wesnoth/po/wesnoth-help/racv.po
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# #-#-#-#-# wesnoth.cpp1.po (Battle for Wesnoth VERSION) #-#-#-#-#
# Language valencia translations for Battle for Wesnoth package.
# Copyright (C) 2006 Wesnoth development team
# This file is distributed under the same license as the Battle for Wesnoth package.
# Automatically generated, 2006.
#
msgid ""
msgstr ""
"Project-Id-Version: Battle for Wesnoth 1.3-dev\n"
"Report-Msgid-Bugs-To: https://bugs.wesnoth.org/\n"
"POT-Creation-Date: 2021-06-20 15:00+0300\n"
"PO-Revision-Date: 2008-09-24 02:09+0100\n"
"Last-Translator: Mavorte <mavorte1@yahoo.es>\n"
"Language-Team: none\n"
"Language: \n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"X-Poedit-Bookmarks: 929,-1,-1,-1,-1,-1,-1,-1,-1,-1\n"
"Plural-Forms: nplurals=2; plural=(n != 1);\n"
#. [time]: id=underground
#. [editor_times]: id=underground
#: data/campaigns/Heir_To_The_Throne/utils/httt_utils.cfg:495
#: data/core/editor/time-of-day.cfg:41 data/core/macros/schedules.cfg:109
msgid "Underground"
msgstr "Subterràneu"
#. [heals]: id=healing
#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:16
#: data/core/macros/abilities.cfg:10
msgid "heals +4"
msgstr "sana +4"
#. [heals]: id=healing
#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:17
#: data/core/macros/abilities.cfg:11
#, fuzzy
msgid "female^heals +4"
msgstr "sana"
#. [heals]: id=healing
#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:18
#, fuzzy
msgid ""
"Allows the unit to heal adjacent allied units at the beginning of our turn.\n"
"\n"
"A unit cared for by this healer may heal up to 4 HP per turn, or stop poison "
"from taking effect for that turn.\n"
"A poisoned unit cannot be cured of its poison by a healer, and must seek the "
"care of a village or a unit that can cure."
msgstr ""
"Sana +4:\n"
"Permet a la unitat curar unitats amigues adjacents al principi de cada "
"tanda.\n"
"\n"
"Cada unitat pot recuperar fins a 4 punts de vida per tanda.\n"
"Este curador pot sanar fins a 8 punts de vida per tanda, repartits per a "
"totes les unitats que cuida.\n"
"Una unitat enverinada no pot ser curada del seu verí per un curador, i haurà "
"de buscar l'ajuda en una aldea o d'una unitat ab l'habilitat de cura."
#. [heals]: id=healing
#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:39
#: data/core/macros/abilities.cfg:28
msgid "heals +8"
msgstr "sana +8"
#. [heals]: id=healing
#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:40
#: data/core/macros/abilities.cfg:29
#, fuzzy
msgid "female^heals +8"
msgstr "sana"
#. [heals]: id=healing
#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:41
#, fuzzy
#| msgid ""
#| "Heals +8:\n"
#| "This unit combines herbal remedies with magic to heal units more quickly "
#| "than is normally possible on the battlefield.\n"
#| "\n"
#| "A unit cared for by this healer may heal up to 8 HP per turn, or stop "
#| "poison from taking effect for that turn.\n"
#| "A poisoned unit cannot be cured of its poison by a healer, and must seek "
#| "the care of a village or a unit that can cure."
msgid ""
"This unit combines herbal remedies with magic to heal units more quickly "
"than is normally possible on the battlefield.\n"
"\n"
"A unit cared for by this healer may heal up to 8 HP per turn, or stop poison "
"from taking effect for that turn.\n"
"A poisoned unit cannot be cured of its poison by a healer, and must seek the "
"care of a village or a unit that can cure."
msgstr ""
"Sana +8:\n"
"Permet a la unitat curar unitats amigues adjacents al principi de cada "
"torn.\n"
"\n"
"Cada unitat pot recuperar fins a 4 punts de vida per tanda.\n"
"Este curador pot sanar fins a 8 punts de vida per tanda, repartits per a "
"totes les unitats que cuida.\n"
"Una unitat enverinada no pot ser curada del seu verí per un curador, i haurà "
"de buscar l'ajuda en una aldea o d'una unitat ab l'habilitat de cura."
#. [section]: id=editor
#: data/core/editor/help.cfg:5
msgid "Map and Scenario Editor"
msgstr ""
#. [section]: id=editor_mode_terrain
#. [topic]: id=..editor_mode_terrain
#: data/core/editor/help.cfg:13 data/core/editor/help.cfg:257
#, fuzzy
#| msgid "Terrain Modifiers"
msgid "Terrain Editor"
msgstr "Modificadors de terreny"
#. [section]: id=editor_mode_scenario
#. [topic]: id=..editor_mode_scenario
#: data/core/editor/help.cfg:20 data/core/editor/help.cfg:269
#, fuzzy
#| msgid "Terrain Modifiers"
msgid "Scenario Editor"
msgstr "Modificadors de terreny"
#. [topic]: id=editor_tool_paint
#: data/core/editor/help.cfg:28
msgid "Paint Tool"
msgstr ""
#. [topic]: id=editor_tool_paint
#: data/core/editor/help.cfg:29
msgid ""
"Paint terrain tiles on the map.\n"
"\n"
"The paint tool utilizes the brush sizes and the terrain palette.\n"
"\n"
"<bold>text='Keyboard Modifiers'</bold>\n"
"\n"
"• Shift+mouse click: If a base terrain is selected, change the base without "
"changing the overlay. If an overlay is selected, change the overlay without "
"changing the base.\n"
"• Control+mouse click: Select the terrain under the mouse cursor, as if it "
"had been selected on the terrain palette (picks up both base and overlay).\n"
"\n"
"<bold>text='Brush Sizes'</bold>\n"
"\n"
"The selected brush changes the size of the tool:"
msgstr ""
#. [topic]: id=editor_tool_paint
#: data/core/editor/help.cfg:41
msgid "Paint single hexes."
msgstr ""
#. [topic]: id=editor_tool_paint
#: data/core/editor/help.cfg:42
msgid "Paint seven hexes at a time."
msgstr ""
#. [topic]: id=editor_tool_paint
#: data/core/editor/help.cfg:43
msgid "Paint nineteen hexes at a time."
msgstr ""
#. [topic]: id=editor_tool_paint
#: data/core/editor/help.cfg:44 data/core/editor/help.cfg:45
msgid "Paint three hexes in a line."
msgstr ""
#. [topic]: id=editor_tool_fill
#: data/core/editor/help.cfg:52
msgid "Fill Tool"
msgstr ""
#. [topic]: id=editor_tool_fill
#: data/core/editor/help.cfg:53
msgid ""
"Fill continuous regions of terrain with a different one.\n"
"\n"
"The fill tool utilizes the terrain palette.\n"
"\n"
"<bold>text='Keyboard Modifiers'</bold>\n"
"\n"
"• Shift+mouse click: If a base terrain is selected, change the base without "
"changing the overlay. If an overlay is selected, change the overlay without "
"changing the base.\n"
"• Control+mouse click: Select the terrain under the mouse cursor, as if it "
"had been selected on the terrain palette (picks up both base and overlay)."
msgstr ""
#. [topic]: id=editor_tool_select
#: data/core/editor/help.cfg:67
msgid "Select Tool"
msgstr ""
#. [topic]: id=editor_tool_select
#: data/core/editor/help.cfg:68
msgid ""
"Selects a set of hex fields, for use with with the cut, copy and fill-"
"selection buttons below the menu bar.\n"
"\n"
"<bold>text='Keyboard Modifiers'</bold>\n"
"\n"
"• Shift+mouse click: Magic Wand mode, select the hex under the mouse "
"cursor, and adjoining hexes of the same terrain type.\n"
"• Control+mouse click: Unselect hexes.\n"
"\n"
"<bold>text='Brush Sizes'</bold>\n"
"\n"
"The selected brush changes the size of the tool:"
msgstr ""
#. [topic]: id=editor_tool_select
#: data/core/editor/help.cfg:78
msgid "Select single hexes."
msgstr ""
#. [topic]: id=editor_tool_select
#: data/core/editor/help.cfg:79
msgid "Select seven hexes at a time."
msgstr ""
#. [topic]: id=editor_tool_select
#: data/core/editor/help.cfg:80
msgid "Select nineteen hexes at a time."
msgstr ""
#. [topic]: id=editor_tool_select
#: data/core/editor/help.cfg:81 data/core/editor/help.cfg:82
msgid "Select three hexes in a line."
msgstr ""
#. [topic]: id=editor_tool_paste
#: data/core/editor/help.cfg:89
msgid "Clipboard and Paste Tool"
msgstr ""
#. [topic]: id=editor_tool_paste
#: data/core/editor/help.cfg:90
msgid ""
"Rotate, flip and paste the terrain in the clipboard\n"
"\n"
"Hexes can be cut or copied to the clipboard using the "
"<ref>dst='editor_tool_select' text='Select Tool'</ref>.\n"
"\n"
"The paste tool shows an outline of the clipboard, which can be pasted with a "
"mouse-click. Only the outline is shown, but mistakes can be corrected with "
"the undo function, which is bound to both Control+Z and to the same key as "
"the in-game undo function.\n"
"\n"
"The paste tool also has some clipboard-manipulation functions:"
msgstr ""
#. [topic]: id=editor_tool_paste
#: data/core/editor/help.cfg:97
msgid "Rotate clockwise by 60°."
msgstr ""
#. [topic]: id=editor_tool_paste
#: data/core/editor/help.cfg:98
msgid "Rotate counter-clockwise by 60°."
msgstr ""
#. [topic]: id=editor_tool_paste
#: data/core/editor/help.cfg:99
msgid "Flip horizontally"
msgstr ""
#. [topic]: id=editor_tool_paste
#: data/core/editor/help.cfg:100
msgid "Flip vertically"
msgstr ""
#. [topic]: id=editor_tool_starting
#: data/core/editor/help.cfg:107
msgid "Starting Locations Tool"
msgstr ""
#. [topic]: id=editor_tool_starting
#: data/core/editor/help.cfg:109
msgid ""
"Defines the side leader starting position.\n"
"\n"
"This tool sets the side leaders default starting locations, and named "
"special locations. Both types of location are enabled in both <ref>dst='.."
"editor_mode_terrain' text='Terrain Editor'</ref> and <ref>dst='.."
"editor_mode_scenario' text='Scenario Editor'</ref> modes. The location names "
"are shown as a list in the editor palette, clicking on the map will place "
"that name on a hex, each location can only be placed on a single hex, and "
"the editor will only allow one location per hex.\n"
"\n"
"To add named special locations, click “Add” at the bottom of the editor "
"palette, and enter the name. These names must start with a letter and may "
"contain numbers and underscores.\n"
"\n"
"More than nine teams can be added to a map, by clicking “Add” and entering a "
"number, for example “10”. The UI will automatically show this as “Player "
"10”.\n"
"\n"
"Named locations can be accessed from WML using the Standard Location "
"Filters <italic>text='location_id='</italic>. Player starts can also be "
"accessed from WML using <italic>text='location_id=1'</italic>, "
"<italic>text='location_id=2'</italic>, etc — use only the number, without "
"adding “Player ” in front of the number.\n"
"\n"
"<bold>text='Keyboard Modifiers'</bold>\n"
"\n"
"• Control+mouse click on a hex that already has a location: select that "
"location for placing with a subsequent mouse click, as if it was selected in "
"the editor palette."
msgstr ""
#. [topic]: id=editor_tool_label
#: data/core/editor/help.cfg:129
msgid "Label Tool"
msgstr ""
#. [topic]: id=editor_tool_label
#: data/core/editor/help.cfg:130
msgid ""
"Put text labels on the map.\n"
"\n"
"• Left-click will open a dialog box to create a new label or edit an "
"existing one.\n"
"• Right-click deletes.\n"
"• Drag-and-drop with the left mouse button moves labels.\n"
"\n"
"This tool is only available in Scenario Mode; the decorations are "
"implemented in the scenario using WMLs <italic>text='[label]'</italic> tag."
msgstr ""
#. [topic]: id=editor_tool_scenery
#: data/core/editor/help.cfg:145
msgid "Item Tool (Scenery Tool)"
msgstr ""
#. [topic]: id=editor_tool_scenery
#: data/core/editor/help.cfg:146
msgid ""
"The Item Tool allows placing decorations such as windmills, bookcases and "
"monoliths. Multiple items can be placed on the same hex.\n"
"\n"
"<bold>text='Note:'</bold> the tool doesnt support deleting items once "
"placed, nor does it support undo. Mistakes can currently only be fixed by "
"editing the generated WML file.\n"
"\n"
"This tool is only available in Scenario Mode; the decorations are not part "
"of the terrain and are implemented in the scenario using WMLs "
"<italic>text='[item]'</italic> tag."
msgstr ""
#. [topic]: id=editor_tool_village
#: data/core/editor/help.cfg:159
msgid "Village Ownership Tool"
msgstr ""
#. [topic]: id=editor_tool_village
#: data/core/editor/help.cfg:160
msgid ""
"This tool assigns ownership of villages at the start of a scenario. The "
"villages must first be placed on the terrain with the "
"<ref>dst='editor_tool_paint' text='Paint Tool'</ref>.\n"
"\n"
"• Left-click will assign the village to the currently-selected side.\n"
"• Right-click will set the village back to unowned.\n"
"\n"
"This tool is only available in Scenario Mode; ownership information is "
"stored by adding WML <italic>text='[village]'</italic> tags to the "
"appropriate <italic>text='[side]'</italic>."
msgstr ""
#. [topic]: id=editor_tool_unit
#: data/core/editor/help.cfg:174
msgid "Unit Tool"
msgstr ""
#. [topic]: id=editor_tool_unit
#: data/core/editor/help.cfg:175
msgid ""
"Place units belonging to the currently-selected side.\n"
"\n"
"• Left-click will place a unit.\n"
"• Left drag-and-drop will move an already-placed unit.\n"
"• Various operations are added to the right-click menu when the hex contains "
"a unit.\n"
"\n"
"This tool is only available in Scenario Mode; it adds WML "
"<italic>text='[unit]'</italic> tags to the appropriate "
"<italic>text='[side]'</italic>."
msgstr ""
#. [topic]: id=editor_named_area
#: data/core/editor/help.cfg:190
msgid "Named Areas"
msgstr ""
#. [topic]: id=editor_named_area
#: data/core/editor/help.cfg:191
msgid ""
"This tool create sets of tiles that can be used in WML scripts Standard "
"Location Filters (a concept explained in detail on the Wiki), by using the "
"areas id in the filters <italic>text='area='</italic> attribute. For "
"example:\n"
"\n"
"• assigning a local time zone to this set of hexes\n"
"• filtering the set of hexes which trigger an event when a unit moves on to "
"them\n"
"\n"
"To use the tool:\n"
"\n"
"• select hexes using the <ref>dst='editor_tool_select' text='select tool'</"
"ref>\n"
"• in the Areas menu, select Add New Area\n"
"• then in the Areas menu, select Save Selection to Area\n"
"• then in the Areas menu, select Rename Selected Area and choose a name for "
"the area\n"
"\n"
"This tool is only available in Scenario Mode; it adds WML "
"<italic>text='[time_area]'</italic> tags to the scenario. Although the tags "
"name implies time, it is now more generic and can be used for other purposes "
"without needing to change the time-of-day schedule in the area."
msgstr ""
#. [topic]: id=editor_playlist
#: data/core/editor/help.cfg:212
msgid "Playlist Manager"
msgstr ""
#. [topic]: id=editor_playlist
#: data/core/editor/help.cfg:213
msgid ""
"Shows a list of music tracks known to the editor, with toggle-boxes to "
"enable them.\n"
"\n"
"This tool is only available in Scenario Mode; it adds WML "
"<italic>text='[music]'</italic> tags to the scenario."
msgstr ""
#. [topic]: id=..editor
#: data/core/editor/help.cfg:223
msgid "Map/Scenario Editor"
msgstr ""
#. [topic]: id=..editor
#: data/core/editor/help.cfg:224
msgid ""
"Wesnoths Map and Scenario Editor allows users to create and edit the maps "
"on which every Wesnoth scenario takes place. It also provides a limited set "
"of features for setting up a basic scenario.\n"
"\n"
"The editor can be launched from the <italic>text='Map Editor'</italic> "
"option at the title screen.\n"
"\n"
"<header>text='Editing Modes'</header>\n"
"\n"
"The editor features two modes of operation: terrain mode and scenario mode.\n"
"\n"
"The <ref>dst='..editor_mode_terrain' text='Terrain Mode'</ref> is similar to "
"a simple paint application, with tools to <ref>dst='editor_tool_paint' "
"text='paint'</ref>, <ref>dst='editor_tool_fill' text='fill'</ref>, "
"<ref>dst='editor_tool_select' text='select (and copy)'</ref>, and "
"<ref>dst='editor_tool_paste' text='paste'</ref>. It also has the tool for "
"setting the leaders <ref>dst='editor_tool_starting' text='starting "
"locations'</ref>.\n"
"\n"
"The <ref>dst='..editor_mode_scenario' text='Scenario Mode'</ref>, in "
"addition to the tools available in terrain mode, adds support for adding "
"<ref>dst='editor_tool_label' text='labels'</ref>, "
"<ref>dst='editor_tool_scenery' text='scenery items'</ref>, "
"<ref>dst='editor_tool_unit' text='units'</ref> in addition to the leader, "
"and assigning <ref>dst='editor_tool_village' text='village ownership'</ref> "
"at the start of the scenario. Theres also a <ref>dst='editor_playlist' "
"text='playlist manager'</ref> for the music.\n"
"\n"
"<bold>text='Warning: the Scenario Mode is buggy in 1.14.'</bold> Improving "
"it is one of the main blockers for the 1.16 release, however in 1.14 its "
"quality is far below that of the game and the terrain mode."
msgstr ""
#. [topic]: id=..editor
#: data/core/editor/help.cfg:238
msgid ""
"<header>text='What you do *not* get'</header>\n"
"\n"
"• Exactly the same map rendering as in-game\n"
"\n"
"The map wont look exactly the same in the game as it does in the editor, "
"because this depends on the terrain rules. For example, when many mountain "
"hexes are clustered together the terrain rules will try to combine them into "
"mountain ranges and large graphics spanning multiple hexes.\n"
"\n"
"• Event handlers and scripting\n"
"\n"
"The editor is not a tool to help you scripting the scenarios event "
"handlers.\n"
"\n"
"• Infinite Backwards Compatibility\n"
"\n"
"The editor can load most maps from older versions of Wesnoth, but not all. "
"Maps from 1.3.2 and later will normally be supported, unless they use "
"terrains which are no longer in mainline Wesnoth. Maps from add-ons which "
"have their own terrains will need that add-on to tell the editor about their "
"terrains."
msgstr ""
#. [topic]: id=..editor_mode_terrain
#: data/core/editor/help.cfg:258
msgid ""
"The terrain editors functionality is similar to a simple paint "
"application.\n"
"\n"
"The right-hand sidebar contains, from top to bottom, the mini-map, the "
"toolkit (see the pages for each tool), tool options, and "
"<ref>dst='editor_palette' text='Palette'</ref>.\n"
"\n"
"When saved using “Save Map As” and saving to the default directory, the "
"resulting map can be found in the “Custom Maps” game type of the multiplayer "
"“Create Game” dialog."
msgstr ""
#. [topic]: id=..editor_mode_scenario
#: data/core/editor/help.cfg:270
msgid ""
"The scenario editor mode adds support for some map-related WML features, "
"such as areas and scenery items. Most scenarios will still require "
"additional WML to be written using a different tool; the scenario editor "
"does not support scripting the scenarios events."
msgstr ""
#. [topic]: id=..editor_mode_scenario
#: data/core/editor/help.cfg:272
msgid ""
"<header>text='Checking whether the editor is in scenario mode'</header>\n"
"\n"
"You can check which mode the editor is in by looking at the menu bar.\n"
"\n"
"• In scenario mode the “Areas” and “Side” menus are enabled.\n"
"• In terrain-only mode the “Areas” and “Side” menus are grayed-out."
msgstr ""
#. [topic]: id=..editor_mode_scenario
#: data/core/editor/help.cfg:279
msgid ""
"<header>text='Entering scenario mode'</header>\n"
"\n"
"To start a new map in scenario mode, choose “New Scenario” from the “File” "
"menu.\n"
"\n"
"If youre already editing a map in terrain mode, use “Save Scenario As” from "
"the “File” menu; this will switch to scenario mode.\n"
"\n"
"To load a map that was created in the scenario editor, use “Load Map” from "
"the “File” menu, and select the .cfg file (not a .map file)."
msgstr ""
#. [topic]: id=..editor_mode_scenario
#: data/core/editor/help.cfg:287
msgid ""
"<header>text='The files: .map and .cfg'</header>\n"
"\n"
"The map editor saves exactly one file, either a .map (for terrain mode) or "
"a .cfg (for scenario mode). In scenario mode the terrain map is saved inside "
"the .cfg file; there is no separate .map file. If you start editing in "
"terrain mode and then switch to scenaro mode then an old .map file might "
"remain, but this is not updated by the scenario editor.\n"
"\n"
"Loading a .cfg file has different results depending on the contents of the ."
"cfg file. For .cfg files that were created by the scenario editor, it will "
"open the .cfg in the scenario editor. However, for .cfg files that use a "
"separate .map file (which can't be created by the scenario editor), the "
"editor may follow the link and open the corresponding .map in terrain-only "
"mode, as if the .map file was chosen in the file selector."
msgstr ""
#. [topic]: id=editor_separate_events_file
#: data/core/editor/help.cfg:299
msgid "Using a separate file for WML events"
msgstr ""
#. [topic]: id=editor_separate_events_file
#: data/core/editor/help.cfg:300
msgid ""
"When loading a .cfg file, the scenario editor understands files created by "
"the scenario editor, but is likely to have difficulty with files that have "
"been edited by hand.\n"
"\n"
"Files created by the scenario editor omit the opening [scenario] and closing "
"[/scenario] tags. If you are creating a campaign (or other add-on), then "
"those tags need to be added; there is more detail about this in the "
"<ref>dst='editor_map_format' text='map file format'</ref> documentation.\n"
"\n"
"One workflow is to create a separate WML file, also with the .cfg extension, "
"which uses the WML preprocessor to include the editor-created file. This "
"separate file contains both the [scenario] tag and any hand-edited WML such "
"as events. With this workflow, the add-ons file structure could look like "
"this:\n"
"\n"
"<header>text='For Wesnoth 1.14'</header>\n"
"\n"
"• _main.cfg:\n"
" ◦ use “{./scenarios}” to include the “scenarios” directory\n"
"• maps/map_from_01.cfg\n"
" ◦ this is the file created by the scenario editor\n"
"• scenarios/01_Forest.cfg, instead of the opening [scenario] tag put in "
"these four lines:\n"
" ◦ [scenario]\n"
" ◦ {~add-ons/NAME_OF_ADD_ON/maps/map_from_01.cfg}\n"
" ◦ [/scenario]\n"
" ◦ [+scenario]\n"
"\n"
"The first three of those lines insert the scenario-generated file inside a "
"[scenario] tag. The + sign on the fourth line means that two scenario tags "
"will be combined, with attributes in the second one overriding attributes in "
"the first one.\n"
"\n"
"<header>text='1.16 and later'</header>\n"
"\n"
"If your add-on will only be used on 1.16 and later, there are new features "
"to load .cfg files via map_file, and to avoid repeating the add-ons name "
"within the .cfg files.\n"
"\n"
"• _main.cfg:\n"
" ◦ use “[binary_path]” to add add-ons directories to the binary path, "
"which makes “map_file” search the “maps” directory.\n"
" ◦ use “{./scenarios}” to include the “scenarios” directory\n"
"• maps/map_from_01.cfg\n"
" ◦ this is the file created by the scenario editor\n"
"• scenarios/01_Forest.cfg\n"
" ◦ inside the [scenario] element, use “map_file=\"map_from_01.cfg\"” to "
"load that file"
msgstr ""
#. [topic]: id=editor_masks
#: data/core/editor/help.cfg:338
msgid "Editor Mask Usage"
msgstr ""
#. [topic]: id=editor_masks
#: data/core/editor/help.cfg:339
msgid ""
"Masks can be applied to a base map for reusal in several scenarios playing "
"at the same locations."
msgstr ""
#. [topic]: id=editor_time_schedule
#. Time of Day and Schedule Editor, please use a short string as it will be used in the left-hand pane of the help browser
#: data/core/editor/help.cfg:347
#, fuzzy
#| msgid "Time of Day"
msgid "ToD and Schedule Editor"
msgstr "Hora del dia"
#. [topic]: id=editor_time_schedule
#: data/core/editor/help.cfg:348
msgid ""
"This button at the top-right of the screen accesses the time-of-day preview "
"and the schedule editor.\n"
"\n"
"In terrain mode, this displays the map as it will be recolored at different "
"times of day.\n"
"\n"
"In scenario mode, the button accesses an editor for individual schedules for "
"<ref>dst='editor_named_area' text='time areas'</ref>."
msgstr ""
#. [topic]: id=editor_palette
#: data/core/editor/help.cfg:359
msgid "Editor Palette"
msgstr ""
#. [topic]: id=editor_palette
#. the “Player 1”, “Player 2”, ... list is translated using "Player $side_num" in the wesnoth-editor textdomain
#: data/core/editor/help.cfg:361
msgid ""
"The editor palette contains the applicable items you may use with the "
"currently selected tool. For example, the Paint tool will display a full "
"list of all available terrains, and the unit tool will provide a list of "
"available units. When using the Starting Locations Tool, the palette changes "
"to a list of “Player 1”, “Player 2”, etc.\n"
"\n"
"<bold>text='Filter'</bold>\n"
"\n"
"There is a filter function to show only a subset of the available items — "
"this is the leftmost of the four buttons at the top of the palette, and the "
"graphic changes depending on what is selected. Examples:"
msgstr ""
#. [topic]: id=editor_palette
#: data/core/editor/help.cfg:366
msgid "Show all kinds of terrain"
msgstr ""
#. [topic]: id=editor_palette
#: data/core/editor/help.cfg:367
msgid "Show only water terrains"
msgstr ""
#. [topic]: id=editor_palette
#: data/core/editor/help.cfg:368
msgid "Show only villages"
msgstr ""
#. [topic]: id=editor_map_format
#: data/core/editor/help.cfg:379
msgid "Wesnoth Map Format"
msgstr ""
#. [topic]: id=editor_map_format
#: data/core/editor/help.cfg:380
msgid "Wesnoth stores its maps in human readable plain text files."
msgstr ""
#. [topic]: id=editor_map_format
#: data/core/editor/help.cfg:382
msgid ""
"<header>text='Native'</header>\n"
"\n"
"A map file consists of rows with comma separated terrain code strings. The "
"only non-terrain information provided by the map syntax is the set of "
"locations created by the <ref>dst='editor_tool_starting' text='Starting "
"Locations Tool'</ref>. The files can be edited with a general purpose text "
"editor like notepad.\n"
"\n"
"These files can be used directly for multiplayer games, the number of "
"players is automatically determined by the number of starting positions. "
"When saved in the default directory, the map can be found in the “Custom "
"Maps” game type of the multiplayer “Create Game” dialog; you may need to "
"refresh the cache (press F5 on the title screen) before a newly-created map "
"appears.\n"
"\n"
"These files can be used in a scenarios .cfg file, with the scenarios WML "
"providing additional information such as teams, custom events, and complex "
"side setups. The .cfg file loads the map file with either of:\n"
"\n"
"• map_file=maps/01_First_Map.map <italic>text='— supported since Wesnoth "
"1.14'</italic>\n"
"• map_data=\"{maps/01_First_Map.map}\" <italic>text='— a WML preprocessor "
"include'</italic>\n"
"\n"
"The <italic>text='map_file'</italic> method is preferred over using a "
"preprocessor include."
msgstr ""
#. [topic]: id=editor_map_format
#: data/core/editor/help.cfg:395
msgid ""
"<header>text='Embedded'</header>\n"
"\n"
"The map data can stored as part of a scenarios .cfg file, directly in the "
"<italic>text='map_data'</italic> attribute. In other words, in the place "
"that the preprocessor would include it when using the preprocessor-include "
"method.\n"
"\n"
"<header>text='Using Embedded Format in Terrain Mode'</header>\n"
"\n"
"If you are editing the map and not using the Scenario Mode support, then "
"its trivial to move the data to a native map file before opening it in the "
"editor. This conversion is recommended — the editor supports editing the "
"content of map_data while leaving everything else in the file untouched, but "
"this is rarely-used code. Maps opened this way are marked (E) in the Window "
"menu."
msgstr ""
#. [topic]: id=editor_map_format
#: data/core/editor/help.cfg:403
msgid ""
"<header>text='Files created by the Scenario Editor'</header>\n"
"\n"
"In scenario mode, the editor saves the data as a .cfg file with embedded map "
"data. When loading a .cfg file, the scenario editor understands files "
"created by the scenario editor itself, but is likely to have difficulty with "
"files that have been edited by hand; problems can be avoided by "
"<ref>dst='editor_separate_events_file' text='using a separate .cfg file'</"
"ref> for the hand-edited parts."
msgstr ""
#. [topic]: id=editor_map_format
#: data/core/editor/help.cfg:407
msgid ""
"<header>text='Which scenario files use the [scenario] tag'</header>\n"
"\n"
"Files created by the scenario editor have the contents of a WML scenario "
"element, but dont include the opening [scenario] and closing [/scenario] "
"tags. For each .cfg file in the userdata folders editor/scenarios "
"subfolder, the game will automatically try to load a scenario from it to "
"include in the “Custom Scenarios” list (files that fail to load are "
"ignored). In this folder each file is a separate item - files that fail to "
"parse as a scenario are ignored, and files must not contain the [scenario][/"
"scenario] tags.\n"
"\n"
"The opposite applies when a scenario is part of a campaign or other add-on. "
"Typically each scenario has its own .cfg file, however this is unnecessary - "
"all of the WML in an add-on will be combined by the preprocessor, it doesnt "
"matter whether the add-on is written as separate files or not. The engine "
"needs the [scenario]...[/scenario] (or [multiplayer]...[/multiplayer]) tags "
"to know which WML is part of each scenario."
msgstr ""
#. [editor_times]: id=deep_underground
#. [time]: id=deep_underground
#: data/core/editor/time-of-day.cfg:47 data/core/macros/schedules.cfg:121
msgid "Deep Underground"
msgstr "Profunditats terrestres"
#. [editor_times]: id=indoors
#. [time]: id=indoors
#: data/core/editor/time-of-day.cfg:53 data/core/macros/schedules.cfg:101
msgid "Indoors"
msgstr ""
#. [section]: id=encyclopedia
#. [topic]: id=..encyclopedia
#: data/core/encyclopedia/_main.cfg:5 data/core/encyclopedia/_main.cfg:12
msgid "Encyclopedia"
msgstr ""
#. [topic]: id=..encyclopedia
#: data/core/encyclopedia/_main.cfg:14
msgid "<ref>dst='..geography' text='Geography'</ref>"
msgstr ""
#. [section]: id=geography
#. [topic]: id=..geography
#: data/core/encyclopedia/geography.cfg:12
#: data/core/encyclopedia/geography.cfg:19
msgid "Geography"
msgstr ""
#. [topic]: id=arkan_thoria
#: data/core/encyclopedia/geography.cfg:26
msgid "Arkan-thoria"
msgstr ""
#. [topic]: id=arkan_thoria
#: data/core/encyclopedia/geography.cfg:27
msgid ""
"A river rising in the <ref>dst='heart_mountains' text='Heart Mountains'</"
"ref> and running east to the Listra."
msgstr ""
#. [topic]: id=great_river
#: data/core/encyclopedia/geography.cfg:32
#, fuzzy
msgid "Great River"
msgstr "La Gran Guerra"
#. [topic]: id=great_river
#: data/core/encyclopedia/geography.cfg:33
msgid ""
"The Great River forms the boundary between the <ref>dst='kingdom_wesnoth' "
"text='Kingdom of Wesnoth'</ref> and the <ref>dst='northlands' "
"text='Northlands'</ref>. It empties to the <ref>dst='great_ocean' "
"text='ocean'</ref> at <ref>dst='elensefar' text='Elensefar'</ref>."
msgstr ""
#. [topic]: id=great_ocean
#: data/core/encyclopedia/geography.cfg:38
#, fuzzy
msgid "Great Ocean"
msgstr "La Gran Guerra"
#. [topic]: id=great_ocean
#: data/core/encyclopedia/geography.cfg:39
msgid ""
"Lies to the west of the <ref>dst='great_continent' text='continent'</ref> "
"and all rivers eventually flow to it. Far to the west in the Great Ocean is "
"a huge archipelago called <ref>dst='morogor' text='Morogor'</ref>."
msgstr ""
#. [topic]: id=morogor
#: data/core/encyclopedia/geography.cfg:44
msgid "Morogor"
msgstr ""
#. [topic]: id=morogor
#: data/core/encyclopedia/geography.cfg:45
msgid ""
"Archipelago, located somewhere in the <ref>dst='great_ocean' text='Great "
"Ocean'</ref> east of the <ref>dst='green_isle' text='Green Isle'</ref> and "
"west of the <ref>dst=great_continent text='Great Continent'</ref>.\n"
"It is mostly inhabited by <ref>dst='..race_drake' text='drakes'</ref>.\n"
"The central island of the archipelago is also called Morogor."
msgstr ""
#. [topic]: id=green_isle
#: data/core/encyclopedia/geography.cfg:52
#, fuzzy
msgid "Green Isle"
msgstr "Vert"
#. [topic]: id=green_isle
#: data/core/encyclopedia/geography.cfg:53
msgid ""
"A bigger island lying in the <ref>dst='great_ocean' text='Great Ocean'</ref>."
msgstr ""
#. [topic]: id=old_continent
#: data/core/encyclopedia/geography.cfg:58
msgid "Old Continent"
msgstr ""
#. [topic]: id=old_continent
#: data/core/encyclopedia/geography.cfg:59
msgid ""
"Lies to the west of <ref>dst='morogor' text='Morogor'</ref> across the "
"<ref>dst='great_ocean' text='Great Ocean'</ref>."
msgstr ""
#. [topic]: id=great_continent
#: data/core/encyclopedia/geography.cfg:64
msgid "Great Continent"
msgstr ""
#. [topic]: id=great_continent
#: data/core/encyclopedia/geography.cfg:65
msgid ""
"The continent on which the <ref>dst='kingdom_wesnoth' text='Kingdom of "
"Wesnoth'</ref> lies. Its west coast is surrounded by the "
"<ref>dst='great_ocean' text='Great Ocean'</ref>."
