir to the Throne) will usually have the Loyal trait."
 msgstr ""
 
 #: data/help.cfg:197
@@ -561,7 +560,7 @@
 
 #: data/help.cfg:210
 msgid ""
-"Most units have two traits, with the exception of Undead units who are "
+"Most units have two traits, with the exception of Undead units which are "
 "assigned the trait 'Undead'. Traits are modifications that change a unit's "
 "attributes slightly. They are usually randomly assigned to a unit when it is "
 "recruited."
@@ -585,9 +584,9 @@
 "\n"
 "Intelligent 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 units no longer require experience points after "
-"reaching their maximum level. If you have many 'maximum level' units you may "
-"with to recall units with more desirable traits."
+"quite as useful because units no longer have any use for experience points "
+"after reaching their maximum level. If you have many 'maximum level' units "
+"you may with to recall units with more desirable traits."
 msgstr ""
 
 #: data/help.cfg:226
@@ -619,7 +618,7 @@
 "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 "
-"defence, or high resistances. Resilient units are especially useful for "
+"defense, or high resistances. Resilient units are especially useful for "
 "holding strategic positions against opponents."
 msgstr ""
 
@@ -658,17 +657,17 @@
 "\n"
 "<header>text=Loyal</header>\n"
 "\n"
-"Loyal units don't pay 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 "
+"Loyal 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.\n"
 "\n"
 "\n"
-"During campaigns, certain units may opt join the player's forces of their "
+"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 "
-"them or send them to a foolish death."
+"such units or to send them to a foolish death."
 msgstr ""
 
 #: data/help.cfg:258
@@ -691,11 +690,11 @@
 "\n"
 "\n"
 "\n"
-"<header>text=Dexterous</header>\n"
+"<header>text=Dextrous</header>\n"
 "\n"
-"Dexterous units do +1 damage for every successful strike with a bow.\n"
+"Dextrous units do +1 damage for every successful strike with a bow.\n"
 "\n"
-"Dexterous is a trait possessed only by Elves. The Elven people are known for "
+"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."
@@ -2183,7 +2182,7 @@
 msgid "HP"
 msgstr ""
 
-#: data/themes/default.cfg:176 src/playturn.cpp:2126 src/unit.cpp:1107
+#: data/themes/default.cfg:176 src/playturn.cpp:2126
 msgid "XP"
 msgstr ""
 
@@ -5956,24 +5955,24 @@
 
 #: data/units/Troll.cfg:20
 msgid ""
-"Trolls, grown to adulthood, are possessed of a fearsome strength.  Their "
+"Trolls, grown to adulthood, are possessed of a fearsome strength. Their "
 "stone-like bodies have grown to a size much taller than a man, and their "
 "terrifying ability to recover from wounds make them a formidable foe even "
-"far from the mountainous ground they prefer to fight in.  An adult troll is "
+"far from the mountainous ground they prefer to fight in. An adult troll is "
 "smarter, faster, stronger, and though one would dare not say it to their "
-"face, uglier than any of their children.  Their wield heavy clubs with "
-"brutal proficiency, and form a bulwark of strength in any battle they "
-"participate in - the only weakness they have, if such can be said, is their "
-"inability to fight at a distance.\n"
+"face, uglier than any of their children. Their wield heavy clubs with brutal "
+"proficiency, and form a bulwark of strength in any battle they participate "
+"in - the only weakness they have, if such can be said, is their inability to "
+"fight at a distance.\n"
 "\n"
 "Usage:\n"
-"Trolls fight well on rough, rocky terrain, especially at night.  They are "
+"Trolls fight well on rough, rocky terrain, especially at night. They are "
 "vulnerable to archers, especially in open terrain, and should always have a "
-"healthy fear of spellcasters in all terrain.  They are quite powerful "
-"against brittle foes, like skeletons, and quite weak against well armored or "
-"naturally resilient enemies, such as their woodland counterpart, the wose.  "
+"healthy fear of spellcasters in all terrain. They are quite powerful against "
+"brittle foes, like skeletons, and quite weak against well armored or "
+"naturally resilient enemies, such as their woodland counterpart, the wose. "
 "Their regeneration allows them to cure poison and heal wounds without the "
-"aid of a nearby village.  Their relatively slow speed is a liability, as is "
+"aid of a nearby village. Their relatively slow speed is a liability, as is "
 "their weakness during daylight hours."
 msgstr ""
 
@@ -5983,9 +5982,9 @@
 
 #: data/units/Troll_Hero.cfg:17
 msgid ""
-"Trolls hero are strong and brutal humanoid monsters with the amazing ability "
-"to regenerate themselves, so that they recover from wounds on their own, "
-"even during battle."
+"Troll heroes are strong and brutal humanoid monsters with the amazing "
+"ability to regenerate themselves, so that they recover from wounds on their "
+"own, even during battle."
 msgstr ""
 
 #: data/units/Troll_Rocklobber.cfg:3
@@ -5995,28 +5994,28 @@
 #: data/units/Troll_Rocklobber.cfg:21
 msgid ""
 "Given the monstrous strength of their race, trolls can turn rather mundane "
-"weapons into implements of deadly force.  Some trolls piece together crude "
+"weapons into implements of deadly force. Some trolls piece together crude "
 "slings, little different from what a child would use, save for the fact they "
-"hurl boulders instead of pebbles.  Though not especially accurate, a rock "
-"thrown by one of these monsters can cripple a man if it hits him.  Despite "
+"hurl boulders instead of pebbles. Though not especially accurate, a rock "
+"thrown by one of these monsters can cripple a man if it hits him. Despite "
 "being burdened by their heavy ammunition, and lacking in any sort of melee "
 "weaponry, a troll rocklobber is still bigger, stronger, and perhaps even "
 "uglier than the whelp it once was, and a troll's fist serves as well as a "
-"man's hammer in combat.  Furthermore, their ability to strike back at an "
+"man's hammer in combat. Furthermore, their ability to strike back at an "
 "enemy archer makes fighting them a dicey proposition at any range, unless "
 "one can attack under heavy cover of terrain.\n"
 "\n"
 "Usage:\n"
-"Troll whelps fight well on rough, rocky terrain, especially at night.  "
+"Troll Rocklobbers fight well on rough, rocky terrain, especially at night. "
 "Unlike most others of their race, a Troll Rocklobber will make many archers "
 "think twice about attacking, and is quite dangerous for an enemy spellcaster "
-"to attack.  They are quite powerful against brittle foes, like skeletons, "
-"and quite weak against well armored or naturally resilient enemies, such as "
-"their woodland counterpart, the wose.  Their regeneration allows them to "
-"cure poison and heal wounds without the aid of a nearby village.  Their "
-"relatively slow speed is a liability, as is their weakness during daylight "
-"hours.  The greatest danger to a Troll Rocklobber is a powerful melee unit "
-"attacking them in open terrain during the day, when they are weakest."
+"to attack. They are quite powerful against brittle foes, like skeletons, and "
+"quite weak against well armored or naturally resilient enemies, such as "
+"their woodland counterpart, the wose. Their regeneration allows them to cure "
+"poison and heal wounds without the aid of a nearby village. Their relatively "
+"slow speed is a liability, as is their weakness during daylight hours. The "
+"greatest danger to a Troll Rocklobber is a powerful melee unit attacking "
+"them in open terrain during the day, when they are weakest."
 msgstr ""
 
