wesnoth/po/wesnoth-help/racv.po
Nils Kneuper 7cfc43e25a pot-update
regenerated doc files
2011-03-20 15:58:08 +00:00

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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-svn\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
"POT-Creation-Date: 2011-03-20 16:54+0100\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
#. [illuminated_time]: id=underground_illum
#: data/campaigns/Heir_To_The_Throne/utils/httt_utils.cfg:523
#: data/core/macros/schedules.cfg:85 data/core/macros/schedules.cfg:94
msgid "Underground"
msgstr "Subterràneu"
#. [berserk]: id=berserk
#: data/campaigns/Under_the_Burning_Suns/scenarios/03_Stirring_in_the_Night.cfg:819
#: data/core/macros/abilities.cfg:581
msgid "berserk"
msgstr "berserk"
#. [berserk]: id=berserk
#: data/campaigns/Under_the_Burning_Suns/scenarios/03_Stirring_in_the_Night.cfg:822
#: data/core/macros/abilities.cfg:583
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."
#. [chance_to_hit]: id=magical
#: data/campaigns/Under_the_Burning_Suns/scenarios/03_Stirring_in_the_Night.cfg:835
#: data/core/macros/abilities.cfg:667
msgid "magical"
msgstr "màgic"
#. [chance_to_hit]: id=magical
#: data/campaigns/Under_the_Burning_Suns/scenarios/03_Stirring_in_the_Night.cfg:838
#: data/core/macros/abilities.cfg:669
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."
#. [firststrike]: id=firststrike
#: data/campaigns/Under_the_Burning_Suns/scenarios/03_Stirring_in_the_Night.cfg:850
#: data/core/macros/abilities.cfg:716
msgid "firststrike"
msgstr "primer atac"
#. [firststrike]: id=firststrike
#: data/campaigns/Under_the_Burning_Suns/scenarios/03_Stirring_in_the_Night.cfg:853
#: data/core/macros/abilities.cfg:718
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."
#. [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:22
#: data/core/macros/abilities.cfg:16
#, fuzzy
msgid ""
"Heals +4:\n"
"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:45
#: data/core/macros/abilities.cfg:30
msgid "heals +8"
msgstr "sana +8"
#. [heals]: id=healing
#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:46
#: data/core/macros/abilities.cfg:31
#, fuzzy
msgid "female^heals +8"
msgstr "sana"
#. [heals]: id=healing
#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:51
#: data/core/macros/abilities.cfg:36
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."
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=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 ""
#. [topic]: id=caste
#: data/core/encyclopedia/drakes.cfg:7
#, fuzzy
msgid "Caste"
msgstr "Castell"
#. [topic]: id=caste
#: data/core/encyclopedia/drakes.cfg:8
msgid ""
"One of the variant forms of the drake: either be a <ref>dst='unit_Drake "
"Clasher' text='Clasher'</ref> or a <ref>dst='unit_Drake Fighter' text='Drake "
"Fighter'</ref>."
msgstr ""
#. [topic]: id=aerie
#: data/core/encyclopedia/drakes.cfg:13
msgid "Aerie"
msgstr ""
#. [topic]: id=aerie
#: data/core/encyclopedia/drakes.cfg:14
msgid ""
"A very large castle-like structure that is home to a <ref>dst='flight' "
"text='flight'</ref>. It contains the <ref>dst='breeding_pen' text='breeding "
"pens'</ref>."
msgstr ""
#. [topic]: id=breeding_pen
#: data/core/encyclopedia/drakes.cfg:19
#, fuzzy
msgid "Breeding Pen"
msgstr "alimentació"
#. [topic]: id=breeding_pen
#: data/core/encyclopedia/drakes.cfg:20
msgid ""
"The portion of an <ref>dst='aerie' text='aerie'</ref> where the nonsentient "
"<ref>dst='breeder' text='Breeders'</ref> live under the <ref>dst='dominant' "
"text='Dominant'</ref>' s eye."
msgstr ""
#. [topic]: id=breeding_cycle
#: data/core/encyclopedia/drakes.cfg:25
msgid "Breeding Cycle"
msgstr ""
#. [topic]: id=breeding_cycle
#: data/core/encyclopedia/drakes.cfg:26
msgid ""
"The time that passes between one <ref>dst=egg text='egg'</ref> laying to the "
"next."
msgstr ""
#. [topic]: id=world-ocean
#. [topic]: id=new continent
#: data/core/encyclopedia/drakes.cfg:31 data/core/encyclopedia/drakes.cfg:37
msgid " "
msgstr ""
#. [topic]: id=world-ocean
#: data/core/encyclopedia/drakes.cfg:32
msgid ""
"The Great Ocean is the name of the open seas that surround the archipelago "
"of <ref>dst='morogor' text='Morogor'</ref>. The drakes believe it to end at "
"the <ref>dst='abyss' text='Abyss'</ref>, a vast and deadly waterfall."
msgstr ""
#. [topic]: id=new continent
#: data/core/encyclopedia/drakes.cfg:38
msgid ""
"Great Continent -- The great continent to the east of <ref>dst='morogor' "
"text='Morogor'</ref>. Its existence is unknown to the @drakes until the "
"flight of @Galun."
msgstr ""
#. [topic]: id=abyss
#: data/core/encyclopedia/drakes.cfg:44
msgid "Abyss"
msgstr ""
#. [topic]: id=abyss
#: data/core/encyclopedia/drakes.cfg:45
msgid ""
"In the cosmology of the Drakes, a vast and deadly waterfall where the ocean "
"falls off the world-disc."
msgstr ""
#. [topic]: id=spiral_path
#: data/core/encyclopedia/drakes.cfg:50
msgid "Spiral Path"
msgstr ""
#. [topic]: id=spiral_path
#: data/core/encyclopedia/drakes.cfg:51
msgid ""
"A quasi-secret organization among the drakes devoted to avoiding a "
"Malthusian final war. See also <ref>dst='straight_path' text='Straight "
"Path'</ref>"
msgstr ""
#. [topic]: id=straight_path
#: data/core/encyclopedia/drakes.cfg:56
msgid "Straight Path"
msgstr ""
#. [topic]: id=straight_path
#: data/core/encyclopedia/drakes.cfg:57
msgid ""
"'The drakish tradition of perpetual expansion and conquest. This term is "
"mostly used by the members of the <ref>dst='spiral_path' text='Spiral Path'</"
"ref>."