msgstr ""
#. [topic]: id=irdya
#: data/core/encyclopedia/geography.cfg:70
msgid "Irdya"
msgstr ""
#. [topic]: id=irdya
#: data/core/encyclopedia/geography.cfg:71
msgid ""
"The name of the world in which the kingdom of <ref>dst='kingdom_wesnoth' "
"text='Wesnoth'</ref> is situated is Irdya. This term is, however, only "
"rarely used in the era depicted by the main map. People normally just say "
"“the world” or, poetically, “the wide green world”."
msgstr ""
#. [topic]: id=kingdom_wesnoth
#: data/core/encyclopedia/geography.cfg:76
#, fuzzy
msgid "Kingdom of Wesnoth"
msgstr "-- Guerra i virtut"
#. [topic]: id=kingdom_wesnoth
#: data/core/encyclopedia/geography.cfg:77
msgid ""
"The Kingdom of Wesnoth is located in the north-central portion of the "
"<ref>dst='great_continent' text='Great Continent'</ref>. Most of the "
"mainline campaigns revolve around it. It is bounded on the map by the "
"<ref>dst='great_river' text='Great River'</ref> to the north, the shore of "
"the <ref>dst='great_ocean' text='ocean'</ref> to the west, the Aethenwood to "
"the <ref>dst='southwest_elven_lands' text='southwest'</ref>, and the Bitter "
"Swamp to the southeast.\n"
"\n"
"Over the River Aethen, south of Fort Tahn, is a Wesnothian frontier region. "
"It is bounded to the south (off-map) by dense woods of which the Aethenwood "
"may be considered a northernmost extension.\n"
"\n"
"<header>text='Notable cities:'</header>\n"
" • Weldyn: The capital of Wesnoth.\n"
" • Aldril: City lying on the Bay of Pearls.\n"
" • Blackwater Port: City lying south of the Bay of Pearls.\n"
" • Carcyn: Located between the Grey Woods and the Great River.\n"
" • DanTonk: Wesnoths largest city, located in the center of the "
"country, just west and north of Weldyn.\n"
" • Soradoc: The northernmost border outpost of Wesnoth, controls the "
"confluence of the Weldyn River and the Great River.\n"
" • Fort Tahn: The southernmost border outpost, controls the north/south "
"road crossing the River Aethen.\n"
" • Tath: Important fort city north of DanTonk, exerts control over the "
"wilderness country around the east of the Brown Hills and north to the Ford "
"of Abez.\n"
"\n"
"<header>text='Notable land features:'</header>\n"
" • Gryphon Mountain: Home of the fabled Gryphons.\n"
" • Ford of Abez: Shallow part of the Great River, it is usually "
"controlled by Wesnothian forces.\n"
" • Weldyn River: It branches from the Great River and goes south.\n"
" • Great Central Plain: Area bounded by Weldyn, DanTonk, and Fort Tahn, "
"this plain is Wesnoths bread basket and home to most of its population.\n"
" • Dulatus Hills: These rolling hills bordering the Great Central Plain "
"provide much of Wesnoths livestock and agriculture.\n"
" • Brown Hills: Wasteland surrounding Gryphon Mountain that is not well-"
"populated and occasionally very dangerous.\n"
" • Horse Plains: Region of rolling plains just south of the Great River, "
"bounded by Glyns Forest to the west and the River Weldyn to the east; the "
"southern reach merges into the Central Plain. Home of the powerful Clans; "
"the best horses in Wesnoth are bred here.\n"
" • Estmark Hills: Largish range rising south of the Great River and east "
"of the Weldyn River. The northernmost portion, nearest the River Weldyn, has "
"at various times been settled by Wesnothians, but the Kingdoms control is "
"tenuous at best and banditry is common.\n"
" • Glyns Forest: Sometimes known as the Royal Forest, named for one of "
"Haldric IIs sons.\n"
" • Gray Woods: Large forest in the heart of the wilds of Wesnoth, located "
"between Carcyn and Aldril and generally considered to be haunted."
msgstr ""
#. [topic]: id=elensefar
#: data/core/encyclopedia/geography.cfg:106
msgid "Elensefar"
msgstr ""
#. [topic]: id=elensefar
#: data/core/encyclopedia/geography.cfg:107
msgid ""
"Elensefar is at times a province of <ref>dst='kingdom_wesnoth' "
"text='Wesnoth'</ref>, at times an independent country, and at times in a "
"treaty federation with Wesnoth. Its borders are the <ref>dst='great_river' "
"text='Great River'</ref> to the north, a loosely defined line with Wesnoth "
"to the east, the Bay of Pearls to the south, and the <ref>dst='great_ocean' "
"text='ocean'</ref> to the west. More information is found in the historical "
"narrative of Wesnoth.\n"
"\n"
"<header>text='Notable cities:'</header>\n"
" • Elensefar: The capital, located on an island in the Great River "
"delta.\n"
" • Carcyn: City on the WesnothElensefar border, disputed with Wesnoth.\n"
"\n"
"<header>text='Notable land features:'</header>\n"
" • <ref>dst='great_river' text='Great River'</ref>: It is very wide at "
"this point, and only ships can cross it."
msgstr ""
#. [topic]: id=northlands
#: data/core/encyclopedia/geography.cfg:119
#, fuzzy
msgid "Northlands"
msgstr "Norteny"
#. [topic]: id=northlands
#: data/core/encyclopedia/geography.cfg:120
msgid ""
"There is no government of the Northlands. Various groups of orcs, dwarves, "
"barbarian men and even elves populate the region. The northern and eastern "
"borders are not defined, the southern border is the <ref>dst='great_river' "
"text='Great River'</ref>, and the western border is the "
"<ref>dst='great_ocean' text='ocean'</ref>.\n"
"\n"
"<header>text='Notable cities:'</header>\n"
" • Glamdrol: An Orcish tribal capital.\n"
" • Wesmere: The location of the Kalian — the Elvish Council.\n"
" • Dwarven Doors: A mixed human/dwarven town in the region of Knalga in "
"the southern Heart Mountains. A major trade center.\n"
" • Dallben and Delwyn: Human villages originally built by settlers who "
"crossed the Great River during Wesnoths Golden Age expansion. Now "
"abandoned. The forested area northeast of <ref>dst='elensefar' "
"text='Elensefar'</ref>, where these villages were located, was named the "
"Annuvin province by men but was known by the elves as Wesmere.\n"
"\n"
"<header>text='Notable land features:'</header>\n"
" • <ref>dst='heart_mountains' text='Heart Mountains'</ref>: A virtually "
"impassable barrier between the river country and the Northern Plains.\n"
" • Heartfangs: the particularly forbidding stretch of high peaks "
"southwest of Lake Vrug and north of the Forest of Wesmere. The most "
"inhospitable and dangerous portion of the Heart Mountains; only hermits, "
"madmen, and mages live there.\n"
" • Swamp of Dread: a very large bog located between the Heart Mountains "
"and the Great River. A notoriously dangerous place.\n"
" • Lake Vrug: A large mountain lake whose river carves the only pathway "
"through the Northern Mountains.\n"
" • <ref>dst='arkan_thoria' text='Arkan-thoria'</ref>: The river that "
"comes out of Lake Vrug. This is the elvish name; among humans it is called "
"Longlier.\n"
" • River Listra: The south-running tributary of the Great River into "
"which the Arkan-thoria empties.\n"
" • Lintanir Forest: The southernmost portion of the Great Northern "
"Forest, a gigantic wood whose eastern and northern boundaries are known only "
"to the elves. Their capital, Elensiria, has only seldom been visited by "
"humans.\n"
" • <ref>dst='great_river' text='Great River'</ref>: The origin of this "
"river is somewhere in the east of the northern lands."
msgstr ""
#. [topic]: id=southwest_elven_lands
#: data/core/encyclopedia/geography.cfg:141
msgid "Southwest Elven Lands"
msgstr ""
#. [topic]: id=southwest_elven_lands
#: data/core/encyclopedia/geography.cfg:142
msgid ""
"The Wood Elves are separate from those of the north, and have only "
"intermittent relations with them and most other countries. Its borders are "
"the <ref>dst='great_ocean' text='ocean'</ref> to the west, the Black River "
"to the south and southeast, the lands of Wesnoth to the north and the "
"Kerlath province to the east.\n"
"\n"
"<header>text='Notable cities:'</header>\n"
" • None known.\n"
"\n"
"<header>text='Notable land features:'</header>\n"
" • Aethenwood: The largest southern forest, it extends far to the south "
"and is home to <ref>dst='..race_elf' text='elves'</ref>. Although the elves "
"make no such distinction, the southern part of the forest has been named "
"Southwood by denizens of Kerlath.\n"
" • Black Forest: An ancient forest of which very little is known, "
"abandoned by the elves long ago."
msgstr ""
#. [topic]: id=heart_mountains
#: data/core/encyclopedia/geography.cfg:154
#, fuzzy
msgid "Heart Mountains"
msgstr "Montanyes"
#. [topic]: id=heart_mountains
#: data/core/encyclopedia/geography.cfg:155
msgid ""
"A virtually impassable barrier between the <ref>dst='arkan_thoria' "
"text='river'</ref> country and the <ref>dst='far_north' text='Northern "
"Plains'</ref>."
msgstr ""
#. [topic]: id=far_north
#: data/core/encyclopedia/geography.cfg:160
msgid "Far North"
msgstr ""
#. [topic]: id=far_north
#: data/core/encyclopedia/geography.cfg:161
msgid ""
"Cold, harsh, and inaccessible, the Far North is the ancestral home of the "
"Orcish Clannate. It lies north of the <ref>dst='heart_mountains' text='Heart "
"Mountains'</ref>, which the Orcs call the Haggid-Dargor and claim (without "
"merit) as their own. To the east lie the Unaligned Tribes of the Wild "
"Steppe, who fell out of the control of the Clannate, instead roaming with "
"wild human barbarians and clashing with the High Elves of the North Plains "
"(known as North Elves in human lands). The High Elves themselves reside "
"further east, where it is rumored they rule a vast kingdom.\n"
"\n"
"<header>text='Notable cities:'</header>\n"
" • Barag Gor, a city home to the Orcish Council\n"
" • Bitok\n"
" • Borstep\n"
" • Farzi\n"
" • Lmarig\n"
" • Melmog\n"
" • Prestim\n"
" • Tirigaz\n"
" • Dorest, the northernmost human city\n"
"\n"
"<header>text='Notable land features:'</header>\n"
" • Black Marshes\n"
" • Mountains of Dorth\n"
" • Mountains of Haag\n"
" • Greenwood\n"
" • Silent Forest\n"
" • Forest of Thelien\n"
" • River Oumph\n"
" • River Bork\n"
" • Frosty Wastes\n"
" • Barren Plains"
msgstr ""
#. [section]: id=schedule
#: data/core/help.cfg:10
#, fuzzy
#| msgid "Time of Day"
msgid "Time of Day Schedule"
msgstr "Hora del dia"
#. [section]: id=introduction
#. [topic]: id=..introduction
#: data/core/help.cfg:17 data/core/help.cfg:95
msgid "Introduction"
msgstr "Introducció"
#. [section]: id=gameplay
#. [topic]: id=..gameplay
#: data/core/help.cfg:23 data/core/help.cfg:167
msgid "Gameplay"
msgstr "Joc"
#. [section]: id=traits_section
#. [topic]: id=..traits_section
#: data/core/help.cfg:29 data/core/help.cfg:457
msgid "Traits"
msgstr "Traces"
#. [section]: id=units
#. [topic]: id=..units
#: data/core/help.cfg:37 data/core/help.cfg:118
msgid "Units"
msgstr "Unitats"
#. [section]: id=abilities_section
#. [topic]: id=..abilities_section
#: data/core/help.cfg:46 data/core/help.cfg:138
msgid "Abilities"
msgstr "Habilitats"
#. [section]: id=weapon_specials
#. [topic]: id=..weapon_specials
#: data/core/help.cfg:54 data/core/help.cfg:147
msgid "Weapon Specials"
msgstr "Armes Especials"
#. [section]: id=eras_section
#. [topic]: id=..eras_section
#: data/core/help.cfg:62 data/core/help.cfg:127
msgid "Eras"
msgstr ""
#. [section]: id=terrains_section
#. [topic]: id=..terrains_section
#: data/core/help.cfg:70 data/core/help.cfg:472
msgid "Terrains"
msgstr "Terrenys"
#. [section]: id=addons
#. [topic]: id=..addons
#: data/core/help.cfg:78 data/core/help.cfg:525
msgid "Add-ons"
msgstr ""
#. [section]: id=commands
#. [topic]: id=..commands
#: data/core/help.cfg:84 data/core/help.cfg:598
msgid "Commands"
msgstr "Órdens"
#. [topic]: id=..introduction
#: data/core/help.cfg:96
#, fuzzy
msgid ""
"\n"
"\n"
"<italic>text='Battle for Wesnoth'</italic> is a turn-based fantasy strategy "
"game somewhat unusual among modern strategy games. While other games strive "
"for complexity, <italic>text='Battle for Wesnoth'</italic> strives for "
"simplicity of both rules and gameplay. This does not make the game simple, "
"however — from these simple rules arises a wealth of strategy, making the "
"game easy to learn but a challenge to master.\n"
"\n"
"The following pages outline all you need to know to play Wesnoth. As you "
"play, new information is added to the various categories as you come across "
"new aspects of the game. For more detailed information on special situations "
"and exceptions, follow the included links."
msgstr ""
"\n"
"\n"
"Batalla per Wesnoth és un joc d'estratègia per tandes ab una ambientació "
"fantàstica. A diferència d'atres jocs d'estratègia moderns que aposten per "
"la complexitat, Batalla per Wesnoth busca la simplicitat tant en regles com "
"en jugabilitat. Això, no obstant, no el convertix en un joc simple. A partir "
"d'estes regles senzilles es presenta un joc ric en estratègia, fàcil de "
"deprendre pero tot un repte si es vol dominar."
#. [topic]: id=about_game
#: data/core/help.cfg:106
msgid "About the Game"
msgstr "Sobre el joc"
#. [topic]: id=about_game
#: data/core/help.cfg:107
msgid ""
"The game takes place on a hex-based game field, where your units battle "
"against those controlled by the computer, friends who each take turns on the "
"same computer (hotseat play), other players on the same network, or players "
"worldwide in multiplayer mode.\n"
"\n"
"Each of these battles is called a <italic>text='scenario'</italic>, which "
"can be strung together to make <italic>text='campaigns'</italic>. Besides "
"the campaigns that ship with the game, Wesnoth supports user-made content, "
"and the add-on server boasts hundreds of custom maps, campaigns, eras, "
"factions, and resources.\n"
"\n"
"The game also features a human-readable markup called Wesnoth Markup "
"Language (WML) to easily allow users to create their own content, as well as "
"a fully-featured Map and Scenario Editor for designing your own "
"battlefields.\n"
"\n"
"The <italic>text='Battle for Wesnoth'</italic> project was begun in 2003, "
"and has been worked on by a multitude of volunteers ever since."
msgstr ""
#. [topic]: id=..units
#: data/core/help.cfg:119
msgid ""
"This section will list all the units you discover as you explore the world "
"of Wesnoth. When you see a new unit during a campaign or multiplayer "
"scenario it will be added to its races subsection; you can then view its "
"page any time you wish. A units page will provide a general description, "
"its statistics, attacks, resistances, and movement and defense values.\n"
"\n"
msgstr ""
#. [topic]: id=..eras_section
#: data/core/help.cfg:128
msgid ""
"A faction is a collection of units and leaders. Factions are assigned to "
"sides in multiplayer games.\n"
"\n"
msgstr ""
#. [topic]: id=..eras_section
#: data/core/help.cfg:130
msgid ""
"An era is a collection of factions, intended to be played against one "
"another. Besides the mainline eras that come with the game, many user-made "
"factions are available from add-ons.\n"
"\n"
msgstr ""
#. [topic]: id=..abilities_section
#: data/core/help.cfg:139
#, fuzzy
#| msgid ""
#| "Certain units have abilities that either directly affect other units, or "
#| "have an impact on how the unit interacts with other units. These "
#| "abilities will be listed under this topic as you encounter them.\n"
#| "\n"
msgid ""
"Certain units have abilities that either directly affect other units or have "
"an impact on how the unit interacts with other units. These abilities will "
"be listed under this section as you encounter them. Each page will provide a "
"description of what the ability does and which (currently discovered) units "
"have it.\n"
"\n"
msgstr ""
"Certes unitats tenen habilitats que, o be afecten directament atres unitats, "
"o be tenen un impacte en com la unitat interactua ab les atres. Estes "
"habilitats es mostren a continuació. Estes habilitats estaran sempre baix "
"d'este apartat.\n"
"\n"
#. [topic]: id=..weapon_specials
#: data/core/help.cfg:148
msgid ""
"Some weapons have special features that increase the effectiveness of "
"attacking with them. When you see a new weapon special during a campaign or "
"multiplayer scenario it will be added to this list; you can then view its "
"page any time you wish. Each page will provide a description of what the "
"weapon special does and which (currently discovered) units have it.\n"
"\n"
msgstr ""
#. [topic]: id=.unknown_unit
#: data/core/help.cfg:157
msgid "Unknown Unit"
msgstr "Unitat desconeguda"
#. [topic]: id=.unknown_unit
#: data/core/help.cfg:158
msgid ""
"\n"
"\n"
"This unit is unknown for the moment. You must discover it in the game to be "
"allowed to see its description."
msgstr ""
"\n"
"\n"
"Pel moment esta unitat és desconeguda. L'hauràs de descobrir durant el joc "
"per a poder vore la seua descripció."
#. [topic]: id=..gameplay
#: data/core/help.cfg:168
msgid ""
"Wesnoth is comprised of a series of battles, called "
"<italic>text='scenarios'</italic>, that pit your troops against the troops "
"of one or more adversaries. Multiple scenarios that follow on from each "
"other, telling a story, make up <italic>text='campaigns'</italic>. In a "
"campaign, you often need to play more carefully, preserving your best troops "
"for use again in later scenarios.\n"
"\n"
"The interactive <bold>text='Tutorial'</bold> introduces the basics of "
"Wesnoth gameplay in the context of a scenario. Most material covered in the "
"tutorial is explained more in-depth in these pages, so you can always refer "
"back here if you forget something.\n"
"\n"
"After you master the basics, try out a beginner campaign, such as "
"<italic>text='Heir to the Throne'</italic> or <italic>text='The South "
"Guard'</italic>. A full list of installed campaigns can be found via the "
"<bold>text='Campaign'</bold> option on the main menu. As Wesnoth can be "
"quite challenging, you may wish to start on easy before progressing to "
"higher difficulties.\n"
"\n"
"Campaigns are grouped by <italic>text='level'</italic> and "
"<italic>text='difficulty'</italic>. For example, <italic>text='Heir to the "
"Throne'</italic> is Novice level, and is playable at three difficulties: "
"Beginner, Normal, and Challenging. The level of a campaign indicates "
"what degree of proficiency in the game mechanics (such as "
"<ref>dst='movement' text='zones of control'</ref> and <ref>dst='time_of_day' "
"text='time of day'</ref>) is assumed. The difficulty indicates how "
"challenging the scenarios will be to a veteran player: at higher "
"difficulties, the obstacles to victory will be higher and overcoming them "
"will require more skillful play. For example, at higher difficulties the "
"enemy may have higher incomes, higher-level units, more castle hexes, and so "
"on."
msgstr ""
#. [topic]: id=..gameplay
#: data/core/help.cfg:177
#, fuzzy
#| msgid "<header>text='Units of this race'</header>"
msgid ""
"\n"
"\n"
"<header>text='Fundamentals of Gameplay'</header>\n"
"\n"
msgstr "<header>text='Unitats d'esta raça'</header>"
#. [topic]: id=..gameplay
#: data/core/help.cfg:177
#, fuzzy
msgid ""
"While playing, keep in mind that you can mouse-over many items in the game, "
"such as the information displayed in the status pane, to see a brief "
"description explaining each item. This is especially useful when you "
"encounter new elements, such as <ref>dst='..abilities_section' "
"text='abilities'</ref>, for the first time."
msgstr ""
"Mentres jugueu, recordeu que si poseu el punter del ratolí sobre alguns dels "
"elements de la pantalla, com la barra d'estat, apareixerà una descripció "
"explicativa. Açò pot ser especialment útil quan trobeu noves "
"<ref>dst=abilities text='habilitats'</ref> per primera vegada."
#. [topic]: id=victory_and_defeat
#: data/core/help.cfg:189
msgid "Victory and Defeat"
msgstr "Victòria i derrota"
#. [topic]: id=victory_and_defeat
#: data/core/help.cfg:190
#, fuzzy
msgid ""
"\n"
"\n"
"When you win a scenario, the map grays over and the <bold>text='End Turn'</"
"bold> button changes to <bold>text='End Scenario'</bold>. You can now do "
"things like changing your save options or (if you are in a multiplayer game) "
"chatting with other players before pressing that button to advance."
msgstr ""
"\n"
"\n"
"Quan guanyes un escenari, el mapa es tornarà gris i el botó 'Fi de Tanda' "
"canviarà a 'Fi d'Escenari' ». Ara pots fer coses com modificar les opcions "
"de guardat o (si estàs en modo multijugador) chatear ab atres jugadors abans "
"de pulsar eixe botó per a alvançar."
#. [topic]: id=victory_and_defeat
#: data/core/help.cfg:190
#, fuzzy
msgid ""
"Pay careful attention to the <bold>text='Objectives'</bold> pop-up box at "
"the beginning of each scenario. In most scenarios, you will achieve victory "
"by killing all enemy leaders ; likewise, the death of your own leader "
"generally results in defeat. However, some scenarios may have other victory "
"objectives, such as getting your leader to a designated point, rescuing an "
"ally, solving a puzzle, or holding out against a siege until a certain "
"number of turns have elapsed."
msgstr ""
"Presta la màxima atenció al quadro emergent dels Objectius al principi de "
"cada escenari. Generalment, conseguiràs la victòria per matar tots els "
"líders enemics, i només seràs derrotat si maten el teu líder. Pero els "
"escenaris poden tindre atres objectius de victòria - portar al teu líder a "
"un punt designat, per eixemple, o rescatar a algú, o la solució d'un puzle, "
"o resistir en un lloc fins que un cert número de tandes hagen transcorregut."
#. [topic]: id=recruit_and_recall
#: data/core/help.cfg:199
msgid "Recruiting and Recalling"
msgstr "Reclutant i reincorporant"
#. [topic]: id=recruit_and_recall
#: data/core/help.cfg:200
#, fuzzy
#| msgid ""
#| "\n"
#| "\n"
#| "If you right-clicked on a castle hex and selected recruit, the new unit "
#| "will appear in that square. Otherwise, it will appear in a free square "
#| "near the keep. You may only recruit as many units as you have free hexes "
#| "in your castle, and you cannot spend more gold than you actually have on "
#| "recruiting."
msgid ""
"\n"
"\n"
"If you right-clicked on a castle hex and selected recruit, the new unit will "
"appear in that hex. Otherwise, it will appear in a free hex near the keep. "
"You may only recruit as many units as you have free hexes in your castle, "
"and you cannot spend more gold than you actually have on recruiting."
msgstr ""
"\n"
"\n"
"Si feu clic ab el botó dret sobre un hexàgon del castell i seleccioneu "
"<italic>text='Recluta'</italic>, la nova unitat apareixerà en aquell "
"hexàgon. D'atra banda, si no seleccioneu cap hexàgon, apareixerà en "
"qualsevol zona lliure pròxima a la torre. Només podeu reclutar tantes "
"unitats com hexàgons disponibles hi haja, i no podeu gastar més diners dels "
"que tingau."
#. [topic]: id=recruit_and_recall
#: data/core/help.cfg:200
#, fuzzy
msgid ""
"Each side begins with one leader in their keep. At the start of any battle, "
"and at times during it, you will need to recruit <ref>dst='..units' "
"text='units'</ref> into your army. To recruit, you must have your leader "
"(for instance, Konrad in the <italic>text='Heir to the Throne'</italic> "
"campaign) on the keep hex of a <ref>dst='..terrain_castle' text='castle'</"
"ref>. Then you may recruit by either choosing <bold>text='Recruit'</bold> "
"from the menu or right-clicking on a hex and selecting <bold>text='Recruit'</"
"bold>. This brings up the recruit menu, which lists units available for "
"recruitment, along with their gold cost. Click on a unit to see its "
"statistics, then press the <bold>text='Recruit'</bold> button to recruit it."
msgstr ""
"Cada bando comença ab un líder en la seua torre. Al començament de cada "
"batalla, i de vegades en mig d'esta, necessitareu reclutar unitats per al "
"vostre eixèrcit. Per a fer-ho, heu de tindre al vostre líder (per eixemple "
"Konrad a Hereu al Tron) en la torre del castell. Aixina, podreu reclutar ya "
"siga triant <italic>text='Recluta'</italic> des del menú o fent clic ab el "
"botó dret sobre un hexàgon i seleccionant <italic>text='Recluta'</italic>. "
"Açò mostrarà el diàlec de reclutament, que llistarà les unitats disponibles "
"i el seu cost en monedes d'or. Si feu clic sobre una unitat voreu les seues "
"estadístiques a l'esquerra. Fent clic sobre el botó <italic>text='D"
"\\'acord'</italic>, reclutareu l'unitat seleccionada."
#. [topic]: id=recruit_and_recall
#: data/core/help.cfg:202
#, fuzzy
msgid ""
"\n"
"\n"
"Recruited units come with two random <ref>dst='..traits_section' "
"text='traits'</ref> which modify their statistics."
msgstr ""
"\n"
"\n"
"Les unitats reclutades apareixen ab dos <ref>dst=traits text='traces'</ref> "
"aleatòries que modifiquen les seues estadístiques."
#. [topic]: id=recruit_and_recall
#: data/core/help.cfg:204
msgid ""
"\n"
"\n"
"In later scenarios, you may also Recall survivors from earlier battles. "
"Recalling costs a standard 20 gold and presents you with a list of all "
"surviving units from previous scenarios."
msgstr ""
"\n"
"\n"
"En escenaris més alvançats, també podeu reincorporar unitats supervivents de "
"batalles anteriors. Reincorporar té un cost estàndart de 20 monedes d'or i "
"el diàlec presenta un llistat de totes les unitats que han sobrevixcut a "
"escenaris anteriors."
#. [topic]: id=recruit_and_recall
#: data/core/help.cfg:206
#, fuzzy
msgid ""
"\n"
"\n"
"Units not only cost gold to Recruit or Recall, they also require money to "
"support. See <ref>dst='income_and_upkeep' text='income and upkeep'</ref> for "
"more information."
msgstr ""
"\n"
"\n"
"Recordeu que les unitats no només costen diners a l'hora de reclutar i "
"reincorporar, sino que també requerixen diners de manteniment. Vore "
"<ref>dst=income_and_upkeep text='guanys i manteniment'</ref> per a més "
"informació."
#. [topic]: id=income_and_upkeep
#: data/core/help.cfg:215
msgid "Income and Upkeep"
msgstr "Recaptació i manteniment"
#. [topic]: id=income_and_upkeep
#: data/core/help.cfg:216
#, fuzzy
msgid ""
"\n"
"\n"
"Income is simple. You have a base income of 2 gold per turn. For every "
"village you control, you gain one additional gold each turn. Thus, if you "
"have ten villages, you would normally gain 12 gold each turn. Your upkeep "
"costs are subtracted from this income, as detailed below."
msgstr ""
"\n"
"\n"
"El concepte d'ingresos és senzill. Dispons d'un ingreso base de 2 peces d'or "
"per tanda. Ademés, per cada aldea que controles guanyes una peça d'or "
"adicional. Per tant, si tens 10 aldees, guanyaràs 12 peces d'or. "
"Desgraciadament, els costs de manteniment es resten als ingresos, tal i com "
"s'explica a continuació."
#. [topic]: id=income_and_upkeep
#: data/core/help.cfg:216
#, fuzzy
msgid ""
"In Wesnoth, it is not enough simply to recruit units and fight. You must "
"watch your gold as well, especially in campaigns, where you can carry extra "
"gold over from one scenario to the next. There are two aspects to this; "
"<italic>text='income'</italic> and <italic>text='upkeep'</italic>."
msgstr ""
"En Wesnoth, no basta reclutar unitats i lluitar. També has de vigilar la "
"teua quantitat d'or, especialment en les campanyes, on pots acumular or d'un "
"escenari al següent. Hi ha dos aspectes a tindre en conte sobre açò: els "
"ingresos i el manteniment."
#. [topic]: id=income_and_upkeep
#: data/core/help.cfg:220
#, 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 worth of units as you have "
"villages, without paying any upkeep. However, for each level of unit beyond "
"the number of villages you have, you must pay one gold per turn. For "
"example, if you have twelve level one units and ten villages, you would have "
"to pay two gold each turn in upkeep."
msgstr ""
"\n"
"\n"
"El manteniment també és molt senzill. Cada unitat requerix una quantitat "
"d'or per al manteniment igual al seu nivell. Pots mantindre tants "
"<italic>text=nivells</italic> d'unitats com aldees tinga, sense cost de "
"manteniment. No obstant, per cada nivell sobre el número de aldees que "
"tingues, hauras de pagar una peça d'or per tanda. Per eixemple, si tens "
"dotze unitats de nivell 1, i deu aldees, tindras que pagar dos peces d'or de "
"manteniment cada tanda."
#. [topic]: id=income_and_upkeep
#: data/core/help.cfg:222
#, fuzzy
msgid ""
"\n"
"\n"
"Upkeep costs are subtracted from your income, so in the case of twelve "
"levels of units and ten villages, your resultant Income would be 10 gold per "
"turn."
msgstr ""
"\n"
"\n"
"Els costs de manteniment es resta als teus ingresos, de tal manera que en el "
"cas anterior de dotze nivells en unitats i deu aldees, els ingresos finals "
"serien 10 peces d'or per tanda."
#. [topic]: id=income_and_upkeep
#: data/core/help.cfg:226
msgid ""
"\n"
"\n"
"In general, the base income, the amount of gold you get per village per "
"turn, and the number of unit levels each village can support are "
"configurable, but in campaigns they are almost always the values described "
"above. The <italic>text='Scenario Settings'</italic> tab of the "
"<italic>text='Status Table'</italic> dialog shows the values for the current "
"scenario."
msgstr ""
#. [topic]: id=income_and_upkeep
#: data/core/help.cfg:228
#, fuzzy
msgid ""
"\n"
"\n"
"There are two important exceptions to upkeep: units with the loyal trait and "
"leaders never incur upkeep. Units you begin the scenario with (such as "
"Delfador), or units who join you during a scenario (such as the horseman in "
"the second scenario of <italic>text='Heir to the Throne'</italic>) will "
"usually have the <italic>text='loyal'</italic> trait. The unit you are "
"playing (such as Konrad) will almost always be a leader."
msgstr ""
"\n"
"Hi ha dos excepcions importants que afecta el manteniment: les unitats ab la "
"traça Lleal i els líders no tenen mai cap cost de manteniment. Les unitats "
"ab les que comences un escenari (com Delfador) o les unitats que s'unixen "
"durant el seu transcurs (com els ginets del segon nivell de la campanya "
"Hereu al Tro), normalment tindran la traça Lleal. La unitat ab la que estés "
"jugant (com Konrad) casi sempre serà un líder."
#. [topic]: id=hitpoints
#: data/core/help.cfg:237
msgid "Hitpoints and Experience"
msgstr "Punts de vida i experiència"
#. [topic]: id=hitpoints
#: data/core/help.cfg:238
#, fuzzy
msgid ""
"Each unit has a certain number of <italic>text='hitpoints'</italic> (HP). If "
"the hitpoints of a unit drop below 1, the unit dies. Each unit also has a "
"certain number of <italic>text='experience points'</italic> (XP). A freshly "
"recruited unit starts with no experience points, and gains experience by "
"fighting enemies."
msgstr ""
"Cada unitat té un cert número de punts de vida (PV). Si estos apleguen a "
"estar per davall de 1, l'unitat mor. D'atra banda, les unitats també tenen "
"punts d'experiència (PE). Una unitat acabada de reclutar comença sense "
"experiència, pero l'anirà adquirint segons lluite contra els seus rivals."
#. [topic]: id=hitpoints
#: data/core/help.cfg:242
msgid ""
"The hitpoints and experience points are both indicated in the status pane "
"using two numbers (the current value and the maximum value the unit can "
"have)."
msgstr ""
"Els punts de vida i experiència s'indiquen en el panel d'estat usant dos "
"números (el valor actual i el valor màxim que pot tindre l'unitat)."
#. [topic]: id=hitpoints
#: data/core/help.cfg:244
#, fuzzy
msgid ""
"The hitpoints are also indicated by an energy bar next to each unit, which "
"is green, yellow or red. A unit with at least 1 experience point has a blue "
"experience bar, which turns white as the unit is about to "
"<ref>dst='advancement' text='advance'</ref>."
msgstr ""
"Els punts de vida també s'indiquen per mig de la barra d'energia que hi ha "
"al costat de cada unitat, que pot ser verda, groga o roja. Una unitat ab a "
"lo manco un punt d'experiència tindrà una barra de color blau que s'anirà "
"emblanquint segons s'aproxime a alvançar de nivell."
#. [topic]: id=advancement
#: data/core/help.cfg:251
#, fuzzy
#| msgid "Advances to: "
msgid "Advancement"
msgstr "Alvança a: "
#. [topic]: id=advancement
#: data/core/help.cfg:252
msgid ""
"\n"
"\n"
"Units have a certain amount of experience required to advance (this is 20% "
"less for units with the Intelligent trait). Once they achieve this amount, "
"they immediately advance to the next level, healing fully in the process. In "
"some cases, you will be given a choice of advancement options."
msgstr ""
"\n"
"\n"
"Les unitats tenen una determinada quantitat d'experiència requerida per a "
"alvançar de nivell (que és un 20% menys per a les unitats ab la traça "
"sabut). Una volta que conseguixen eixa quantitat, alvancen immediatament de "
"nivell i es curen per complet en el procés. En alguns casos, podràs triar "
"entre diferents opcions d'alvanç."