 #: data/units/Troll_Warrior.cfg:3
@@ -6026,27 +6025,26 @@
 #: data/units/Troll_Warrior.cfg:21
 msgid ""
 "A terrifying, monstrous bastion of strength, a Troll Warrior brings to fore "
-"all the tales that have been told of their race's terrifying power.  "
-"Wielding massive hammers that could knock a house off its foundation, and "
-"able to absorb a seemingly endless rash of punishment, Troll Warriors are "
-"capable of singlehandedly changing the strategies of an enemy commander they "
-"face.  A troll warrior is not something brought down by one man, but by a "
-"whole group of them, fighting desperately against this hideous strength "
-"borne before them.  That which causes the most terror about a troll warrior, "
-"is not their appearance, or their power, but the fact that one brought even "
-"within an inch of its life will shortly return to its full strength if it is "
-"not truly sent to death.\n"
+"all the tales that have been told of their race's terrifying power. Wielding "
+"massive hammers that could knock a house off its foundation, and able to "
+"absorb a seemingly endless rash of punishment, Troll Warriors are capable of "
+"singlehandedly changing the strategies of an enemy commander they face. A "
+"troll warrior is not something brought down by one man, but by a whole group "
+"of them, fighting desperately against this hideous strength borne before "
+"them. That which causes the most terror about a troll warrior, is not their "
+"appearance, or their power, but the fact that one brought even within an "
+"inch of its life will shortly return to its full strength if it is not truly "
+"sent to death.\n"
 "\n"
 "Usage:\n"
-"Troll Warriors fight well on rough, rocky terrain, especially at night.  "
+"Troll Warriors fight well on rough, rocky terrain, especially at night. "
 "Though vulnerable to archers and spellcasters, especially in open terrain, "
 "the raw power of a Troll Warrior makes them a foe that generally must be "
-"brought down by several enemies.  There are few enemies which can engage "
-"them in one-on-one combat without a great danger of being killed on the same "
-"turn.  Their regeneration allows them to cure poison, and heal wounds "
-"without the aid of a nearby village.  Their relative weakness during "
-"daylight hours is a liability, though a Troll Warrior is still very powerful "
-"during the day."
+"brought down by several enemies. There are few enemies which can engage them "
+"in one-on-one combat without a great danger of being killed on the same "
+"turn. Their regeneration allows them to cure poison, and heal wounds without "
+"the aid of a nearby village. Their relative weakness during daylight hours "
+"is a liability, though a Troll Warrior is still very powerful during the day."
 msgstr ""
 
 #: data/units/Troll_Whelp.cfg:3
@@ -6057,23 +6055,23 @@
 msgid ""
 "The word 'whelp,' applied even to fearsome animals like wolves and lions, "
 "brings to mind images of frail, helpless, and even 'cute' creatures, so "
-"young they can hardly stand on their own feet.  Given the nature of Trolls, "
+"young they can hardly stand on their own feet. Given the nature of Trolls, "
 "however, a Troll 'whelp' already possesses the terrifying strength native to "
-"their race.  Troll whelps stumble about with bodies bigger than grown men, "
-"and with strength to match.  Their uncanny regeneration, and stone-like "
-"skin, make them monstrous opponents, especially on their favored ground in "
-"the mountains and hills from whence they came.  The only reassurance one has "
-"in fighting a troll whelp is their slow speed, and the fact that they have "
-"not grown to their full strength ... yet.\n"
+"their race. Troll whelps stumble about with bodies bigger than grown men, "
+"and with strength to match. Their uncanny regeneration, and stone-like skin, "
+"make them monstrous opponents, especially on their favored ground in the "
+"mountains and hills from whence they came. The only reassurance one has in "
+"fighting a troll whelp is their slow speed, and the fact that they have not "
+"grown to their full strength... yet.\n"
 "\n"
 "Usage:\n"
-"Troll Whelps fight well on rough, rocky terrain, especially at night.  They "
+"Troll Whelps fight well on rough, rocky terrain, especially at night. They "
 "are vulnerable to archers, especially in open terrain, and should always "
-"have a healthy fear of spellcasters in all terrain.  They are quite powerful "
+"have a healthy fear of spellcasters in all terrain. They are quite powerful "
 "against brittle foes, like skeletons, and quite weak against well armored or "
-"naturally resilient enemies, such as their woodland counterpart, the wose.  "
+"naturally resilient enemies, such as their woodland counterpart, the wose. "
 "Their regeneration allows them to cure poison and heal wounds without the "
-"aid of a nearby village.  Their relatively slow speed is a liability, as is "
+"aid of a nearby village. Their relatively slow speed is a liability, as is "
 "their weakness during daylight hours."
 msgstr ""
 
@@ -7991,6 +7989,10 @@
 msgid "-- The Tome of Wesnoth"
 msgstr ""
 