msgstr ""
#. [topic]: id=dominant
#: data/core/encyclopedia/drakes.cfg:62
msgid "Dominant"
msgstr ""
#. [topic]: id=dominant
#: data/core/encyclopedia/drakes.cfg:63
msgid ""
"The <ref>dst='aspirant' text='Aspirant'</ref> that emerges as the drake "
"leader, the only drake in the tribe that is allowed to reproduce with the "
"<ref>dst='breeder' text='breeders'</ref>. Rarely, he may confer breeding "
"privileges on others."
msgstr ""
#. [topic]: id=vulcaniad
#: data/core/encyclopedia/drakes.cfg:68
msgid "Vulcaniad"
msgstr ""
#. [topic]: id=vulcaniad
#: data/core/encyclopedia/drakes.cfg:69
msgid ""
"The (irregular) period between consecutive eruptions of "
"<ref>dst='mount_morogor' text='Mount Morogor'</ref>. The "
"<ref>dst='long_count' text='Long Count'</ref> calendar is based upon it."
msgstr ""
#. [topic]: id=recorder
#: data/core/encyclopedia/drakes.cfg:74
msgid "Recorder"
msgstr ""
#. [topic]: id=recorder
#: data/core/encyclopedia/drakes.cfg:75
msgid ""
"A Recorder is a Drakish scrollkeeper whose has mastered the drakish "
"<ref>dst='drakish_script' text='script'</ref>. The recorders are the only "
"<ref>dst='caste' text='caste'</ref> of Drake not determined by biology: they "
"recruit their members from all of the other castes."
msgstr ""
#. [topic]: id=laying
#: data/core/encyclopedia/drakes.cfg:80
msgid "Laying"
msgstr ""
#. [topic]: id=laying
#. [topic]: id=hatching
#: data/core/encyclopedia/drakes.cfg:81 data/core/encyclopedia/drakes.cfg:87
msgid "A portion of the <ref>dst='breeding_cycle' text='breeding cycle'</ref>."
msgstr ""
#. [topic]: id=hatching
#: data/core/encyclopedia/drakes.cfg:86
msgid "Hatching"
msgstr ""
#. [topic]: id=hatchling
#: data/core/encyclopedia/drakes.cfg:92
#, fuzzy
msgid "Hatchling"
msgstr "Curació"
#. [topic]: id=hatchling
#: data/core/encyclopedia/drakes.cfg:93
msgid ""
"A young drake that has not yet seen another generation hatch. The younger of "
"the current generation of hatchlings are the most aggressive is the behavior "
"of the <ref>dst='flight' text='flight'</ref>."
msgstr ""
#. [topic]: id=fledgling
#: data/core/encyclopedia/drakes.cfg:98
#, fuzzy
msgid "Fledgling"
msgstr "Curació"
#. [topic]: id=fledgling
#: data/core/encyclopedia/drakes.cfg:99
msgid ""
"A young drake that has seen another generation hatch. If the "
"<ref>dst='flight' text='flight'</ref> can afford the loss of a generation "
"they start the <ref>dst='swarming' text='Swarming'</ref>."
msgstr ""
#. [topic]: id=breeder
#: data/core/encyclopedia/drakes.cfg:104
msgid "Breeder"
msgstr ""
#. [topic]: id=breeder
#: data/core/encyclopedia/drakes.cfg:105
msgid ""
"The female drake. They are rare since <ref>dst='egg' text='eggs'</ref> that "
"become breeders have to be handled with extra care. The number of breeders "
"is also limited by the amounts of non-breeders around, since breeders can't "
"take care of their food for themselves when laying. Drake breeders become "
"fertile after the next <ref>dst='hatching' text='hatching'</ref>."
msgstr ""
#. [topic]: id=egg
#: data/core/encyclopedia/drakes.cfg:110
msgid "Egg, Drake"
msgstr ""
#. [topic]: id=egg
#: data/core/encyclopedia/drakes.cfg:111
msgid ""
"The <ref>dst=caste text='caste'</ref> the <ref>dst='hatchling' "
"text='Hatchling'</ref> will belongs to is determined by the time it is laid "
"and to some extent the ambient temperature."
msgstr ""
#. [topic]: id=flight
#: data/core/encyclopedia/drakes.cfg:116
msgid "Flight"
msgstr ""
#. [topic]: id=flight
#: data/core/encyclopedia/drakes.cfg:117
msgid ""
"Tribe of Drakes, lives in an <ref>dst='aerie' text='Aerie'</ref>, "
"controlling a hunting range. Each tribe has one <ref>dst='dominant' "
"text='Dominant'</ref>, who confers mating privileges."
msgstr ""
#. [topic]: id=aspirant
#: data/core/encyclopedia/drakes.cfg:122
msgid "Aspirant"
msgstr ""
#. [topic]: id=aspirant
#: data/core/encyclopedia/drakes.cfg:123
msgid ""
"Male drake that has passed through a hormonal metamorphosis that makes him "
"able to mate with the <ref>dst='breeder' text='breeders'</ref>. The "
"secretion of the hormone is caused by hunt and combat actions in which the "
"drake is involved."
msgstr ""
#. [topic]: id=ascendant
#: data/core/encyclopedia/drakes.cfg:128
msgid "Ascendant"
msgstr ""
#. [topic]: id=ascendant
#: data/core/encyclopedia/drakes.cfg:129
msgid ""
"The drake name for a true <ref>dst='unit_Fire Dragon' text='dragon'</ref>."
msgstr ""
#. [topic]: id=intendant
#: data/core/encyclopedia/drakes.cfg:134
#, fuzzy
msgid "Intendant"
msgstr "Sabut"
#. [topic]: id=intendant
#: data/core/encyclopedia/drakes.cfg:135
msgid ""
"One of the <ref>dst='aspirant' text='Aspirant'</ref> lieutenants of a "
"<ref>dst='dominant' text='Dominant'</ref>. Traditionally he has one of each "
"<ref>dst=caste text='caste'</ref> other than his own. Additional "
"'Intendants' are sometimes designated for special duties. Intendants are "
"likeliest to be granted mating privileges, especially after a notable "
"service."