#. [topic]: id=advancement
#: data/core/help.cfg:252
msgid ""
"If both units survive a combat, they gain a number of experience points "
"equal to the level of the unit theyre fighting. If a unit kills another in "
"combat, however, it gains much more experience — 4 for a level 0 unit, 8 for "
"level 1, 16 for level 2, 24 for level 3, and so forth."
msgstr ""
"Si abdós unitats sobreviuen a una lluita, guanyen un número de punts "
"d'experiència igual al nivell de l'unitat contra la que estiguen lluitant. "
"Si una unitat mata a una atra en combat, no obstant, guanyará molta més "
"experiència: 4 si la víctima era una unitat de nivell 0, 8 si era de nivell "
"1, 16 si era de nivell 2, 24 si era de nivell 3, y aixina successivament."
#. [topic]: id=advancement
#: data/core/help.cfg:254
#, fuzzy
msgid ""
"\n"
"\n"
"While most units have three levels, not all do. Occasional units (such as "
"<ref>dst='unit_Mage' text='magi'</ref>) may have four. Once a unit has "
"reached its maximum level, it may have an <italic>text='After Maximum Level "
"Advancement'</italic> (AMLA) available to it. The AMLA will modify the unit "
"each time the unit reaches the experience goal, but the unit will remain the "
"same level. The typical AMLA effect is for the unit to raise the maximum HP "
"by 3 and full-heal it. The first AMLA will normally be reached with 150 XP "
"gained (120 XP for intelligent units). However, gaining an AMLA becomes "
"progressively harder for each AMLA the unit receives, and so it is usually "
"more useful to try to advance your lower level units."
msgstr ""
"\n"
"\n"
"Encara que moltes unitats tenen tres nivells, no totes són aixina. Algunes "
"unitats molt particulars (com els <ref>dst=unit_Mage text=macs</ref> poden "
"tindre quatre. Una volta que l'unitat ha conseguit el seu màxim nivell, pot "
"tindre un Alvanç Sobre el Màxim Nivell (ASMN, AMLA en anglés) disponible. "
"L'ASMN modificarà a l'unitat cada vegada que la unitat alcance el llímit "
"d'experiència, pero l'unitat continuarà sent del mateix nivell. L'efecte "
"típic de l'ASMN és que la unitat eleva els seus PV màxims en 3 punts. El "
"primer ASMN s'alcança normalment als 150 PX (120 PX per a les unitats "
"sabudes). No obstant, conseguir un ASMN es fa progressivament més difícil "
"cada vegada que la unitat rep un ASMN, per lo que normalment és més útil "
"intentar millorar les teues unitats de baix nivell."
#. [topic]: id=movement
#: data/core/help.cfg:263
msgid "Movement"
msgstr "Moviment"
#. [topic]: id=movement
#: data/core/help.cfg:264
#, fuzzy
msgid ""
"\n"
"\n"
"Each unit has a certain number of movement points which are used up when "
"moving into a new hex, depending on the Terrain of that particular hex. For "
"instance, grassland nearly always costs 1 movement point to enter. Exactly "
"how many movement points are spent entering a hex depends on the unit type — "
"in forest, elvish units only spend 1 movement point, most human and orc "
"units spend 2, while horsemen spend 3. You can learn how many movement "
"points a unit requires to enter a certain terrain type by right-clicking on "
"it, selecting <bold>text='Unit Description'</bold>, and then looking at "
"<bold>text='Terrain Modifiers'</bold>."
msgstr ""
"\n"
"\n"
"Cada unitat té un cert número de punts de moviment que es gasten cada vegada "
"que l'unitat es mou, depenent del terreny. Per eixemple, entrar en una "
"praderia casi sempre costa un punt de moviment. El número exacte de punts de "
"moviment que es gasten depén també de l'unitat. En els boscs, els elfs només "
"gasten 1 punt, la majoria d'humans i orcs 2, i els ginets 3. Pots vore "
"quants punts necessita una unitat per a entrar en un determinat tipo de "
"terreny pulsant sobre ella ab el botó dret i seleccionant "
"<italic>text='Descriu unitat'</italic>."
#. [topic]: id=movement
#: data/core/help.cfg:264
#, fuzzy
msgid ""
"Movement in <italic>text='Battle for Wesnoth'</italic> is simple. Click on "
"the unit you wish to move to select it, then click on the hex you wish to "
"move it to. When a unit is selected, everywhere it can move this turn will "
"be highlighted, and all other hexes on the map are made dull. Mousing over a "
"highlighted hex shows the defense rating the unit would have if you moved it "
"to that hex. Mousing over a dull hex will also show the number of turns "
"required to reach it, and clicking will cause the unit to move towards it by "
"the fastest route over this and subsequent turns. If you dont use up all of "
"a units movement when you first move a unit, you may move it again. This is "
"useful when having two units switch places. Attacking with a unit will use "
"up its movement. Ending a move in a village you dont already own will also "
"use up a units movement, but will still allow it to attack."
msgstr ""
"El moviment en Batalla per Wesnoth és simple. Pulsa sobre l'unitat que "
"desiges moure per a seleccionar-la, després pulsa en l'hexàgon de destí. "
"Quan una unitat està seleccionada, tots els hexàgons a on pot desplaçar-se "
"en la tanda actual queden alluminats, i tots els atres hexàgons del mapa "
"apagats. Si mous el punter per damunt d'un hexàgon alluminat se't mostrarà "
"el ranc de defensa que obtindrà l'unitat en cas que la mogues allà. Si mous "
"el punter per damunt d'un hexàgon apagat se't mostrarà també el número de "
"tandes requerides per a aplegar, i pulsant farà que l'unitat es desplace "
"seguint la ruta més ràpida durant esta tanda i les subsegüents. Si no "
"utilises tot el moviment d'una unitat la primera vegada que la mous, pots "
"tornar-la a moure. Açò és útil quan volem intercanviar la posició de dos "
"unitats. Atacar ab una unitat agota el seu moviment. Finalisar el moviment "
"en una aldea que encara no posseïxes també agota el moviment de l'unitat, "
"pero encara li permetrà atacar."
#. [topic]: id=movement
#: data/core/help.cfg:266
#, fuzzy
msgid ""
"\n"
"\n"
"Another thing to keep in mind while moving is <italic>text='zones of "
"control'</italic>. Each unit — except for level 0 units — generates a zone "
"of control in the hexes immediately surrounding it, and any enemy unit "
"entering those hexes immediately ends its movement. Learning how to use "
"zones of control to your advantage is an important part of Wesnoth, as only "
"<ref>dst='ability_skirmisherskirmisher' text='skirmishers'</ref> can ignore "
"zones of control."
msgstr ""
"\n"
"\n"
"Un atre factor a tindre en conte són les zones de control. Cada unitat "
"genera una zona de control sobre els hexàgons que té a l'entorn. Si una "
"unitat enemiga entra en esta zona, acaba el seu moviment. Deprendre com "
"utilisar les zones de control és un ventaja important en Wesnoth ya que "
"només les unitats ab l'habilitat d'<ref>dst=ability_skirmisher "
"text='esquivar'</ref> poden ignorar estes zones."
#. [topic]: id=movement
#: data/core/help.cfg:268
msgid ""
"\n"
"\n"
"To see where the enemy can move to during their next turn, press Ctrl-v or "
"Cmd-v. Ctrl-b or Cmd-b shows where the enemy could move, if your units were "
"not on the map to block their progress."
msgstr ""
"\n"
"\n"
"Per a vore fins a on pot moure's l'enemic durant la pròxima tanda, pulseu "
"Ctrl-v o Cmd-v. Ctrl-b o Cmd-b mostra els possibles moviments enemics si les "
"vostres unitats no estigueren en el mapa."
#. [topic]: id=shroud_and_fog
#: data/core/help.cfg:277
msgid "Shroud and Fog of War"
msgstr "Ocultació i boira de guerra"
#. [topic]: id=shroud_and_fog
#: data/core/help.cfg:278
#, fuzzy
msgid ""
"In some scenarios, parts of the map will be hidden from you. There are two "
"mechanisms that can be used separately or together. The "
"<italic>text='shroud'</italic> hides both the terrain and any units at a "
"location. However, once it is cleared, you can always see that location. The "
"<italic>text='fog of war'</italic> only hides units and ownership of "
"villages (other than by you or your allies). The fog of war is cleared "
"temporarily when you have units nearby, but returns when they leave. Both "
"the shroud and the fog of war are cleared by units. Each unit clears "
"locations adjacent to those within one turns move (ignoring zones of "
"control and enemy units).\n"
"\n"
"Normally you can undo a units movement, as long as an event with a "
"randomized result has not occurred, such as combat or recruitment (as most "
"units receive random traits when recruited). Exploring hidden terrain by "
"clearing shroud or fog will also prevent undos to a previous state. You may "
"wish to activate <bold>text='Delay Shroud Updates'</bold> in the actions "
"menu. This will prevent units from clearing shroud or fog until the next "
"randomized event or a manual update via <bold>text='Update Shroud Now'</"
"bold> (or the end of your turn) and thereby preserve your ability to undo "
"movement."
msgstr ""
"En alguns escenaris hi haurà parts del mapa amagades. Hi ha dos mecanismes "
"que es poden utilisar per separat o conjuntament. L'ocultació amaga tan el "
"terreny com les unitats en una ubicació. No obstant, una vegada aclarida, "
"sempre podràs vore esta localisació. La boira de batalla només amaga les "
"unitats i la titularitat de les aldees (que no siguen vostres o dels "
"aliats). La boira de batalla s'aclarix temporalment quan tingues unitats "
"pròximes, pero torna quan estes se'n van. Les unitats lleven tant "
"l'ocultació com la boira de guerra. Cada unitat aclarix les ubicacions "
"adjacents al moviment d'una tanda (ignorant les zones de control i les "
"unitats enemigues).\n"
"\n"
"Normalment és possible desfer el moviment d'una unitat, sempre que no s'haja "
"donat un succes ab un resultat aleatori, com un combat o un reclutament (ya "
"que moltes unitats reben traces a la ventura quan són reclutades). "
"L'explorar terreny ocult netejant l'ocultació o la boira també impedirà "
"tornar a un estat previ. Pot ser desijable activar l'opció «retardar refresc "
"de zones ocultes» en el menú d'accions. Açò impedirà que les unitats netegen "
"l'ocultació o la boira fins al pròxim succes aleatori o fins una "
"actualisació manual per mig de «actualisar zones ocultes» (o el fi de la "
"teua tanda) preservant aixina la possibilitat de desfer moviments."
#. [topic]: id=saveload
#: data/core/help.cfg:287
msgid "Save-loading"
msgstr ""
#. [topic]: id=saveload
#: data/core/help.cfg:288
msgid ""
"\n"
"\n"
"One of the challenges of the game is to work out how to protect your heroes. "
"Small risks quickly build up: if you have five important units, and they "
"each have just a 1% chance of death each turn, you can "
"<italic>text='expect'</italic> one of them to die about every 20 turns. So, "
"youll rarely make it through a scenario without having it happen."
msgstr ""
#. [topic]: id=saveload
#: data/core/help.cfg:288
msgid ""
"Random numbers are part of Wesnoth, attacks can fail and units can die due "
"to bad luck. This is an expected part of the game, and one of the aims of "
"the game is that a sufficiently skilled player should be able to complete "
"all of the mainline campaigns, on hard, without needing to save-load. Going "
"back to a previous turn to try a different strategy is a part of learning "
"the game, but we recommend against reloading merely to try the same strategy "
"again while hoping for better luck."
msgstr ""
#. [topic]: id=saveload
#: data/core/help.cfg:290
msgid ""
"\n"
"\n"
"The following points are under discussion on the forums. At least for the "
"1.15.x series before 1.16.0 please assume that the forum threads are more "
"authoritative than the text on this page."
msgstr ""
#. [topic]: id=saveload
#: data/core/help.cfg:292
msgid ""
"\n"
"\n"
"In the mainline campaigns, on hard:\n"
"• A sufficiently skilled player will have a good chance to win each scenario "
"on the first time that they see that scenario, without foreknowledge of what "
"will happen.\n"
"• This assumes that the player picks up all of the clues given in the "
"dialogue.\n"
"• There are more experience points available than on easy, and the player "
"will be able to train enough troops to cope with losing some L2 or L3 units."
msgstr ""
#. [topic]: id=saveload
#: data/core/help.cfg:297
msgid ""
"\n"
"\n"
"That said, its a game; the best way to play it is whichever way gives you "
"the most enjoyment."
msgstr ""
#. [topic]: id=whylost
#: data/core/help.cfg:306
msgid "Learning from Losses"
msgstr ""
#. [topic]: id=whylost
#: data/core/help.cfg:307
msgid ""
"<italic>text='Why did I lose that scenario?'</italic>\n"
"\n"
"One of the most difficult parts of Wesnoth is understanding why a scenario "
"was lost."
msgstr ""
#. [topic]: id=whylost
#: data/core/help.cfg:309
msgid ""
"\n"
"\n"
"When you first start playing, you will probably lose some scenarios. That is "
"normal, and is part of learning the game. When that happens, try to learn "
"from your mistakes: watch the replay, try to understand what you did wrong, "
"then <ref>dst='saveload' text='restart the scenario'</ref> and try again."
msgstr ""
#. [topic]: id=whylost
#: data/core/help.cfg:311
msgid ""
"\n"
"\n"
"Some common reasons for losing a scenario are:"
msgstr ""
#. [topic]: id=whylost
#: data/core/help.cfg:313
msgid ""
"\n"
"\n"
"• Playing a campaign at too high a <ref>dst='..gameplay' text='difficulty "
"level'</ref>. Try restarting the scenario at an easier difficulty."
msgstr ""
#. [topic]: id=whylost
#: data/core/help.cfg:315
msgid ""
"\n"
"\n"
"• Playing a poor strategy: for example, recruiting the wrong types of units, "
"fighting at the wrong <ref>dst='time_of_day' text='time of day'</ref>, not "
"taking advantage of terrain features or units special abilities, and so on."
msgstr ""
#. [topic]: id=whylost
#: data/core/help.cfg:317
msgid ""
"\n"
"\n"
"• Missing clues. Often there will be hints in the campaigns story and "
"dialog about what to expect from a difficult scenario and how to prepare for "
"it. If you have a loyal mage on your side, take the time to listen to its "
"advice; it may save your life."
msgstr ""
#. [topic]: id=whylost
#: data/core/help.cfg:319
msgid ""
"\n"
"\n"
"• Barely scraping a victory in a previous scenario. At all but the easiest "
"difficulties, campaigns assume that you will have some "
"<italic>text='carryover gold'</italic> and some advanced units on your "
"<italic>text='recall list.'</italic> (These concepts are explained in the "
"tutorial.) If you win a scenario but lose most of your advanced units and "
"much of your gold, the following scenario may be very difficult to beat, "
"even for a more experienced player. If you find yourself in this situation, "
"you may try to go back a scenario or two and win them more convincingly, or "
"change to an easier difficulty. (However, remember that <italic>text='some'</"
"italic> losses are expected, particularly at higher difficulties.)"
msgstr ""
#. [topic]: id=whylost
#: data/core/help.cfg:321
msgid ""
"\n"
"\n"
"• Poor gold management. At higher difficulties, managing gold — capturing "
"villages to increase the income, and using low-level units and fresh "
"recruits to reduce the spending — becomes important. If you use many high-"
"level units, you might win a scenario easily but have not enough gold "
"carryover for the next scenario. (This would be an example of “barely "
"scraping a victory”.)"
msgstr ""
#. [topic]: id=whylost
#: data/core/help.cfg:323
#, fuzzy
msgid ""
"\n"
"\n"
"<header>text='Unlikely reasons'</header>"
msgstr ""
"\n"
"\n"
"<header>text='Provabilitat d'encert'</header>"
#. [topic]: id=whylost
#: data/core/help.cfg:325
msgid ""
"\n"
"\n"
"In addition to the common reasons, listed above, there are a few other "
"reasons which are unlikely, though not impossible. They are:"
msgstr ""
#. [topic]: id=whylost
#: data/core/help.cfg:327
msgid ""
"\n"
"\n"
"• You may have played a strategy that the campaign developer did not "
"anticipate, and ended up with a set of high-level units not suitable for the "
"next scenario."
msgstr ""
#. [topic]: id=whylost
#: data/core/help.cfg:329
msgid ""
"\n"
"\n"
"• You may have found a scenario that can only be won on the second or third "
"time through, whether by requiring above-average luck or by expecting the "
"players to have foreknowledge — to know what surprises are coming up before "
"they happen. (It is under discussion whether foreknowledge is expected at "
"the highest difficulties. Requiring above-average luck, however, would "
"qualify as a bug.)"
msgstr ""
#. [topic]: id=whylost
#: data/core/help.cfg:331
msgid ""
"\n"
"\n"
"• Unusually-bad luck. Whether an attack hits or misses is random, so it "
"could happen that the enemy was very lucky and had many hits, while you were "
"very unlucky and had many misses. However, this is a very rare occurrence, "
"virtually unheard of in all but the shortest, smallest scenarios. In fact, "
"losses are more commonly caused by playing a <italic>text='bad'</italic> "
"strategy despite having <italic>text='above-average'</italic> luck, than by "
"playing a <italic>text='good'</italic> strategy but having "
"<italic>text='below-average'</italic> luck. Moreover, merely having “below-"
"average” luck does not excuse a loss; having below-average luck is perfectly "
"normal, and scenarios are designed to be winnable even with below-average "
"luck. It is only exceedingly bad luck, over multiple turns, that we mean "
"here."
msgstr ""
#. [topic]: id=whylost
#: data/core/help.cfg:333
msgid ""
"\n"
"\n"
"Be wary of attributing a loss to any of these reasons. If you are not a "
"veteran player, it is far more likely that your loss was caused by one of "
"the <italic>text='common'</italic> errors, listed above, and is not "
"indicative of a bug in the campaign. However, if you still think you found a "
"bug, then by all means, report it!"
msgstr ""
#. [topic]: id=whylost
#: data/core/help.cfg:335
msgid ""
"\n"
"\n"
"The “Damage Calculations” dialog shows some statistics that can help "
"determine whether a match was very lucky or very unlucky. However, reading "
"the statistics is no substitute to watching the replay and looking for "
"strategic mistakes, or small bits of luck at critical points in the "
"engagement."
msgstr ""
#. [topic]: id=combat
#: data/core/help.cfg:344
msgid "Combat"
msgstr "Combat"
#. [topic]: id=combat
#: data/core/help.cfg:345
#, fuzzy
msgid ""
"\n"
"\n"
"<header>text='Order and Number of Strikes'</header>"
msgstr ""
"\n"
"\n"
"<header>text='Orde i número dels atacs'</header>"
#. [topic]: id=combat
#: data/core/help.cfg:345
#, fuzzy
msgid ""
"Combat in <italic>text='Battle for Wesnoth'</italic> always takes place "
"between units in adjacent hexes. Click on your unit, and click on the enemy "
"you want to attack: your unit will move towards the enemy unit, and when "
"they are next to each other, combat will begin. The attacker and defender "
"alternate strikes until each has used their allotted number of strikes. The "
"attacker chooses one of its weapons to attack with, and the defender "
"retaliates with one of its attacks of the same type. There are two types of "
"attacks: <italic>text='melee'</italic>, which usually involves weapons such "
"as swords, axes or fangs; and <italic>text='ranged'</italic>, which usually "
"involves weapons such as bows, spears and fireballs."
msgstr ""
"El combat en Batalla per Wesnoth sempre es dona entre unitats que es troben "
"en hexàgons adjacents. Pulsa sobre la teua unitat, i després pulsa sobre "
"l'unitat que vols atacar: et mouràs fins a ella, i quan estigues al costat "
"començarà l'atac. L'atacant i el defenedor alternen els colps fins que "
"cadascú d'ells els agota. L'atacant serà sempre qui trie una de les seues "
"armes i l'adversari s'haurà de defendre ab una arma del mateix tipo. Hi ha "
"dos tipos d'atacs: melé, que normalment implica armes com espases, astrals o "
"colomellos; i a distància, ab arcs, llances o boles de foc."
#. [topic]: id=combat
#: data/core/help.cfg:347
#, fuzzy
msgid ""
"\n"
"\n"
"The attacker gets the first strike, then the defender retaliates. Each "
"strike either hits, doing a given amount of damage, or misses, doing no "
"damage at all. Strikes alternate until each unit has used up all of its "
"strikes. The number of strikes a unit has varies; for instance, an elvish "
"fighter with a 5×4 attack may strike 4 times, each successful strike dealing "
"5 damage, while an orcish grunt with a 9×2 attack can only strike twice (but "
"at 9 damage for each hit)."
msgstr ""
"\n"
"\n"
"L'atacant realisa el primer atac i després ho fa el defenedor. Cada colp pot "
"encertar en el seu blanc i fer una certa quantitat de dany, o fallar, i no "
"causar cap dany. Els atacs s'alternen fins que cadascuna de les unitats ha "
"realisat tots els seus atacs. El número dels atacs de cada unitat pot "
"variar: per eixemple, un Lluitador Elf ab un atac d'espasa de 5-4 podrà "
"realisar 4 atacs fent 5 punts de dany cada vegada, mentres que un Recluta "
"Orc ab 9-2 només tindrà la possibilitat d'atacar 2 vegades, (pero fa 9 punts "
"de dany cada vegada)."
#. [topic]: id=combat
#: data/core/help.cfg:349
#, fuzzy
msgid ""
"\n"
"\n"
"<header>text='Chance to Hit'</header>"
msgstr ""
"\n"
"\n"
"<header>text='Provabilitat d'encert'</header>"
#. [topic]: id=combat
#: data/core/help.cfg:351
#, fuzzy
msgid ""
"\n"
"\n"
"Every unit has a chance of being hit, based on the <italic>text='terrain'</"
"italic> it is in. This is shown in the status pane, and may also be found by "
"right-clicking a unit, selecting <bold>text='Unit Description'</bold>, and "
"then looking at <bold>text='Terrain Modifiers'</bold>. For instance, many "
"elves have a defense rating of 70% in forest, so a unit attacking them has "
"only a 30% chance of hitting. Conversely, the elfs chance of hitting the "
"attacker in return depends on what terrain the attacker is in."
msgstr ""
"\n"
"\n"
"La possibilitat de colpejar una unitat està basada únicament en el seu grau "
"de defensa en el terreny en el que es troba. Este valor es mostra en el "
"panel d'estat o també fent clic amb el botó dret sobre una unitat i "
"seleccionant la opció <italic>text='Descripció d'Unitat'</italic> i alli es "
"mira en <italic>text='Modificadors per terreny'</italic>. Per eixemple, "
"molts elfs tenen un grau de defensa del 70% en ls boscs, que vol dir que si "
"una unitat els ataca només tindrà un 30% de possibilitats d'encertar. De la "
"mateixa manera, les possibilitats dels elfs de colpejar l'enemic dependran "
"del terreny en que es troba l'atacant."
#. [topic]: id=combat
#: data/core/help.cfg:353
#, fuzzy
msgid ""
"\n"
"\n"
"There are two exceptions to this rule: <ref>dst='weaponspecial_magical' "
"text='magical attacks'</ref> and <ref>dst='weaponspecial_marksman' "
"text='marksmen'</ref>. Magical attacks always have a 70% chance to hit, "
"regardless of terrain, and, when used offensively, marksmen always have at "
"least a 60% chance to hit, regardless of terrain."
msgstr ""
"\n"
"Hi ha dos excepcions ad esta regla: <ref>dst=weaponspecial_magical text='els "
"atacs màgics'</ref>, i l'habilitat de <ref>dst=weaponspecial_marksman "
"text='tirador'</ref>. Els atacs màgics sempre tenen un 70% de possibilitats "
"de colpejar, sense importar el terreny, i quan són usats ofensivament, el "
"tiradors sempre tenen a lo manco un 60% de possibilitats d'encert, "
"independetment del terreny."
#. [topic]: id=combat
#: data/core/help.cfg:355
msgid ""
"\n"
"\n"
"<header>text=Damage</header>"
msgstr ""
"\n"
"\n"
"<header>text=Dany</header>"
#. [topic]: id=combat
#: data/core/help.cfg:357
#, fuzzy
msgid ""
"\n"
"\n"
"Each strike which hits causes a base amount of damage depending on the "
"attack type. For instance, an elvish fighter with a 5×4 attack does 5 base "
"damage. This is usually modified by two things: "
"<ref>dst='damage_types_and_resistance' text='resistance'</ref> and "
"<ref>dst='time_of_day' text='time of day'</ref>. To see how base damage is "
"modified by the circumstances, select <bold>text='Damage Calculations'</"
"bold> in the attack selection menu."
msgstr ""
"\n"
"\n"
"Cada colp que s'encerta causa un dany base depenent del tipo d'atac. Per "
"eixemple, un Lluitador Elf ab un atac d'espasa de 5-4 causa un dany base de "
"5 punts. Això normalmente es modifica per dos factors: "
"<ref>dst=damage_types_and_resistance text='resistència'</ref> i "
"<ref>dst=time_of_day text='hora del dia'</ref>. Per a vore com és modificat "
"el dany base, selecciona <italic>text='Càlcul de dany'</italic> en el menú "
"de selecció d'atac."
#. [topic]: id=combat
#: data/core/help.cfg:359
#, fuzzy
msgid ""
"\n"
"\n"
"A few units have special <ref>dst='..abilities_section' text='abilities'</"
"ref> which affect damage dealt in combat. The most common of these is "
"<ref>dst='weaponspecial_charge' text='charge'</ref>, which doubles the "
"damage dealt by both attacker and defender when the unit with charge attacks."
msgstr ""
"\n"
"\n"
"Algunes unitats tenen <ref>dst=abilities text='habilitats'</ref> especials "
"que afecten el dany infligit en combat. La més comuna d'elles és la "
"<ref>dst=ability_charge text='càrrega'</ref>, la qual dobla el dany causat "
"per l'atacant i pel defenedor quan l'unitat ab esta habilitat ataca."
#. [topic]: id=damage_types_and_resistance
#: data/core/help.cfg:367
msgid "Damage Types and Resistance"
msgstr "Tipos de dany i resistència"
#. [topic]: id=damage_types_and_resistance
#: data/core/help.cfg:368
#, fuzzy
msgid ""
"\n"
"\n"
"Resistances work very simply: if a unit has 40% resistance against a damage "
"type, then it will suffer 40% less damage when hit with that damage type. It "
"is also possible for a unit to be vulnerable against some damage types. If a "
"unit has 100% resistance against a damage type, it will suffer 100% more "
"damage when hit by that type."
msgstr ""
"\n"
"\n"
"Les resistències funcionen de manera molt simple: si una unitat té una "
"resistència del 40% contra un cert tipo de dany, llavors patirà un 40% menys "
"de dany quan siga colpejada per este tipo. Ademés, és possible que una "
"unitat siga vulneravle a un tipo de colp. Si una unitat té 100% de "
"resistència contra un determinat tipo de dany, patirà un 100% més de dany "
"quan siga colpejada per eixe tipo."
#. [topic]: id=damage_types_and_resistance
#: data/core/help.cfg:368
#, fuzzy
msgid ""
"In Wesnoth, there are three types of damage usually associated with physical "
"attacks: <italic>text='blade, pierce, and impact damage'</italic>. "
"Additionally, there are three further types of damage usually associated "
"with magical attacks: <italic>text='fire, cold, and arcane attacks'</"
"italic>. Different units may have resistances which alter the damage which "
"they take from certain damage types."
msgstr ""
"En Wesnoth hi ha tres tipos de dany associats normalment ab atacs físics: "
"tallant, perforant i impactant. D'atra banda, també hi ha tres tipos de dany "
"associats als atacs màgics: foc, fred i arcà. Cada unitat té resistències "
"que alteren el dany que poden rebre dels distints tipos de dany."
#. [topic]: id=damage_types_and_resistance
#: data/core/help.cfg:370
#, fuzzy
msgid ""
"\n"
"\n"
"For example, skeletons are highly resistant to blade and pierce damage, but "
"are vulnerable to impact and fire damage, and extremely vulnerable to arcane "
"damage."
msgstr ""
"\n"
"\n"
"Per eixemple, els esquelets són molt resistents al dany de tipo tallant i "
"perforant, vulnerables als impactes i al foc, i extremadament dèbils contra "
"el dany arcà."
#. [topic]: id=damage_types_and_resistance
#: data/core/help.cfg:372
msgid ""
"\n"
"\n"
"If a strike is determined to hit, it will always do at least 1 point of "
"damage. This applies even if the defender has 100% resistance to the damage "
"type."
msgstr ""
"\n"
"\n"
"Si un atac arriba a colpejar, sempre farà a lo manco 1 punt de dany. Açò "
"s'aplica inclús si el defenedor té un 100% de resistència al tipo de dany."
#. [topic]: id=orbs
#: data/core/help.cfg:380
msgid "Orbs"
msgstr "Orbes"
#. [topic]: id=orbs
#: data/core/help.cfg:381
msgid ""
"On top of the energy bar shown next to each unit of yours is an orb. For "
"units you control, this orb is:"
msgstr ""
"Damunt de la barra d'energia de cada unitat hi ha un orbe. Per a unitats que "
"estan baix el vostre control, est orbe pot ser:"
#. [topic]: id=orbs
#: data/core/help.cfg:383
#, fuzzy
msgid " green if it hasnt moved this turn,"
msgstr "Vert, si encara no s'ha mogut."
#. [topic]: id=orbs
#: data/core/help.cfg:384
#, fuzzy
msgid " yellow if it has moved, but could still move further or attack, or"
msgstr "Groc, si s'ha mogut pero encara pot continuar o atacar."
#. [topic]: id=orbs
#: data/core/help.cfg:385
msgid ""
" red if it can no longer move or attack, or the user ended the units turn."
msgstr ""
#. [topic]: id=orbs
#: data/core/help.cfg:386
#, fuzzy
msgid " blue if the unit is an ally you do not control."
msgstr "L'orbe és blau si l'unitat és aliada pero no la controles."
#. [topic]: id=orbs
#: data/core/help.cfg:387
#, fuzzy
msgid " Enemy units have no orb on top of their energy bar."
msgstr ""
"Les unitats enemigues no tenen orbe damunt de les seues barres d'energia."
#. [topic]: id=time_of_day
#: data/core/help.cfg:394
msgid "Time of Day"
msgstr "Hora del dia"
#. [topic]: id=time_of_day
#: data/core/help.cfg:395
#, fuzzy
msgid ""
"The time of day affects the damage of certain units as follows:\n"
"\n"
"• <bold>text='Lawful'</bold> units get +25% damage in daytime, and 25% "
"damage at night.\n"
"• <bold>text='Chaotic'</bold> units get +25% damage at night, and 25% in "
"daytime.\n"
"• <bold>text='Neutral'</bold> units are unaffected by the time of day.\n"
"• <bold>text='Liminal'</bold> units get 25% damage during both night and "
"daytime."
msgstr ""
"L'hora del dia afecta el dany que fan certes unitats de la següent manera:\n"
" Les unitat lleals fan +25% de dany durant el dia, i 25% durant la nit.\n"
" Les unitats caòtiques, +25% de mal durant la nit, i 25% durant el dia.\n"
" Les unitats neutrals no es veuen afectades per l'hora del dia."
#. [topic]: id=time_of_day
#: data/core/help.cfg:400
#, fuzzy
msgid ""
"\n"
"\n"
"The current time of day can be observed under the minimap in the status "
"pane. For the usual day/night cycle, morning and afternoon count as day, "
"first and second watch count as night:\n"
"\n"
msgstr ""
"\n"
"\n"
"La hora actual del dia es pot vore baix del minimapa del panel d'estat. En "
"el cicle normal de dia i nit, el matí i la vesprada conten com dia, i la "
"primera nit i la nit tancada com a nit:\n"
#. [time]: id=dawn
#. [time]: id=dawn_hour
#. [topic]: id=time_of_day
#: data/core/help.cfg:404 data/core/macros/schedules.cfg:14
#: data/core/macros/schedules.cfg:275 data/test/maps/pathfind_1.cfg:64
msgid "Dawn"
msgstr "Alba"
#. [time]: id=morning
#. [topic]: id=time_of_day
#: data/core/help.cfg:405 data/core/macros/schedules.cfg:26
#: data/test/maps/pathfind_1.cfg:75
msgid "Morning"
msgstr "Matí"
#. [time]: id=afternoon
#. [topic]: id=time_of_day
#: data/core/help.cfg:406 data/core/macros/schedules.cfg:44
#: data/test/maps/pathfind_1.cfg:86
msgid "Afternoon"
msgstr "Vesprada"
#. [time]: id=dusk
#. [time]: id=dusk_hour
#. [topic]: id=time_of_day
#: data/core/help.cfg:407 data/core/macros/schedules.cfg:53
#: data/core/macros/schedules.cfg:396 data/test/maps/pathfind_1.cfg:97
msgid "Dusk"
msgstr "Vespre"
#. [time]: id=first_watch
#. [topic]: id=time_of_day
#: data/core/help.cfg:408 data/core/macros/schedules.cfg:65
#: data/test/maps/pathfind_1.cfg:108
msgid "First Watch"
msgstr "Primera Nit"
#. [time]: id=second_watch
#. [topic]: id=time_of_day
#: data/core/help.cfg:409 data/core/macros/schedules.cfg:89
#: data/test/maps/pathfind_1.cfg:119
msgid "Second Watch"
msgstr "Nit Tancada"
#. [topic]: id=time_of_day
#: data/core/help.cfg:411
#, fuzzy
#| msgid ""
#| "Keep in mind that some scenarios take place underground, where it is "
#| "perpetually night!"
msgid ""
"Keep in mind that some scenarios take place underground, where it is "
"perpetually night!\n"
msgstr ""
"Recordeu que alguns escenaris tenen lloc baix terra, on ¡sempre és de nit!"
#. [topic]: id=time_of_day
#: data/core/help.cfg:413
msgid ""
"Some underground locations are illuminated. They are perpetually "
"intermediate between day and night.\n"
msgstr ""
#. [topic]: id=time_of_day
#: data/core/help.cfg:415
msgid ""
"Some role-playing scenarios take place indoors — these regions are similarly "
"intermediate.\n"
msgstr ""
#. [topic]: id=time_of_day
#: data/core/help.cfg:417
msgid ""
"Finally, units with the <ref>dst='ability_illuminationilluminates' "
"text='illuminates'</ref> ability and terrain features such as "
"<ref>dst='terrain_lava' text='lava'</ref> change the time of day bonus "
"around them."
msgstr ""
#. [topic]: id=healing
#: data/core/help.cfg:424
msgid "Healing"
msgstr "Curació"
#. [topic]: id=healing
#: data/core/help.cfg:425
#, fuzzy
msgid ""
"\n"
"\n"
"• <bold>text='Resting'</bold>: A unit which neither moves, attacks, nor is "
"attacked will heal 2 HP in its next turn."
msgstr ""
"\n"
"\n"
"Descans: una unitat que no es moga, ni ataque, ni és atacada, recuperarà 2 "
"PV a la següent tanda."