+#: src/unit.cpp:1107
+msgid " XP to advance"
+msgstr ""
+
 #: src/unit.cpp:1144
 msgid ": "
 msgstr ""
Index: wesnoth/po/wesnoth/wesnoth.pot
diff -u wesnoth/po/wesnoth/wesnoth.pot:1.42 wesnoth/po/wesnoth/wesnoth.pot:1.43
--- wesnoth/po/wesnoth/wesnoth.pot:1.42 Mon Apr 18 07:29:06 2005
+++ wesnoth/po/wesnoth/wesnoth.pot      Mon Apr 18 16:16:34 2005
@@ -4,11 +4,23 @@
 # This file is distributed under the same license as the PACKAGE package.
 # FIRST AUTHOR <address@hidden>, YEAR.
 #
+#, fuzzy
 msgid ""
 msgstr ""
+"#-#-#-#-#  wesnoth.cpp1.po (PACKAGE VERSION)  #-#-#-#-#\n"
 "Project-Id-Version: PACKAGE VERSION\n"
 "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n";
-"POT-Creation-Date: 2005-04-18 09:21+0200\n"
+"POT-Creation-Date: 2005-04-18 17:52+0200\n"
+"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
+"Last-Translator: FULL NAME <address@hidden>\n"
+"Language-Team: LANGUAGE <address@hidden>\n"
+"MIME-Version: 1.0\n"
+"Content-Type: text/plain; charset=UTF-8\n"
+"Content-Transfer-Encoding: 8bit\n"
+"#-#-#-#-#  wesnoth.wml.po (PACKAGE VERSION)  #-#-#-#-#\n"
+"Project-Id-Version: PACKAGE VERSION\n"
+"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n";
+"POT-Creation-Date: 2005-04-18 17:53+0200\n"
 "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
 "Last-Translator: FULL NAME <address@hidden>\n"
 "Language-Team: LANGUAGE <address@hidden>\n"
@@ -60,7 +72,7 @@
 "\n"
 "\n"
 "Battle for Wesnoth is a turn-based fantasy strategy game somewhat unusual "
-"amongst modern strategy games. While other games strive for complexity, both "
+"among modern strategy games. While other games strive for complexity, both "
 "in rules and gameplay, Battle for Wesnoth strives for simplicity of 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 "
@@ -94,7 +106,7 @@
 #: data/help.cfg:73
 msgid ""
 "While playing, keep in mind that if you mouse-over many items on the menu "
-"bar to the right, a brief description will pop up explaining that item. This "
+"bar to the right, a brief description will pop up explaining each item. This "
 "is especially useful when you encounter new abilities for the first time."
 msgstr ""
 
@@ -158,11 +170,11 @@
 #: data/help.cfg:93
 msgid ""
 "Movement in Battle for Wesnoth is simple: Simply click on the unit you wish "
-"to move, then click on the hex you wish to move it to. When selected, all "
-"the hexes a unit can move to this turn will be highlighted, and all those it "
-"can't made dull. Mousing over a dull square will 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."
+"to move, 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 dull hex will 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."
 msgstr ""
 
 #: data/help.cfg:95
@@ -217,11 +229,11 @@
 msgid ""
 "\n"
 "\n"
-"The attacker gets the first attack, then the defender. This continues to "
-"alternate until each unit has used up all of its attacks. The number of "
-"attacks a unit gets varies; for instance, an Elvish fighter with a 5-4 sword "
-"attack may make 4 swings each dealing 5 damage, while an Orcish Grunt with 9-"
-"2 only gets 2 swings (but at 9 damage)."
+"The attacker gets the first attack, then the defender retaliates. This "
+"continues to alternate until each unit has used up all of its attacks. The "
+"number of attacks a unit has varies; for instance, an Elvish fighter with a "
+"5-4 sword attack may make 4 swings each dealing 5 damage, while an Orcish "
+"Grunt with 9-2 can only make 2 swings (but at 9 damage each)."
 msgstr ""
 
 #: data/help.cfg:109
@@ -237,8 +249,8 @@
 "\n"
 "With two exceptions, the chance to hit a unit is based solely on its defense "
 "rating in the Terrain it is currently standing in. This may be found by "
-"right-clicking a unit, selecting Unit Description, and then look at "
-"<italic>text='Terrain Modifiers'</italic>. For instance, elves have a "
+"right-clicking a unit, selecting Unit Description, and then looking at "
+"<italic>text='Terrain Modifiers'</italic>. For instance, many elves have a "
 "defense rating of 70% in forest, meaning a unit attacking them has only a "
 "30% chance of hitting them. Conversely, the elf's chance of hitting the "
 "attacker in return depends on what terrain the attacker is in."
@@ -464,9 +476,9 @@
 msgid ""
 "\n"
 "\n"
-"Keep in mind that while Resting can be combined with other forms of healing, "
-"villages, regeneration, and healing/curing cannot combine with each other. "
-"Also, units heal fully between scenarios."
+"Resting can be combined with other forms of healing, but villages, "
+"regeneration, and healing/curing cannot combine with each other. Also, units "
+"heal fully between scenarios."
 msgstr ""
 
 #: data/help.cfg:184
@@ -485,10 +497,9 @@
 msgid ""
 "\n"
 "\n"
-"Income is simple. For every village you control, you gain one gold a turn. "
-"Thus, if you have ten villages, you would normally gain ten gold. "
-"Unfortunately, your Upkeep costs are subtracted from this income, as "
-"detailed below."
+"Income is simple. For every village you control, you gain one gold each "
+"turn. Thus, if you have ten villages, you would normally gain ten gold. Your "
+"Upkeep costs are subtracted from this income, as detailed below."
 msgstr ""
 
 #: data/help.cfg:189
@@ -497,10 +508,10 @@
 "\n"
 "Upkeep is also fairly simple. Each unit requires an amount of Upkeep equal "
 "to its level. You can support as many levels <italic>text=worth</italic> of "
-"units as you have villages for free. 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 a turn in upkeep."
+"units as you have villages, without paying any upkeep. However, for each "
+"level of unit beyond the number of villages you have, you must pay one gold "
+"per turn. For example, if you have twelve level one units and ten villages, "
+"you would have to pay two gold each turn in upkeep."
 msgstr ""
 
 #: data/help.cfg:191
@@ -508,17 +519,16 @@
 "\n"
 "\n"
 "These costs are subtracted from your Income, so in the case of twelve levels "
-"of units and ten villages, your resultant Income would be 8 gold a turn."
+"of units and ten villages, your resultant Income would be 8 gold per turn."
 msgstr ""
 