msgstr ""
#. [topic]: id=swarm
#: data/core/encyclopedia/drakes.cfg:140
#, fuzzy
msgid "Swarm"
msgstr "eixam"
#. [topic]: id=swarm
#: data/core/encyclopedia/drakes.cfg:141
msgid ""
"The <ref>dst='swarmlings' text='Swarmlings'</ref> that have left the "
"<ref>dst='aerie' text='aerie'</ref> to found a new one."
msgstr ""
#. [topic]: id=swarming
#: data/core/encyclopedia/drakes.cfg:146
#, fuzzy
msgid "Swarming"
msgstr "eixam"
#. [topic]: id=swarming
#: data/core/encyclopedia/drakes.cfg:147
msgid ""
" The <ref>dst='flight' text='flight'</ref> for a new drake <ref>dst='aerie' "
"text='aerie'</ref> that recurs every <ref>dst='breeding_cycle' "
"text='breeding cycle</ref>. See <ref>dst='swarm' text='Swarm'</ref>"
msgstr ""
#. [topic]: id=runners
#: data/core/encyclopedia/drakes.cfg:152
msgid "Runners"
msgstr ""
#. [topic]: id=runners
#: data/core/encyclopedia/drakes.cfg:153
msgid "Drakish term for escaped slaves hunted as game."
msgstr ""
#. [topic]: id=mount_morogor
#: data/core/encyclopedia/drakes.cfg:158
msgid "Mount Morogor"
msgstr ""
#. [topic]: id=mount_morogor
#: data/core/encyclopedia/drakes.cfg:159
msgid ""
"Volcanic mountain on the central island of the archipelago "
"<ref>dst='morogor' text='Morogor'</ref>."
msgstr ""
#. [topic]: id=long_count
#: data/core/encyclopedia/drakes.cfg:164
msgid "Long Count"
msgstr ""
#. [topic]: id=long_count
#: data/core/encyclopedia/drakes.cfg:165
msgid ""
"The drake calender based on <ref>dst='vulcaniad' text='Vulcaniad'</ref> and "
"<ref>dst=breeding_cycle text='Breeding cycles'</ref>."
msgstr ""
#. [topic]: id=long_pig
#: data/core/encyclopedia/drakes.cfg:170
msgid "Long Pig"
msgstr ""
#. [topic]: id=long_pig
#: data/core/encyclopedia/drakes.cfg:171
msgid ""
"South Seas pidgin for human meat, used to translate a Drakish word with the "
"same meaning."
msgstr ""
#. [topic]: id=ceramic
#: data/core/encyclopedia/drakes.cfg:176
msgid "Ceramics"
msgstr ""
#. [topic]: id=ceramic
#: data/core/encyclopedia/drakes.cfg:177
msgid ""
"The drakes work metal, but are are masters in the craftsmanship of making "
"ceramics. Only the <ref>dst='unit_Drake Burner' text='burners'</ref> can "
"generate the amount of heat to cure the pieces to full strength."
msgstr ""
#. [topic]: id=drakish_script
#: data/core/encyclopedia/drakes.cfg:182
msgid "Drakish, script"
msgstr ""
#. [topic]: id=drakish_script
#: data/core/encyclopedia/drakes.cfg:183
msgid ""
"The scripted language of the drakes. Stored on <ref>dst='ceramic' "
"text='ceramic'</ref> tablets by members of the <ref>dst='recorder' "
"text='Recorder'</ref> vocation."
msgstr ""
#. [topic]: id=drakish_language
#: data/core/encyclopedia/drakes.cfg:188
msgid "Drakish, language"
msgstr ""
#. [topic]: id=drakish_language
#: data/core/encyclopedia/drakes.cfg:189
msgid "The language spoken by the drakes."
msgstr ""
#. [section]: id=geography
#. [topic]: id=..geography
#: data/core/encyclopedia/geography.cfg:11
#: data/core/encyclopedia/geography.cfg:18
msgid "Geography"
msgstr ""
#. [topic]: id=arkan_thoria
#: data/core/encyclopedia/geography.cfg:25
msgid "Arkan-thoria"
msgstr ""
#. [topic]: id=arkan_thoria
#: data/core/encyclopedia/geography.cfg:26
msgid ""
"A river rising in the <ref>dst='heart_mountains' text='Heart Mountains'</"
"ref> and running east to the Listra."
msgstr ""
#. [topic]: id=great_ocean
#: data/core/encyclopedia/geography.cfg:31
#, fuzzy
msgid "Great Ocean"
msgstr "La Gran Guerra"
#. [topic]: id=great_ocean
#: data/core/encyclopedia/geography.cfg:32
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 the Great Ocean "
"is a huge archipelago called <ref>dst='morogor' text='Morogor'</ref>."