#. [topic]: id=healing
#: data/core/help.cfg:425
msgid ""
"In combat, your units will inevitably take damage. There are several ways to "
"heal your units. However, with the exception of resting, these do not stack; "
"only one can occur per turn."
msgstr ""
#. [topic]: id=healing
#: data/core/help.cfg:427
#, fuzzy
msgid ""
"\n"
"• <bold>text='Villages'</bold>: A unit which starts a turn in a village or "
"<ref>dst='terrain_oasis' text='oasis'</ref> will heal 8HP. If the unit is "
"poisoned, the poison will be cured instead."
msgstr ""
"\n"
"Aldees: una unitat que comença una tanda en una aldea curarà 8 PV."
#. [topic]: id=healing
#: data/core/help.cfg:428
#, fuzzy
msgid ""
"\n"
"• <ref>dst='ability_regeneratesregenerates' text='Regeneration'</ref>: "
"Certain units (such as trolls) will automatically heal 8HP every turn. If "
"the unit is poisoned, the poison will be cured instead."
msgstr ""
"\n"
"<ref>dst=ability_regenerates text='Regeneració'</ref>: certes unitats (com "
"els trolls) recuperaran automàticament 8 PV cada tanda."
#. [topic]: id=healing
#: data/core/help.cfg:429
#, fuzzy
msgid ""
"\n"
"• <bold>text='Healing units'</bold>: Units with the "
"<ref>dst='ability_healingheals +4' text='Heals'</ref> ability will heal each "
"allied adjacent unit, usually <ref>dst='ability_healingheals +4' text='4HP'</"
"ref> or <ref>dst='ability_healingheals +8' text='8HP'</ref> per turn, or "
"prevent Poison from causing that unit damage."
msgstr ""
"\n"
"Unitats sanadores: les unitats ab l'habilitat de <ref>dst=ability_heals "
"text=sanar</ref>, poden sanar a totes les unitats amigues adjacents, "
"normalment entre 4 i 8 PV per tanda, o prevendran que el verí cause dany ad "
"eixa unitat."
#. [topic]: id=healing
#: data/core/help.cfg:430
#, fuzzy
msgid ""
"\n"
"• <bold>text='Curing units'</bold>: Units with the "
"<ref>dst='ability_curingcures' text='cures'</ref> ability will cure Poison "
"in all allied adjacent units (in preference to healing, if it has that "
"ability as well)."
msgstr ""
"\n"
"Unitats curadores: les unitats ab l'habilitat de <ref>dst=ability_cures "
"text=curar</ref> poden eliminar el verí a totes les unitats amigues "
"adjacents (ab preferència sobre sanar, si és que també tenen esta habilitat)."
#. [topic]: id=healing
#: data/core/help.cfg:431
msgid ""
"\n"
"• <bold>text='Advancement'</bold>: When a unit <ref>dst='advancement' "
"text='advances'</ref>, it will heal fully. This can happen as soon as your "
"unit gains enough experience, whether it is your turn or not."
msgstr ""
#. [topic]: id=healing
#: data/core/help.cfg:432
msgid ""
"\n"
"\n"
"Resting can be combined with other forms of healing, but villages, "
"regeneration, healing and curing cannot combine with each other: the best "
"option will be used. Finally, units heal fully between scenarios."
msgstr ""
"\n"
"\n"
"El descans es pot combinar ab atres formes de sanació, pero els efectes de "
"les aldees, la regeneració o la sanació o curació no es combinen entre ells: "
"s'utilisarà la millor opció. Per últim, les unitats recuperen tota la seua "
"vida entre els escenaris d'una campanya."
#. [topic]: id=healing
#: data/core/help.cfg:434
msgid ""
"\n"
"\n"
"<bold>text='Advanced'</bold>"
msgstr ""
#. [topic]: id=healing
#: data/core/help.cfg:436
msgid ""
"\n"
"\n"
"Unlike other forms of healing, the heals ability will not take effect on the "
"healed units turn, but on the healers turn. This means that while a unit "
"surrounded by several healers on the same side will only receive healing "
"from one healer per turn, a unit surrounded by healers from several allied "
"sides will be healed once on each of said allied sides turns."
msgstr ""
#. [topic]: id=wrap_up
#: data/core/help.cfg:444
msgid "Wrap Up"
msgstr "Resumint"
#. [topic]: id=wrap_up
#: data/core/help.cfg:445
#, fuzzy
msgid ""
"This concludes the fundamentals of Wesnoth. You might want to read up on "
"basic strategy, or familiarize yourself with <ref>dst='..traits_section' "
"text='traits'</ref> and <ref>dst='..abilities_section' text='abilities'</"
"ref>, but you now know everything you need to know to play the "
"<italic>text='Heir to the Throne'</italic> campaign. Have fun, and good luck!"
msgstr ""
"Açò conclou els fonaments bàsics de Wesnoth. Pot que vullga seguir llegint "
"més sobre el joc, en la secció Estratègia bàsica, o familiarisar-te tu "
"mateix ab les <ref>dst=traits text='traces'</ref> i les <ref>dst=abilities "
"text='habilitats'</ref>, pero ara ja saps tot lo que necessiteu per a jugar "
"la campanya Hereu al Tro. ¡Divertix-te, i bona sort!"
#. [topic]: id=license
#: data/core/help.cfg:450
msgid "License"
msgstr "Llicència"
#. [topic]: id=..traits_section
#: data/core/help.cfg:459
#, fuzzy
msgid ""
"\n"
"\n"
"Most units have two traits. However, goblins have only one trait, undead "
"units are always assigned the single trait <italic>text='undead'</italic> "
"and in some cases <italic>text='fearless'</italic>, and woses do not receive "
"any traits. "
msgstr ""
"La majoria d'unitats tenen dos traces, ab l'excepció dels no morts, als que "
"només se'ls assigna la traça 'no mort', i els Woses que no reben traces. Les "
"traces són modificacions que canvien lleugerament els atributs de les "
"unitats. Normalment s'assignen aleatòreament a cada unitat quan se la "
"recluta."
#. [topic]: id=..traits_section
#: data/core/help.cfg:459
msgid ""
"Traits are modifications that change a units attributes slightly. They are "
"usually randomly assigned to a unit when it is recruited. The traits "
"available to a unit are largely determined by its <italic>text='race'</"
"italic>."
msgstr ""
#. [topic]: id=..traits_section
#: data/core/help.cfg:461
#, fuzzy
msgid ""
"\n"
"\n"
"The traits that are available to most nonundead units are "
"<ref>dst='traits_intelligent' text='intelligent'</ref>, "
"<ref>dst='traits_quick' text='quick'</ref>, <ref>dst='traits_resilient' "
"text='resilient'</ref>, and <ref>dst='traits_strong' text='strong'</ref>."
msgstr ""
"\n"
"\n"
"Les traces que hi ha disponibles per a tots que no siguen no morts són "
"<ref>dst=traits_intelligent text='sabut'</ref>, <ref>dst=traits_quick "
"text='ràpit'</ref>, <ref>dst=traits_resilient text='resistent'</ref>, i "
"<ref>dst=traits_strong text='fort'</ref>."
#. [topic]: id=..traits_section
#: data/core/help.cfg:463
#, fuzzy
msgid ""
"\n"
"\n"
"Elves may also receive <ref>dst='traits_dextrous' text='dextrous'</ref>, and "
"dwarves may receive <ref>dst='traits_healthy' text='healthy'</ref>. Trolls "
"and certain humans may receive <ref>dst='traits_fearless' text='fearless'</"
"ref>. Other traits which may be assigned include <ref>dst='traits_loyal' "
"text='loyal'</ref>, <ref>dst='traits_feral' text='feral'</ref> and "
"<ref>dst='traits_undead' text='undead'</ref>.\n"
"\n"
msgstr ""
"\n"
"\n"
"Atres traces que poden ser assignats a les unitats són "
"<ref>dst=traits_dextrous text=destre</ref>, <ref>dst=traits_loyal "
"text=lleal</ref>, i <ref>dst=traits_undead text='no mort'</ref>.\n"
"\n"
#. [topic]: id=..terrains_section
#: data/core/help.cfg:473
msgid ""
"\n"
"\n"
"Terrains come in two types: <italic>text='basic'</italic> and "
"<italic>text='mixed'</italic>."
msgstr ""
#. [topic]: id=..terrains_section
#: data/core/help.cfg:473
#, fuzzy
#| msgid ""
#| "Game maps feature a variety of terrains that affect both unit movement "
#| "and a units defensive capability in combat.\n"
#| "\n"
msgid ""
"Game maps feature a variety of terrains that affect both unit movement and a "
"units defensive capability in combat."
msgstr ""
"Els mapes de joc disposen d'una àmplia varietat de terrenys que afecten el "
"moviment de les unitats i la capacitat defensiva en combat d'una unitat.\n"
"\n"
#. [topic]: id=..terrains_section
#: data/core/help.cfg:475
#, fuzzy
msgid ""
"\n"
"\n"
"<header>text='Basic Terrain Types'</header>"
msgstr ""
"\n"
"\n"
"<header>text='Provabilitat d'encert'</header>"
#. [topic]: id=..terrains_section
#: data/core/help.cfg:477
msgid ""
"\n"
"\n"
"Basic terrain types include Flat, Hills, Mountains, Sands, Water and Swamps. "
"There are many more besides these — a list of the terrain types you have "
"discovered can be found at the end of this page.\n"
"\n"
msgstr ""
#. [topic]: id=..terrains_section
#: data/core/help.cfg:481
msgid ""
"\n"
"\n"
"Every unit has a defense rating and a movement cost for each of the basic "
"terrain types, and these values are listed in the units help page. Basic "
"terrain types may have unique properties like illumination effects as well."
msgstr ""
#. [topic]: id=..terrains_section
#: data/core/help.cfg:483
#, fuzzy
msgid ""
"\n"
"\n"
"<header>text='Mixed Terrain Types'</header>"
msgstr ""
"\n"
"\n"
"<header>text='Provabilitat d'encert'</header>"
#. [topic]: id=..terrains_section
#: data/core/help.cfg:485
msgid ""
"\n"
"\n"
"Mixed terrain types share the properties of multiple basic terrain types — "
"units generally receive the <italic>text='best defense'</italic> and "
"<italic>text='worst movement'</italic> of the underlying basic types when "
"they move onto a mixed type. For example, this is the case with "
"<italic>text='forested hills'</italic>, <italic>text='sand hills'</italic>, "
"and <italic>text='cave hills'</italic>.\n"
"\n"
msgstr ""
#. [topic]: id=..terrains_section
#: data/core/help.cfg:489
msgid ""
"\n"
"\n"
"One notable exception is bridge terrains, such as <italic>text='bridges over "
"shallow water'</italic>, <italic>text='fords'</italic>, and "
"<italic>text='bridges over chasms'</italic>. Fords are easily passable to "
"both merfolk and humans — all units moving on a ford enjoy the best defense "
"and best movement out of flat and shallow water, rather than the worse "
"movement of the two. Similarly, bridges over chasms are passable to "
"nonfliers (unsurprisingly).\n"
"\n"
msgstr ""
#. [topic]: id=..terrains_section
#: data/core/help.cfg:493
msgid ""
"\n"
"\n"
"Land-based villages generally give the best defense and movement as well. "
"These villages are mixed terrains, based on the village terrain type, "
"together with hill, swamp, and cave, respectively.\n"
"\n"
msgstr ""
#. [topic]: id=..terrains_section
#: data/core/help.cfg:497
msgid ""
"\n"
"\n"
"Finally, water villages are generally inhospitable to land units, and do not "
"give defense or movement benefits associated with the village terrain type. "
"Instead, they count only as water tiles.\n"
"\n"
msgstr ""
#. [topic]: id=..terrains_section
#: data/core/help.cfg:501
msgid ""
"\n"
"\n"
"You can see what basic types a mixed terrain is comprised of by mousing over "
"its hex and checking the terrain type icons displayed in the upper right "
"(under the default theme)."
msgstr ""
#. [topic]: id=..terrains_section
#: data/core/help.cfg:503
msgid ""
"\n"
"\n"
"You can see what type of behavior the mixed terrain gives by mousing over "
"its hex and viewing the <italic>text='terrain description'</italic> by "
"either pressing the hotkey, or right clicking and selecting from the context "
"menu."
msgstr ""
#. [topic]: id=..terrains_section
#: data/core/help.cfg:505
#, fuzzy
msgid ""
"\n"
"\n"
"<header>text='Defense Caps'</header>"
msgstr ""
"\n"
"\n"
"<header>text='Provabilitat d'encert'</header>"
#. [topic]: id=..terrains_section
#: data/core/help.cfg:507
msgid ""
"\n"
"\n"
"Some units have <italic>text='defense caps'</italic> for a particular basic "
"terrain type. These units suffer a penalty on mixed terrains with that type "
"— their defense cannot exceed the cap."
msgstr ""
#. [topic]: id=..terrains_section
#: data/core/help.cfg:509
msgid ""
"\n"
"\n"
"For example, the <ref>text='Loyalist Cavalryman' dst='unit_Cavalryman'</ref> "
"has a defense rating of 30% on forests, and a defense cap for forests. Thus, "
"on forested hills, he has a defense rating of 30% rather than 40%, because "
"the mixed rating cannot exceed the cap."
msgstr ""
#. [topic]: id=..terrains_section
#: data/core/help.cfg:511
msgid ""
"\n"
"\n"
"If a unit has a defense cap for some terrain, it is always the same as its "
"defense rating on that terrain (it cannot be larger)."
msgstr ""
#. [topic]: id=..terrains_section
#: data/core/help.cfg:513
#, fuzzy
msgid ""
"\n"
"\n"
"<header>text='Basic Terrain Types'</header>\n"
"\n"
msgstr ""
"\n"
"\n"
"<header>text='Provabilitat d'encert'</header>"
#. [topic]: id=..addons
#: data/core/help.cfg:526
msgid ""
"The degree of customization offered by the Wesnoth engine allows players to "
"create their own game content, including new scenarios, campaigns, and much "
"more beyond what is offered in the official content bundled with the game.\n"
"\n"
msgstr ""
#. [topic]: id=using_addons
#: data/core/help.cfg:536
msgid "Using Add-ons"
msgstr ""
#. [topic]: id=using_addons
#: data/core/help.cfg:537
#, fuzzy
#| msgid ""
#| "\n"
#| "\n"
#| "<header>text=Damage</header>"
msgid ""
"\n"
"\n"
"<header>text='Campaigns and Scenarios'</header>"
msgstr ""
"\n"
"\n"
"<header>text=Dany</header>"
#. [topic]: id=using_addons
#: data/core/help.cfg:537
msgid ""
"The game supports different types of add-on content, which are not all "
"available in every gameplay mode."
msgstr ""
#. [topic]: id=using_addons
#: data/core/help.cfg:539
msgid ""
"\n"
"\n"
"Single-player campaigns are collections of scenarios that fit together to "
"tell a story. Both stand-alone scenarios—if intended to be played as such—"
"and regular campaigns are available from the <italic>text='Campaigns'</"
"italic> menu at the title screen."
msgstr ""
#. [topic]: id=using_addons
#: data/core/help.cfg:541
#, fuzzy
#| msgid "<header>text='Units having this special attack'</header>"
msgid ""
"\n"
"\n"
"<header>text='Multiplayer Campaigns, Scenarios, and Map Packs'</header>"
msgstr "<header>text='Unitats ab est atac especial'</header>"
#. [topic]: id=using_addons
#: data/core/help.cfg:543
msgid ""
"\n"
"\n"
"<italic>text='Multiplayer'</italic> games can be played in fully customized, "
"scripted scenarios or even specially designed campaigns. There are also "
"packs providing sets of individual multiplayer scenarios."
msgstr ""
#. [topic]: id=using_addons
#: data/core/help.cfg:545
#, fuzzy
msgid ""
"\n"
"\n"
"<header>text='Multiplayer Eras and Factions'</header>"
msgstr ""
"\n"
"\n"
"<header>text='Orde i número dels atacs'</header>"
#. [topic]: id=using_addons
#: data/core/help.cfg:547
msgid ""
"\n"
"\n"
"For gameplay purposes, various races of creatures in the world cooperate "
"with each other in factions. Factions are grouped in balanced sets with a "
"common theme; for example, the main factions of Wesnoth can be found in the "
"included Default Era.\n"
"\n"
"In <italic>text='Multiplayer'</italic> mode, you can choose an era when "
"creating a new game, and players can pick from the available factions for "
"that era when setting up their sides and teams."
msgstr ""
#. [topic]: id=using_addons
#: data/core/help.cfg:551
msgid ""
"\n"
"\n"
"You can see what eras you have loaded in the <ref>text='eras' dst='.."
"eras_section'</ref> of the help."
msgstr ""
#. [topic]: id=using_addons
#: data/core/help.cfg:553
#, fuzzy
msgid ""
"\n"
"\n"
"<header>text='Modifications'</header>"
msgstr ""
"\n"
"\n"
"<header>text='Orde i número dels atacs'</header>"
#. [topic]: id=using_addons
#: data/core/help.cfg:555
msgid ""
"\n"
"\n"
"Modifications are optional scenario- and era-independent scripts that can "
"alter the default ruleset in various ways. You can choose and configure "
"modifications when creating a new game."
msgstr ""
#. [topic]: id=using_addons
#: data/core/help.cfg:557
#, fuzzy
msgid ""
"\n"
"\n"
"<header>text='Cores'</header>"
msgstr ""
"\n"
"\n"
"<header>text='Provabilitat d'encert'</header>"
#. [topic]: id=using_addons
#: data/core/help.cfg:559
msgid ""
"\n"
"\n"
"Cores enable total conversion of The Battle for Wesnoth. A core can replace "
"all the content in Wesnoth: when a different core is loaded, the regular "
"units, terrains and the like do not exist.\n"
"\n"
"Cores allow a significantly different game experience: for example, a World "
"War II campaign, or even a different game altogether, as long as it can be "
"represented as a hexagonal map with units in some way."
msgstr ""
#. [topic]: id=using_addons
#: data/core/help.cfg:563
#, fuzzy
msgid ""
"\n"
"\n"
"<header>text='Creator Resources'</header>"
msgstr ""
"\n"
"\n"
"<header>text='Provabilitat d'encert'</header>"
#. [topic]: id=using_addons
#: data/core/help.cfg:565
msgid ""
"\n"
"\n"
"Content authors can use resource packs available on the add-ons server to "
"enrich their own content with existing assets such as images, music, and "
"code. These are not generally intended for direct use in-game; however, "
"other playable add-ons may depend on them and suggest or require their "
"installation during download."
msgstr ""
#. [topic]: id=installing_addons
#: data/core/help.cfg:574
msgid "Installing Add-ons"
msgstr ""
#. [topic]: id=installing_addons
#: data/core/help.cfg:575
msgid ""
"User-made add-ons can be obtained and updated through the <italic>text='Add-"
"ons'</italic> option in the main menu. After connecting to the add-ons "
"server (by default <italic>text='add-ons.wesnoth.org'</italic>), you will be "
"presented with a list of add-ons available on the server for downloading.\n"
"\n"
"The installation status for each add-on is shown below each entry. For add-"
"ons that are <italic>text='upgradable'</italic> or <italic>text='outdated'</"
"italic> on the server, their installed and published versions will be shown "
"in the <italic>text='Version'</italic> column.\n"
"\n"
"To search for add-ons by keywords, type any relevant terms in any order in "
"the search box, separated by spaces. You can also sort the add-on list by "
"clicking the column headers. It is also possible to choose to only display "
"add-ons of specific categories by clicking on the <bold>text='Type'</bold> "
"dropdown.\n"
"\n"
"To install an add-on, select it from the list and click the <bold>text='+'</"
"bold> icon, or simply double-click on the add-ons title. If the window is "
"too small to show them inline, the <bold>text='Addon Details'</bold> button "
"provides you with additional details about the add-on, such as its full "
"description, installation status, and available translations."
msgstr ""
#. [topic]: id=removing_addons
#: data/core/help.cfg:588
msgid "Removing Add-ons"
msgstr ""
#. [topic]: id=removing_addons
#: data/core/help.cfg:589
msgid ""
"To remove add-ons, choose <bold>text='Remove Add-ons'</bold> in the add-ons "
"server connection dialog. You will be presented with options to remove any "
"number of add-ons you currently have installed.\n"
"\n"
"It is not possible to remove add-ons for which there is publishing "
"information (<italic>text='.pbl'</italic> files) attached, in order to "
"prevent its accidental loss. If necessary, you must manually delete the "
"information files or the add-ons themselves using a file manager provided by "
"your platform."
msgstr ""
#. [topic]: id=general_commands
#: data/core/help.cfg:604
#, fuzzy
#| msgid "General commands"
msgid "General Commands"
msgstr "Órdens generals"
#. [topic]: id=general_commands
#. [topic]: id=mp_commands
#. [topic]: id=debug_commands
#: data/core/help.cfg:606 data/core/help.cfg:649 data/core/help.cfg:687
msgid ""
"These commands can either be issued via the command line by prefixing them "
"with ':' (as shown here) or via the chat by prefixing them with '/' (press "
"'m' first to open the chat line).\n"
"\n"
msgstr ""
#. [topic]: id=general_commands
#: data/core/help.cfg:608
msgid ""
"\n"
"Clear chat messages.\n"
"\n"
msgstr ""
"\n"
"Borrar els mensages del chat.\n"
"\n"
#. [topic]: id=general_commands
#: data/core/help.cfg:611
#, fuzzy
msgid ""
"\n"
"Switch debug mode on (does not work in multiplayer). See "
"<ref>dst='debug_commands' text='debug mode commands'</ref>.\n"
"Debug mode is turned off by quitting the game or :nodebug.\n"
"\n"
msgstr ""
"\n"
"Activar el modo de depuració (no funciona en modo multijugador). Veja's "
"<ref>dst=debug_commands text='órdens del modo de depuració'</ref>.\n"
"El modo de depuració es desactiva eixint del joc o ab l'opció «:nodebug».\n"
"\n"
#. [topic]: id=general_commands
#: data/core/help.cfg:615
#, fuzzy
#| msgid ""
#| "\n"
#| "Set or toggle player on side between human and AI player. The player/"
#| "client who controls that side needs to issue this command. If no second "
#| "parameter is supplied, toggle bewteen human and AI. If it is on, set an "
#| "AI controller. If it is off set a human controller. Defaults to the "
#| "currently active side if no parameter is supplied.\n"
#| "\n"
msgid ""
"\n"
"Set or toggle player on side between human and AI player. The player/client "
"who controls that side needs to issue this command. If no second parameter "
"is supplied, toggle between human and AI. If it is on, set an AI "
"controller. If it is off set a human controller. Defaults to the currently "
"active side if no parameter is supplied.\n"
"\n"
msgstr ""
"\n"
"Canviar el control d'un bando entre un humà i l'IA. Esta orde la ha de donar "
"el jugador o el client que controle el bando en cuestió. Si no s'especifica "
"un segon paràmetro, canvia entre humà i IA. Si és 'on', estableix un "
"controlador d'IA. Si es 'off' estableix un controlador humà. Per defecte "
"serà el bando actualment actiu si no s'especifica cap paràmetro.\n"
"\n"
#. [topic]: id=general_commands
#: data/core/help.cfg:618
msgid ""
"\n"
"Display the controller status of a side.\n"
"\n"
msgstr ""
#. [topic]: id=general_commands
#: data/core/help.cfg:621
msgid ""
"\n"
"Toggle the display of the current frames per second.\n"
"\n"
msgstr ""
"\n"
"Canviar la visualisació dels actuals fotogrames per segon.\n"
"\n"
#. [topic]: id=general_commands
#: data/core/help.cfg:624
msgid ""
"\n"
"Switch a log domain to a different log level.\n"
"\n"
msgstr ""
"\n"
"Canviar un domini de registre a atre nivell de registre.\n"
"\n"
#. [topic]: id=general_commands
#: data/core/help.cfg:627
msgid ""
"\n"
"Redraws the screen and reloads any image files that have been changed.\n"
"\n"
msgstr ""
#. [topic]: id=general_commands
#: data/core/help.cfg:630
msgid ""
"\n"
"Bring up theme selection menu.\n"
"\n"
msgstr ""
"\n"
"Traure el menú de selecció de temes.\n"
"\n"
#. [topic]: id=general_commands
#: data/core/help.cfg:633
msgid ""
"\n"
"Quit the scenario (without prompting).\n"
"\n"
msgstr ""
"\n"
"Eixir de l'escenari (sense preguntar).\n"
"\n"
#. [topic]: id=general_commands
#: data/core/help.cfg:636
msgid ""
"\n"
"Save the game (without prompting).\n"
"\n"
msgstr ""
"\n"
"Guardar la partida (sense preguntar).\n"
"\n"
#. [topic]: id=general_commands
#: data/core/help.cfg:639
msgid ""
"\n"
"Save the game and quit the scenario (without prompting)."
msgstr ""
"\n"
"Guardar la partida i eixir del escenari (sense preguntar)."
#. [topic]: id=mp_commands
#: data/core/help.cfg:648
#, fuzzy
#| msgid "Multiplayer commands"
msgid "Multiplayer Commands"
msgstr "Órdens de multijugador"
#. [topic]: id=mp_commands
#: data/core/help.cfg:651
#, fuzzy
msgid ""
"\n"
"Ban a user in a multiplayer game by the IP address used by that username and "
"kick him. Can be used on users not in the game but on the server. (Of course "
"they wont be kicked then.)\n"
"\n"
msgstr ""
"\n"
"Expulsa i prohíbix l'accés a un usuari i a la direcció IP que usa eixe nom "
"d'usuari.\n"
"\n"
#. [topic]: id=mp_commands
#: data/core/help.cfg:654
#, fuzzy
msgid ""
"\n"
"Change the controller for side (write here the number of the side) to "
"username (write here the nickname of the player or observer). You can check "
"what side belongs to which player in the <bold>text='Scenario Settings'</"
"bold> dialog (Press the <bold>text='More'</bold> button in the "
"<bold>text='Status Table'</bold> (alt+s by default) to get there.). The host "
"can change control of any side.\n"
"\n"
msgstr ""
"\n"
"Cedix els controls del bando (escriga ací el número del bando) a l'usuari "
"(escriga ací el renom del jugador o observador). Pots comprovar qué bando "
"pertany a quin jugador en el diàlec de 'Ajusts d'Escenari' (Pressiona el "
"botó 'més' en la 'Taula d'Estat' (alt+s per defecte) per a aplegar ahí.).\n"
"\n"
#. [topic]: id=mp_commands
#: data/core/help.cfg:657
msgid ""
"\n"
"Launch a dialog to assist the host in changing the human controllers of "
"sides.\n"
"\n"
msgstr ""
#. [topic]: id=mp_commands
#: data/core/help.cfg:660
msgid ""
"\n"
"Toggle the idle state for a side. The host may make a side idle after a "
"network disconnection.\n"
"\n"
msgstr ""
#. [topic]: id=mp_commands
#: data/core/help.cfg:663
#, fuzzy
msgid ""
"\n"
"Kick a user in multiplayer. They will be able to rejoin the game. If you "
"just want to change control of their side(s) use the :control command "
"instead.\n"
"\n"
msgstr ""
"\n"
"Expulsar a un usuari en modo multijugador. Es podrà tornar a conectar al "
"joc. Generalment s'utilisa como una forma amable de traure a algú que té "
"problemes de conexió o atres dificultats.\n"
"\n"
#. [topic]: id=mp_commands
#: data/core/help.cfg:666
#, fuzzy
msgid ""
"\n"
"Send a private message to a user. When in a game, it is not possible to send "
"private messages to players who are currently controlling a side in the same "
"game.\n"
"\n"
msgstr ""
"Enviar un mensage privat. No pots enviar mensages a jugadors que controlen "
"qualsevol bando del joc. Us: /whisper [renom] [mensage]"
#. [topic]: id=mp_commands
#: data/core/help.cfg:669
msgid ""
"\n"
"Mute a specific observer. If no username is supplied the muted usernames are "
"displayed.\n"
"\n"
msgstr ""
"\n"
"Silenciar a un observador específic. Si no es proporciona un nom d'usuari, "
"es mostren els noms d'usuari silenciats.\n"
"\n"
#. [topic]: id=mp_commands
#: data/core/help.cfg:672
#, fuzzy
msgid ""
"\n"
"Toggle muting/silencing of all observers on/off.\n"
"\n"
msgstr ""
"\n"
" Activar/desactivar silenciar a tots els observadors."
#. [topic]: id=mp_commands
#: data/core/help.cfg:675
#, fuzzy
msgid ""
"\n"
"Unban a user in a multiplayer game by the IP address used by that username. "
"Can be used on users not in the game but on the server.\n"
"\n"
msgstr ""
"\n"
"Expulsa i prohíbix l'accés a un usuari i a la direcció IP que usa eixe nom "
"d'usuari.\n"
"\n"
#. [topic]: id=mp_commands
#: data/core/help.cfg:678
#, fuzzy
msgid ""
"\n"
"Unmute a specific observer. If no username is supplied the list of muted "
"observers is cleared."
msgstr ""
"\n"
"Silenciar a un observador específic. Si no es proporciona un nom d'usuari, "
"es mostren els noms d'usuari silenciats.\n"
"\n"
#. [topic]: id=debug_commands
#: data/core/help.cfg:686
#, fuzzy
#| msgid "Debug mode commands"
msgid "Debug Mode Commands"
msgstr "Órdens del modo de depuració"
#. [topic]: id=debug_commands
#: data/core/help.cfg:689
msgid ""
"\n"
"Brings up a menu for choosing a scenario to immediately advance to in a "
"campaign.\n"
"\n"
msgstr ""
#. [topic]: id=debug_commands
#: data/core/help.cfg:692
msgid ""
"\n"
"Create a unit of the specified type on the selected hex.\n"
"\n"
msgstr ""
"\n"
"Crear una unitat del tipo especificat en l'hexàgon seleccionat\n"
"\n"
#. [topic]: id=debug_commands
#: data/core/help.cfg:695
msgid ""
"\n"
"Toggle fog/shroud for the current side.\n"
"\n"
msgstr ""
"\n"
"Activa boira/ocultació per al bando actual.\n"
"\n"
#. [topic]: id=debug_commands
#: data/core/help.cfg:698
msgid ""
"\n"
"Adds the specified amount to the current sides gold.\n"
"\n"
msgstr ""
"\n"
"Afegix la quantitat especificada a l'or del bando actual.\n"
"\n"
#. [topic]: id=debug_commands
#: data/core/help.cfg:701
msgid ""
"\n"
"Immediately advances to the next scenario in a campaign.\n"
"\n"
msgstr ""
#. [topic]: id=debug_commands
#: data/core/help.cfg:704
msgid ""
"\n"
"Manually set a gamestate variable to value.\n"
"\n"
msgstr ""
"\n"
"Posar manualment un valor en una variable d'estat del joc.\n"
"\n"
#. [topic]: id=debug_commands
#: data/core/help.cfg:707
msgid ""
"\n"
"Show a gamestate variable.\n"
"\n"
msgstr ""
"\n"
"Mostrar una variable d'estat del joc.\n"
"\n"
#. [topic]: id=debug_commands
#: data/core/help.cfg:710
msgid ""
"\n"
"Manually fire the specified event.\n"
"\n"
msgstr ""
"\n"
"Llançar manualment el succés especificat.\n"
"\n"
#. [topic]: id=debug_commands
#: data/core/help.cfg:713
#, fuzzy
msgid ""
"\n"
"Modifies the specified property of the selected unit. Example: :unit "
"hitpoints=100\n"
"\n"
msgstr ""
"\n"
"Modifica la propietat especificada de l'unitat seleccionada. Eixemple: unit "
"hitpoints=100"
#. [topic]: id=debug_commands
#: data/core/help.cfg:716
msgid ""
"\n"
"Makes the selected unit level up N times. Example: :unit advances=2"
msgstr ""
#. [heals]: id=healing
#: data/core/macros/abilities.cfg:12
#, fuzzy
msgid ""
"Allows the unit to heal adjacent allied units at the beginning of our turn.\n"
"\n"
"A unit cared for by this healer may heal up to 4 HP per turn, or stop poison "
"from taking effect for that turn.\n"
"This ability will not cure an affected unit of poison, however, only delay "
"its effect."
msgstr ""
"Sana +4:\n"
"Permet a la unitat curar unitats amigues adjacents al principi de cada "
"tanda.\n"
"\n"
"Cada unitat pot recuperar fins a 4 punts de vida per tanda.\n"
"Este curador pot sanar fins a 8 punts de vida per tanda, repartits per a "
"totes les unitats que cuida.\n"
"Una unitat enverinada no pot ser curada del seu verí per un curador, i haurà "
"de buscar l'ajuda en una aldea o d'una unitat ab l'habilitat de cura."
#. [heals]: id=healing
#: data/core/macros/abilities.cfg:30
#, fuzzy
#| msgid ""
#| "Heals +8:\n"
#| "This unit combines herbal remedies with magic to heal units more quickly "
#| "than is normally possible on the battlefield.\n"
#| "\n"
#| "A unit cared for by this healer may heal up to 8 HP per turn, or stop "
#| "poison from taking effect for that turn.\n"
#| "A poisoned unit cannot be cured of its poison by a healer, and must seek "
#| "the care of a village or a unit that can cure."
msgid ""
"This unit combines herbal remedies with magic to heal units more quickly "
"than is normally possible on the battlefield.\n"
"\n"
"A unit cared for by this healer may heal up to 8 HP per turn, or stop poison "
"from taking effect for that turn.\n"
"This ability will not cure an affected unit of poison, however, only delay "
"its effect."
msgstr ""
"Sana +8:\n"
"Permet a la unitat curar unitats amigues adjacents al principi de cada "
"torn.\n"
"\n"
"Cada unitat pot recuperar fins a 4 punts de vida per tanda.\n"
"Este curador pot sanar fins a 8 punts de vida per tanda, repartits per a "
"totes les unitats que cuida.\n"
"Una unitat enverinada no pot ser curada del seu verí per un curador, i haurà "
"de buscar l'ajuda en una aldea o d'una unitat ab l'habilitat de cura."