 #: data/help.cfg:192
 msgid ""
 "\n"
-"There are two main exceptions to Upkeep. Firstly, units with the Loyal trait "
-"will only ever count as level one for upkeep purposes, regardless of their "
-"actual level. Secondly, units you begin the scenario with (such as Konrad or "
+"There is one important exception to Upkeep: units with the Loyal trait never "
+"incur upkeep. Units you begin the scenario with (such as Konrad or "
 "Delfador), or units who join you during a scenario (such as the Horseman in "
-"the second level of Heir to the Throne) will never charge any upkeep."
+"the second level of Heir to the Throne) will usually have the Loyal trait."
 msgstr ""
 
 #: data/help.cfg:197
@@ -540,7 +550,7 @@
 
 #: data/help.cfg:210
 msgid ""
-"Most units have two traits, with the exception of Undead units who are "
+"Most units have two traits, with the exception of Undead units which are "
 "assigned the trait 'Undead'. Traits are modifications that change a unit's "
 "attributes slightly. They are usually randomly assigned to a unit when it is "
 "recruited."
@@ -564,9 +574,9 @@
 "\n"
 "Intelligent 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 units no longer require experience points after "
-"reaching their maximum level. If you have many 'maximum level' units you may "
-"with to recall units with more desirable traits."
+"quite as useful because units no longer have any use for experience points "
+"after reaching their maximum level. If you have many 'maximum level' units "
+"you may with to recall units with more desirable traits."
 msgstr ""
 
 #: data/help.cfg:226
@@ -598,7 +608,7 @@
 "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 "
-"defence, or high resistances. Resilient units are especially useful for "
+"defense, or high resistances. Resilient units are especially useful for "
 "holding strategic positions against opponents."
 msgstr ""
 
@@ -633,17 +643,17 @@
 "\n"
 "<header>text=Loyal</header>\n"
 "\n"
-"Loyal units don't pay 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 "
+"Loyal 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.\n"
 "\n"
 "\n"
-"During campaigns, certain units may opt join the player's forces of their "
+"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 "
-"them or send them to a foolish death."
+"such units or to send them to a foolish death."
 msgstr ""
 
 #: data/help.cfg:258
@@ -666,11 +676,11 @@
 "\n"
 "\n"
 "\n"
-"<header>text=Dexterous</header>\n"
+"<header>text=Dextrous</header>\n"
 "\n"
-"Dexterous units do +1 damage for every successful strike with a bow.\n"
+"Dextrous units do +1 damage for every successful strike with a bow.\n"
 "\n"
-"Dexterous is a trait possessed only by Elves. The Elven people are known for "
+"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."
@@ -2157,7 +2167,7 @@
 msgid "HP"
 msgstr ""
 
-#: data/themes/default.cfg:176 src/playturn.cpp:2126 src/unit.cpp:1107
+#: data/themes/default.cfg:176 src/playturn.cpp:2126
 msgid "XP"
 msgstr ""
 
@@ -5930,24 +5940,24 @@
 
 #: data/units/Troll.cfg:20
 msgid ""
-"Trolls, grown to adulthood, are possessed of a fearsome strength.  Their "
+"Trolls, grown to adulthood, are possessed of a fearsome strength. Their "
 "stone-like bodies have grown to a size much taller than a man, and their "
 "terrifying ability to recover from wounds make them a formidable foe even "
-"far from the mountainous ground they prefer to fight in.  An adult troll is "
+"far from the mountainous ground they prefer to fight in. An adult troll is "
 "smarter, faster, stronger, and though one would dare not say it to their "
-"face, uglier than any of their children.  Their wield heavy clubs with "
-"brutal proficiency, and form a bulwark of strength in any battle they "
-"participate in - the only weakness they have, if such can be said, is their "
-"inability to fight at a distance.\n"
+"face, uglier than any of their children. Their wield heavy clubs with brutal "
+"proficiency, and form a bulwark of strength in any battle they participate "
+"in - the only weakness they have, if such can be said, is their inability to "
+"fight at a distance.\n"
 "\n"
 "Usage:\n"
-"Trolls fight well on rough, rocky terrain, especially at night.  They are "
+"Trolls fight well on rough, rocky terrain, especially at night. They are "
 "vulnerable to archers, especially in open terrain, and should always have a "
-"healthy fear of spellcasters in all terrain.  They are quite powerful "
-"against brittle foes, like skeletons, and quite weak against well armored or "
-"naturally resilient enemies, such as their woodland counterpart, the wose.  "
+"healthy fear of spellcasters in all terrain. They are quite powerful against "
+"brittle foes, like skeletons, and quite weak against well armored or "
+"naturally resilient enemies, such as their woodland counterpart, the wose. "
 "Their regeneration allows them to cure poison and heal wounds without the "
-"aid of a nearby village.  Their relatively slow speed is a liability, as is "
+"aid of a nearby village. Their relatively slow speed is a liability, as is "
 "their weakness during daylight hours."
 msgstr ""
 
@@ -5957,9 +5967,9 @@
 
 #: data/units/Troll_Hero.cfg:17
 msgid ""
-"Trolls hero are strong and brutal humanoid monsters with the amazing ability "
-"to regenerate themselves, so that they recover from wounds on their own, "
-"even during battle."
+"Troll heroes are strong and brutal humanoid monsters with the amazing "
+"ability to regenerate themselves, so that they recover from wounds on their "
+"own, even during battle."
 msgstr ""
 