msgstr ""
#. [topic]: id=morogor
#: data/core/encyclopedia/geography.cfg:37
msgid "Morogor"
msgstr ""
#. [topic]: id=morogor
#: data/core/encyclopedia/geography.cfg:40
msgid ""
"Archipelago, located somewhere in the <ref>dst='great_ocean' text='Great "
"ocean'</ref> west of the <ref>dst='green_isle' text='Green Isle'</ref> and "
"east of the <ref>dst=old_continent text='Old Continent'</ref>.\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:45
#, fuzzy
msgid "Green Isle"
msgstr "Vert"
#. [topic]: id=green_isle
#: data/core/encyclopedia/geography.cfg:46
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:51
msgid "Old Continent"
msgstr ""
#. [topic]: id=old_continent
#: data/core/encyclopedia/geography.cfg:52
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:57
msgid "Great Continent"
msgstr ""
#. [topic]: id=great_continent
#: data/core/encyclopedia/geography.cfg:58
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:63
msgid "Irdya"
msgstr ""
#. [topic]: id=irdya
#: data/core/encyclopedia/geography.cfg:64
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:69
#, fuzzy
msgid "Kingdom of Wesnoth"
msgstr "-- Guerra i virtut"
#. [topic]: id=kingdom_wesnoth
#: data/core/encyclopedia/geography.cfg:95
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 Great "
"River to the north, the shore of the Great Ocean to the west, the Aethenwood "
"to the <ref>dst='southwest_elven_lands' text='southwest'</ref>, and the "
"Bitter Swamp to the southeast (lower right corner of the main map).\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"
" • Notable cities:\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"
" ◦ Dan'Tonk: Wesnoth's 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 Dan'Tonk, exerts control over "
"the wilderness country around the east of the Brown Hills and north to the "
"Ford of Abez.\n"
"\n"
" • Notable land features:\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, Dan'Tonk, and Fort "
"Tahn, this plain is Wesnoth's bread basket and home to most of its "
"population\n"
" ◦ Dulatus Hills: These rolling hills bordering the Great Central "
"Plain provide much of Wesnoth's 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 Glyn's Forest to the west and the River Weldyn to the "
"east; the southern reach merges into the Central Plain. Home of the powerful "
"Clans; the best horses in Wesnoth are bred here.\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 Kingdom's "
"control is tenuous at best and banditry is common.\n"
" ◦ Glyn's Forest: Sometimes known as the Royal Forest, named for "
"one of Haldric II's 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\n"
" ◦ Green Swamp: Large swamp in the heart of the wilds of Wesnoth, "
"south of Aldril. It receives drainage from the Brown Hills and feeds into "
"the Great River. (Not shown on the main map.)"
msgstr ""
#. [topic]: id=elensefar
#: data/core/encyclopedia/geography.cfg:100
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 Great River to the "
"north, a loosely defined line with Wesnoth to the east, the Bay of Pearls to "
"the south, and the <ref>dst='great_ocean' text='ocean'</ref> to the west. "
"More information is found in the historical narrative of Wesnoth.\n"
"\n"
" • Notable cities:\n"
" ◦ Elensefar: The capital, located on an island in the "
"<ref>dst='great_river' text='Great River'</ref> delta\n"
" ◦ Carcyn: City on the Wesnoth-Elensefar border, disputed with "
"Wesnoth\n"
" • Notable land features:\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:112
#, fuzzy
msgid "Northlands"
msgstr "Norteny"
#. [topic]: id=northlands
#: data/core/encyclopedia/geography.cfg:130
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='Great Ocean'</ref>.\n"
"\n"
" • Notable cities:\n"
" ◦ Glamdrol: An Orcish tribal capital\n"
" ◦ Romyr: Another Orcish tribal capital\n"
" ◦ Wesmere: The location of the Ka'lian - 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 Wesnoth's Golden Age expansion. Now "
"abandoned. The forested area northeast of Elensefar, where these villages "
"were located, was named the Annuvin province by men but was known by the "
"elves as Wesmere.\n"
"\n"
" • Notable land features:\n"
" ◦ Heart Mountains: 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"
" ◦ Arkan-thoria: The river than 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 "
"the elves. Their capitol, Elensiria, has only seldom been visited by "
"humans.\n"
" ◦ Great River: 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:135
msgid "Southwest Elven Lands"
msgstr ""
#. [topic]: id=southwest_elven_lands
#: data/core/encyclopedia/geography.cfg:141
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 Green Swamp to the northeast, the desert (not shown) to the south, and "
"the <ref>dst='great_ocean' text='Ocean'</ref> to the west.\n"
"\n"
" • Notable cities\n"
" ◦ None known\n"
" • Notable land features:\n"
" ◦ Aethen Forest: The largest southern forest, it extends far to "
"the southwest - much farther than is charted - and is home to <ref>dst='.."
"race_elf' text='elves'</ref>."
msgstr ""
#. [topic]: id=heart_mountains
#: data/core/encyclopedia/geography.cfg:146
#, fuzzy
msgid "Heart Mountains"
msgstr "Montanyes"
#. [topic]: id=heart_mountains
#: data/core/encyclopedia/geography.cfg:147
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:152
msgid "Far North"
msgstr ""
#. [topic]: id=far_north
#: data/core/encyclopedia/geography.cfg:176
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"
" • Notable cities:\n"
" ◦ Barag Gor, a city home to the Orcish Council\n"
" ◦ Bitok\n"
" ◦ Borstep\n"
" ◦ Castelfrang\n"
" ◦ Farzi\n"
" ◦ Festog\n"
" ◦ Grisbi\n"
" ◦ Lmarig\n"
" ◦ Melmog\n"
" ◦ Prestim\n"
" ◦ Tirigaz\n"
" • Notable land features:\n"
" ◦ Swamp of Desolation\n"
" ◦ Mountains of Dorth\n"
" ◦ Mountains of Haag\n"
" ◦ Green Forest\n"
" ◦ Silent Forest\n"
" ◦ Forest of Thelien\n"
" ◦ River Oumph\n"
" ◦ River Bork\n"
" ◦ Wild Steppe"
msgstr ""
#. [section]: id=introduction
#. [topic]: id=..introduction
#: data/core/help.cfg:21 data/core/help.cfg:89
msgid "Introduction"
msgstr "Introducció"
#. [section]: id=gameplay
#. [topic]: id=..gameplay
#: data/core/help.cfg:27 data/core/help.cfg:137
msgid "Gameplay"
msgstr "Joc"
#. [section]: id=traits_section
#. [topic]: id=..traits_section
#: data/core/help.cfg:33 data/core/help.cfg:360
msgid "Traits"
msgstr "Traces"
#. [section]: id=units
#. [topic]: id=..units
#: data/core/help.cfg:42 data/core/help.cfg:95
msgid "Units"
msgstr "Unitats"
#. [section]: id=abilities_section
#. [topic]: id=..abilities_section
#: data/core/help.cfg:51 data/core/help.cfg:101
msgid "Abilities"
msgstr "Habilitats"
#. [section]: id=weapon_specials
#. [topic]: id=..weapon_specials
#: data/core/help.cfg:59 data/core/help.cfg:110
msgid "Weapon Specials"
msgstr "Armes Especials"
#. #-#-#-#-# wesnoth-help.wml.pot (PACKAGE VERSION) #-#-#-#-#
#. [section]: id=factions_section
#: data/core/help.cfg:67 src/help.cpp:1298 src/help.cpp:1300
#, fuzzy
msgid "Factions"
msgstr "Facció"
#. [section]: id=terrains
#. [topic]: id=..terrains
#: data/core/help.cfg:74 data/core/help.cfg:488
msgid "Terrains"
msgstr "Terrenys"
#. [section]: id=commands
#. [topic]: id=..commands
#: data/core/help.cfg:81 data/core/help.cfg:790
msgid "Commands"
msgstr "Órdens"
#. [topic]: id=..abilities_section
#: data/core/help.cfg:104
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"
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:113
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"
#. [topic]: id=.unknown_unit
#: data/core/help.cfg:120
msgid "Unknown Unit"
msgstr "Unitat desconeguda"
#. [topic]: id=.unknown_unit
#: data/core/help.cfg:123
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=introduction_topic
#: data/core/help.cfg:128
msgid "Overview"
msgstr "Descripció"
#. [topic]: id=introduction_topic
#: data/core/help.cfg:131
#, 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 arise a wealth of strategy, making the "
"game easy to learn but a challenge to master."