#. [heals]: id=curing
#: data/core/macros/abilities.cfg:47
msgid "cures"
msgstr "cura"
#. [heals]: id=curing
#: data/core/macros/abilities.cfg:48
#, fuzzy
msgid "female^cures"
msgstr "intrèpida"
#. [heals]: id=curing
#: data/core/macros/abilities.cfg:49
#, fuzzy
#| msgid ""
#| "Cures:\n"
#| "A curer can cure a unit of poison, although that unit will receive no "
#| "additional healing on the turn it is cured of the poison."
msgid ""
"A curer can cure a unit of poison, although that unit will receive no "
"additional healing on the turn it is cured of the poison."
msgstr ""
"Cura:\n"
"Un curador pot curar unitats enverinades, encara que estes no rebran cap "
"sanació adicional durant la tanda en que es cura del verí."
#. [regenerate]: id=regenerates
#: data/core/macros/abilities.cfg:70
msgid "regenerates"
msgstr "regenera"
#. [regenerate]: id=regenerates
#: data/core/macros/abilities.cfg:71
#, fuzzy
msgid "female^regenerates"
msgstr "regenera"
#. [regenerate]: id=regenerates
#: data/core/macros/abilities.cfg:72
#, fuzzy
#| msgid ""
#| "Regenerates:\n"
#| "The unit will heal itself 8 HP per turn. If it is poisoned, it will "
#| "remove the poison instead of healing."
msgid ""
"The unit will heal itself 8 HP per turn. If it is poisoned, it will remove "
"the poison instead of healing."
msgstr ""
"Regenera:\n"
"La unitat es cura ad ella mateixa 8 PV per tanda. Si està enverinada, "
"eliminarà el verí en conte de curar-se."
#. [resistance]: id=steadfast
#: data/core/macros/abilities.cfg:91
msgid "steadfast"
msgstr "ferm"
#. [resistance]: id=steadfast
#: data/core/macros/abilities.cfg:92
#, fuzzy
msgid "female^steadfast"
msgstr "ferm"
#. [resistance]: id=steadfast
#: data/core/macros/abilities.cfg:93
#, fuzzy
#| msgid ""
#| "Steadfast:\n"
#| "This units resistances are doubled, up to a maximum of 50%, when "
#| "defending. Vulnerabilities are not affected."
msgid ""
"This units resistances are doubled, up to a maximum of 50%, when defending. "
"Vulnerabilities are not affected."
msgstr ""
"Ferm:\n"
"La resistència d'esta unitat és el doble, fins un màxim d'un 50%, quan es "
"defen. Les vulnerabilitats no es ven afectades."
#. [leadership]: id=leadership
#: data/core/macros/abilities.cfg:106
msgid "leadership"
msgstr "liderage"
#. [leadership]: id=leadership
#: data/core/macros/abilities.cfg:107
#, fuzzy
msgid "female^leadership"
msgstr "liderage"
#. [leadership]: id=leadership
#: data/core/macros/abilities.cfg:108
#, fuzzy
msgid ""
"This unit can lead your own units that are next to it, making them fight "
"better.\n"
"\n"
"Adjacent own units of lower level will do more damage in battle. When a unit "
"adjacent to, of a lower level than, and on the same side as a unit with "
"Leadership engages in combat, its attacks do 25% more damage times the "
"difference in their levels."
msgstr ""
"Liderage:\n"
"Esta unitat pot liderar les unitats amigues pròximes, fent que lluiten "
"millor en el camp de batalla.\n"
"\n"
"Les unitats adjacents de nivell inferior faran més dany en combat. Quan una "
"unitat adjacent de menor nivell i en el mateix bando que la unitat ab "
"liderage entra en combat, els seus atacs fan un 25% més de dany per cada "
"nivell de diferència."
#. [skirmisher]: id=skirmisher
#: data/core/macros/abilities.cfg:125
msgid "skirmisher"
msgstr "fustigador"
#. [skirmisher]: id=skirmisher
#: data/core/macros/abilities.cfg:126
#, fuzzy
msgid "female^skirmisher"
msgstr "fustigador"
#. [skirmisher]: id=skirmisher
#: data/core/macros/abilities.cfg:127
#, fuzzy
#| msgid ""
#| "Skirmisher:\n"
#| "This unit is skilled in moving past enemies quickly, and ignores all "
#| "enemy Zones of Control."
msgid ""
"This unit is skilled in moving past enemies quickly, and ignores all enemy "
"Zones of Control."
msgstr ""
"Fustigador:\n"
"Esta unitat és hàbil movent-se entre els enemics ràpidament. Ignora totes "
"les zones de control."
#. [illuminates]: id=illumination
#: data/core/macros/abilities.cfg:140
msgid "illuminates"
msgstr "allumena"
#. [illuminates]: id=illumination
#: data/core/macros/abilities.cfg:141
#, fuzzy
msgid "female^illuminates"
msgstr "allumena"
#. [illuminates]: id=illumination
#: data/core/macros/abilities.cfg:142
#, fuzzy
#| msgid ""
#| "Illuminates:\n"
#| "This unit illuminates the surrounding area, making lawful units fight "
#| "better, and chaotic units fight worse.\n"
#| "\n"
#| "Any units adjacent to this unit will fight as if it were dusk when it is "
#| "night, and as if it were day when it is dusk."
msgid ""
"This unit illuminates the surrounding area, making lawful units fight "
"better, and chaotic units fight worse.\n"
"\n"
"Any units adjacent to this unit will fight as if it were dusk when it is "
"night, and as if it were day when it is dusk."
msgstr ""
"Allumena:\n"
"Esta unitat allumena l'àrea que la rodeja, fent que les unitats llegals "
"lluiten millor, i les caòtiques pijor.\n"
"\n"
"Qualsevol unitat adjacent ad esta lluitarà com ho faria de vespre quan és de "
"nit, i com ho faria de dia quan és de vespre."
#. [teleport]: id=teleport
#: data/core/macros/abilities.cfg:154
msgid "teleport"
msgstr "teletransport"
#. [teleport]: id=teleport
#: data/core/macros/abilities.cfg:155
#, fuzzy
msgid "female^teleport"
msgstr "sabuda"
#. [teleport]: id=teleport
#: data/core/macros/abilities.cfg:156
#, fuzzy
#| msgid ""
#| "Teleport:\n"
#| "This unit may teleport between any two empty villages owned by its side "
#| "using one of its moves."
msgid ""
"This unit may teleport between any two empty villages owned by its side "
"using one of its moves."
msgstr ""
"Teletransport:\n"
"Esta unitat pot teletransportar-se entre dos aldees buides d'un bando "
"instantàneament en u dels seus moviments."
#. [hides]: id=ambush
#: data/core/macros/abilities.cfg:185
msgid "ambush"
msgstr "emboscada"
#. [hides]: id=ambush
#: data/core/macros/abilities.cfg:186
#, fuzzy
msgid "female^ambush"
msgstr "lleal"
#. [hides]: id=ambush
#: data/core/macros/abilities.cfg:187
#, fuzzy
#| msgid ""
#| "Ambush:\n"
#| "This unit can hide in forest, and remain undetected by its enemies.\n"
#| "\n"
#| "Enemy units cannot see this unit while it is in forest, except if they "
#| "have units next to it. Any enemy unit that first discovers this unit "
#| "immediately loses all its remaining movement."
msgid ""
"This unit can hide in forest, and remain undetected by its enemies.\n"
"\n"
"Enemy units cannot see this unit while it is in forest, except if they have "
"units next to it. Any enemy unit that first discovers this unit immediately "
"loses all its remaining movement."
msgstr ""
"Emboscada:\n"
"Esta unitat pot amagar-se al bosc i passar inadvertida pels seus enemics.\n"
"\n"
"Les unitats enemigues no podran vore ni atacar esta unitat quan estiga al "
"bosc, excepte si tenen unitats propencs ad ella. La primera unitat enemiga "
"que descubra ad esta unitat, perd inmediatament tot el seu moviment restant."
#. [hides]: id=nightstalk
#: data/core/macros/abilities.cfg:204 data/core/macros/abilities.cfg:205
msgid "nightstalk"
msgstr "aguait nocturn"
#. [hides]: id=nightstalk
#: data/core/macros/abilities.cfg:206
#, fuzzy
#| msgid ""
#| "Nightstalk:\n"
#| "The unit becomes invisible during night.\n"
#| "\n"
#| "Enemy units cannot see this unit at night, except if they have units next "
#| "to it. Any enemy unit that first discovers this unit immediately loses "
#| "all its remaining movement."
msgid ""
"The unit becomes invisible during night.\n"
"\n"
"Enemy units cannot see this unit at night, except if they have units next to "
"it. Any enemy unit that first discovers this unit immediately loses all its "
"remaining movement."
msgstr ""
"Aguait nocturn:\n"
"Esta unitat és invisible durant la nit.\n"
"\n"
"Les unitats enemigues no poden vore ni atacar esta unitat durant la nit, "
"excepte si tenen unitats propencs ad ella. La primera unitat enemiga que "
"descubra ad esta unitat, perd inmediatament tot el seu moviment restant."
#. [hides]: id=concealment
#: data/core/macros/abilities.cfg:223
msgid "concealment"
msgstr "ocultació"
#. [hides]: id=concealment
#: data/core/macros/abilities.cfg:224
#, fuzzy
msgid "female^concealment"
msgstr "ocultació"
#. [hides]: id=concealment
#: data/core/macros/abilities.cfg:225
#, fuzzy
#| msgid ""
#| "Concealment:\n"
#| "This unit can hide in villages (with the exception of water villages), "
#| "and remain undetected by its enemies, except by those standing next to "
#| "it.\n"
#| "\n"
#| "Enemy units can not see this unit while it is in a village, except if "
#| "they have units next to it. Any enemy unit that first discovers this unit "
#| "immediately loses all its remaining movement."
msgid ""
"This unit can hide in villages (with the exception of water villages), and "
"remain undetected by its enemies, except by those standing next to it.\n"
"\n"
"Enemy units cannot see this unit while it is in a village, except if they "
"have units next to it. Any enemy unit that first discovers this unit "
"immediately loses all its remaining movement."
msgstr ""
"Ocultació:\n"
"Esta unitat pot amagar-se en aldees (ab l'excepció d'aldees sumergides), i "
"permanèixer indetectable per als seus enemics, excepte per a aquells "
"propencs ad ella.\n"
"\n"
"Les unitats enemigues no poden vore ad esta unitat quan es troba en una "
"aldea, excepte si tenen unitats propencs ad ella. La primera unitat enemiga "
"que descubra ad esta unitat, perd inmediatament tot el seu moviment restant."
#. [hides]: id=submerge
#: data/core/macros/abilities.cfg:242
msgid "submerge"
msgstr "sumergir"
#. [hides]: id=submerge
#: data/core/macros/abilities.cfg:243
#, fuzzy
msgid "female^submerge"
msgstr "forta"
#. [hides]: id=submerge
#: data/core/macros/abilities.cfg:244
#, fuzzy
#| msgid ""
#| "Submerge:\n"
#| "This unit can hide in deep water, and remain undetected by its enemies.\n"
#| "\n"
#| "Enemy units cannot see this unit while it is in deep water, except if "
#| "they have units next to it. Any enemy unit that first discovers this unit "
#| "immediately loses all its remaining movement."
msgid ""
"This unit can hide in deep water, and remain undetected by its enemies.\n"
"\n"
"Enemy units cannot see this unit while it is in deep water, except if they "
"have units next to it. Any enemy unit that first discovers this unit "
"immediately loses all its remaining movement."
msgstr ""
"Sumersió:\n"
"Esta unitat pot amagar-se en aigües profundes i passar inadvertida als seus "
"enemics.\n"
"\n"
"Les unitats enemigues no podran vore ni atacar esta unitat quan estiga en "
"aigües profundes, excepte excepte si hi ha unitats enemigues adjacents. Si "
"alguna unitat enemiga descobrix la sumersió, perdrà immediatament el "
"moviment restant."
#. [dummy]: id=feeding
#: data/core/macros/abilities.cfg:261
msgid "feeding"
msgstr "alimentació"
#. [dummy]: id=feeding
#: data/core/macros/abilities.cfg:262
#, fuzzy
msgid "female^feeding"
msgstr "intrèpida"
#. [dummy]: id=feeding
#: data/core/macros/abilities.cfg:263
#, fuzzy
#| msgid ""
#| " This unit gains 1 hitpoint added to its maximum whenever it kills a "
#| "living unit."
msgid ""
"This unit gains 1 hitpoint added to its maximum whenever it kills a unit, "
"except units that are immune to plague."
msgstr ""
" Esta unitat guanya 1 punt de vida afegit al seu màxim quan mata a una "
"unitat viva."
#. [berserk]: id=berserk
#: data/core/macros/abilities.cfg:274
msgid "berserk"
msgstr "berserk"
#. [berserk]: id=berserk
#: data/core/macros/abilities.cfg:275
#, fuzzy
#| msgid ""
#| "Berserk:\n"
#| "Whether used offensively or defensively, this attack presses the "
#| "engagement until one of the combatants is slain, or 30 rounds of attacks "
#| "have occurred."
msgid ""
"Whether used offensively or defensively, this attack presses the engagement "
"until one of the combatants is slain, or 30 rounds of attacks have occurred."
msgstr ""
"Berserk:\n"
"Tant si s'usa ofensiva com defensivament, est atac allarga la lluita fins a "
"la mort d'un dels dos combatents, o fins que s'hagen produït 30 rondes "
"d'atacs."
#. [damage]: id=backstab
#: data/core/macros/abilities.cfg:285
msgid "backstab"
msgstr "punyalada per l'esquena"
#. [damage]: id=backstab
#: data/core/macros/abilities.cfg:286
#, fuzzy
msgid ""
"When used offensively, this attack deals double damage if there is an enemy "
"of the target on the opposite side of the target, and that unit is not "
"incapacitated (turned to stone or otherwise paralyzed)."
msgstr ""
"Punyalada per l'esquena:\n"
"Quan s'usa ofensivament, est atac causa el doble de dany si una unitat amiga "
"està en l'extrem opost de l'objectiu i eixa unitat no està incapacitada (p."
"eix. convertuda en pedra)."
#. [plague]: id=plague({TYPE}), type={TYPE}
#. [plague]: id=plague, type=Walking Corpse
#: data/core/macros/abilities.cfg:304 data/core/macros/abilities.cfg:315
msgid "plague"
msgstr "plaga"
#. [plague]: id=plague({TYPE}), type={TYPE}
#: data/core/macros/abilities.cfg:305
#, fuzzy
#| msgid ""
#| "Plague:\n"
#| "When a unit is killed by a Plague attack, that unit is replaced with a "
#| "Walking Corpse on the same side as the unit with the Plague attack. This "
#| "doesnt work on Undead or units in villages."
msgid ""
"When a unit is killed by a Plague attack, that unit is replaced with a unit "
"on the same side as the unit with the Plague attack. This doesnt work on "
"Undead or units in villages."
msgstr ""
"Plaga:\n"
"Quan una unitat mor per un atac de plaga, ésta és reemplaçada per un Cadàver "
"Ambulant del mateix bando que la unitat ab l'atac de plaga. Açò no funciona "
"ab No Morts o unitats en aldees."
#. [plague]: id=plague, type=Walking Corpse
#: data/core/macros/abilities.cfg:316
#, fuzzy
#| msgid ""
#| "Plague:\n"
#| "When a unit is killed by a Plague attack, that unit is replaced with a "
#| "Walking Corpse on the same side as the unit with the Plague attack. This "
#| "doesnt work on Undead or units in villages."
msgid ""
"When a unit is killed by a Plague attack, that unit is replaced with a "
"Walking Corpse on the same side as the unit with the Plague attack. This "
"doesnt work on Undead or units in villages."
msgstr ""
"Plaga:\n"
"Quan una unitat mor per un atac de plaga, ésta és reemplaçada per un Cadàver "
"Ambulant del mateix bando que la unitat ab l'atac de plaga. Açò no funciona "
"ab No Morts o unitats en aldees."
#. [slow]: id=slow
#: data/core/macros/abilities.cfg:326
msgid "slows"
msgstr "retardar"
#. [slow]: id=slow
#: data/core/macros/abilities.cfg:327
#, fuzzy
#| msgid ""
#| "Slow:\n"
#| "This attack slows the target until it ends a turn. Slow halves the damage "
#| "caused by attacks and the movement cost for a slowed unit is doubled. A "
#| "unit that is slowed will feature a snail icon in its sidebar information "
#| "when it is selected."
msgid ""
"This attack slows the target until it ends a turn. Slow halves the damage "
"caused by attacks and the movement cost for a slowed unit is doubled. A unit "
"that is slowed will feature a snail icon in its sidebar information when it "
"is selected."
msgstr ""
"Retardar:\n"
"Est atac retarda a l'objectiu fins que acabe la tanda. Una unitat afectada "
"infligix la mitat del dany normal ab els seus atacs i es duplica el seu cost "
"de moviment. Al seleccionar-les, les unitats retardades mostren l'icon d'un "
"caragol en el seu panel d'informació."
#. [petrifies]: id=petrifies
#: data/core/macros/abilities.cfg:336
#, fuzzy
msgid "petrifies"
msgstr "Colps"
#. [petrifies]: id=petrifies
#: data/core/macros/abilities.cfg:337
#, fuzzy
msgid ""
"This attack petrifies the target, turning it to stone. Units that have been "
"petrified may not move or attack."
msgstr ""
"Petrificar:\n"
"Est atac convertix l'objectiu en pedra. Les unitats petrificades no es poden "
"moure ni atacar."
#. [chance_to_hit]: id=marksman
#: data/core/macros/abilities.cfg:346
msgid "marksman"
msgstr "tirador"
#. [chance_to_hit]: id=marksman
#: data/core/macros/abilities.cfg:347
#, fuzzy
#| msgid ""
#| "Marksman:\n"
#| "When used offensively, this attack always has at least a 60% chance to "
#| "hit."
msgid ""
"When used offensively, this attack always has at least a 60% chance to hit."
msgstr ""
"Tirador:\n"
"Quan s'utilisa ofensivament, est atac sempre té un 60% de possibilitats de "
"colpejar."
#. [chance_to_hit]: id=magical
#: data/core/macros/abilities.cfg:359
msgid "magical"
msgstr "màgic"
#. [chance_to_hit]: id=magical
#: data/core/macros/abilities.cfg:360
#, fuzzy
#| msgid ""
#| "Magical:\n"
#| "This attack always has a 70% chance to hit regardless of the defensive "
#| "ability of the unit being attacked."
msgid ""
"This attack always has a 70% chance to hit regardless of the defensive "
"ability of the unit being attacked."
msgstr ""
"Màgic:\n"
"Est atac sempre té un 70% de possibilitats de colpejar, indiferentment de "
"l'habilitat defensiva de l'unitat atacada."
#. [swarm]: id=swarm
#: data/core/macros/abilities.cfg:371
msgid "swarm"
msgstr "eixam"
#. [swarm]: id=swarm
#: data/core/macros/abilities.cfg:372
#, fuzzy
msgid ""
"The number of strikes of this attack decreases when the unit is wounded. The "
"number of strikes is proportional to the percentage of its of maximum HP the "
"unit has. For example a unit with 3/4 of its maximum HP will get 3/4 of the "
"number of strikes."
msgstr ""
"Eixam:\n"
"El número de colps d'est atac disminuïx quan l'unitat està ferida. El número "
"de colps és proporcional als punts de vida de l'unitat respecte als punts de "
"vida màxims que pot tindre. Per eixemple, una unitat ab 3/4 parts dels seus "
"punts de vida màxims tindrà 3/4 dels seus colps."
#. [damage]: id=charge
#: data/core/macros/abilities.cfg:381
msgid "charge"
msgstr "càrrega"
#. [damage]: id=charge
#: data/core/macros/abilities.cfg:382
#, fuzzy
#| msgid ""
#| "Charge:\n"
#| "When used offensively, this attack deals double damage to the target. It "
#| "also causes this unit to take double damage from the targets "
#| "counterattack."
msgid ""
"When used offensively, this attack deals double damage to the target. It "
"also causes this unit to take double damage from the targets counterattack."
msgstr ""
"Càrrega:\n"
"Quan s'usa ofensivament, est atac causa el doble de dany a l'enemic. També "
"fa que esta unitat reba el doble de dany dels contraatacs enemics."
#. [drains]: id=drains
#: data/core/macros/abilities.cfg:394
msgid "drains"
msgstr "drena"
#. [drains]: id=drains
#: data/core/macros/abilities.cfg:395
#, fuzzy
#| msgid ""
#| "Drain:\n"
#| "This unit drains health from living units, healing itself for half the "
#| "amount of damage it deals (rounded down)."
msgid ""
"This unit drains health from living units, healing itself for half the "
"amount of damage it deals (rounded down)."
msgstr ""
"Drena:\n"
"Esta unitat drena energia de les unitats ab vida, curant-se a ella mateixa "
"la mitat de la cantitat drenada (arredonint cap avall)."
#. [firststrike]: id=firststrike
#: data/core/macros/abilities.cfg:404
#, fuzzy
#| msgid "firststrike"
msgid "first strike"
msgstr "primer atac"
#. [firststrike]: id=firststrike
#: data/core/macros/abilities.cfg:405
#, fuzzy
#| msgid ""
#| "First Strike:\n"
#| "This unit always strikes first with this attack, even if they are "
#| "defending."
msgid ""
"This unit always strikes first with this attack, even if they are defending."
msgstr ""
"Primer atac:\n"
"Esta unitat sempre ataca primer, encara que estiga defenent."
#. [poison]: id=poison
#: data/core/macros/abilities.cfg:414
msgid "poison"
msgstr "verí"
#. [poison]: id=poison
#: data/core/macros/abilities.cfg:415
#, fuzzy
#| msgid ""
#| "Poison:\n"
#| "This attack poisons living targets. Poisoned units lose 8 HP every turn "
#| "until they are cured or are reduced to 1 HP. Poison can not, of itself, "
#| "kill a unit."
msgid ""
"This attack poisons living targets. Poisoned units lose 8 HP every turn "
"until they are cured or are reduced to 1 HP. Poison cannot, of itself, kill "
"a unit."
msgstr ""
"Verí:\n"
"Est atac enverina a objectius vius. Les unitats enverinades perden 8 punts "
"de vida cada tanda fins que son curades o només els quede 1 PV. El verí no "
"pot, per si mateix, matar a una unitat."
#. [advancement]: id=amla_default
#: data/core/macros/amla.cfg:10
msgid "Max HP bonus +3, Max XP +20%"
msgstr "Màx. bonificació en PV +3, Màx. PE +20%"
#. [time]: id=midday
#. [time]: id=midday_hour
#: data/core/macros/schedules.cfg:35 data/core/macros/schedules.cfg:329
msgid "Midday"
msgstr ""
#. [time]: id=midnight
#. [time]: id=midnight_hour
#: data/core/macros/schedules.cfg:77 data/core/macros/schedules.cfg:191
msgid "Midnight"
msgstr ""
#. [time]: id=second_watch_hour1
#: data/core/macros/schedules.cfg:203
#, fuzzy
#| msgid "Second Watch"
msgid "Second Watch — First Hour"
msgstr "Nit Tancada"
#. [time]: id=second_watch_hour2
#: data/core/macros/schedules.cfg:215
#, fuzzy
#| msgid "Second Watch"
msgid "Second Watch — Second Hour"
msgstr "Nit Tancada"
#. [time]: id=second_watch_hour3
#: data/core/macros/schedules.cfg:227
#, fuzzy
#| msgid "Second Watch"
msgid "Second Watch — Third Hour"
msgstr "Nit Tancada"
#. [time]: id=second_watch_hour4
#: data/core/macros/schedules.cfg:239
#, fuzzy
#| msgid "Second Watch"
msgid "Second Watch — Fourth Hour"
msgstr "Nit Tancada"
#. [time]: id=second_watch_hour5
#: data/core/macros/schedules.cfg:251
#, fuzzy
#| msgid "Second Watch"
msgid "Second Watch — Fifth Hour"
msgstr "Nit Tancada"
#. [time]: id=second_watch_hour6
#: data/core/macros/schedules.cfg:263
#, fuzzy
#| msgid "Second Watch"
msgid "Second Watch — Sixth Hour"
msgstr "Nit Tancada"
#. [time]: id=morning_hour1
#: data/core/macros/schedules.cfg:287
msgid "Morning — First Hour"
msgstr ""
#. [time]: id=morning_hour2
#: data/core/macros/schedules.cfg:299
msgid "Morning — Second Hour"
msgstr ""
#. [time]: id=morning_hour3
#: data/core/macros/schedules.cfg:311
msgid "Morning — Third Hour"
msgstr ""
#. [time]: id=morning_hour4
#: data/core/macros/schedules.cfg:320
msgid "Morning — Fourth Hour"
msgstr ""
#. [time]: id=afternoon_hour1
#: data/core/macros/schedules.cfg:338
msgid "Afternoon — First Hour"
msgstr ""
#. [time]: id=afternoon_hour2
#: data/core/macros/schedules.cfg:347
msgid "Afternoon — Second Hour"
msgstr ""
#. [time]: id=afternoon_hour3
#: data/core/macros/schedules.cfg:356
msgid "Afternoon — Third Hour"
msgstr ""
#. [time]: id=afternoon_hour4
#: data/core/macros/schedules.cfg:365
msgid "Afternoon — Fourth Hour"
msgstr ""
#. [time]: id=afternoon_hour5
#: data/core/macros/schedules.cfg:374
msgid "Afternoon — Fifth Hour"
msgstr ""
#. [time]: id=afternoon_hour6
#: data/core/macros/schedules.cfg:385
msgid "Afternoon — Sixth Hour"
msgstr ""
#. [time]: id=first_watch_hour1
#: data/core/macros/schedules.cfg:408
msgid "First Watch — First Hour"
msgstr ""
#. [time]: id=first_watch_hour2
#: data/core/macros/schedules.cfg:420
msgid "First Watch — Second Hour"
msgstr ""
#. [time]: id=first_watch_hour3
#: data/core/macros/schedules.cfg:432
msgid "First Watch — Third Hour"
msgstr ""
#. [time]: id=first_watch_hour4
#: data/core/macros/schedules.cfg:444
msgid "First Watch — Fourth Hour"
msgstr ""
#. [time]: id=dawn1
#: data/core/macros/schedules.cfg:498
#, fuzzy
#| msgid "First Watch"
msgid "First Dawn"
msgstr "Primera Nit"
#. [time]: id=dawn2
#: data/core/macros/schedules.cfg:509
#, fuzzy
#| msgid "Second Watch"
msgid "Second Dawn"
msgstr "Nit Tancada"
#. [time]: id=morning1
#: data/core/macros/schedules.cfg:520
#, fuzzy
#| msgid "Morning"
msgid "First Morning"
msgstr "Matí"
#. [time]: id=morning2
#: data/core/macros/schedules.cfg:532
#, fuzzy
#| msgid "Morning"
msgid "Second Morning"
msgstr "Matí"
#. [time]: id=midday1
#: data/core/macros/schedules.cfg:544
#, fuzzy
#| msgid "First Watch"
msgid "First Midday"
msgstr "Primera Nit"
#. [time]: id=midday2
#: data/core/macros/schedules.cfg:556
#, fuzzy
#| msgid "Second Watch"
msgid "Second Midday"
msgstr "Nit Tancada"
#. [time]: id=afternoon1
#: data/core/macros/schedules.cfg:568
#, fuzzy
#| msgid "Afternoon"
msgid "First Afternoon"
msgstr "Vesprada"
#. [time]: id=afternoon2
#: data/core/macros/schedules.cfg:580
#, fuzzy
#| msgid "Afternoon"
msgid "Second Afternoon"
msgstr "Vesprada"
#. [time]: id=dusk1
#: data/core/macros/schedules.cfg:592
#, fuzzy
#| msgid "firststrike"
msgid "First Dusk"
msgstr "primer atac"
#. [time]: id=dusk2
#: data/core/macros/schedules.cfg:603
#, fuzzy
#| msgid "Second Watch"
msgid "Second Dusk"
msgstr "Nit Tancada"
#. [time]: id=short_dark
#: data/core/macros/schedules.cfg:614
msgid "The Short Dark"
msgstr ""
#. [time]: id=long_dark1
#: data/core/macros/schedules.cfg:626
msgid "The Long Dark (1)"
msgstr ""
#. [time]: id=long_dark2
#: data/core/macros/schedules.cfg:638
msgid "The Long Dark (2)"
msgstr ""
#. [time]: id=long_dark3
#: data/core/macros/schedules.cfg:650
msgid "The Long Dark (3)"
msgstr ""
#. [time]: id=long_dark4
#: data/core/macros/schedules.cfg:664
msgid "The Long Dark (4)"
msgstr ""
#: data/core/macros/special-notes.cfg:3
msgid ""
"\n"
"\n"
"Special Notes:"
msgstr ""
"\n"
"\n"
"Notes especials:"
#: data/core/macros/special-notes.cfg:8
msgid ""
" Spirits have very unusual resistances to damage, and move quite slowly over "
"open water."
msgstr ""
" Els esperits tenen unes resistències molt inusuals, i es mouen prou "
"lentament sobre l'aigua."
#: data/core/macros/special-notes.cfg:11
msgid ""
" This units arcane attack deals tremendous damage to magical creatures, and "
"even some to mundane creatures."
msgstr ""
" L'atac arcà d'esta unitat infligix un trement dany a criatures màgiques, i "
"inclús un poc de dany a les criatures vives."
#: data/core/macros/special-notes.cfg:14
msgid " This unit is capable of basic healing."
msgstr " Esta unitat és capaç de realisar sanament bàsic."
#: data/core/macros/special-notes.cfg:17
#, fuzzy
#| msgid " This unit is capable of basic healing."
msgid " This unit is capable of rapid healing."
msgstr " Esta unitat és capaç de realisar sanament bàsic."
#: data/core/macros/special-notes.cfg:20
msgid ""
" This unit is capable of healing those around it, and curing them of poison."
msgstr ""
" Esta unitat és capaç de sanar a tots aquells al seu voltant i curar-los del "
"verí."
#: data/core/macros/special-notes.cfg:23
msgid ""
" This unit is capable of neutralizing the effects of poison in units around "
"it."
msgstr ""
" Esta unitat és capaç de neutralisar els efectes del verí en unitats que "
"estiguen al seu voltant."
#: data/core/macros/special-notes.cfg:26
msgid ""
" This unit regenerates, which allows it to heal as though always stationed "
"in a village."
msgstr ""
" Esta unitat es regenera, lo que permet que es sane com si sempre estiguera "
"en una aldea."
#: data/core/macros/special-notes.cfg:29
msgid ""
" The steadiness of this unit reduces damage from some attacks, but only "
"while defending."
msgstr ""
" La fermea d'esta unitat reduix el dany d'alguns atacs, pero només mentres "
"es defén."
#: data/core/macros/special-notes.cfg:32
#, fuzzy
msgid ""
" The leadership of this unit enables adjacent units of the same side to deal "
"more damage in combat, though this only applies to units of lower level."
msgstr ""
" El liderage d'esta unitat permet que les unitats amigues pròximes ad ell "
"facen més dany en combat, encara que açò només s'aplica a unitats de menor "
"nivell de liderage."
#: data/core/macros/special-notes.cfg:35
msgid ""
" This units skill at skirmishing allows it to ignore enemies zones of "
"control and thus move unhindered around them."
msgstr ""
" L'habilitat d'esta unitat d'esquivar li permet ignorar les 'zones de "
"control' enemigues i, per tant, moure's sense cap problema al seu voltant."
#: data/core/macros/special-notes.cfg:38
msgid " Illumination increases the lighting level in adjacent areas."
msgstr ""
" L'allumenació incrementa el nivell de lluminositat de les àrees adjacents."
#: data/core/macros/special-notes.cfg:41
msgid ""
" This unit can use one move to teleport between any two empty villages "
"controlled by its side."
msgstr ""
" Esta unitat pot teletransportar-se entre dos aldees buides del propi bando "
"en u dels seus moviments."
#: data/core/macros/special-notes.cfg:44
msgid ""
" In woodlands, this units ambush skill renders it invisible to enemies "
"unless it is immediately adjacent or has revealed itself by attacking."
msgstr ""
" En terreny boscós, l'habilitat d'emboscada d'esta unitat deixa esta unitat "
"invisible als enemics, a menys que este immediatament adjacent o s'haja "
"revelat a sí mateixa atacant."
#: data/core/macros/special-notes.cfg:47
msgid " This unit is able to hide at night, leaving no trace of its presence."
msgstr ""
" Esta unitat pot amagar-se durant la nit, sense deixar rastre de la seua "
"presència."
#: data/core/macros/special-notes.cfg:50
msgid ""
" This unit can hide in villages (with the exception of water villages), and "
"remain undetected by its enemies, except by those standing next to it."
msgstr ""
" Esta unitat pot amagar-se en les aldees (ab la excepció de les aldees "
"aquàtiques), i permanèixer indetectada pels seus enemics, a excepció dels "
"que esten junt ad ella."
#: data/core/macros/special-notes.cfg:53
msgid ""
" This unit can move unseen in deep water, requiring no air from the surface."
msgstr ""
" Esta unitat pot moure's sense ser vista en aigües fondes, sense necessitar "
"aire de la superficie."
#: data/core/macros/special-notes.cfg:56
msgid ""
" This unit gains 1 hitpoint added to its maximum whenever it kills a living "
"unit."
msgstr ""
" Esta unitat guanya 1 punt de vida afegit al seu màxim quan mata a una "
"unitat viva."
#: data/core/macros/special-notes.cfg:59
msgid ""
" Whenever its berserk attack is used, this unit continues to push the attack "
"until either it or its enemy lies dead."
msgstr ""
" Cada volta que s'emplea el seu atac berserk, esta unitat continua atacant "
"fins que ella o l'enemic jeu mort."
#: data/core/macros/special-notes.cfg:62
msgid ""
" If there is an enemy of the target on the opposite side of the target while "
"attacking it, this unit may backstab, inflicting double damage by creeping "
"around behind that enemy."
msgstr ""
" Si hi ha un enemic de l'objectiu en el costat opost de dit objectiu, "
"mentres se li ataca, esta unitat pot apunyalar a l'objectiu per la esquena, "
"infligint-li aixina el doble de dany, pel fet d'atacar per darrere."
#: data/core/macros/special-notes.cfg:65
#, fuzzy
msgid ""
" Foes who lose their life to the plague will rise again in unlife, unless "
"they are standing on a village."
msgstr ""
" Els enemics que perden la seua vida front a la plaga tornaran a alçar-se en "
"la no vida."