 #: data/units/Troll_Rocklobber.cfg:3
@@ -5969,28 +5979,28 @@
 #: data/units/Troll_Rocklobber.cfg:21
 msgid ""
 "Given the monstrous strength of their race, trolls can turn rather mundane "
-"weapons into implements of deadly force.  Some trolls piece together crude "
+"weapons into implements of deadly force. Some trolls piece together crude "
 "slings, little different from what a child would use, save for the fact they "
-"hurl boulders instead of pebbles.  Though not especially accurate, a rock "
-"thrown by one of these monsters can cripple a man if it hits him.  Despite "
+"hurl boulders instead of pebbles. Though not especially accurate, a rock "
+"thrown by one of these monsters can cripple a man if it hits him. Despite "
 "being burdened by their heavy ammunition, and lacking in any sort of melee "
 "weaponry, a troll rocklobber is still bigger, stronger, and perhaps even "
 "uglier than the whelp it once was, and a troll's fist serves as well as a "
-"man's hammer in combat.  Furthermore, their ability to strike back at an "
+"man's hammer in combat. Furthermore, their ability to strike back at an "
 "enemy archer makes fighting them a dicey proposition at any range, unless "
 "one can attack under heavy cover of terrain.\n"
 "\n"
 "Usage:\n"
-"Troll whelps fight well on rough, rocky terrain, especially at night.  "
+"Troll Rocklobbers fight well on rough, rocky terrain, especially at night. "
 "Unlike most others of their race, a Troll Rocklobber will make many archers "
 "think twice about attacking, and is quite dangerous for an enemy spellcaster "
-"to attack.  They are quite powerful against brittle foes, like skeletons, "
-"and quite weak against well armored or naturally resilient enemies, such as "
-"their woodland counterpart, the wose.  Their regeneration allows them to "
-"cure poison and heal wounds without the aid of a nearby village.  Their "
-"relatively slow speed is a liability, as is their weakness during daylight "
-"hours.  The greatest danger to a Troll Rocklobber is a powerful melee unit "
-"attacking them in open terrain during the day, when they are weakest."
+"to attack. They are quite powerful against brittle foes, like skeletons, and "
+"quite weak against well armored or naturally resilient enemies, such as "
+"their woodland counterpart, the wose. Their regeneration allows them to cure "
+"poison and heal wounds without the aid of a nearby village. Their relatively "
+"slow speed is a liability, as is their weakness during daylight hours. The "
+"greatest danger to a Troll Rocklobber is a powerful melee unit attacking "
+"them in open terrain during the day, when they are weakest."
 msgstr ""
 
 #: data/units/Troll_Warrior.cfg:3
@@ -6000,27 +6010,26 @@
 #: data/units/Troll_Warrior.cfg:21
 msgid ""
 "A terrifying, monstrous bastion of strength, a Troll Warrior brings to fore "
-"all the tales that have been told of their race's terrifying power.  "
-"Wielding massive hammers that could knock a house off its foundation, and "
-"able to absorb a seemingly endless rash of punishment, Troll Warriors are "
-"capable of singlehandedly changing the strategies of an enemy commander they "
-"face.  A troll warrior is not something brought down by one man, but by a "
-"whole group of them, fighting desperately against this hideous strength "
-"borne before them.  That which causes the most terror about a troll warrior, "
-"is not their appearance, or their power, but the fact that one brought even "
-"within an inch of its life will shortly return to its full strength if it is "
-"not truly sent to death.\n"
+"all the tales that have been told of their race's terrifying power. Wielding "
+"massive hammers that could knock a house off its foundation, and able to "
+"absorb a seemingly endless rash of punishment, Troll Warriors are capable of "
+"singlehandedly changing the strategies of an enemy commander they face. A "
+"troll warrior is not something brought down by one man, but by a whole group "
+"of them, fighting desperately against this hideous strength borne before "
+"them. That which causes the most terror about a troll warrior, is not their "
+"appearance, or their power, but the fact that one brought even within an "
+"inch of its life will shortly return to its full strength if it is not truly "
+"sent to death.\n"
 "\n"
 "Usage:\n"
-"Troll Warriors fight well on rough, rocky terrain, especially at night.  "
+"Troll Warriors fight well on rough, rocky terrain, especially at night. "
 "Though vulnerable to archers and spellcasters, especially in open terrain, "
 "the raw power of a Troll Warrior makes them a foe that generally must be "
-"brought down by several enemies.  There are few enemies which can engage "
-"them in one-on-one combat without a great danger of being killed on the same "
-"turn.  Their regeneration allows them to cure poison, and heal wounds "
-"without the aid of a nearby village.  Their relative weakness during "
-"daylight hours is a liability, though a Troll Warrior is still very powerful "
-"during the day."
+"brought down by several enemies. There are few enemies which can engage them "
+"in one-on-one combat without a great danger of being killed on the same "
+"turn. Their regeneration allows them to cure poison, and heal wounds without "
+"the aid of a nearby village. Their relative weakness during daylight hours "
+"is a liability, though a Troll Warrior is still very powerful during the day."
 msgstr ""
 
 #: data/units/Troll_Whelp.cfg:3
@@ -6031,23 +6040,23 @@
 msgid ""
 "The word 'whelp,' applied even to fearsome animals like wolves and lions, "
 "brings to mind images of frail, helpless, and even 'cute' creatures, so "
-"young they can hardly stand on their own feet.  Given the nature of Trolls, "
+"young they can hardly stand on their own feet. Given the nature of Trolls, "
 "however, a Troll 'whelp' already possesses the terrifying strength native to "
-"their race.  Troll whelps stumble about with bodies bigger than grown men, "
-"and with strength to match.  Their uncanny regeneration, and stone-like "
-"skin, make them monstrous opponents, especially on their favored ground in "
-"the mountains and hills from whence they came.  The only reassurance one has "
-"in fighting a troll whelp is their slow speed, and the fact that they have "
-"not grown to their full strength ... yet.\n"
+"their race. Troll whelps stumble about with bodies bigger than grown men, "
+"and with strength to match. Their uncanny regeneration, and stone-like skin, "
+"make them monstrous opponents, especially on their favored ground in the "
+"mountains and hills from whence they came. The only reassurance one has in "
+"fighting a troll whelp is their slow speed, and the fact that they have not "
+"grown to their full strength... yet.\n"
 "\n"
 "Usage:\n"
-"Troll Whelps fight well on rough, rocky terrain, especially at night.  They "
+"Troll Whelps fight well on rough, rocky terrain, especially at night. They "
 "are vulnerable to archers, especially in open terrain, and should always "
-"have a healthy fear of spellcasters in all terrain.  They are quite powerful "
+"have a healthy fear of spellcasters in all terrain. They are quite powerful "
 "against brittle foes, like skeletons, and quite weak against well armored or "
-"naturally resilient enemies, such as their woodland counterpart, the wose.  "
+"naturally resilient enemies, such as their woodland counterpart, the wose. "
 "Their regeneration allows them to cure poison and heal wounds without the "
-"aid of a nearby village.  Their relatively slow speed is a liability, as is "
+"aid of a nearby village. Their relatively slow speed is a liability, as is "
 "their weakness during daylight hours."
 msgstr ""
 