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=fundamentals
#: data/core/help.cfg:143
msgid "Fundamentals of Gameplay"
msgstr "Fonaments del joc"
#. [topic]: id=fundamentals
#: data/core/help.cfg:144
#, 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."
#. [topic]: id=fundamentals
#: data/core/help.cfg:146
#, 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>."
#. [topic]: id=fundamentals
#: data/core/help.cfg:149
#, fuzzy
msgid ""
"While playing, keep in mind that if you mouse-over many items in the game, "
"such as the information displayed in the status pane, a brief description "
"will be shown explaining each item. This is especially useful when you "
"encounter new <ref>dst='..abilities_section' text='abilities'</ref> for the "
"first time."
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=about_game
#: data/core/help.cfg:154
msgid "About the Game"
msgstr "Sobre el joc"
#. [topic]: id=about_game
#: data/core/help.cfg:155
#, 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."
#. [topic]: id=about_game
#: data/core/help.cfg:157
#, 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."
#. [topic]: id=victory_and_defeat
#: data/core/help.cfg:163
msgid "Victory and Defeat"
msgstr "Victòria i derrota"
#. [topic]: id=victory_and_defeat
#: data/core/help.cfg:164
#, fuzzy
msgid ""
"Pay careful attention to the <bold>text='Objectives'</bold> pop-up box at "
"the beginning of each scenario. Usually you will achieve victory by killing "
"all enemy leaders, and only be defeated by having your leader killed. But "
"scenarios may have other victory objectives — getting your leader to a "
"designated point, say, or rescuing someone, or solving a puzzle, or holding "
"out against a siege until a certain number of turns have elapsed."
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=victory_and_defeat
#: data/core/help.cfg:166
#, 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=recruit_and_recall
#: data/core/help.cfg:174
msgid "Recruiting and Recalling"
msgstr "Reclutant i reincorporant"
#. [topic]: id=recruit_and_recall
#: data/core/help.cfg:175
#, 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 square of a <ref>dst='terrain_castle' text='castle'</"
"ref>. Then you may recruit by either choosing <bold>text='Recruit'</bold> "
"from the menu or right-clicking on a hex and selecting <bold>text='Recruit'</"
"bold>. This brings up the recruit menu, which lists units available for "
"recruitment, along with their gold cost. Click on a unit to see its "
"statistics, then press the recruit button to recruit it."
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:177
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."
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:179
#, 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:181
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:183
#, 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=orbs
#: data/core/help.cfg:190
msgid "Orbs"
msgstr "Orbes"
#. [topic]: id=orbs
#: data/core/help.cfg:191
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:192
#, fuzzy
msgid " green if it hasnt moved this turn,"
msgstr "Vert, si encara no s'ha mogut."
#. [topic]: id=orbs
#: data/core/help.cfg:193
#, 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:194
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:195
#, 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:196
#, 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=hitpoints
#: data/core/help.cfg:203
msgid "Hitpoints and Experience"
msgstr "Punts de vida i experiència"
#. [topic]: id=hitpoints
#: data/core/help.cfg:204
#, 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:208
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:209
#, 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='experience_and_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=movement
#: data/core/help.cfg:216
msgid "Movement"
msgstr "Moviment"
#. [topic]: id=movement
#: data/core/help.cfg:217
#, 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:219
#, 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:221
#, fuzzy
msgid ""
"\n"
"\n"
"Another thing to keep in mind while moving is <italic>text='zones of "
"control'</italic>. Each unit generates a zone of control in the hexes "
"immediately surrounding it, and any enemy unit entering those hexes "
"immediately ends its movement. Learning how to use zones of control to your "
"advantage is an important part of Wesnoth, as only "
"<ref>dst='ability_skirmisher' text='skirmishers'</ref> can ignore zones of "
"control."
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:223
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:230
msgid "Shroud and Fog of War"
msgstr "Ocultació i boira de guerra"
#. [topic]: id=shroud_and_fog
#: data/core/help.cfg:233
#, 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=combat
#: data/core/help.cfg:240
msgid "Combat"
msgstr "Combat"
#. [topic]: id=combat
#: data/core/help.cfg:241
#, 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:243
#, 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:245
#, 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 54 attack may strike 4 times, each successful strike dealing "
"5 damage, while an orcish grunt with a 92 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:247
#, 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:249
#, 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:251
#, 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:253
msgid ""
"\n"
"\n"
"<header>text=Damage</header>"
msgstr ""
"\n"
"\n"
"<header>text=Dany</header>"
#. [topic]: id=combat
#: data/core/help.cfg:255
#, 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 54 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:257
#, 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:263
msgid "Damage Types and Resistance"
msgstr "Tipos de dany i resistència"
#. [topic]: id=damage_types_and_resistance
#: data/core/help.cfg:264
#, 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:266
#, 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:268
#, 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:270
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=time_of_day
#: data/core/help.cfg:276
msgid "Time of Day"
msgstr "Hora del dia"
#. [topic]: id=time_of_day
#: data/core/help.cfg:281
#, fuzzy
msgid ""
"The time of day affects the damage of certain units as follows:\n"
" Lawful units get +25% damage in daytime, and 25% damage at night.\n"
" Chaotic units get +25% damage at night, and 25% in daytime.\n"
" Liminal units get +25% damage during twilight.\n"
" Neutral units are unaffected by the time of day."