#: data/core/macros/special-notes.cfg:68
msgid ""
" This unit is able to slow its enemies, halving their movement speed and "
"attack damage until they end a turn."
msgstr ""
" Esta unitat és capaç de retardar als seus enemics, reduint a la mitat la "
"seua velocitat de moviment i dany d'atac fins que acabe la tanda."
#: data/core/macros/special-notes.cfg:71
msgid ""
" The ability to turn the living to stone makes this unit extremely dangerous."
msgstr ""
" L'habilitat de convertir als vius en pedra fa que esta unitat siga "
"extremadament perillosa."
#: data/core/macros/special-notes.cfg:74
msgid ""
" This units marksmanship gives it a high chance of hitting targeted "
"enemies, but only on the attack."
msgstr ""
" L'habilitat de tirador d'esta unitat li dóna una gran provabilitat "
"d'encertar els seus enemics, pero només en l'atac."
#: data/core/macros/special-notes.cfg:77
#, fuzzy
#| msgid ""
#| " The unit has magical attacks, which always have a high chance of hitting "
#| "an opponent."
msgid ""
" This unit has magical attacks, which always have a high chance of hitting "
"an opponent."
msgstr ""
" La unitat té atacs màgics, que sempre tenen una alta provabilitat de "
"colpejar a un oponedor."
#: data/core/macros/special-notes.cfg:80
msgid ""
" The swarming attacks of this unit become less deadly whenever its members "
"are wounded."
msgstr ""
" Els atacs d'eixam d'esta unitat es tornen menys mortífers quan els seus "
"membres esten ferits."
#: data/core/macros/special-notes.cfg:83
msgid ""
" Using a charging attack doubles both damage dealt and received; this does "
"not affect defensive retaliation."
msgstr ""
" Un atac de càrrega dobla tant el dany causat com el rebut; açò no afecta "
"els contraatacs quan la unitat defèn."
#: data/core/macros/special-notes.cfg:86
msgid ""
" During battle, this unit can drain life from victims to renew its own "
"health."
msgstr ""
" Durant la batalla, esta unitat pot drenar vida de les seues víctimes per "
"recuperar la seua."
#: data/core/macros/special-notes.cfg:89
msgid ""
" The length of this units weapon allows it to strike first in melee, even "
"in defense."
msgstr ""
" La llongitut de l'arma d'esta unitat li permet atacar primer en melé, "
"inclús quan defèn."
#: data/core/macros/special-notes.cfg:92
msgid ""
" The victims of this units poison will continually take damage until they "
"can be cured in town or by a unit which cures."
msgstr ""
" Les víctimes del verí d'esta unitat continuaran rebent dany fins que siguen "
"curats en una aldea o per alguna unitat que cure."
#: data/core/macros/special-notes.cfg:95
msgid ""
" This unit has a defense cap on certain terrain types — it cannot achieve a "
"higher defense rating on mixed terrains with such terrain types."
msgstr ""
#. [trait]: id=loyal
#: data/core/macros/traits.cfg:8
msgid "loyal"
msgstr "lleal"
#. [trait]: id=loyal
#: data/core/macros/traits.cfg:9
msgid "female^loyal"
msgstr "lleal"
#. [trait]: id=loyal
#: data/core/macros/traits.cfg:10
msgid "Zero upkeep"
msgstr "Manteniment nul"
#. [trait]: id=loyal
#: data/core/macros/traits.cfg:11
#, fuzzy
msgid ""
"\n"
"\n"
"During campaigns, certain units may opt to join the players forces of their "
"own volition. These units are marked with the loyal trait. Although they may "
"require payment to be recalled, they never incur any upkeep costs. This can "
"make them invaluable during a long campaign, when gold is in short supply. "
"This trait is never given to recruited units, so it may be unwise to dismiss "
"such units or to send them to a foolish death."
msgstr ""
"\n"
"\n"
"Durant les campanyes, certes unitats poden optar per unir-se a vós per "
"decisió propia. Estes unitats són marcades ab la traça 'lleal'. Encara que "
"pot ser necessari pagar per tal de reincorporar-les, no caldrà mai pagar el "
"seu cost de manteniment. Este fet les convertix en unitats ab un valor "
"incalculable en campanyes llargues, en els moments en que anem més escassos "
"de recursos. Esta traça no s'assigna mai a unitats reclutades, aixiina que "
"no seria molt encertat despedir-les o enviar-les a una mort inútil."
#. [trait]: id=loyal
#: data/core/macros/traits.cfg:11
#, fuzzy
msgid ""
"<italic>text='Loyal'</italic> units dont 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."
msgstr ""
"Les unitats lleals no costen manteniment. La majoria de les unitats "
"requerixen un cost de manteniment al final de cada tanda igual al seu nivell "
"pero les unitats lleals no tenen este cost."
#. [trait]: id=undead
#: data/core/macros/traits.cfg:25
msgid "undead"
msgstr "no mort"
#. [trait]: id=undead
#: data/core/macros/traits.cfg:26
msgid "female^undead"
msgstr "no morta"
#. [trait]: id=undead
#. [trait]: id=mechanical
#. [trait]: id=elemental
#: data/core/macros/traits.cfg:27 data/core/macros/traits.cfg:53
#: data/core/macros/traits.cfg:79
msgid "Immune to drain, poison, and plague"
msgstr "Immune a drenage, verí i plaga"
#. [trait]: id=undead
#: data/core/macros/traits.cfg:28
#, fuzzy
msgid ""
"\n"
"\n"
"Undead units generally have undead as their only trait. Since undead units "
"are the bodies of the dead, risen to fight again, poison has no effect upon "
"them. This can make them invaluable in dealing with foes who use poison in "
"conjunction with their attacks."
msgstr ""
"\n"
"\n"
"Les unitats no mortes generalment tenen com única traça «no mort». Ya que "
"les unitats no mortes són els cossos sense vida dels morts, alçats per a "
"lluitar de nou, el verí no té efecte en ells. Açò pot fer-los molt valiosos "
"al enfrontar-se a enemics que usen verí en conjunció ab els seus atacs."
#. [trait]: id=undead
#: data/core/macros/traits.cfg:28
#, fuzzy
msgid ""
"<italic>text='Undead'</italic> units are immune to poison, drain, and plague."
msgstr ""
"Les unitats no mortes son immunes al verí, ademés tampoc funcionen en ells "
"el drenage i la plaga."
#. [trait]: id=mechanical
#: data/core/macros/traits.cfg:51
msgid "mechanical"
msgstr "mecànic"
#. [trait]: id=mechanical
#: data/core/macros/traits.cfg:52
msgid "female^mechanical"
msgstr "mecànica"
#. [trait]: id=mechanical
#: data/core/macros/traits.cfg:54
#, fuzzy
msgid ""
"\n"
"\n"
"Mechanical units generally have mechanical as their only trait. Since "
"mechanical units dont really have life, drain, poison, and plague have no "
"effect upon them."
msgstr ""
"\n"
"\n"
"Les unitats mecàniques tenen generalment 'Mecànic' com la seua única traça. "
"Ya que les unitats mecàniques en realitat no estan vives, el drenage, "
"enverinament i la plaga no tenen efecte en ells."
#. [trait]: id=mechanical
#: data/core/macros/traits.cfg:54
#, fuzzy
msgid ""
"<italic>text='Mechanical'</italic> units are immune to poison, drain, and "
"plague."
msgstr ""
"Les unitats mecàniques son immunes al verí, ademés tampoc funcionen en ells "
"el drenage i la plaga."
#. [trait]: id=elemental
#: data/core/macros/traits.cfg:77
#, fuzzy
msgid "elemental"
msgstr "ocultació"
#. [trait]: id=elemental
#: data/core/macros/traits.cfg:78
#, fuzzy
msgid "female^elemental"
msgstr "lleal"
#. [trait]: id=elemental
#: data/core/macros/traits.cfg:80
#, fuzzy
msgid ""
"\n"
"\n"
"Elemental units generally have elemental as their only trait. Since "
"elemental units are energy-based beings, drain, poison, and plague have no "
"effect upon them."
msgstr ""
"\n"
"\n"
"Les unitats mecàniques tenen generalment 'Mecànic' com la seua única traça. "
"Ya que les unitats mecàniques en realitat no estan vives, el drenage, "
"enverinament i la plaga no tenen efecte en ells."
#. [trait]: id=elemental
#: data/core/macros/traits.cfg:80
#, fuzzy
msgid ""
"<italic>text='Elemental'</italic> units are immune to poison, drain, and "
"plague."
msgstr ""
"Les unitats mecàniques son immunes al verí, ademés tampoc funcionen en ells "
"el drenage i la plaga."
#. [trait]: id=strong
#: data/core/macros/traits.cfg:102
msgid "strong"
msgstr "fort"
#. [trait]: id=strong
#: data/core/macros/traits.cfg:103
msgid "female^strong"
msgstr "forta"
#. [trait]: id=strong
#: data/core/macros/traits.cfg:104
#, fuzzy
msgid ""
"\n"
"\n"
"While useful for any close-combat unit, strong is most effective for units "
"who have a high number of swings such as the elvish fighter. Strong units "
"can be very useful when a tiny bit of extra damage is all that is needed to "
"turn a damaging stroke into a killing blow."
msgstr ""
"\n"
"\n"
"Encara que és util per a qualsevol combat a curta distància, la traça fort "
"és més efectiu en unitats que tenen un número elevat d'oportunitats de "
"colpejar, com el Lluitador Elf. Les unitats fortes poden ser molt útils quan "
"només un chicotet aument del dany és capaç de convertir un colp fort en un "
"colp mortal."
#. [trait]: id=strong
#: data/core/macros/traits.cfg:104
#, fuzzy
msgid ""
"<italic>text='Strong'</italic> units do 1 more damage for every successful "
"strike in melee combat, and have 1 additional hitpoint."
msgstr ""
"Les unitats fortes fan un punt més de dany en cada atac de combat cos a cos "
"ab èxit, i tenen 1 PV més."
#. [trait]: id=dextrous
#: data/core/macros/traits.cfg:123
msgid "dextrous"
msgstr "destre"
#. [trait]: id=dextrous
#: data/core/macros/traits.cfg:124
msgid "female^dextrous"
msgstr "destra"
#. [trait]: id=dextrous
#: data/core/macros/traits.cfg:125
#, fuzzy
msgid ""
"\n"
"\n"
"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."
msgstr ""
"\n"
"\n"
"Només els elfs poden posseir esta traça. La gent elfa és coneguda per la "
"seua estranya gràcia, i la seua facilitat increïble pel tir ab arc. Alguns, "
"ademés, estan dotats d'un talent natural que excedix el dels seus germans. "
"Estos elfs infligixen un punt addicional de dany ab cada flecha."
#. [trait]: id=dextrous
#: data/core/macros/traits.cfg:125
#, fuzzy
msgid ""
"<italic>text='Dextrous'</italic> units do 1 more damage for every successful "
"strike in ranged combat."
msgstr ""
"Les unitats destres fan 1 punt més de dany per cada atac a ditància ab èxit."
#. [trait]: id=quick
#: data/core/macros/traits.cfg:140
msgid "quick"
msgstr "ràpit"
#. [trait]: id=quick
#: data/core/macros/traits.cfg:141
msgid "female^quick"
msgstr "ràpida"
#. [trait]: id=quick
#: data/core/macros/traits.cfg:142
#, fuzzy
msgid ""
"\n"
"\n"
"Quick is the most noticeable trait, particularly in slower moving units such "
"as trolls or heavy infantry. Units with the quick trait often have greatly "
"increased mobility in rough terrain, which can be important to consider when "
"deploying your forces. Also, quick units arent quite as tough as units "
"without this trait and are subsequently less good at holding contested "
"positions."
msgstr ""
"\n"
"\n"
"La rapidea és la traça més notable, particularment en unitats lentes com els "
"trolls o l'infanteria pesada. Les unitats ab la traça ràpit tenen a sovint "
"una movilitat adicional en terrenys escabrosos, lo que pot ser important "
"considerar quan desplegues les teues forces. Ademés les unitats ràpides no "
"són tan dures com les unitats sense esta traça, i per tant, no són tan bones "
"per a mantindre posicions."
#. [trait]: id=quick
#: data/core/macros/traits.cfg:142
#, fuzzy
msgid ""
"<italic>text='Quick'</italic> units have 1 extra movement point, but 5% less "
"hitpoints than usual."
msgstr ""
"Les unitats ràpides tenen un punt de moviment extra, pero un 5% menys de PV "
"de lo normal."
#. [trait]: id=intelligent
#: data/core/macros/traits.cfg:160
msgid "intelligent"
msgstr "sabut"
#. [trait]: id=intelligent
#: data/core/macros/traits.cfg:161
msgid "female^intelligent"
msgstr "sabuda"
#. [trait]: id=intelligent
#: data/core/macros/traits.cfg:162
#, fuzzy
msgid ""
"\n"
"\n"
"<italic>text='Intelligent'</italic> units are very useful at the beginning "
"of a campaign as they can advance to higher levels more quickly. Later in "
"campaigns Intelligent is not quite as useful because the <italic>text='After "
"Maximum Level Advancement'</italic> (AMLA) is not as significant a change as "
"advancing a level. If you have many maximum level units you may wish to "
"recall units with more desirable traits."
msgstr ""
"\n"
"\n"
"Les unitats sabudes són molt útils al principi d'una campanya, ya que poden "
"alvançar a nivells superiors més ràpidament. En campanyes posteriors, no són "
"tan útils ya que l'Alvanç Sobre el Nivell Màxim (ASNM) no és un canvi tan "
"significatiu com guanyar un nivell. Si tens moltes unitats de 'nivell "
"màxim', pots mirar per a reincorporar unitats ab traces més adeqüats."
#. [trait]: id=intelligent
#: data/core/macros/traits.cfg:162
msgid "Intelligent units require 20% less experience than usual to advance."
msgstr ""
"Les unitats sabudes requerixen un 20% menys d'experiència de lo normal per a "
"pujar de nivell."
#. [trait]: id=resilient
#: data/core/macros/traits.cfg:176
msgid "resilient"
msgstr "resistent"
#. [trait]: id=resilient
#: data/core/macros/traits.cfg:177
msgid "female^resilient"
msgstr "resistent"
#. [trait]: id=resilient
#: data/core/macros/traits.cfg:178
msgid ""
"\n"
"\n"
"Resilient units can be useful at all stages of a campaign, and this is a "
"useful trait for all units. Resilient is often most helpful as a trait when "
"it occurs in a unit that has some combination of low hitpoints, good "
"defense, or high resistances. Resilient units are especially useful for "
"holding strategic positions against opponents."
msgstr ""
"\n"
"\n"
"Les unitats resistents poden ser útils en totes les etapes de la campanya, i "
"és una traça útil per a totes les unitats. Esta traça ajuda molt a unitats "
"que combinen pocs punts de vida, bona defensa o gran resistència. Les "
"unitats resistents són especialment útils per a mantindre posicions davant "
"l'oponedor."
#. [trait]: id=resilient
#: data/core/macros/traits.cfg:178
#, fuzzy
msgid ""
"<italic>text='Resilient'</italic> units have an additional 4 hitpoints, and "
"gain 1 more per level."
msgstr ""
"Les unitats resistents tenen 4 PV més 1 PV per nivell més de lo normal."
#. [trait]: id=healthy
#: data/core/macros/traits.cfg:197
msgid "healthy"
msgstr "sà"
#. [trait]: id=healthy
#: data/core/macros/traits.cfg:198
msgid "female^healthy"
msgstr "sana"
#. [trait]: id=healthy
#: data/core/macros/traits.cfg:199
msgid "Always rest heals"
msgstr ""
#. [trait]: id=healthy
#: data/core/macros/traits.cfg:200
msgid ""
"\n"
"\n"
"<italic>text='Healthy'</italic> units have 1 additional hitpoint, and gain 1 "
"more per level. They will also heal 2 hitpoints each turn, regardless of "
"whether they engaged in combat the turn before."
msgstr ""
#. [trait]: id=healthy
#: data/core/macros/traits.cfg:200
#, fuzzy
#| msgid ""
#| "Renowned for their vitality, some dwarves are sturdier than others and "
#| "can rest even when travelling."
msgid ""
"Renowned for their vitality, some dwarves are sturdier than others and can "
"rest even when traveling."
msgstr ""
"Cèlebres per la seua energia, alguns nanos són més robusts que atres i poden "
"descansar inclús quan viagen."
#. [trait]: id=fearless
#: data/core/macros/traits.cfg:222 data/core/macros/traits.cfg:239
msgid "fearless"
msgstr "intrèpit"
#. [trait]: id=fearless
#: data/core/macros/traits.cfg:223 data/core/macros/traits.cfg:240
msgid "female^fearless"
msgstr "intrèpida"
#. [trait]: id=fearless
#: data/core/macros/traits.cfg:224 data/core/macros/traits.cfg:241
msgid "Fights normally during unfavorable times of day/night"
msgstr "Lluita normalment durant moments desfavorables del dia o la nit"
#. [trait]: id=fearless
#: data/core/macros/traits.cfg:225 data/core/macros/traits.cfg:242
msgid "Aversion to light and dark holds no sway over these brave individuals."
msgstr ""
"L'aversió a la llum o l'obscuritat no té cap influència sobre estos valents."
#. [trait]: id=feral
#: data/core/macros/traits.cfg:255
#, fuzzy
msgid "feral"
msgstr "Total"
#. [trait]: id=feral
#: data/core/macros/traits.cfg:256
#, fuzzy
msgid "female^feral"
msgstr "no morta"
#. [trait]: id=feral
#: data/core/macros/traits.cfg:257
msgid "Receives only 50% defense in land-based villages"
msgstr ""
#. [trait]: id=feral
#: data/core/macros/traits.cfg:258
msgid ""
"Dwellings of sentient beings are not easily used for cover by feral "
"creatures of low intelligence. As a result, <italic>text='feral'</italic> "
"units receive a maximum of 50% defense in any land-based village regardless "
"of base terrain."
msgstr ""
#. [trait]: id=weak
#: data/core/macros/traits.cfg:274
msgid "weak"
msgstr ""
#. [trait]: id=weak
#: data/core/macros/traits.cfg:275
#, fuzzy
msgid "female^weak"
msgstr "no morta"
#. [trait]: id=weak
#: data/core/macros/traits.cfg:276
#, fuzzy
msgid ""
"Units with the <italic>text='weak'</italic> trait receive a 1 point decrease "
"in hitpoints and melee damage."
msgstr ""
"Les unitats no mortes son immunes al verí, ademés tampoc funcionen en ells "
"el drenage i la plaga."
#. [trait]: id=slow
#: data/core/macros/traits.cfg:293
#, fuzzy
msgid "slow"
msgstr "retardar"
#. [trait]: id=slow
#: data/core/macros/traits.cfg:294
#, fuzzy
msgid "female^slow"
msgstr "lleal"
#. [trait]: id=slow
#: data/core/macros/traits.cfg:295
msgid ""
"\n"
"\n"
"Thick-bodied and clumsy, slow individuals of goblins and other species take "
"a movement penalty but are compensated for it with a slight increase in "
"endurance."
msgstr ""
#. [trait]: id=slow
#: data/core/macros/traits.cfg:295
#, fuzzy
msgid ""
"<italic>text='Slow'</italic> units have 1 less movement point but 5% more "
"hitpoints."
msgstr ""
"Les unitats ràpides tenen un punt de moviment extra, pero un 5% menys de PV "
"de lo normal."
#. [trait]: id=dim
#: data/core/macros/traits.cfg:313
#, fuzzy
msgid "dim"
msgstr "Mig"
#. [trait]: id=dim
#: data/core/macros/traits.cfg:314
#, fuzzy
msgid "female^dim"
msgstr "intrèpida"
#. [trait]: id=dim
#: data/core/macros/traits.cfg:315
msgid ""
"\n"
"\n"
"Dim is a trait all too common in goblins and other lesser species. There are "
"reasons these species are lesser, and this is one of them."
msgstr ""
#. [trait]: id=dim
#: data/core/macros/traits.cfg:315
msgid ""
"Units with trait <italic>text='dim'</italic> suffer a 20% increase in "
"experience required to advance."
msgstr ""
#. [trait]: id=aged
#: data/core/macros/traits.cfg:329
#, fuzzy
msgid "aged"
msgstr "distància"
#. [trait]: id=aged
#: data/core/macros/traits.cfg:330
#, fuzzy
msgid "female^aged"
msgstr "Maga"
#. [trait]: id=aged
#: data/core/macros/traits.cfg:331
msgid ""
"Units with the <italic>text='aged'</italic> trait have 8 hitpoints less and "
"suffer from a 1 point decrease in movement and melee damage."
msgstr ""
#: data/core/units.cfg:11
msgid ""
"Despite orcs reliance on raw strength, few of their children are destined "
"to grow to possess any. Goblins are, despite their appearance, born as "
"siblings to the orcs and members of the same race. While other races usually "
"bear children singly or in pairs, orcs will have large litters of children "
"all at once, causing their populations to explode. Within any litter, there "
"will be only one or two who grow to the strength of a “true orc”, a few who "
"are born slightly smaller and weaker, and the rest, often a full half of any "
"litter, are much weaker and destined to be goblins. Almost as newborns the "
"class system of orcish society is visible, with the weak put in their place "
"by their stronger siblings. The stronger ones will routinely grab most of "
"the food and thus grow stronger still, while their weaker siblings do not."
msgstr ""
#. [race]: id=bats
#: data/core/units.cfg:46
msgid "race^Bat"
msgstr "Rat penat"
#. [race]: id=bats
#: data/core/units.cfg:47
msgid "race+female^Bat"
msgstr "Rata penada"
#. [race]: id=bats
#: data/core/units.cfg:48
msgid "race^Bats"
msgstr "Rats penats"
#. [race]: id=bats
#: data/core/units.cfg:49
msgid ""
"Bats come in many shapes and sizes, and most are fairly harmless, feeding on "
"insects and other small animals. The larger and more vicious breeds are "
"known to pose a threat to humans and other races as well as their livestock, "
"especially when encountered in groups. Typically nocturnal, they are often "
"kept (and occasionally tamed) by those who share their love of the night."
msgstr ""
#. [race]: id=drake
#: data/core/units.cfg:58
msgid "race^Drake"
msgstr "Draco"
#. [race]: id=drake
#: data/core/units.cfg:59
msgid "race+female^Drake"
msgstr "Draca"
#. [race]: id=drake
#: data/core/units.cfg:60
msgid "race^Drakes"
msgstr "Dracos"
#. [race]: id=drake
#: data/core/units.cfg:61
msgid ""
"Drakes are large, winged and fire-breathing creatures, reminiscent of true "
"dragons. On average, an adult drake stands around three meters tall and "
"easily weighs more than a man and a horse combined. Their skin is made up of "
"hard scales, resistant to most physical strikes except piercing and cold "
"damage. Most drakes are capable of true flight and can travel long distances "
"quickly. However, their sheer weight and bulk limits their flight ability "
"somewhat, making them ungainly in the air. Where possible, they make use of "
"terrain features such as hills, mountains and trees as launch points in "
"order to gain greater height and speed. Fortunately for their enemies, they "
"are still quite clumsy creatures and surprisingly slow in combat. This, "
"combined with their large size, renders them easy targets for those who dare "
"attack them.\n"
"\n"
"Drakes are inherently magical creatures, with a mysterious internal fire "
"fueling their very lives. This can easily be witnessed when one of their "
"kind perishes in combat; its internal fire is released, burning their "
"remains in to ashes. Their internal fire is also their greatest weakness; it "
"makes them extremely vulnerable to cold attacks. Despite their magical "
"nature, drakes are incapable of channeling magic in a controlled manner. "
"While the magic imbued within a drakes body enables it to spit fire and "
"gives it life, they have no willful control over the functions of this "
"magic.\n"
"\n"
"<header>text='Society'</header>\n"
"Drakes are a relatively warlike race and their societies can be best "
"described as cultured martial societies. The core of a drake tribe is a "
"small group of veteran warriors headed by a mutually respected — or simply "
"feared — dominant who rules the society with an iron fist. Every drake is "
"expected to earn their place in the strict hierarchy, to obey their "
"superiors and command their inferiors. Entry to the ruling elite is only "
"possible through challenging and defeating a superior in single combat, "
"which is the way the hierarchy within the elite itself is established. The "
"use of deception of any kind towards any fellow drake is, without exception, "
"seen as cowardly and unacceptable.\n"
"\n"
"While their warlike nature and sense of territory drives them to defend "
"their territories savagely, drakes rarely invade or trespass on areas "
"already occupied by the other major races. Instead, they settle in "
"unpopulated areas to establish their own territory there. They primarily "
"feed on large game they hunt in the lowlands around their homes, but "
"hatchlings and lower caste drakes are known to feed also on certain kinds of "
"moss and fungi they cultivate deep in their caverns. Drakes value armor- and "
"weapon-smithing, but neither know nor need other science and culture besides "
"this. Nonetheless, the few implements they do fashion are almost unrivaled "
"in quality, only matched by those produced in the finest Dwarvish "
"foundries.\n"
"\n"
"Drakes hatch from eggs and usually live naturally between 20 to 30 years. "
"Death in battle is the most preferred way for a drake to leave this world. "
"Unlike the elder members of other races, drakes naturally grow more "
"aggressive and reckless towards the ends of their natural lives, perhaps to "
"help ensure their place in the heroic legends of their kind.\n"
"\n"
"<header>text='Geography'</header>\n"
"Drakes originated from an archipelago of volcanic islands called "
"<ref>dst='morogor' text='Morogor'</ref> in the <ref>dst='great_ocean' "
"text='Great Ocean'</ref>. A combination of population pressure and the "
"subsidence of many of their home islands has caused colonies of drakes to "
"spread to the <ref>dst='great_continent' text='Great Continent'</ref>. "
"Drakes tend to make their homes in mountain caverns near volcanoes to "
"protect their eggs, hatchings and forges. While drakes naturally prefer "
"warmth, their internal fire is more than capable of sustaining them even in "
"a relatively cold climate, a feature which has allowed them to populate even "
"some of the mountains of the far north of the Great Continent."
msgstr ""
#. [race]: id=dwarf
#: data/core/units.cfg:94
msgid "race^Dwarf"
msgstr "Nano"
#. [race]: id=dwarf
#: data/core/units.cfg:95
msgid "race+female^Dwarf"
msgstr "Nana"
#. [race]: id=dwarf
#: data/core/units.cfg:96
msgid "race^Dwarves"
msgstr "Nanos"
#. [race]: id=dwarf
#: data/core/units.cfg:97
msgid ""
"The dwarves are a race famed for their miners, blacksmiths, merchants and "
"warriors. Considered as the third oldest race on the great continent after "
"the elves and trolls, their early history is shrouded in mystery. Legends "
"tell of a time long forgotten when their people began emerging from their "
"underground world through caves. Nothing is known about their life prior to "
"their arrival, or their reasons for entering the surface world, but they "
"have been an integral part of the history of the continent since. Soon after "
"their emergence from the underground, the dwarves entered into conflict with "
"the original inhabitants of the land, the elves. The original reason for "
"their dispute has been lost to history, but the two races have since fought "
"three long wars, interrupted by a few decades of peace. During these wars "
"the dwarves could not dislodge the elves from the deep forests in the south, "
"but managed to consolidate their position in hills and the mountains in the "
"north of the continent, known now as the Northlands. Since then they have "
"constructed fantastic fortifications and settlements deep within the "
"mountains and crags of their territory.\n"
"\n"
"Possibly due to their isolation, the dwarves are generally distrustful or "
"hostile towards most other races, particularly the elves. The single "
"exception to this temperament is towards humans. This could be traced back "
"to the era of Haldric I and the arrival of humans and orcs to the continent. "
"At this point the dwarves began allowing some humans, mostly dissidents and "
"outlaws from the Kingdom of Wesnoth, to settle in certain areas of the "
"Northlands. Their motivation was unsurprising. The plight of these "
"individuals reminded the dwarves of their early history of persecution, "
"eliciting a sense of solidarity. The dwarves also had much to gain in "
"forming a bond with these outcasts. They would settle in areas where dwarves "
"disliked living themselves; plains, forests, and swamps, freeing them from "
"defending these areas.\n"
"\n"
"Dwarves are of small stature by human measure, but they are by no means "
"fragile. Their warriors, tough and powerful are both feared and respected "
"throughout the continent for their prowess in battle. In addition, dwarves "
"are known for their calculating intellects and superb craftsmanship. Dwarven "
"smiths are renowned for their deadly weapons and heavy armor. These "
"accouterments are unrivaled in quality, possibly only matched by those "
"produced by drake armorers. Their intelligence and natural inquisitiveness "
"has also made them the most technically advanced race on the continent. One "
"of their most famous, and feared, discoveries was a mysterious powder that "
"produces an immense explosion when exposed to fire or sparks. Certain dwarf "
"warriors use this powder to hurl small objects at tremendous speeds. Given "
"their technological inclinations, many dwarves tend to distrust magic users. "
"However, some practice a form of magic based on the engraving of runes. "
"Called runesmiths, they use these carvings to enchant items in order to "
"augment certain aspects of their natures."
msgstr ""
#. [race]: id=elf
#: data/core/units.cfg:114
msgid "race^Elf"
msgstr "Elf"
#. [race]: id=elf
#: data/core/units.cfg:115
msgid "race+female^Elf"
msgstr "Elfa"
#. [race]: id=elf
#: data/core/units.cfg:116
msgid "race^Elves"
msgstr "Elfs"
#. [race]: id=elf
#: data/core/units.cfg:118
msgid ""
"Compared to humans, elves are somewhat taller, more agile but less sturdy. "
"They have slightly pointy ears, pale skin and usually blond hair. Few "
"differences between humans and elves are more pronounced than the Elves "
"unusually long life — most, unless claimed by illness, accident or war, live "
"a full two and a half centuries. While some elves possessing a high magical "
"aptitude have been known to live an additional full century, most elves "
"begin to grow physically frail at some point between 250 and 300 years of "
"age and pass away rapidly (generally within a year or two) thereafter.\n"
"\n"
"Elves are naturally imbued with magic to a small degree. Though most are "
"unable to channel it directly, its latent presence gives them their keen "
"senses and long life. Many elves have magic-driven talents such as "
"marksmanship or stealth, allowing them to achieve tasks that most normal "
"beings would find astonishing. Those elves that learn to wield this power in "
"more general ways can become truly formidable in its use. Many choose to use "
"their gift to heal others.\n"
"\n"
"A few elves, venturing far down the paths of magic and mysticism, become "
"sensitive to the presence of cold iron and can even be burned by it. Elvish "
"legend hints that this was more common in the far past.\n"
"\n"
"Elves spend much of their time honing their talents and skills. Those not "
"adept at the magical arts typically devote their time honing their physical "
"skills. As a result, elves excel at archery, which is perhaps their most "
"important method of warfare. Most elvish troops carry a bow and no other "
"race can rival their archers in speed and accuracy. All elves also share an "
"intense affection for unspoiled nature. They often feel uncomfortable in "
"open, unvegetated spaces. They live primarily in the forests of the Great "
"Continent; the Aethenwood in the southwest, Wesmere in the northwest, and "
"the great northern woods of which the Lintanir Forest is the southernmost "
"edge.\n"
"\n"
"Elves are the eldest race of the continent, with the possible exception of "
"trolls. Many of their settlements cannot be reliably dated, undoubtedly "
"having existed for over a millennium."
msgstr ""
#. [race]: id=falcon
#: data/core/units.cfg:135
#, fuzzy
#| msgid "race^Human"
msgid "race^Falcon"
msgstr "Humà"
#. [race]: id=falcon
#: data/core/units.cfg:136
#, fuzzy
#| msgid "race+female^Human"
msgid "race+female^Falcon"
msgstr "Humana"
#. [race]: id=falcon
#: data/core/units.cfg:137
#, fuzzy
#| msgid "race^Humans"
msgid "race^Falcons"
msgstr "Humans"
#. [race]: id=falcon
#: data/core/units.cfg:138
msgid ""
"Falcons are birds of prey, noted for their exceptional speed and agility. "
"Lighter and with less powerful talons than other raptors, falcons instead "
"favor the use of their beak to kill their targets. Their keen eye and "
"capacity for domestication makes them a populous and well-known creature, "
"used both by nobles in sport, and by nomads or tribes who find them useful "
"in hunting for food. Falcons occasionally find a role on the field of war as "
"well, with certain falconers training their birds to distinguish between "
"friend and foe, making them a useful asset to aid in an armys charge."
msgstr ""
#. [race]: id=goblin
#: data/core/units.cfg:148
msgid "race^Goblin"
msgstr "Goblin"
#. [race]: id=goblin
#: data/core/units.cfg:149
msgid "race+female^Goblin"
msgstr "Goblin"
#. [race]: id=goblin
#: data/core/units.cfg:150
msgid "race^Goblins"
msgstr "Goblins"
#. [race]: id=goblin
#: data/core/units.cfg:151
msgid ""
"\n"
"\n"
"Goblins are puny and quite frail, rarely growing past the size and stature "
"of a human child.\n"
"\n"
"Goblins are born into a lifetime of near-slavery to their larger kin, and "
"used as sword-fodder in battle. They thrive in spite of their tragic fate; "
"in part because they are so very numerous, and also because their brother "
"orcs are well aware how dependent they are on the goblins. They perform the "
"bulk of manual labor needed by the orcs, with the sole exception of jobs "
"that require the brute strength of true orcs. Those the orcs revel in as "
"proof of their prowess."
msgstr ""
#. [race]: id=gryphon
#: data/core/units.cfg:168
msgid "race^Gryphon"
msgstr "Grif"
#. [race]: id=gryphon
#: data/core/units.cfg:169
msgid "race+female^Gryphon"
msgstr "Grifa"
#. [race]: id=gryphon
#: data/core/units.cfg:170
msgid "race^Gryphons"
msgstr "Grifs"
#. [race]: id=gryphon
#: data/core/units.cfg:171
msgid ""
"Gryphons are broad, powerful beasts with traits shared from both terrestrial "
"predators and birds of prey. While occasionally tamed and ridden by the "
"daring, gryphons are very territorial and aggressive, particularly regarding "
"their nests.\n"
"\n"
"The means by which gryphons are able to fly despite their great weight has "
"been a source of debate for centuries, but it remains as mysterious as their "
"origins."