@@ -7965,6 +7974,10 @@
 msgid "-- The Tome of Wesnoth"
 msgstr ""
 
+#: src/unit.cpp:1107
+msgid " XP to advance"
+msgstr ""
+
 #: src/unit.cpp:1144
 msgid ": "
 msgstr ""
Index: wesnoth/po/wesnoth/zh_CN.po
diff -u wesnoth/po/wesnoth/zh_CN.po:1.9 wesnoth/po/wesnoth/zh_CN.po:1.10
--- wesnoth/po/wesnoth/zh_CN.po:1.9     Mon Apr 18 07:29:06 2005
+++ wesnoth/po/wesnoth/zh_CN.po Mon Apr 18 16:16:34 2005
@@ -8,7 +8,7 @@
 msgstr ""
 "Project-Id-Version: Battle for Wesnoth 0.8.11+cvs\n"
 "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n";
-"POT-Creation-Date: 2005-04-18 09:21+0200\n"
+"POT-Creation-Date: 2005-04-18 17:52+0200\n"
 "PO-Revision-Date: 2005-04-09 11:32+0200\n"
 "Last-Translator: Automatically generated\n"
 "Language-Team: none\n"
@@ -60,7 +60,7 @@
 "\n"
 "\n"
 "Battle for Wesnoth is a turn-based fantasy strategy game somewhat unusual "
-"amongst modern strategy games. While other games strive for complexity, both "
+"among modern strategy games. While other games strive for complexity, both "
 "in rules and gameplay, Battle for Wesnoth strives for simplicity of 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 "
@@ -94,7 +94,7 @@
 #: data/help.cfg:73
 msgid ""
 "While playing, keep in mind that if you mouse-over many items on the menu "
-"bar to the right, a brief description will pop up explaining that item. This "
+"bar to the right, a brief description will pop up explaining each item. This "
 "is especially useful when you encounter new abilities for the first time."
 msgstr ""
 
@@ -158,11 +158,11 @@
 #: data/help.cfg:93
 msgid ""
 "Movement in Battle for Wesnoth is simple: Simply click on the unit you wish "
-"to move, then click on the hex you wish to move it to. When selected, all "
-"the hexes a unit can move to this turn will be highlighted, and all those it "
-"can't made dull. Mousing over a dull square will 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."
+"to move, 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 dull hex will 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."
 msgstr ""
 
 #: data/help.cfg:95
@@ -217,11 +217,11 @@
 msgid ""
 "\n"
 "\n"
-"The attacker gets the first attack, then the defender. This continues to "
-"alternate until each unit has used up all of its attacks. The number of "
-"attacks a unit gets varies; for instance, an Elvish fighter with a 5-4 sword "
-"attack may make 4 swings each dealing 5 damage, while an Orcish Grunt with 9-"
-"2 only gets 2 swings (but at 9 damage)."
+"The attacker gets the first attack, then the defender retaliates. This "
+"continues to alternate until each unit has used up all of its attacks. The "
+"number of attacks a unit has varies; for instance, an Elvish fighter with a "
+"5-4 sword attack may make 4 swings each dealing 5 damage, while an Orcish "
+"Grunt with 9-2 can only make 2 swings (but at 9 damage each)."
 msgstr ""
 
 #: data/help.cfg:109
@@ -237,8 +237,8 @@
 "\n"
 "With two exceptions, the chance to hit a unit is based solely on its defense "
 "rating in the Terrain it is currently standing in. This may be found by "
-"right-clicking a unit, selecting Unit Description, and then look at "
-"<italic>text='Terrain Modifiers'</italic>. For instance, elves have a "
+"right-clicking a unit, selecting Unit Description, and then looking at "
+"<italic>text='Terrain Modifiers'</italic>. For instance, many elves have a "
 "defense rating of 70% in forest, meaning a unit attacking them has only a "
 "30% chance of hitting them. Conversely, the elf's chance of hitting the "
 "attacker in return depends on what terrain the attacker is in."
@@ -464,9 +464,9 @@
 msgid ""
 "\n"
 "\n"
-"Keep in mind that while Resting can be combined with other forms of healing, "
-"villages, regeneration, and healing/curing cannot combine with each other. "
-"Also, units heal fully between scenarios."
+"Resting can be combined with other forms of healing, but villages, "
+"regeneration, and healing/curing cannot combine with each other. Also, units "
+"heal fully between scenarios."
 msgstr ""
 
 #: data/help.cfg:184
@@ -485,10 +485,9 @@
 msgid ""
 "\n"
 "\n"
-"Income is simple. For every village you control, you gain one gold a turn. "
-"Thus, if you have ten villages, you would normally gain ten gold. "
-"Unfortunately, your Upkeep costs are subtracted from this income, as "
-"detailed below."
+"Income is simple. For every village you control, you gain one gold each "
+"turn. Thus, if you have ten villages, you would normally gain ten gold. Your "
+"Upkeep costs are subtracted from this income, as detailed below."
 msgstr ""
 
 #: data/help.cfg:189
@@ -497,10 +496,10 @@
 "\n"
 "Upkeep is also fairly simple. Each unit requires an amount of Upkeep equal "
 "to its level. You can support as many levels <italic>text=worth</italic> of "
-"units as you have villages for free. 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 a turn in upkeep."
+"units as you have villages, without paying any upkeep. However, for each "
+"level of unit beyond the number of villages you have, you must pay one gold "
+"per turn. For example, if you have twelve level one units and ten villages, "
+"you would have to pay two gold each turn in upkeep."
 msgstr ""
 
 #: data/help.cfg:191
@@ -508,17 +507,16 @@
 "\n"
 "\n"
 "These costs are subtracted from your Income, so in the case of twelve levels "
-"of units and ten villages, your resultant Income would be 8 gold a turn."
+"of units and ten villages, your resultant Income would be 8 gold per turn."
 msgstr ""
 
 #: data/help.cfg:192
 msgid ""
 "\n"
-"There are two main exceptions to Upkeep. Firstly, units with the Loyal trait "
-"will only ever count as level one for upkeep purposes, regardless of their "
-"actual level. Secondly, units you begin the scenario with (such as Konrad or "
+"There is one important exception to Upkeep: units with the Loyal trait never "
+"incur upkeep. Units you begin the scenario with (such as Konrad or "
 "Delfador), or units who join you during a scenario (such as the Horseman in "
-"the second level of Heir to the Throne) will never charge any upkeep."
+"the second level of Heir to the Throne) will usually have the Loyal trait."
 msgstr ""
 