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:284
#, 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"
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
#. [topic]: id=time_of_day
#: data/core/help.cfg:284 data/core/macros/schedules.cfg:6
msgid "Dawn"
msgstr "Alba"
#. [time]: id=morning
#. [topic]: id=time_of_day
#: data/core/help.cfg:285 data/core/macros/schedules.cfg:17
msgid "Morning"
msgstr "Matí"
#. [time]: id=afternoon
#. [topic]: id=time_of_day
#: data/core/help.cfg:286 data/core/macros/schedules.cfg:26
msgid "Afternoon"
msgstr "Vesprada"
#. [time]: id=dusk
#. [topic]: id=time_of_day
#: data/core/help.cfg:287 data/core/macros/schedules.cfg:35
msgid "Dusk"
msgstr "Vespre"
#. [time]: id=first_watch
#. [topic]: id=time_of_day
#: data/core/help.cfg:288 data/core/macros/schedules.cfg:46
msgid "First Watch"
msgstr "Primera Nit"
#. [time]: id=second_watch
#. [topic]: id=time_of_day
#: data/core/help.cfg:289 data/core/macros/schedules.cfg:58
msgid "Second Watch"
msgstr "Nit Tancada"
#. [topic]: id=time_of_day
#: data/core/help.cfg:291
msgid ""
"Keep in mind that some scenarios take place underground, where it is "
"perpetually night!"
msgstr ""
"Recordeu que alguns escenaris tenen lloc baix terra, on ¡sempre és de nit!"
#. [topic]: id=experience_and_advancement
#: data/core/help.cfg:298
msgid "Experience and Advancement"
msgstr "Experiència i veterania"
#. [topic]: id=experience_and_advancement
#: data/core/help.cfg:299
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=experience_and_advancement
#: data/core/help.cfg:301
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=experience_and_advancement
#: data/core/help.cfg:303
#, 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=healing
#: data/core/help.cfg:310
msgid "Healing"
msgstr "Curació"
#. [topic]: id=healing
#: data/core/help.cfg:311
#, fuzzy
msgid ""
"In combat, your units will inevitably take damage. When a unit "
"<ref>dst='experience_and_advancement' text='advances'</ref>, it will heal "
"fully. This can happen as you finish fighting an enemy, whether it is your "
"turn or not. Wesnoth offers several other ways for your units to heal, all "
"of which take place at the beginning of your turn, before you take action."
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."
#. [topic]: id=healing
#: data/core/help.cfg:313
#, fuzzy
msgid ""
"\n"
"\n"
"<italic>text='Resting'</italic>: 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:314
#, fuzzy
msgid ""
"\n"
"<italic>text='Villages'</italic>: A unit which starts a turn in a village "
"will heal 8HP."
msgstr ""
"\n"
"Aldees: una unitat que comença una tanda en una aldea curarà 8 PV."
#. [topic]: id=healing
#: data/core/help.cfg:315
#, fuzzy
msgid ""
"\n"
"<ref>dst='ability_regenerates' text='Regeneration'</ref>: Certain units "
"(such as trolls) will automatically heal 8HP every turn."
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:316
#, fuzzy
msgid ""
"\n"
"<italic>text='Healing units'</italic>: Units with the "
"<ref>dst='ability_heals +4' text='Heals'</ref> ability will heal each allied "
"adjacent unit, usually <ref>dst='ability_heals +4' text='4HP'</ref> or "
"<ref>dst='ability_heals +8' text='8HP'</ref> per turn, or prevent Poison "
"from causing that unit damage."
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:317
#, fuzzy
msgid ""
"\n"
"<italic>text='Curing units'</italic>: Units with the "
"<ref>dst='ability_cures' text='cures'</ref> ability will cure Poison in all "
"allied adjacent units (in preference to healing, if it has that ability as "
"well)."
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:319
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=income_and_upkeep
#: data/core/help.cfg:326
msgid "Income and Upkeep"
msgstr "Recaptació i manteniment"
#. [topic]: id=income_and_upkeep
#: data/core/help.cfg:327
#, 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:329
#, 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. (In general "
"this is configurable but in campaigns it is almost always one gold per "
"village.) Thus, if you have ten villages, you would normally gain 12 gold "
"each turn. Your upkeep costs are subtracted from this income, as detailed "
"below."
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:331
#, 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:333
#, 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:335
#, 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=wrap_up
#: data/core/help.cfg:341
msgid "Wrap Up"
msgstr "Resumint"
#. [topic]: id=wrap_up
#: data/core/help.cfg:342
#, 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=about
#: data/core/help.cfg:347
msgid "ingame_help_item^Contributors"
msgstr "Colaboradors"
#. [topic]: id=license
#: data/core/help.cfg:353
msgid "License"
msgstr "Llicència"
#. [topic]: id=..traits_section
#: data/core/help.cfg:362
#, fuzzy
msgid ""
"Most units have two traits. However, undead units are assigned the single "
"trait <italic>text='undead'</italic>, and woses do not receive any traits. "
"Traits are modifications that change a units attributes slightly. They are "
"usually randomly assigned to a unit when it is recruited."
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:364
#, fuzzy
msgid ""
"\n"
"\n"
"The traits that are available to all non-undead units are "
"<ref>dst='traits_intelligent' text='intelligent'</ref>, "
"<ref>dst='traits_quick' text='quick'</ref>, <ref>dst='traits_resilient' "
"text='resilient'</ref>, and <ref>dst='traits_strong' text='strong'</ref>."
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:368
#, fuzzy
msgid ""
"\n"
"\n"
"Other traits that may be assigned to units are <ref>dst='traits_dextrous' "
"text='dextrous'</ref>, <ref>dst='traits_loyal' text='loyal'</ref>, and "
"<ref>dst='traits_undead' text='undead'</ref>.\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=traits_intelligent
#: data/core/help.cfg:374
msgid "Intelligent"
msgstr "Sabut"
#. [topic]: id=traits_intelligent
#: data/core/help.cfg:375
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."