msgstr ""
#. [race]: id=human
#: data/core/units.cfg:189
msgid "race^Human"
msgstr "Humà"
#. [race]: id=human
#: data/core/units.cfg:190
msgid "race+female^Human"
msgstr "Humana"
#. [race]: id=human
#: data/core/units.cfg:191
msgid "race^Humans"
msgstr "Humans"
#. [race]: id=human
#: data/core/units.cfg:192
msgid ""
"The race of men is an extremely diverse one. Although they originally came "
"from the Old Continent, men have spread all over the world and split into "
"many different cultures and races. Although they are not imbued with magic "
"like other creatures, humans can learn to wield it and are able to learn "
"more types than most others. They have no extra special abilities or "
"aptitudes except their versatility and drive. While often at odds with other "
"races, they can occasionally form alliances with the less aggressive races "
"such as elves and dwarves. The less scrupulous among them do not shrink back "
"from hiring orcish mercenaries, either. They have no natural enemies, "
"although the majority of men, like most people of all races, have an "
"instinctive dislike of the undead. Men are shorter than the elves, but "
"taller still than dwarves. Their skin color can vary, from almost white to "
"dark brown.\n"
"\n"
"<header>text='Subjects of the Crown'</header>\n"
"Many different groups of men exist, but the majority of them on the Great "
"Continent live under the rule of the Crown of Wesnoth. The humans first "
"appeared on the Great Continent from a land far across the ocean to the "
"West, the Green Isle, and soon established their capital at the inland city "
"of Weldyn. Over the following centuries they have built up a number cities "
"across the continent. The soldiers from the Crown of Wesnoth protect the "
"country, forming the most organized military force in the known world. Its "
"warriors come from the main provinces, where all men are conscripted at an "
"early age.\n"
"\n"
"<header>text='The Clansmen'</header>\n"
"The eastern provinces of Wesnoth, known as the Clan Homelands, have a "
"geography consisting of more open plains and rolling hills than the western, "
"more civilized provinces. They are home to the Horse Clans, who are allied "
"with the Crown of Wesnoth but operate independently and maintain their own "
"identity. Some consider them to be a tributary state, which sends food and "
"soldiers to Crown in exchange for protection. Others say they are on equal "
"footing with the western half of Wesnoth. In any case, the eastern provinces "
"do not have a conscript army the way Western Wesnoth does. Training for "
"fighting is part of the way of life of the Clans; the parents teach the "
"children to ride horses, fight and shoot a bow from an early age. In "
"general, the Clan warriors are less organized than the civilized fighters, "
"and the strengths and weaknesses of these groups complement each other."
msgstr ""
#. [race]: id=dunefolk
#. [race]: id=khalifate # wmllint: noconvert
#: data/core/units.cfg:208 data/core/units.cfg:233
#, fuzzy
#| msgid "race^Human"
msgid "race^Dunefolk Human"
msgstr "Humà"
#. [race]: id=dunefolk
#. [race]: id=khalifate # wmllint: noconvert
#: data/core/units.cfg:209 data/core/units.cfg:234
#, fuzzy
#| msgid "race+female^Human"
msgid "race+female^Dunefolk Human"
msgstr "Humana"
#. [race]: id=dunefolk
#. [race]: id=khalifate # wmllint: noconvert
#: data/core/units.cfg:210 data/core/units.cfg:235
#, fuzzy
#| msgid "race+plural^Undead"
msgid "race+plural^Dunefolk"
msgstr "No morts"
#. [race]: id=dunefolk
#: data/core/units.cfg:211
msgid ""
"An offshoot of a forgotten nomadic civilization, the Dunefolk humans lay "
"claim to the river valleys and oases of the Sandy Wastes. How they came to "
"inhabit this far corner of the Great Continent is unknown. Their legends "
"tell of many long and perilous travels through far-flung lands, but the true "
"origin of their people is a topic of endless and heated debate among even "
"the most erudite of their scholars.\n"
"\n"
"Whatever their origin, the Dunefolk have thrived. Bustling cities stand "
"proudly in the largest fertile regions. Skilled artisans, fine smiths, and "
"wealthy merchants form the backbone of the urban economy. Each of these "
"cities also enjoys a degree of independence less common in the more "
"centralized nations to the north, many even maintaining their own standing "
"armies. In times of need, however, each and all rally to a higher authority "
"designated to protect the superior interest of the nation.\n"
"\n"
"Those who have not settled in these urban centers still adhere to the "
"lifestyle of their ancestors, roaming the dunes and leading their herds from "
"one watering hole to another. They are most active during the early hours of "
"dawn and the onset of dusk, when the wastelands are neither too hot nor too "
"cold. Their skill at moving through the sands is excellent even by Dunefolk "
"standards. Although sometimes regarded with contempt by their city "
"counterparts, they provide an invaluable service as mobile, light troops in "
"war, or as escorts for trading caravans during times of peace.\n"
"\n"
"The Dunefolks inclination towards trade and exploration has allowed their "
"cities to amass immense fortunes, a fact regarded both with admiration and "
"envy by other races. Mutual interests have fostered cordial relations with "
"neighboring Naga tribes, but more secretive races such as Drakes and Elves "
"have always considered Dunefolk expeditions to be too intrusive, especially "
"when they venture close to territorial boundaries. It is not uncommon for "
"caravans to fall prey to troll ambushes in the mountains, something that has "
"given rise to countless tales of unimaginable treasure amassed in hidden "
"caves.\n"
"\n"
"As a result of living in hostile environments for centuries, the Dunefolk "
"have developed rational methods of enquiry through which they continue to "
"improve their understanding of the world. Their study of herbal medicine "
"keeps their warriors and workers fresh and healthy. Their knowledge of "
"alchemy allows them to tame fire and wield it as a deadly weapon in battle. "
"At the same time, this analytical mindset has distanced them from magical "
"arts; to the rational mind, magic is uncontrollable, unpredictable, and "
"hence unreliable. For this reason, the Dunefolk especially loathe the "
"perversions of necromancy and the dark arts, even more so than other races.\n"
"\n"
"The Dunefolks inquisitive and explorative nature does not preclude military "
"strength. Not only do they field nimble light troops, cataphracts, and "
"heavily armored infantry, but their keen knowledge of technology grants them "
"a decisive advantage over their opponents. When facing the Dunefolk in "
"battle, however, the most fearsome sight is certainly their deployment of "
"ferocious and bizarre beasts. From the majestic Roc to the imposing Wyvern, "
"their synergy with these creatures allows for great versatility in combat. "
"The origins of this tradition likely lie in the heritage of the Dunefolks "
"distant past in the exotic far corners of Irdya."
msgstr ""
#. [race]: id=khalifate # wmllint: noconvert
#: data/core/units.cfg:236
msgid "This race does not have a description yet."
msgstr ""
#. [race]: id=lizard
#: data/core/units.cfg:247
msgid "race^Saurian"
msgstr "Sauri"
#. [race]: id=lizard
#: data/core/units.cfg:248
msgid "race+female^Saurian"
msgstr "Sauria"
#. [race]: id=lizard
#: data/core/units.cfg:249
msgid "race^Saurians"
msgstr "Sauris"
#. [race]: id=lizard
#: data/core/units.cfg:250
msgid ""
"Saurians are lizard-like creatures. Smaller and more slender than humans, "
"they rarely stand taller than a ten year old child, though from tip of snout "
"to end of tail a Saurian can be as long as the average man is tall. Light "
"and nimble, the warriors prefer to fight as they hunt — slipping through "
"enemy lines to target the weak and the injured while evading their "
"attackers.\n"
"\n"
"<header>text='Society'</header>\n"
"Saurians are very mysterious creatures due to their tendency to live in "
"areas inhospitable to others, such as swamps. Fatalistic in the extreme, "
"Saurians believe all the events in a life can be predicted by the use of a "
"complex form of astrology.\n"
"\n"
"Saurian culture is sharply segregated between the genders. Within each "
"gender the members compete, and through skill, determination, and reputation "
"establish a clear pecking order, with a chief at the top. On those occasions "
"when the two genders interact they do not contest for dominance; instead, "
"the situation determines the dominant gender. The chief of the males is "
"alpha within the clan's village or encampment while the chief of females is "
"dominant anywhere else. This continues down the rank structure with each "
"male or female being dominant over any member of the opposite gender with "
"lower rank and submitting to members of the opposite gender with higher "
"rank.\n"
"\n"
"The segregation and alternating gender-dominance of Saurian society is an "
"outgrowth of their clearly defined gender roles. It is the responsibility of "
"the female to hunt and find food, skills which ultimately train them to be "
"warriors: the skirmishers, flankers, and ambushers other races so fear. "
"Males, meanwhile, are responsible for guarding the clutch — the eggs left by "
"the females. While this leaves time for the males to develop and hone the "
"arts of astrology, healing, and magic, it also exposes them to significant "
"danger, as they are stationary targets for a Saurian clan's number one enemy "
"— other Saurian clans.\n"
"\n"
"New Saurian clans are started when the proper astrological signs are read. "
"Called a “hatching,” each female indicated by the conjunction selects a "
"group of individuals with lower rank and leave their source clan. Frequently "
"all females with a specific trait will be indicated, causing multiple clans "
"to “hatch” at the same time. Selection is a simple process: no group leaving "
"can be larger than any other, all the groups together cannot be larger than "
"the group being left, and higher ranking allows a female to overrule another "
"female's choice of who they take.\n"
"\n"
"Because of their rapid population growth, frequent splits in clans, and the "
"fact that cannibalism is not taboo, violence is one of the defining features "
"of Saurian life. This limits the growth of the Saurian culture to fits and "
"starts, as much of their knowledge is passed by oral tradition and their "
"possessions must be mobile.\n"
"\n"
"<header>text='Geography'</header>\n"
"Saurians can live in many different areas, though swamps are by far their "
"most common habitat.\n"
"\n"
"<header>text='Biology'</header>\n"
"Saurians live spectacularly short lives by comparison to most of the other "
"races of Wesnoth, reaching full adulthood within three years and often dying "
"by the time they are 10 to 15 years old. By far, the most common cause of "
"death is violence. Saurian females produce clutches of about 20 eggs roughly "
"once a year, which creates constant population pressure and would stress "
"most carnivores' food supply. Hunters and scavengers, Saurians have "
"extremely strong jaws and have a very powerful digestive system with highly "
"acidic fluids, making them capable of eating and digesting all of their prey "
"including skin, teeth, horns and bones. Further, they have no aversion to "
"eating carrion and even committing cannibalism, which are both regular "
"occurrences."
msgstr ""
#. [race]: id=mechanical
#: data/core/units.cfg:276
msgid "race^Mechanical"
msgstr "Mecànic"
#. [race]: id=mechanical
#: data/core/units.cfg:277
msgid "race+plural^Mechanical"
msgstr "Mecànics"
#. [race]: id=mechanical
#: data/core/units.cfg:278
msgid ""
"Animated neither by natural life nor by necromancy, the term "
"<italic>text='mechanical'</italic> describes a created artifact of an "
"intelligent being. Most mechanical things neither move nor think on their "
"own, but some do so as a result of magical enchantment."
msgstr ""
#. [race]: id=merman
#: data/core/units.cfg:287
msgid "race^Merman"
msgstr "Sirènit"
#. [race]: id=merman
#: data/core/units.cfg:288
msgid "race^Mermaid"
msgstr "Sirena"
#. [race]: id=merman
#: data/core/units.cfg:289
#, fuzzy
#| msgid "race^Troll"
msgid "race^Merfolk"
msgstr "Troll"
#. [race]: id=merman
#: data/core/units.cfg:291
msgid ""
"Something like a fusion between humans and fish, the merfolk are an "
"enigmatic race with both piscine and humanoid attributes. They have strong "
"tails that lend themselves to quick movement in any watery environment while "
"their dextrous hands and intelligent minds allow fine craftsmanship and "
"toolmaking. Semi-aquatic by nature, merfolk can breathe both water and air "
"without difficulty. Despite being able to survive on land, they are much "
"quicker and more agile in the water and will rarely be found far from the "
"ocean. They are typically wary of dry land, as they are awkward and clumsy "
"there and they struggle greatly to move over rough or forested terrain."
msgstr ""
#. [race]: id=monster
#: data/core/units.cfg:299
msgid "race^Monster"
msgstr "Mònstruo"
#. [race]: id=monster
#: data/core/units.cfg:300
#, fuzzy
#| msgid "race^Monster"
msgid "race+female^Monster"
msgstr "Mònstruo"
#. [race]: id=monster
#: data/core/units.cfg:301
msgid "race^Monsters"
msgstr "Mònstruos"
#. [race]: id=monster
#: data/core/units.cfg:302
msgid ""
"The term “monster” incorporates many hideous beasts that haunt the caves, "
"wilderness, ocean depths, and other climes of the world. They figure largely "
"in the tales and nightmares of its denizens, as well."
msgstr ""
#. [race]: id=naga
#: data/core/units.cfg:309
msgid "race^Naga"
msgstr "Naga"
#. [race]: id=naga
#: data/core/units.cfg:310
#, fuzzy
#| msgid "race^Nagani"
msgid "race^Nagini"
msgstr "Naga"
#. [race]: id=naga
#: data/core/units.cfg:311
msgid "race^Nagas"
msgstr "Nagues"
#. [race]: id=naga
#: data/core/units.cfg:312
msgid ""
"The serpentine nagas are one of the least understood races of the Great "
"Continent. Part of this is due to their xenophobic nature and part is due to "
"their alien environment. Nagas are one of the few races capable of any "
"meaningful mobility in water, giving them access to a whole world "
"effectively forbidden to land dwellers and further separating them from the "
"terrestrial beings that they shun. Still, they are not true creatures of the "
"sea, and their inability to breathe water leaves them in trepidation of the "
"abyss. Living in coastal areas gives them an escape route on land against "
"denizens of the deep while keeping them out of reach of those who travel by "
"foot, wing, and hoof. Although nagas are somewhat frail in form, they are "
"often faster and more nimble than their opponents. They sometimes find "
"themselves at odds with merfolk when their territories overlap, but overall "
"nagas tend to favor swamps and rivers as much as open water."
msgstr ""
#. [race]: id=ogre
#: data/core/units.cfg:320
msgid "race^Ogre"
msgstr "Ogre"
#. [race]: id=ogre
#: data/core/units.cfg:321
msgid "race+female^Ogre"
msgstr "Ogra"
#. [race]: id=ogre
#: data/core/units.cfg:322
msgid "race^Ogres"
msgstr "Ogres"
#. [race]: id=ogre
#: data/core/units.cfg:323
msgid ""
"Ogres are a wild and uncivilized race who dwell mainly in the wilderness of "
"the Great Continent. Physically, they resemble humans and orcs but are "
"larger and stronger. Even their adolescents are more than a match for most "
"men. Ogres are distrusted in many populated areas and usually either avoid "
"them or are driven out by force. Instead, they lurk the mountainous areas on "
"the edges of civilization, where hungry ogre bandits provide a constant "
"threat to travelers and caravans. While ogres are not particularly "
"intelligent or quick, their toughness and physical strength make them a "
"valuable asset in the armies of other races. They are especially valued by "
"more ruthless commanders who dont mind the ogres brutality. Little is "
"known about their biology or society, if they can truly be said to have one, "
"but they are said to attack alongside wolves and other beasts. Whether this "
"is a sign of cooperation, domestication, or simply mutual opportunism is not "
"known."
msgstr ""
#. [race]: id=orc
#: data/core/units.cfg:331
msgid "race^Orc"
msgstr "Orc"
#. [race]: id=orc
#: data/core/units.cfg:332
msgid "race+female^Orc"
msgstr "Orca"
#. [race]: id=orc
#: data/core/units.cfg:333
msgid "race^Orcs"
msgstr "Orcs"
#. [race]: id=orc
#: data/core/units.cfg:334
msgid ""
"In appearance, orcs resemble humans but with some bestial features. They are "
"taller, sturdier and stronger than humans. They are warlike, savage, and "
"cruel by nature. Their blood is darker and thicker than that of humans, and "
"they have little care for personal hygiene or their personal appearance. "
"Although Orcs are violent even among themselves, they are pack-oriented; an "
"orc never travels alone or lives in groups smaller than half a dozen.\n"
"\n"
"<header>text='Society'</header>\n"
"Almost every orc is a member of a tribe or a clan. Relations between "
"neighboring tribes are usually violent, except in cases of a mutual enemy "
"threatens their existence or prospects of great plunder override mutual "
"animosity. Occasionally, a single strong chieftain may emerge to lead "
"multiple tribes from time to time, usually through intimidation of "
"followers. An orc tribe in times of peace tends to focus almost solely on "
"strengthening itself in preparation for the next armed conflict. Orcs are "
"known to possess a crude system of writing — usually in blood — although "
"its most commonly used to trade insults or threats among tribal leaders.\n"
"\n"
"Orc societies are based on little else but strength; might makes right, and "
"a leader leads and survives only as long as no one manages to wrest the "
"title from him. A constant struggle for power simmers among potential tribal "
"chiefs. An orcish leader rarely lives more than a handful of years to enjoy "
"his absolute authority before being killed for his position — although "
"history knows some notable exceptions. Orcs hold no particular honor code "
"and while indisputable raw strength is usually the preferred method of "
"displaying power, assassination, poisoning and backstabbing are completely "
"viable means to further ones own goals.\n"
"\n"
"Orcs mostly live in rural areas, often in foothills or mountainous regions, "
"sometimes in caves. They grow no crops nor keep livestock, but are competent "
"hunters as a result of their physical stature and brutality. Due to their "
"large numbers they are capable of hunting an area virtually clean of "
"anything larger than rodents in relatively short period of time. Due to this "
"and their unstable leadership, orcish tribes tend to lead a semi-nomadic "
"lifestyle, never settling in one region for too long. The larger tribes may "
"establish themselves firmly in an area for years or even decades and build "
"large encampments almost resembling cities, but even these are easily "
"dismantled and abandoned if there is a need to relocate the horde.\n"
"\n"
"The oldest known orcs have been around 50 to 60 years of age, but very few "
"individuals ever live to see over two or three decades before meeting their "
"end either in war or by the hand of one of their kin. The oldest orcs are "
"often shamans, which are perhaps the only ones most of their kind sees as "
"being trustworthy and neutral. The origins of this custom are unknown, as "
"the shamans do not directly contribute much to orcish societies but only act "
"as advisors — not something orcs tend to otherwise tolerate. Shamans are in "
"many ways the opposite of most other orcs: they are often physically "
"withered and frail in comparison and lack skill in battle.\n"
"\n"
msgstr ""
#. [race]: id=orc
#: data/core/units.cfg:345
msgid ""
"\n"
"\n"
"Orcs who were not the strongest of their litter tend to specialize in other "
"skills, like archery or assassination."
msgstr ""
#. [race]: id=troll
#: data/core/units.cfg:354
msgid "race^Troll"
msgstr "Troll"
#. [race]: id=troll
#: data/core/units.cfg:355
msgid "race+female^Troll"
msgstr "Troll"
#. [race]: id=troll
#: data/core/units.cfg:356
msgid "race^Trolls"
msgstr "Trolls"
#. [race]: id=troll
#: data/core/units.cfg:357
msgid ""
"Trolls are ancient creatures, one of the oldest known races known to inhabit "
"the Great Continent. They are large, slow, simple-minded, and live extremely "
"long lives inside deep caves or atop high mountains. The most unique "
"characteristic of trolls is an internal vitality that sustains and heals "
"them from within. As a result they live very different lives from almost any "
"known creature. Trolls have few real needs: they require little food or "
"water, and thus they have little incentive to pursue much besides protection "
"from those who are hostile towards them. This in turn means they rarely have "
"to worry about anything and can spend much of their time sleeping or in "
"contemplation. Trolls have a curious affinity with nature. They do not "
"relate with living things like elves do, but instead with earth and stone. "
"They are also somewhat curious of their surroundings and many younger whelps "
"even enjoy traveling and seeing the world. As trolls grow older they tend to "
"become increasingly passive, gradually losing interest in their environment "
"and spending more of their time sleeping in a quiet, familiar corner of "
"their home cave. This is until they finally pass away as their bodies "
"themselves slowly turn into lifeless statues of stone.\n"
"\n"
"Trolls are seen by many as being little more than yet another race of savage "
"monsters. This common misconception is in part perpetuated by orcish "
"successes in persuading trolls to join their armies. Because they are rather "
"simple and do not understand the ways of other races or sometimes cannot "
"even tell them apart, it is usually easy for an orcish band to convince a "
"group of trolls that by joining them they get to exact revenge on those that "
"have before hunted them. These new recruits are then directed to attack "
"whoever the orcs themselves are currently in conflict with, whether "
"previously a foe of the trolls or not, accumulating even more enemies for "
"the misled trolls. The most common enemy of trolls are dwarves, and the "
"animosity between these two races is ancient.\n"
"\n"
"<header>text='Geography'</header>\n"
"Trolls have inhabited the mountains of the Great Continent longer than the "
"dwarves who migrated there. Trolls are a common sight on the mountain ranges "
"north and east of Wesnoth, and wherever Orcish hordes travel."
msgstr ""
#. [race]: id=undead
#: data/core/units.cfg:377
msgid "race^Undead"
msgstr "No morts"
#. [race]: id=undead
#: data/core/units.cfg:378
msgid "race+female^Undead"
msgstr "No morta"
#. [race]: id=undead
#: data/core/units.cfg:379
msgid "race+plural^Undead"
msgstr "No morts"
#. [race]: id=undead
#: data/core/units.cfg:380
msgid ""
"Undead are not really a single race of creatures, although often treated as "
"such. Almost any dead creature can, by a sufficiently skilled necromancer, "
"be reanimated and rise again in undeath. Undead are for the most part "
"unnatural but mindless constructs, obeying whoever created them without "
"question nor thought. A greater mystery of necromancy is in how constructs "
"are sustained without continuous effort from the necromancer. An undead "
"creature does not require the constant attention of the necromancer to "
"command and sustain, but can work autonomously according to the commands of "
"its master. Only rarely, perhaps once every few months, does the necromancer "
"need to maintain his creation.\n"
"\n"
"Necromancy is almost solely limited to humans. Even the legends of magically "
"apt races like elves and merfolk tell of very few of their kind who have "
"ever delved in the dark arts. It is surmised that necromantic magic requires "
"great adaptability and a flexible mind, extremes of which are most commonly "
"found in humans. The ultimate goal of most necromancers is to turn the same "
"art of preserving and imbuing life upon themselves, to alter themselves at "
"whatever cost, to ultimately escape death by preserving their own mind and "
"spirit.\n"
"\n"
"<header>text='Geography'</header>\n"
"While undead lords arrived on the Great Continent in considerable numbers "
"only in the wake of Haldric I, they were not completely unheard of by elves "
"and dwarves before that."
msgstr ""
#. [race]: id=wolf
#: data/core/units.cfg:393
msgid "race^Wolf"
msgstr ""
#. [race]: id=wolf
#: data/core/units.cfg:394
#, fuzzy
#| msgid "race+female^Elf"
msgid "race+female^Wolf"
msgstr "Elfa"
#. [race]: id=wolf
#: data/core/units.cfg:395
msgid "race^Wolves"
msgstr ""
#. [race]: id=wolf
#: data/core/units.cfg:396
msgid ""
"Wolves are predatory canines encountered frequently in the wilderness. "
"Quick, tough, and durable, a solitary wolf suffices to maim or kill "
"civilians and untrained soldiers with ease, but it is their tendency to "
"travel in packs and attack in an organized manner that makes them "
"particularly fearsome to travelers. They tend to stay away from "
"civilization, though, only occasionally venturing close to prey upon "
"livestock."
msgstr ""
#. [race]: id=wose
#: data/core/units.cfg:405
msgid "race^Wose"
msgstr "Wose"
#. [race]: id=wose
#: data/core/units.cfg:406
msgid "race^Woses"
msgstr "Woses"
#. [race]: id=wose
#: data/core/units.cfg:407
msgid ""
"The mighty wose resides within the deepest forests of the known world. To "
"the untrained eye, the wose appears to be nothing more than an oddly shaped, "
"yet noble, tree. As guardians of the forest, the woses share a connection to "
"the woodlands deeper than even the elves. While the woses are a peaceful "
"race, disturbance of the ancient forests, which they tend, will incite the "
"wrath of nature itself. Woses are slow moving creatures that may spend "
"centuries standing in one location undisturbed by the ebb and flow of time.\n"
"\n"
"Although they practice no magic of their own, the woses share a deep "
"connection to faerie. What little is known of this ancient race comes from "
"elvish scholars who believe that this mystical power, which the mightiest "
"elves have dedicated their lives to master, is inherent to the wose. Though "
"woses resemble them, they share no ancestry with trees. Woses are believed "
"to be some of the oldest creatures in the world, perhaps even more ancient "
"than the forests in which they dwell, and it is thought that the power of "
"faerie has given these beings the eternal task of serving as wardens of the "
"forest.\n"
"\n"
"Woses are not warlike in the least and are ill-accustomed to combat. They "
"will however respond with indiscriminate violence in defense of their "
"forested territory. Woses are slow moving and are vulnerable away from the "
"woodlands. Due to their close connection with faerie, woses are particularly "
"sensitive to the arcane. The hardwood that makes the wose nigh-impervious to "
"physical assault has left it grievously vulnerable to flame. Their thick "
"bark and ability to harness the power of faerie to regenerate quickly when "
"injured allows the wose to survive an enemy onslaught long enough to respond "
"with a crushing might belied by its peaceful, plodding nature. Within its "
"forest home, the wose can disappear amongst the trees and ambush even the "
"best-trained elvish scout.\n"
"\n"
"The life span of the wose is unknown, although the most ancient members of "
"this race have lived many hundreds of years and have grown to massive "
"heights. It is thought that unless a wose falls in battle, it will find no "
"natural end. Content to pass the centuries standing like a sentry, "
"uninterested in the goings-on of the civilized world, the wose will stir "
"only to march to the defense of the natural world and the forests it calls "
"home."
msgstr ""
#: data/lua/feeding.lua:31 data/lua/feeding.lua:44
msgid "+1 max HP"
msgstr "+1 PV màx."
#: src/help/help.cpp:181
msgid "Close"
msgstr "Tancar"
#: src/help/help.cpp:184
msgid "The Battle for Wesnoth Help"
msgstr "Ajuda de Batalla per Wesnoth"
#: src/help/help.cpp:241
msgid "Parse error when parsing help text: "
msgstr "S'ha produït un erro analisant el text d'ajuda: "
#, fuzzy
#~ msgid ""
#~ " option at the title screen.\n"
#~ "\n"
#~ "<header>text='What you get'</header>"
#~ msgstr ""
#~ "\n"
#~ "\n"
#~ "<header>text='Provabilitat d'encert'</header>"
#, fuzzy
#~ msgid ""
#~ "\n"
#~ "\n"
#~ "<header>text='Pure Map Mode'</header>"
#~ msgstr ""
#~ "\n"
#~ "\n"
#~ "<header>text='Provabilitat d'encert'</header>"
#, fuzzy
#~ msgid ""
#~ "\n"
#~ "\n"
#~ "<header>text='Scenario Mode'</header>"
#~ msgstr ""
#~ "\n"
#~ "\n"
#~ "<header>text='Provabilitat d'encert'</header>"
#, fuzzy
#~| msgid ""
#~| "Berserk:\n"
#~| "Whether used offensively or defensively, this attack presses the "
#~| "engagement until one of the combatants is slain, or 30 rounds of attacks "
#~| "have occurred."
#~ msgid ""
#~ "Whether used offensively or defensively, this attack presses the "
#~ "engagement until one of the champions is slain, or 30 rounds of attacks "
#~ "have occurred."
#~ msgstr ""
#~ "Berserk:\n"
#~ "Tant si s'usa ofensiva com defensivament, est atac allarga la lluita fins "
#~ "a la mort d'un dels dos combatents, o fins que s'hagen produït 30 rondes "
#~ "d'atacs."
#, fuzzy
#~| msgid "firststrike"
#~ msgid "true strike"
#~ msgstr "primer atac"
#, fuzzy
#~| msgid ""
#~| "Magical:\n"
#~| "This attack always has a 70% chance to hit regardless of the defensive "
#~| "ability of the unit being attacked."
#~ msgid ""
#~ "This attack always has a 70% chance to hit regardless of the defensive "
#~ "ability of the champion being attacked."
#~ msgstr ""
#~ "Màgic:\n"
#~ "Est atac sempre té un 70% de possibilitats de colpejar, indiferentment de "
#~ "l'habilitat defensiva de l'unitat atacada."
#~ msgid "race^Mermen"
#~ msgstr "Sirènits"
#~ msgid "ingame_help_item^Contributors"
#~ msgstr "Colaboradors"
#, fuzzy
#~| msgid "race^Human"
#~ msgid "race^Khalifate Human"
#~ msgstr "Humà"
#, fuzzy
#~| msgid "race+female^Human"
#~ msgid "race+female^Khalifate Human"
#~ msgstr "Humana"
#, fuzzy
#~| msgid "race+plural^Mechanical"
#~ msgid "race+plural^Khalifate"
#~ msgstr "Mecànics"
#, fuzzy
#~ msgid "female^nightstalk"
#~ msgstr "aguait nocturn"
#, fuzzy
#~| msgid ""
#~| "Plague:\n"
#~| "When a unit is killed by a Plague attack, that unit is replaced with a "
#~| "unit identical to and on the same side as the unit with the Plague "
#~| "attack. This doesnt work on Undead or units in villages."
#~ msgid ""
#~ "When a unit is killed by a Plague attack, that unit is replaced with a "
#~ "unit identical to and on the same side as the unit with the Plague "
#~ "attack. This doesnt work on Undead or units in villages."
#~ msgstr ""
#~ "Plaga:\n"
#~ "Quan una unitat mor per un atac de plaga, ésta és reemplaçada per una "
#~ "unitat idéntica i del mateix bando que la unitat ab l'atac de plaga. Açò "
#~ "no funciona ab No Morts o unitats en aldees."
#~ msgid "Intelligent"
#~ msgstr "Sabut"
#~ msgid "Quick"
#~ msgstr "Rápit"
#~ msgid "Resilient"
#~ msgstr "Resistent"
#~ msgid "Strong"
#~ msgstr "Fort"
#~ msgid "Fearless"
#~ msgstr "Intrèpit"
#, fuzzy
#~ msgid "Feral"
#~ msgstr "Total"
#~ msgid "Loyal"
#~ msgstr "Lleal"
#~ msgid "trait^Undead"
#~ msgstr "No mort"
#~ msgid "trait^Mechanical"
#~ msgstr "Mecànic"
#, fuzzy
#~ msgid "trait^Elemental"
#~ msgstr "ocultació"
#~ msgid "Dextrous"
#~ msgstr "Destre"
#~ msgid "Healthy"
#~ msgstr "Sà"
#, fuzzy
#~ msgid "Dim"
#~ msgstr "Mig"
#, fuzzy
#~ msgid "Slow"
#~ msgstr "Retardat"
#, fuzzy
#~| msgid "trait^Undead"
#~ msgid "trait^Aged"
#~ msgstr "No mort"
#, fuzzy
#~ msgid ""
#~ "In combat, your units will inevitably take damage. When a unit "
#~ "<ref>dst='advancement' text='advances'</ref>, it will heal fully. This "
#~ "can happen as you finish fighting an enemy, whether it is your turn or "
#~ "not. Wesnoth offers several other ways for your units to heal, all of "
#~ "which take place at the beginning of your turn, before you take action."
#~ msgstr ""
#~ "En combat, les teues unitats inevitablement rebran dany. Quan una unitat "
#~ "<ref>dst=experience_and_advancement text='alvança de nivell'</ref>, "
#~ "sanarà completament. Açò pot succeir després d'acabar de lluitar contra "
#~ "un enemic, siga o no la teua tanda. Wesnoth oferix moltes atres maneres "
#~ "de sanarr les teues unitats, totes tenen lloc al començament de la teua "
#~ "tanda, abans de passar a l'acció."
#, fuzzy
#~ msgid "Factions"
#~ msgstr "Facció"
#~ msgid "Overview"
#~ msgstr "Descripció"
#~ msgid "Fundamentals of Gameplay"
#~ msgstr "Fonaments del joc"
#, fuzzy
#~ msgid ""
#~ "\n"
#~ "\n"
#~ "To begin with, its best to click the <bold>text='Tutorial'</bold> button "
#~ "at the main menu. This will take you to the interactive tutorial, which "
#~ "will teach you the basics of Wesnoth. After this, it is recommended that "
#~ "you play the Heir to the Throne campaign first — click "
#~ "<bold>text='Campaign'</bold> then <italic>text='Heir to the Throne'</"
#~ "italic>. As <italic>text='Battle for Wesnoth'</italic> can be quite "
#~ "challenging, you may wish to start on easy."
#~ msgstr ""
#~ "\n"
#~ "\n"
#~ "Per a començar, lo millor és fer clic sobre el botó "
#~ "<italic>text='Tutorial'</italic> en el menú principal. Açò vos portarà a "
#~ "fer una campanya d'aprenentage que vos ensenyarà els conceptes bàsics de "
#~ "Wesnoth. Després d'això, és recomanable jugar la campanya Hereu al Tron: "
#~ "clic en <italic>text='Campanya'</italic>, i després <italic>text='Hereu "
#~ "al Tron'</italic>. Wesnoth és un joc desafiant, aixina que és recomanable "
#~ "començar en nivell <italic>text=Fàcil</italic>."
#, fuzzy
#~ msgid ""
#~ "These pages outline all you need to know to play <italic>text='Battle for "
#~ "Wesnoth'</italic>. They cover how to play and the basic mechanics behind "
#~ "the game. As you play the game, new information is added to these pages "
#~ "as you come across new aspects of the game. For more detailed information "
#~ "on special situations and exceptions, please follow the links included."
#~ msgstr ""
#~ "Estes pàgines resumixen tot lo que necessiteu saber per a jugar a Batalla "
#~ "per Wesnoth. S'explica com jugar i els mecanismes bàsics que hi ha "
#~ "darrere del joc. Mentres jugueu, s'anirà afegint nova informació a mida "
#~ "que descobriu nous aspectes. Recordeu que açò és només un resum. Per a "
#~ "situacions especials o excepcions, seguiu els vínculs que s'inclouen."
#, fuzzy
#~ msgid ""
#~ "\n"
#~ "\n"
#~ "<italic>text='Campaigns'</italic> consist of multiple scenarios that "
#~ "follow on from each other, telling a story. In a campaign, you often need "
#~ "to play more carefully, preserving your best troops so that they can be "
#~ "used again in later scenarios in the campaign."
#~ msgstr ""
#~ "\n"
#~ "\n"
#~ "Les campanyes consistixen en múltiples escenaris que passen d'un a "
#~ "l'atre, explicant una història. En una campanya, és recomanable que "
#~ "jugueu ab molt de recapte, reservant les millors unitats per tal de "
#~ "reincorporar-les en escenaris posteriors."