 #: data/help.cfg:197
@@ -540,7 +538,7 @@
 
 #: data/help.cfg:210
 msgid ""
-"Most units have two traits, with the exception of Undead units who are "
+"Most units have two traits, with the exception of Undead units which are "
 "assigned the trait 'Undead'. Traits are modifications that change a unit's "
 "attributes slightly. They are usually randomly assigned to a unit when it is "
 "recruited."
@@ -564,9 +562,9 @@
 "\n"
 "Intelligent 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 units no longer require experience points after "
-"reaching their maximum level. If you have many 'maximum level' units you may "
-"with to recall units with more desirable traits."
+"quite as useful because units no longer have any use for experience points "
+"after reaching their maximum level. If you have many 'maximum level' units "
+"you may with to recall units with more desirable traits."
 msgstr ""
 
 #: data/help.cfg:226
@@ -598,7 +596,7 @@
 "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 "
-"defence, or high resistances. Resilient units are especially useful for "
+"defense, or high resistances. Resilient units are especially useful for "
 "holding strategic positions against opponents."
 msgstr ""
 
@@ -633,17 +631,17 @@
 "\n"
 "<header>text=Loyal</header>\n"
 "\n"
-"Loyal units don't pay 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 "
+"Loyal 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.\n"
 "\n"
 "\n"
-"During campaigns, certain units may opt join the player's forces of their "
+"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 "
-"them or send them to a foolish death."
+"such units or to send them to a foolish death."
 msgstr ""
 
 #: data/help.cfg:258
@@ -666,11 +664,11 @@
 "\n"
 "\n"
 "\n"
-"<header>text=Dexterous</header>\n"
+"<header>text=Dextrous</header>\n"
 "\n"
-"Dexterous units do +1 damage for every successful strike with a bow.\n"
+"Dextrous units do +1 damage for every successful strike with a bow.\n"
 "\n"
-"Dexterous is a trait possessed only by Elves. The Elven people are known for "
+"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."
@@ -2157,7 +2155,7 @@
 msgid "HP"
 msgstr ""
 
-#: data/themes/default.cfg:176 src/playturn.cpp:2126 src/unit.cpp:1107
+#: data/themes/default.cfg:176 src/playturn.cpp:2126
 msgid "XP"
 msgstr ""
 
@@ -5930,24 +5928,24 @@
 
 #: data/units/Troll.cfg:20
 msgid ""
-"Trolls, grown to adulthood, are possessed of a fearsome strength.  Their "
+"Trolls, grown to adulthood, are possessed of a fearsome strength. Their "
 "stone-like bodies have grown to a size much taller than a man, and their "
 "terrifying ability to recover from wounds make them a formidable foe even "
-"far from the mountainous ground they prefer to fight in.  An adult troll is "
+"far from the mountainous ground they prefer to fight in. An adult troll is "
 "smarter, faster, stronger, and though one would dare not say it to their "
-"face, uglier than any of their children.  Their wield heavy clubs with "
-"brutal proficiency, and form a bulwark of strength in any battle they "
-"participate in - the only weakness they have, if such can be said, is their "
-"inability to fight at a distance.\n"
+"face, uglier than any of their children. Their wield heavy clubs with brutal "
+"proficiency, and form a bulwark of strength in any battle they participate "
+"in - the only weakness they have, if such can be said, is their inability to "
+"fight at a distance.\n"
 "\n"
 "Usage:\n"
-"Trolls fight well on rough, rocky terrain, especially at night.  They are "
+"Trolls fight well on rough, rocky terrain, especially at night. They are "
 "vulnerable to archers, especially in open terrain, and should always have a "
-"healthy fear of spellcasters in all terrain.  They are quite powerful "
-"against brittle foes, like skeletons, and quite weak against well armored or "
-"naturally resilient enemies, such as their woodland counterpart, the wose.  "
+"healthy fear of spellcasters in all terrain. They are quite powerful against "
+"brittle foes, like skeletons, and quite weak against well armored or "
+"naturally resilient enemies, such as their woodland counterpart, the wose. "
 "Their regeneration allows them to cure poison and heal wounds without the "
-"aid of a nearby village.  Their relatively slow speed is a liability, as is "
+"aid of a nearby village. Their relatively slow speed is a liability, as is "
 "their weakness during daylight hours."
 msgstr ""
 
@@ -5957,9 +5955,9 @@
 
 #: data/units/Troll_Hero.cfg:17
 msgid ""
-"Trolls hero are strong and brutal humanoid monsters with the amazing ability "
-"to regenerate themselves, so that they recover from wounds on their own, "
-"even during battle."
+"Troll heroes are strong and brutal humanoid monsters with the amazing "
+"ability to regenerate themselves, so that they recover from wounds on their "
+"own, even during battle."
 msgstr ""
 