#. [topic]: id=traits_intelligent
#: data/core/help.cfg:377
#, 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."
#. [topic]: id=traits_quick
#: data/core/help.cfg:382
msgid "Quick"
msgstr "Rápit"
#. [topic]: id=traits_quick
#: data/core/help.cfg:383
#, fuzzy
msgid ""
"<italic>text='Quick'</italic> units have 1 extra movement point, but 5% less "
"HP than usual."
msgstr ""
"Les unitats ràpides tenen un punt de moviment extra, pero un 5% menys de PV "
"de lo normal."
#. [topic]: id=traits_quick
#: data/core/help.cfg:385
#, 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."
#. [topic]: id=traits_resilient
#: data/core/help.cfg:390
msgid "Resilient"
msgstr "Resistent"
#. [topic]: id=traits_resilient
#: data/core/help.cfg:391
#, fuzzy
msgid ""
"<italic>text='Resilient'</italic> units have 4 HP plus 1 HP per level more "
"than usual."
msgstr ""
"Les unitats resistents tenen 4 PV més 1 PV per nivell més de lo normal."
#. [topic]: id=traits_resilient
#: data/core/help.cfg:393
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."
#. [topic]: id=traits_strong
#: data/core/help.cfg:398
msgid "Strong"
msgstr "Fort"
#. [topic]: id=traits_strong
#: data/core/help.cfg:399
#, fuzzy
msgid ""
"<italic>text='Strong'</italic> units do 1 more damage for every successful "
"strike in melee combat, and have 1 more HP."
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."
#. [topic]: id=traits_strong
#: data/core/help.cfg:401
#, 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."
#. [topic]: id=traits_fearless
#: data/core/help.cfg:406
msgid "Fearless"
msgstr "Intrèpit"
#. [topic]: id=traits_fearless
#: data/core/help.cfg:407
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."
#. [topic]: id=traits_feral
#: data/core/help.cfg:412
#, fuzzy
msgid "Feral"
msgstr "Total"
#. [topic]: id=traits_feral
#: data/core/help.cfg:413
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 40% defense in any land-based village regardless "
"of base terrain."
msgstr ""
#. [topic]: id=traits_loyal
#: data/core/help.cfg:418
msgid "Loyal"
msgstr "Lleal"
#. [topic]: id=traits_loyal
#: data/core/help.cfg:419
#, 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."
#. [topic]: id=traits_loyal
#: data/core/help.cfg:421
#, 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."
#. [topic]: id=traits_undead
#: data/core/help.cfg:426
msgid "trait^Undead"
msgstr "No mort"
#. [topic]: id=traits_undead
#: data/core/help.cfg:427
#, 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."
#. [topic]: id=traits_undead
#: data/core/help.cfg:429
#, 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."
#. [topic]: id=traits_mechanical
#: data/core/help.cfg:434
msgid "trait^Mechanical"
msgstr "Mecànic"
#. [topic]: id=traits_mechanical
#: data/core/help.cfg:435
#, 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."
#. [topic]: id=traits_mechanical
#: data/core/help.cfg:437
#, 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."
#. [topic]: id=traits_elemental
#: data/core/help.cfg:442
#, fuzzy
msgid "trait^Elemental"
msgstr "ocultació"
#. [topic]: id=traits_elemental
#: data/core/help.cfg:443
#, 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."
#. [topic]: id=traits_elemental
#: data/core/help.cfg:445
#, 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."
#. [topic]: id=traits_dextrous
#: data/core/help.cfg:450
msgid "Dextrous"
msgstr "Destre"
#. [topic]: id=traits_dextrous
#: data/core/help.cfg:451
#, 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."
#. [topic]: id=traits_dextrous
#: data/core/help.cfg:453
#, 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."
#. [topic]: id=traits_healthy
#: data/core/help.cfg:458
msgid "Healthy"
msgstr "Sà"
#. [topic]: id=traits_healthy
#: data/core/help.cfg:459
msgid ""
"Renowned for their vitality, some dwarves are sturdier than others and can "
"rest even when travelling."
msgstr ""
"Cèlebres per la seua energia, alguns nanos són més robusts que atres i poden "
"descansar inclús quan viagen."
#. [topic]: id=traits_healthy
#: data/core/help.cfg:461
#, 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."
#. [topic]: id=traits_dim
#: data/core/help.cfg:466
#, fuzzy
msgid "Dim"
msgstr "Mig"
#. [topic]: id=traits_dim
#: data/core/help.cfg:467
msgid ""
"Units with trait <italic>text='dim'</italic> suffer a 20% increase in "
"experience required to advance."
msgstr ""
#. [topic]: id=traits_dim
#: data/core/help.cfg:469
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 ""
#. [topic]: id=traits_slow
#: data/core/help.cfg:474
#, fuzzy
msgid "Slow"
msgstr "Retardat"
#. [topic]: id=traits_slow
#: data/core/help.cfg:475
#, fuzzy
msgid ""
"<italic>text='Slow'</italic> units have 1 movement but 5% more hitpoints."
msgstr ""
"Les unitats ràpides tenen un punt de moviment extra, pero un 5% menys de PV "
"de lo normal."
#. [topic]: id=traits_slow
#: data/core/help.cfg:477
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 ""
#. [topic]: id=traits_weak
#: data/core/help.cfg:482
msgid "Weak"
msgstr ""
#. [topic]: id=traits_weak
#: data/core/help.cfg:483
msgid ""
"Units with trait <italic>text='weak'</italic> get a 1 increment in "
"hitpoints and melee damage."
msgstr ""
#. [topic]: id=..terrains
#: data/core/help.cfg:491
msgid ""
"Game maps feature a variety of terrains that affect both unit movement and a "
"units defensive capability in combat.\n"
"\n"
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=terrain_flat
#: data/core/help.cfg:498
msgid "Flat"
msgstr ""
#. [topic]: id=terrain_flat
#: data/core/help.cfg:503
#, 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."
#. [topic]: id=terrain_road
#: data/core/help.cfg:512
msgid "Road"
msgstr "Camí"
#. [topic]: id=terrain_road
#: data/core/help.cfg:517
#, 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>."