#, fuzzy
#~ msgid ""
#~ "The game takes place over a series of battles, called "
#~ "<italic>text='scenarios'</italic>. Each scenario pits your troops against "
#~ "the troops of one or more adversaries. You can play against the computer, "
#~ "or with friends who each take turns sitting at the computer (hotseat "
#~ "play). If your computer is connected to a computer network, you can also "
#~ "play against other people connected to that network. If your computer has "
#~ "a connection to the Internet, you can play against other people across "
#~ "the Internet."
#~ msgstr ""
#~ "El joc discorre en una série de batalles nomenades escenaris. Cada "
#~ "escenari enfronta les teues tropes contra u o més adversaris. Podeu jugar "
#~ "contra l'ordinador o ab amics agafant el control d'un bando diferent a "
#~ "cada tanda (modalitat tots a una). Si el vostre ordinador està en ret, "
#~ "podeu jugar ab els restants ordinadors que formen part d'ella. I si "
#~ "disponeu de conexió a internet, podreu jugar ab gent de tot lo món."
#~ msgid "Experience and Advancement"
#~ msgstr "Experiència i veterania"
#, fuzzy
#~ msgid ""
#~ "\n"
#~ "\n"
#~ "<italic>text='Healthy'</italic> units have 1 HP plus 1 HP per level more "
#~ "than usual and rest heal the usual 2 HP after each turn they did not "
#~ "fight. They also suffer a quarter less damage from poison."
#~ msgstr ""
#~ "\n"
#~ "\n"
#~ "Les unitats sanes tenen 2 PV més de lo normal i el descansar els sana 2 "
#~ "PV adicionals tras cada tanda en el que no lluiten."
#~ msgid "Help"
#~ msgstr "Ajuda"
#~ msgid "<header>text='Units having this special attack'</header>"
#~ msgstr "<header>text='Unitats ab est atac especial'</header>"
#~ msgid "<header>text='Units having this ability'</header>"
#~ msgstr "<header>text='Unitats ab esta habilitat'</header>"
#, fuzzy
#~ msgid "Leaders:"
#~ msgstr "Líder: "
#, fuzzy
#~ msgid "Recruits:"
#~ msgstr "Reclutaments: "
#~ msgid "Era:"
#~ msgstr "Era:"
#, fuzzy
#~ msgid "Factions:"
#~ msgstr "Facció"
#, fuzzy
#~| msgid "Terrain"
#~ msgid "Base Terrain: "
#~ msgstr "Terreny"
#~ msgid "level"
#~ msgstr "nivell"
#~ msgid "Advances from: "
#~ msgstr "Alvança de:"
#, fuzzy
#~ msgid "Variations: "
#~ msgstr "Facció"
#~ msgid "race^Miscellaneous"
#~ msgstr "Miscelànea"
#~ msgid "Race: "
#~ msgstr "Raça:"
#~ msgid "Abilities: "
#~ msgstr "Habilitats: "
#, fuzzy
#~ msgid "Ability Upgrades: "
#~ msgstr "Habilitats: "
#~ msgid "HP: "
#~ msgstr "PV:"
#~ msgid "Moves: "
#~ msgstr "Moviments: "
#~ msgid "Cost: "
#~ msgstr "Cost: "
#~ msgid "Alignment: "
#~ msgstr "Alineació: "
#~ msgid "Required XP: "
#~ msgstr "Experiència requerida: "
#~ msgid "unit help^Attacks"
#~ msgstr "Atacs"
#~ msgid "unit help^Name"
#~ msgstr "Nom"
#~ msgid "Type"
#~ msgstr "Tipo"
#~ msgid "Strikes"
#~ msgstr "Colps"
#~ msgid "Range"
#~ msgstr "Alcanç"
#~ msgid "Special"
#~ msgstr "Especial"
#~ msgid "Resistances"
#~ msgstr "Resistències"
#~ msgid "Attack Type"
#~ msgstr "Tipo d'atac"
#~ msgid "Resistance"
#~ msgstr "Resistència"
#~ msgid "Terrain"
#~ msgstr "Terreny"
#~ msgid "Defense"
#~ msgstr "Defensa"
#~ msgid "Movement Cost"
#~ msgstr "Cost de moviment"
#~ msgid " < Back"
#~ msgstr " < Arrere"
#~ msgid "Forward >"
#~ msgstr "Avant >"
#~ msgid "Reference to unknown topic: "
#~ msgstr "Referència a un tema desconegut: "
#~ msgid "corrupted original file"
#~ msgstr "archiu original corromput"
#, fuzzy
#~ msgid "Caste"
#~ msgstr "Castell"
#, fuzzy
#~ msgid "Breeding Pen"
#~ msgstr "alimentació"
#, fuzzy
#~ msgid "World Ocean"
#~ msgstr "La Gran Guerra"
#, fuzzy
#~ msgid "Hatchling"
#~ msgstr "Curació"
#, fuzzy
#~ msgid "Fledgling"
#~ msgstr "Curació"
#, fuzzy
#~ msgid "Intendant"
#~ msgstr "Sabut"
#, fuzzy
#~ msgid "Swarm"
#~ msgstr "eixam"
#, fuzzy
#~ msgid "Swarming"
#~ msgstr "eixam"
#, fuzzy
#~ msgid ""
#~ "<italic>text='Grassland'</italic> represents open plains, whether "
#~ "cultivated, cut back for grazing, or wild. Being open ground, grassland "
#~ "is both very easy to move across, but is also difficult to defend oneself "
#~ "in. Typically, those units that perform best on grassland are either "
#~ "cavalry, or very agile units which take advantage of the open space.\n"
#~ "\n"
#~ "Most units have defense of 30 to 40% on grassland."
#~ msgstr ""
#~ "Les praderies representen planes, ya siguen cultivades, llaurades, o "
#~ "salvages. Al ser terrenys oberts, és molt fàcil moure's per elles, pero "
#~ "també difícil defendre's. Normalment, les unitats que millor es comporten "
#~ "en les planes són la cavalleria i les unitats molt àgils, que poden "
#~ "aprofitar les ventages de l'espai obert.\n"
#~ "La majoria d'unitats tenen una defensa d'entre un 30% i un 40% en les "
#~ "praderies."
#~ msgid "Road"
#~ msgstr "Camí"
#, fuzzy
#~ msgid ""
#~ "<italic>text='Roads'</italic> are beaten paths of dirt, formed by many "
#~ "travelers passing over them. As far as gameplay is concerned, roads "
#~ "behave as <ref>dst='terrain_flat' text='flat'</ref> terrain.\n"
#~ "\n"
#~ msgstr ""
#~ "Els camins són rutes marcades de terra, formades pels mateixos viagers "
#~ "després de passar per ahi repetidament. Pel que fa al joc, els camins són "
#~ "idèntics a les <ref>dst=terrain_grassland text=praderies</ref>."
#~ msgid "Forest"
#~ msgstr "Bosc"
#, fuzzy
#~ msgid ""
#~ "<italic>text='Forests'</italic> represent any woodland with significant "
#~ "undergrowth, enough to hinder passage. Though they slow nearly everyone "
#~ "down, forests do offer better defense to most units than open ground. "
#~ "Cavalry, however, have so much trouble navigating them that any benefit "
#~ "gained by stealth is negated. Elves are an exception to this general rule "
#~ "for forests. Not only do they possess full movement in forests, but they "
#~ "also gain a considerable defensive bonus. Dwarves are another exception "
#~ "to this rule; though they are able to plow through the forests without "
#~ "much loss of speed, their utter unfamiliarity with the terrain causes "
#~ "them to receive no defensive bonus.\n"
#~ "\n"
#~ "Most units have 50% defense in forests, but cavalry are limited to 30%. "
#~ "Elves, on the other hand, enjoy 60 to 70% defense, even their mounted "
#~ "units. Dwarves generally receive only 30% defense in forests.\n"
#~ "\n"
#~ msgstr ""
#~ "Els boscs representen qualsevol zona boscosa ab suficient mala herba com "
#~ "per a molestar el caminar normal. Encara que retarden a casi tot lo món, "
#~ "els boscs oferixen una millor protecció a la majoria de les unitats que "
#~ "el cel obert. La cavalleria, no obstant, troba tants problemes per a "
#~ "moure's per ells que perden qualsevol benefici que pogueren guanyar per "
#~ "amagar-se. Els elfs són una excepció a la regla general sobre els boscs. "
#~ "No sols retenen tot el seu moviment en els boscs, sino que guanyen un "
#~ "considerable bo de defensa quan es troben en ells. Els nanos són una atra "
#~ "excepció ad esta regla; encara que són capaços d'obrir-se pas a través "
#~ "del bosc sense perdre molta velocitat, el seu immens desconeiximent del "
#~ "terreny els provoca que no reben cap bo de defensa.\n"
#~ "\n"
#~ "Moltes unitats tenen un 50% de defensa en boscs, pero la cavalleria està "
#~ "llimitada a un 30%. Els elfs, pel contrari, disfruten d'un 60% o un 70% "
#~ "de defensa, inclús a lloms de les seues montures. Els nanos generalment "
#~ "reben només un 30% de defensa en els boscs.\n"
#~ "\n"
#~ msgid "Hills"
#~ msgstr "Tossals"
#, fuzzy
#~ msgid ""
#~ "<italic>text='Hills'</italic> represent any reasonably rough terrain, "
#~ "with enough dips and rises in the ground to provide some cover. Hills are "
#~ "difficult for most troops to navigate. Dwarves, trolls, and orcs have "
#~ "enough familiarity with the terrain that they can pass through it without "
#~ "being slowed down. Cavalry have enough trouble navigating the terrain "
#~ "that any defensive aid lent by cover is negated.\n"
#~ "\n"
#~ "Most units have about 50% defense in hills, whereas cavalry are limited "
#~ "to 40%. Dwarves enjoy 60% defense in hills.\n"
#~ "\n"
#~ msgstr ""
#~ "Els tossals representen qualsevol terreny abrupte, ab suficients fondades "
#~ "i crestes en la terra com per a oferir cobertura. Els tossals són "
#~ "difícils de creuar per a la majoria de tropes. Els nanos, trolls i orcs "
#~ "tenen la suficient familiaritat ab el terreny com per a passar per elles "
#~ "sense vore's afectats o retardats. La cavalleria té suficient problema de "
#~ "circular en este terreny com per a poder guanyar algun bo a la defensa "
#~ "per la possible cobertura.\n"
#~ "\n"
#~ "La majoria de les unitats tenen un 50% de defensa en tossals, mentres que "
#~ "la cavalleria està llimitada a un 40%. Els nanos disfruten d'un 60% de "
#~ "defensa en els tossals."
#~ msgid "Mountains"
#~ msgstr "Montanyes"
#, fuzzy
#~ msgid ""
#~ "<italic>text='Mountains'</italic> are steep enough that units often have "
#~ "to climb over obstacles to move. By this nature, they provide a "
#~ "considerable defensive bonus for most troops, but they also severely "
#~ "impede any passage through them. Most cavalry simply cannot enter "
#~ "mountainous terrain; however, elvish cavalry is an exception to this, as "
#~ "are the goblin wolf riders. Both dwarves and trolls are native to "
#~ "mountainous terrain, and have a very easy time getting around.\n"
#~ "\n"
#~ "Most units receive about 60% defense in mountains, whereas Dwarves enjoy "
#~ "70%."
#~ msgstr ""
#~ "Les montanyes són terrenys tan escarpats que les unitats a sovint tenen "
#~ "que escalar per damunt dels obstàculs per tal d'alvançar. Per la seua "
#~ "naturalea, proporcionen bones posicions de defensa per a la majoria de "
#~ "tropes, pero també n'hi ha d'atres que veuen impedit el seu pas. La "
#~ "majoria de la cavalleria simplement no pot entrar en terreny montanyós; "
#~ "els exploradors elfs en són una excepció, juntament ab els ginets de llop "
#~ "goblin. Nanos i trolls són els habitants més adaptats a la montanya, i es "
#~ "mouen ab facilitat.\n"
#~ "\n"
#~ "La majoria d'unitats tenen un 60% de defensa en les montanyes. Els nanos, "
#~ "per la seua part, obtenen una defensa millorada fins al 70%."
#~ msgid "Swamp"
#~ msgstr "Pantà"
#, fuzzy
#~ msgid ""
#~ "<italic>text='Swamps'</italic> represent any sort of wetlands. Swamps "
#~ "slow down nearly everyone, and inhibit their ability to defend "
#~ "themselves. An exception to this is any race bodily skilled in navigating "
#~ "water; these receive both full movement and a defensive bonus. Those that "
#~ "make their living in the wetlands are also adept at using this terrain "
#~ "for cover.\n"
#~ "\n"
#~ "Most units make do with 30% defense in swamps. Mermen, naga, and saurians "
#~ "all generally enjoy 60%."
#~ msgstr ""
#~ "Els pantans representen qualsevol tipo d'aiguamoll. Retarden pràcticament "
#~ "a tot lo món, i fan qualsevol tipo de defensa molt difícil. S'exceptuen "
#~ "qualsevol races habituades a viure en l'aigua; estes retenen tota la seua "
#~ "capacitat de moviment i ademés tenen un bo de defensa. Aquells que han "
#~ "fet dels pantans el seu llar també poden usar-ho per a protegir-se.\n"
#~ "\n"
#~ "La majoria de les unitats tan solament tenen un 30% de defensa en "
#~ "pantans. Els sirènits, nagues i sauris solen disfrutar d'un 60%."
#~ msgid "Shallow Water"
#~ msgstr "Aigües someres"
#, fuzzy
#~ msgid ""
#~ "<italic>text='Shallow water'</italic> represents any body of water deep "
#~ "enough to come up to roughly a mans waist. This is enough to slow down "
#~ "nearly anyone and leave them wide open to attack. Dwarves, given that the "
#~ "water reaches up almost to their heads, have an extremely hard time of "
#~ "this. The exception is any race whose bodies naturally lend themselves to "
#~ "swimming, for which they receive a considerable defensive bonus and full "
#~ "movement.\n"
#~ "\n"
#~ "Most units make do with 20 to 30% defense in shallow water, whereas both "
#~ "naga and mermen enjoy 60%."
#~ msgstr ""
#~ "Les aigües someres representen qualsevol extensió d'aigua suficientment "
#~ "profunda com per a cobrir un home fins a la cintura. Açò és suficient per "
#~ "a retardar a casi qualsevol criatura, aixina com deixar-la sense a penes "
#~ "defensa. Els nanos, ya que l'aigua els arriba casi al coll, ho passen "
#~ "molt malament si han de travessar-les. L'excepció són les races ab cossos "
#~ "adaptats a la vida aquàtica i la natació, per lo que tenen tot el seu "
#~ "moviment i un considerable bo defensiu.\n"
#~ "\n"
#~ "La majoria de les unitats han de conformar-se ab un 20% o 30% de defensa "
#~ "en aigües someres, mentres que tant les nagues com els sirènits disfruten "
#~ "d'un 60%."
#~ msgid "Deep Water"
#~ msgstr "Aigües fondes"
#, fuzzy
#~ msgid ""
#~ "<italic>text='Deep water'</italic> represents any body of water deep "
#~ "enough to cover a mans head. Most units cannot enter deep water: it is "
#~ "the domain of units which can either fly, or are exceptionally strong "
#~ "swimmers.\n"
#~ "\n"
#~ "Mermen and naga both receive 50% defense in deep water, with full "
#~ "movement."
#~ msgstr ""
#~ "L'aigua profunda representa qualsevol extensió d'aigua suficientment "
#~ "profunda com per a cobrir un home per complet. La majoria de les unitats "
#~ "no poden entrar en aigües profundes: són els dominis de les criatures "
#~ "voladores o nadadores.\n"
#~ "\n"
#~ "Tant els sirènits com les nagues reben un 50% de defensa en aigües "
#~ "profundes, ab tot el seu moviment."
#, fuzzy
#~ msgid ""
#~ "<italic>text='Frozen'</italic> terrain represents any flat area that is "
#~ "covered by snow or ice. Most units are slowed down on it, and have a "
#~ "harder time defending themselves. Note that swimming units, even those "
#~ "who can breathe underwater, cannot swim underneath ice.\n"
#~ "\n"
#~ "Most units have 20 to 40% defense in frozen terrain."
#~ msgstr ""
#~ "La neu representa qualsevol àrea plana que estiga congelada, ya siga de "
#~ "forma permanent (com la tundra) o temporalment (com praderies cobertes de "
#~ "neu). La majoria de les unitats es veuen reduït el seu moviment per la "
#~ "neu, i els costa més defendre's.\n"
#~ "\n"
#~ "La majoria de les unitats tenen d'un 20% a un 40% de defensa en la neu."
#~ msgid "Castle"
#~ msgstr "Castell"
#, fuzzy
#~ msgid ""
#~ "<italic>text='Castles'</italic> are any sort of permanent fortification. "
#~ "Nearly all units receive a considerable bonus to their defense by being "
#~ "stationed in a castle, and most units receive full movement in a castle. "
#~ "Stationing units in a castle represents its defensive capability. Without "
#~ "a unit in each wall hex, an enemy can simply sneak into the castle "
#~ "unchallenged, gaining the same defensive bonus as everyone inside.\n"
#~ "\n"
#~ "Most units have about 60% defense in a castle.\n"
#~ "\n"
#~ msgstr ""
#~ "Els castells són qualsevol tipo de fortificació permanent. Pràcticament "
#~ "totes les unitats reben un considerable bo a la seua defensa mentres "
#~ "estiguen estejats en un castell, i totes les unitats tenen el seu "
#~ "moviment complet. Estejar unitats en un castell representa la seua "
#~ "capacitat defensiva. Sense posar una unitat en cada casella de mur, un "
#~ "enemic simplement pot colar-se sense lluita i guanyar el mateix bo de "
#~ "defensa que qualsevol atra unitat de dins.\n"
#~ "\n"
#~ "La majoria de les unitats tenen un 60% de defensa en un castell.\n"
#~ "\n"
#~ msgid "Sand"
#~ msgstr "Arena"
#, fuzzy
#~ msgid ""
#~ "The instability of <italic>text='sand'</italic> makes it harder for most "
#~ "units to cross, and leaves them wide open to attack. In contrast, the "
#~ "wide feet or snakelike bodies of the reptilian races make sand much "
#~ "easier for them to navigate.\n"
#~ "\n"
#~ "Most units receive 20 to 40% defense in sand."
#~ msgstr ""
#~ "L'inestabilitat de l'arena fa més difícil per a moltes unitats travessar-"
#~ "la, i les deixa sense moltes possibilitats de defensa. Pel contrari, els "
#~ "peus amples o els cossos serpentins de les races de fardachos fan que "
#~ "l'arena siga molt més fàcil de travessar.\n"
#~ "\n"
#~ "La majoria de les unitats reben d'un 20% a un 40% de defensa en arena."
#~ msgid "Desert"
#~ msgstr "Desert"
#, fuzzy
#~ msgid ""
#~ "<italic>text='Deserts'</italic> have a somewhat different composition "
#~ "than small sand pits or beaches, however for gameplay purposes they are "
#~ "identical. See <ref>dst='terrain_sand' text='sand'</ref>."
#~ msgstr ""
#~ "Els deserts tenen una composició un poc diferent dels pous d'arena o les "
#~ "plages; no obstant, a efectes de joc, son idéntics. Veja's "
#~ "<ref>dst=terrain_sand text=arena</ref>."
#~ msgid "Cave"
#~ msgstr "Cova"
#, fuzzy
#~ msgid ""
#~ "<italic>text='Cave'</italic> terrain represents any underground cavern "
#~ "with enough room for a unit to pass. Most units are wholly unfamiliar "
#~ "with the terrain, and thus are both slowed down and hindered in defense. "
#~ "Dwarves and trolls, who make their homes in caves, both have a relatively "
#~ "easy time navigating this terrain, especially dwarves, who by dint of "
#~ "their small size can navigate many obstacles that other races cannot. "
#~ "Occasionally caves are <ref>dst='terrain_illuminated_cave' "
#~ "text='illuminated'</ref>.\n"
#~ "\n"
#~ "Most units receive 20 to 40% defense in caves, whereas dwarves have 50%."
#~ msgstr ""
#~ "El terreny cavernós representa qualsevol caverna subterrànea ab suficient "
#~ "lloc perque una unitat passe. La majoria de les unitats no estan gens "
#~ "familiarisades ab el terreny, i per això es veuen afectades tant en el "
#~ "seu moviment com en la seua defensa. Els nanos i els trolls, que fan els "
#~ "seus llars en les coves, tenen una relativa facilitat per a circular per "
#~ "este tipo de terreny, i en especial els nanos, que a causa de la seua "
#~ "chicoteta talla poden ignorar molts obstaculs que atres races no. De tant "
#~ "en tant les coves estan <ref>dst=terrain_illuminated_cave "
#~ "text=allumenades</ref>.\n"
#~ "\n"
#~ "Les majoria de les unitats reben entre un 20% i un 40% de defensa en les "
#~ "coves, mentres que els nanos tenen un 50%."
#~ msgid "Rockbound Cave"
#~ msgstr "Coves rocoses"
#, fuzzy
#~ msgid ""
#~ "<italic>text='Rockbound cave'</italic> terrain is formed by the action of "
#~ "water and wind, carrying erosive particles that carve the rock. It "
#~ "resembles a scraggy underground cavern which reduces efficiency of most "
#~ "units, but shoulders defense. Dwarves and trolls, who are main settlers "
#~ "of caves, have a relatively easy time navigating this terrain. Dwarves, "
#~ "who by dint of their small size have the full advantage of navigation in "
#~ "such topography. Occasionally caves are "
#~ "<ref>dst='terrain_illuminated_cave' text='illuminated'</ref>\n"
#~ "\n"
#~ "Most units have about 50% defense in rocky caves, whereas cavalry are "
#~ "limited to 40%. Dwarves enjoy 60% defense in rockbound caves."
#~ msgstr ""
#~ "El terreny de coves rocoses està format per l'acció de l'aigua i el vent, "
#~ "que porten partícules erosives que tallen la roca. Es semblen a una "
#~ "estreta caverna subterrànea, lo que reduïx l'eficiència de la major part "
#~ "de les unitats, pero millora la seua defensa. Els nanos i els trolls, que "
#~ "són els principals habitants de coves, poden travessar este terreny ab "
#~ "relativa facilitat. Els nanos, a causa del seu chicotet tamany, no tenen "
#~ "cap problema movent-se en este entorn. En certes ocasions les coves estan "
#~ "<ref>dst=terrain_illuminated_cave text=allumenades</ref>\n"
#~ "\n"
#~ "La majoria de les unitats tenen un 50% de defensa en estes coves, pero la "
#~ "cavalleria està llimitada a un 40%. Els nanos disfruten d'un 60% de "
#~ "defensa en les coves rocoses."
#~ msgid "Illuminated Cave"
#~ msgstr "Cova allumenada"
#, fuzzy
#~ msgid ""
#~ "Rare patches of the underground world are illuminated by light from the "
#~ "surface shining down into the gloomy darkness. This provides an attack "
#~ "bonus for lawful units and removes the attack bonus from chaotic units. "
#~ "In all other regards this terrain is functionally identical to normal "
#~ "<ref>dst='terrain_cave' text='cave terrains'</ref>."
#~ msgstr ""
#~ "En molt rares ocasions, algunes zones del món subterràneu es veuen "
#~ "allumenades per la llum de la superficie que resplandix en las ombries "
#~ "tenebres. Açò proporciona una bonificació en l'atac per a les unitats "
#~ "llegals i elimina la bonificació per a les unitats caòtiques. En tots els "
#~ "demés aspectes, este terreny és funcionalment idéntic als terrenys "
#~ "cavernosos normals."
#~ msgid "Mushroom Grove"
#~ msgstr "Boscage de Bolets"
#, fuzzy
#~ msgid ""
#~ "<italic>text='Mushroom groves'</italic> are vast underground forests of "
#~ "giant mushrooms, which thrive in the damp darkness. Most units have "
#~ "trouble negotiating the spongy floor of smaller fungi, but they have "
#~ "plenty of cover behind the larger stalks. Mounted units, however, become "
#~ "completely mired and lack proper freedom of movement in combat. Undead "
#~ "units have a natural affinity for decay and function quite well in "
#~ "mushroom forests.\n"
#~ "\n"
#~ "Most units receive 50% to 60% defense in mushroom groves, whereas cavalry "
#~ "receive only 20%."
#~ msgstr ""
#~ "Els bocages de bolets són enormes boscs subterraneus de bolets jagants, "
#~ "que prosperen en les humides tenebres. Moltes unitats tenen problemes per "
#~ "a travessar l'esponjós sòl de foncs, pero troben prou protecció darrere "
#~ "dels alts brots. No obstant, les unitats montades es queden completament "
#~ "emboçades i perden tota llibertat de moviments en combat. Les unitats de "
#~ "no morts tenen una afinitat natural per allò que s'ha descompost pel que "
#~ "funcionen prou bé en els boscs de bolets.\n"
#~ "\n"
#~ "La majoria de les unitats rep d'un 50% a un 60% de defensa en els "
#~ "boscages de bolets, pero la cavalleria només rep un 20%."
#~ msgid "Village"
#~ msgstr "Aldea"
#, fuzzy
#~ msgid ""
#~ "<italic>text='Villages'</italic> represent any group of buildings, human "
#~ "or otherwise. Almost all units, even cavalry, have an easy time "
#~ "navigating villages, and most units gain a defensive bonus from being "
#~ "stationed in a village. Villages allow units the resources to clean and "
#~ "tend to their wounds, which allows any unit stationed therein to heal "
#~ "eight hitpoints each turn, or to be cured of poison.\n"
#~ "\n"
#~ "Most units have 50 to 60% defense in villages, whereas cavalry receive "
#~ "only 40%.\n"
#~ "\n"
#~ msgstr ""
#~ "Les aldees representen qualsevol grup d'edificis, ya siguen humans o "
#~ "atres. Casi totes les unitats, inclús la cavalleria, no tenen problemes "
#~ "per a travessar-les, i moltes unitats guanyen un bo defensiu si estan "
#~ "apostades en una aldea. Les aldees també oferixen a les unitats els "
#~ "recursos necessaris per a netejar i atendre les seues ferides, lo que es "
#~ "traduïx que una unitat que permaneixca estacionada en una aldea recupera "
#~ "huit punts de vida cada tanda, o es cura de l'enverinament.\n"
#~ "\n"
#~ "La majoria de les unitats tenen d'un 50% a un 60% de defensa en aldees, "
#~ "mentres que la cavalleria només té un 40%.\n"
#~ "\n"
#~ msgid "Submerged Village"
#~ msgstr "Aldea sumergida"
#, fuzzy
#~ msgid ""
#~ "<italic>text='Submerged villages'</italic> are the homes of merfolk and "
#~ "nagas. While water-dwelling creatures are at home here, land-dwellers "
#~ "have a hard time navigating and defending these villages. However, like "
#~ "any village, the facilites are available to all creatures which allow "
#~ "units to tend to their wounds. Any unit stationed in a village can heal "
#~ "eight hitpoints each turn, or be cured of poison.\n"
#~ "\n"
#~ "Merfolk and nagas have 60% defense in submerged villages, whereas land "
#~ "based units usually have a low defense."
#~ msgstr ""
#~ "Les aldees sumergides són la llar dels sirènits i les nagues. Encara que "
#~ "els habitants del mar es troben com en casa ací, els habitants de terra "
#~ "tenen grans dificultats per a recórrer i defendre estes aldees. No "
#~ "obstant, com qualsevol atra aldea, les infraestructures estan disponibles "
#~ "per a totes les criatures lo que permet que les unitats puguen curar-se "
#~ "les seues ferides. Qualsevol unitat apostada en una aldea pot curar fins "
#~ "a huit punts de vida per tanda, o ser curada de l'enverinament.\n"
#~ "\n"
#~ "Els sirènits i les nagues tenen un 60% de defensa en les aldees "
#~ "sumergides, mentres que les unitats terrestres tenen normalment una baixa "
#~ "defensa."
#, fuzzy
#~ msgid ""
#~ "<italic>text='Unwalkable terrain'</italic> covers any chasm or gorge "
#~ "which, as the name implies, cannot be crossed simply by walking. Chasms "
#~ "are noted for sheer walls which would take days to traverse. As far as "
#~ "gameplay is concerned, only units capable of flying can cross this "
#~ "terrain."
#~ msgstr ""
#~ "Un abisme és un clavill en la terra, que porta a profunditats "
#~ "desconegudes. Els abismes són coneguts per tindre rostàries molt "
#~ "escarpades que es tarden dies en recórrer. A l'efecte de joc, només les "
#~ "unitats capaces de volar sobre els abismes poden creuar este tipo de "
#~ "terreny."
#~ msgid "Lava"
#~ msgstr "Lava"
#, fuzzy
#~ msgid ""
#~ "The dangers inherent in trying to walk on <italic>text='lava'</italic> "
#~ "are fairly obvious. As far as movement is concerned, lava is equivalent "
#~ "to <ref>dst='terrain_unwalkable' text='unwalkable'</ref> terrain, and can "
#~ "only be crossed by those units capable of flying a considerable distance "
#~ "above it. The molten magma also produces a substantial glow, illuminating "
#~ "the area immediately above it. This provides an attack bonus for lawful "
#~ "units and removes the attack bonus from chaotic units."
#~ msgstr ""
#~ "Els perills inherents a l'intent de caminar sobre lava són prou obvis. "
#~ "Este terreny només poden creuar-ho unitats que siguen capaços de volar a "
#~ "una distància considerable sobre ell. El magma incandescent també produïx "
#~ "un substancial lluentor, que allumena l'àrea sobre ell. Açò proporciona "
#~ "un bo a l'atac a les unitats legals i elimina el bo de les unitats "
#~ "caòtiques."
#~ msgid "River Ford"
#~ msgstr "Guau del riu"
#~ msgid ""
#~ "When a river happens to be extremely shallow, passing over it is a "
#~ "trivial matter for land based units. Moreover, any creature best adapted "
#~ "to swimming has full mobility even at such places in the river. As far as "
#~ "gameplay is concerned, a river ford is treated as either grassland or "
#~ "shallow water, choosing whichever one offers the best defensive and "
#~ "movement bonuses for the unit on it."
#~ msgstr ""
#~ "Quan un riu du molt poca aigua, travessar-ho és un problema sense "
#~ "importancia per a les unitats terrestres. Més encara, qualsevol criatura "
#~ "que estiga adaptada a la natació tindrà una movilitat completa en tals "
#~ "llocs del riu. Per això, a l'efecte de joc, un guau es tracta com una "
#~ "praderia o com a aigües someres, depenent de quin tipo de terreny "
#~ "oferixca a l'unitat que la travesse majors bonificacions a la defensa i "
#~ "al moviment."
#, fuzzy
#~ msgid "Coastal Reef"
#~ msgstr "Castell"
#~ msgid "Bridge"
#~ msgstr "Pont"
#, fuzzy
#~ msgid ""
#~ "To those capable of building one, the ability to lay a "
#~ "<italic>text='bridge'</italic> offers a liberation from the fickle nature "
#~ "of waterways, whose fords come and go with the rise and fall of the "
#~ "waterline. This is to say nothing of the luxury of dry feet, the loss of "
#~ "which is no laughing matter in the cold months of the year.\n"
#~ "\n"
#~ "For those who go by land or sea, a bridge is the best of both worlds — "
#~ "for gameplay purposes, it is treated either as grassland or the "
#~ "underlying water, whichever offers the best movement and defensive "
#~ "bonuses for the unit occupying the bridge hex. Note that a swimming unit "
#~ "and a land unit are not capable of occupying a bridge hex at the same "
#~ "time."
#~ msgstr ""
#~ "Per a aquells capaços de construir u, l'habilitat de tirar un pont oferix "
#~ "un alliberament de la caprichosa naturalea dels cursos d'aigua. Això, a "
#~ "banda del luxe de no mullar-se els peus, lo que no és cap broma en els "
#~ "mesos més frets de l'any.\n"
#~ "\n"
#~ "Per a aquells que van per terra o mar, un pont és el millor d'abdós mons: "
#~ "a l'efecte de joc, es tracta com a praderia o com l'aigua subjacent, el "
#~ "que millor bonificació a la defensa i al moviment oferixca a la unitat "
#~ "que ho ocupa. Tinga en conte que una unitat aquàtica i una terrestre no "
#~ "poden estar al mateix temps en una casella de pont."
#, fuzzy
#~ msgid "Impassable"
#~ msgstr "Montanyes infranquejables"
#~ msgid ""
#~ "Berserk:\n"
#~ "Whether used offensively or defensively, this attack presses the "
#~ "engagement until one of the combatants is slain, or 30 rounds of attacks "
#~ "have occurred."
#~ msgstr ""
#~ "Berserk:\n"
#~ "Tant si s'usa ofensiva com defensivament, est atac allarga la lluita fins "
#~ "a la mort d'un dels dos combatents, o fins que s'hagen produït 30 rondes "
#~ "d'atacs."
#~ msgid ""
#~ "Magical:\n"
#~ "This attack always has a 70% chance to hit regardless of the defensive "
#~ "ability of the unit being attacked."
#~ msgstr ""
#~ "Màgic:\n"
#~ "Est atac sempre té un 70% de possibilitats de colpejar, indiferentment de "
#~ "l'habilitat defensiva de l'unitat atacada."
#~ msgid "firststrike"
#~ msgstr "primer atac"
#~ msgid ""
#~ "First Strike:\n"
#~ "This unit always strikes first with this attack, even if they are "
#~ "defending."
#~ msgstr ""
#~ "Primer atac:\n"
#~ "Esta unitat sempre ataca primer, encara que estiga defenent."
#~ msgid ""
#~ "Feeding:\n"
#~ "This unit gains 1 hitpoint added to its maximum whenever it kills a "
#~ "living unit."
#~ msgstr ""
#~ "Alimentació:\n"
#~ "Esta unitat guanya 1 punt de vida afegit al seu màxim quan mata a una "
#~ "unitat viva."
#~ msgid ""
#~ "Some weapons have special features that increase the effectiveness of "
#~ "attacking with them.\n"
#~ "\n"
#~ msgstr ""
#~ "Algunes armes tenen característiques especials que incrementen la seua "
#~ "efectivitat d'atac.\n"
#~ "\n"
#, fuzzy
#~ msgid "<header>text='Race specific topics'</header>"
#~ msgstr ""
#~ "\n"
#~ "\n"
#~ "<header>text='Provabilitat d'encert'</header>"