 #: data/units/Troll_Rocklobber.cfg:3
@@ -5969,28 +5967,28 @@
 #: data/units/Troll_Rocklobber.cfg:21
 msgid ""
 "Given the monstrous strength of their race, trolls can turn rather mundane "
-"weapons into implements of deadly force.  Some trolls piece together crude "
+"weapons into implements of deadly force. Some trolls piece together crude "
 "slings, little different from what a child would use, save for the fact they "
-"hurl boulders instead of pebbles.  Though not especially accurate, a rock "
-"thrown by one of these monsters can cripple a man if it hits him.  Despite "
+"hurl boulders instead of pebbles. Though not especially accurate, a rock "
+"thrown by one of these monsters can cripple a man if it hits him. Despite "
 "being burdened by their heavy ammunition, and lacking in any sort of melee "
 "weaponry, a troll rocklobber is still bigger, stronger, and perhaps even "
 "uglier than the whelp it once was, and a troll's fist serves as well as a "
-"man's hammer in combat.  Furthermore, their ability to strike back at an "
+"man's hammer in combat. Furthermore, their ability to strike back at an "
 "enemy archer makes fighting them a dicey proposition at any range, unless "
 "one can attack under heavy cover of terrain.\n"
 "\n"
 "Usage:\n"
-"Troll whelps fight well on rough, rocky terrain, especially at night.  "
+"Troll Rocklobbers fight well on rough, rocky terrain, especially at night. "
 "Unlike most others of their race, a Troll Rocklobber will make many archers "
 "think twice about attacking, and is quite dangerous for an enemy spellcaster "
-"to attack.  They are quite powerful against brittle foes, like skeletons, "
-"and quite weak against well armored or naturally resilient enemies, such as "
-"their woodland counterpart, the wose.  Their regeneration allows them to "
-"cure poison and heal wounds without the aid of a nearby village.  Their "
-"relatively slow speed is a liability, as is their weakness during daylight "
-"hours.  The greatest danger to a Troll Rocklobber is a powerful melee unit "
-"attacking them in open terrain during the day, when they are weakest."
+"to attack. They are quite powerful against brittle foes, like skeletons, and "
+"quite weak against well armored or naturally resilient enemies, such as "
+"their woodland counterpart, the wose. Their regeneration allows them to cure "
+"poison and heal wounds without the aid of a nearby village. Their relatively "
+"slow speed is a liability, as is their weakness during daylight hours. The "
+"greatest danger to a Troll Rocklobber is a powerful melee unit attacking "
+"them in open terrain during the day, when they are weakest."
 msgstr ""
 
 #: data/units/Troll_Warrior.cfg:3
@@ -6000,27 +5998,26 @@
 #: data/units/Troll_Warrior.cfg:21
 msgid ""
 "A terrifying, monstrous bastion of strength, a Troll Warrior brings to fore "
-"all the tales that have been told of their race's terrifying power.  "
-"Wielding massive hammers that could knock a house off its foundation, and "
-"able to absorb a seemingly endless rash of punishment, Troll Warriors are "
-"capable of singlehandedly changing the strategies of an enemy commander they "
-"face.  A troll warrior is not something brought down by one man, but by a "
-"whole group of them, fighting desperately against this hideous strength "
-"borne before them.  That which causes the most terror about a troll warrior, "
-"is not their appearance, or their power, but the fact that one brought even "
-"within an inch of its life will shortly return to its full strength if it is "
-"not truly sent to death.\n"
+"all the tales that have been told of their race's terrifying power. Wielding "
+"massive hammers that could knock a house off its foundation, and able to "
+"absorb a seemingly endless rash of punishment, Troll Warriors are capable of "
+"singlehandedly changing the strategies of an enemy commander they face. A "
+"troll warrior is not something brought down by one man, but by a whole group "
+"of them, fighting desperately against this hideous strength borne before "
+"them. That which causes the most terror about a troll warrior, is not their "
+"appearance, or their power, but the fact that one brought even within an "
+"inch of its life will shortly return to its full strength if it is not truly "
+"sent to death.\n"
 "\n"
 "Usage:\n"
-"Troll Warriors fight well on rough, rocky terrain, especially at night.  "
+"Troll Warriors fight well on rough, rocky terrain, especially at night. "
 "Though vulnerable to archers and spellcasters, especially in open terrain, "
 "the raw power of a Troll Warrior makes them a foe that generally must be "
-"brought down by several enemies.  There are few enemies which can engage "
-"them in one-on-one combat without a great danger of being killed on the same "
-"turn.  Their regeneration allows them to cure poison, and heal wounds "
-"without the aid of a nearby village.  Their relative weakness during "
-"daylight hours is a liability, though a Troll Warrior is still very powerful "
-"during the day."
+"brought down by several enemies. There are few enemies which can engage them "
+"in one-on-one combat without a great danger of being killed on the same "
+"turn. Their regeneration allows them to cure poison, and heal wounds without "
+"the aid of a nearby village. Their relative weakness during daylight hours "
+"is a liability, though a Troll Warrior is still very powerful during the day."
 msgstr ""
 
 #: data/units/Troll_Whelp.cfg:3
@@ -6031,23 +6028,23 @@
 msgid ""
 "The word 'whelp,' applied even to fearsome animals like wolves and lions, "
 "brings to mind images of frail, helpless, and even 'cute' creatures, so "
-"young they can hardly stand on their own feet.  Given the nature of Trolls, "
+"young they can hardly stand on their own feet. Given the nature of Trolls, "
 "however, a Troll 'whelp' already possesses the terrifying strength native to "
-"their race.  Troll whelps stumble about with bodies bigger than grown men, "
-"and with strength to match.  Their uncanny regeneration, and stone-like "
-"skin, make them monstrous opponents, especially on their favored ground in "
-"the mountains and hills from whence they came.  The only reassurance one has "
-"in fighting a troll whelp is their slow speed, and the fact that they have "
-"not grown to their full strength ... yet.\n"
+"their race. Troll whelps stumble about with bodies bigger than grown men, "
+"and with strength to match. Their uncanny regeneration, and stone-like skin, "
+"make them monstrous opponents, especially on their favored ground in the "
+"mountains and hills from whence they came. The only reassurance one has in "
+"fighting a troll whelp is their slow speed, and the fact that they have not "
+"grown to their full strength... yet.\n"
 "\n"
 "Usage:\n"
-"Troll Whelps fight well on rough, rocky terrain, especially at night.  They "
+"Troll Whelps fight well on rough, rocky terrain, especially at night. They "
 "are vulnerable to archers, especially in open terrain, and should always "
-"have a healthy fear of spellcasters in all terrain.  They are quite powerful "
+"have a healthy fear of spellcasters in all terrain. They are quite powerful "
 "against brittle foes, like skeletons, and quite weak against well armored or "
-"naturally resilient enemies, such as their woodland counterpart, the wose.  "
+"naturally resilient enemies, such as their woodland counterpart, the wose. "
 "Their regeneration allows them to cure poison and heal wounds without the "
-"aid of a nearby village.  Their relatively slow speed is a liability, as is "
+"aid of a nearby village. Their relatively slow speed is a liability, as is "
 "their weakness during daylight hours."
 msgstr ""
 
@@ -7965,6 +7962,10 @@
 msgid "-- The Tome of Wesnoth"
 msgstr ""
 
+#: src/unit.cpp:1107
+msgid " XP to advance"
+msgstr ""
+
 #: src/unit.cpp:1144
 msgid ": "
 msgstr ""




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