#. [topic]: id=terrain_forest
#: data/core/help.cfg:524
msgid "Forest"
msgstr "Bosc"
#. [topic]: id=terrain_forest
#: data/core/help.cfg:531
#, 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"
#. [topic]: id=terrain_hills
#: data/core/help.cfg:539
msgid "Hills"
msgstr "Tossals"
#. [topic]: id=terrain_hills
#: data/core/help.cfg:546
#, 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."
#. [topic]: id=terrain_mountains
#: data/core/help.cfg:553
msgid "Mountains"
msgstr "Montanyes"
#. [topic]: id=terrain_mountains
#: data/core/help.cfg:558
#, 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%."
#. [topic]: id=terrain_swamp_water
#: data/core/help.cfg:565
msgid "Swamp"
msgstr "Pantà"
#. [topic]: id=terrain_swamp_water
#: data/core/help.cfg:570
#, 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%."
#. [topic]: id=terrain_shallow_water
#: data/core/help.cfg:577
msgid "Shallow Water"
msgstr "Aigües someres"
#. [topic]: id=terrain_shallow_water
#: data/core/help.cfg:582
#, 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%."
#. [topic]: id=terrain_deep_water
#: data/core/help.cfg:589
msgid "Deep Water"
msgstr "Aigües fondes"
#. [topic]: id=terrain_deep_water
#: data/core/help.cfg:594
#, 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."
#. [topic]: id=terrain_frozen
#: data/core/help.cfg:601
msgid "Frozen"
msgstr ""
#. [topic]: id=terrain_frozen
#: data/core/help.cfg:606
#, 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."
#. [topic]: id=terrain_castle
#: data/core/help.cfg:613
msgid "Castle"
msgstr "Castell"
#. [topic]: id=terrain_castle
#: data/core/help.cfg:620
#, 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 all 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"
#. [topic]: id=terrain_sand
#: data/core/help.cfg:629
msgid "Sand"
msgstr "Arena"
#. [topic]: id=terrain_sand
#: data/core/help.cfg:634
#, 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."
#. [topic]: id=terrain_desert
#: data/core/help.cfg:641
msgid "Desert"
msgstr "Desert"
#. [topic]: id=terrain_desert
#: data/core/help.cfg:644
#, 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>."
#. [topic]: id=terrain_cave
#: data/core/help.cfg:651
msgid "Cave"
msgstr "Cova"
#. [topic]: id=terrain_cave
#: data/core/help.cfg:656
#, 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%."
#. [topic]: id=terrain_rockbound_cave
#: data/core/help.cfg:663
msgid "Rockbound Cave"
msgstr "Coves rocoses"
#. [topic]: id=terrain_rockbound_cave
#: data/core/help.cfg:668
#, 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."
#. [topic]: id=terrain_illuminated_cave
#: data/core/help.cfg:675
msgid "Illuminated Cave"
msgstr "Cova allumenada"
#. [topic]: id=terrain_illuminated_cave
#: data/core/help.cfg:678
#, 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."
#. [topic]: id=terrain_fungus
#: data/core/help.cfg:685
msgid "Mushroom Grove"
msgstr "Boscage de Bolets"
#. [topic]: id=terrain_fungus
#: data/core/help.cfg:690
#, 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%."
#. [topic]: id=terrain_village
#: data/core/help.cfg:697
msgid "Village"
msgstr "Aldea"
#. [topic]: id=terrain_village
#: data/core/help.cfg:704
#, 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"
#. [topic]: id=terrain_water_village
#: data/core/help.cfg:713
msgid "Submerged Village"
msgstr "Aldea sumergida"
#. [topic]: id=terrain_water_village
#: data/core/help.cfg:718
#, 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."
#. [topic]: id=terrain_unwalkable
#: data/core/help.cfg:725
msgid "Unwalkable"
msgstr ""
#. [topic]: id=terrain_unwalkable
#: data/core/help.cfg:728
#, 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."
#. [topic]: id=terrain_lava
#: data/core/help.cfg:735
msgid "Lava"
msgstr "Lava"
#. [topic]: id=terrain_lava
#: data/core/help.cfg:738
#, 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."
#. [topic]: id=terrain_ford
#: data/core/help.cfg:745
msgid "River Ford"
msgstr "Guau del riu"
#. [topic]: id=terrain_ford
#: data/core/help.cfg:748
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."
#. [topic]: id=terrain_reef
#: data/core/help.cfg:755
#, fuzzy
msgid "Coastal Reef"
msgstr "Castell"
#. [topic]: id=terrain_reef
#: data/core/help.cfg:760
msgid ""
"<italic>text='Coastal reefs'</italic> are shallows formed by stone, coral "
"and sand. This provides most land units with a more steady footing and "
"defensive positions than wading in shallow water normally would and also "
"grants most water-dwelling races an exceptionally high defense.\n"
"\n"
"Mermen and Naga both receive 70% defense on coastal reefs."
msgstr ""
#. [topic]: id=terrain_bridge
#: data/core/help.cfg:767
msgid "Bridge"
msgstr "Pont"
#. [topic]: id=terrain_bridge
#: data/core/help.cfg:773
#, 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."
#. [topic]: id=terrain_impassable
#: data/core/help.cfg:780
#, fuzzy
msgid "Impassable"
msgstr "Montanyes infranquejables"
#. [topic]: id=terrain_impassable
#: data/core/help.cfg:783
msgid ""
"Obstacles that not even the most determined traveler may overcome include "
"solid walls of stone and mountains so tall and steep that they are "
"constantly wreathed in cloud. Even flying creatures cannot navigate the "
"jagged peaks at such rarified heights, and not even the fiercest troll can "
"smash through thick walls of stone."
msgstr ""
#. [topic]: id=general_commands
#: data/core/help.cfg:796
msgid "General commands"
msgstr "Órdens generals"
#. [topic]: id=general_commands
#: data/core/help.cfg:801
msgid ""
"\n"
"Clear chat messages.\n"
"\n"
msgstr ""
"\n"
"Borrar els mensages del chat.\n"
"\n"
#. [topic]: id=general_commands
#: data/core/help.cfg:805
#, 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:808
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"
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:811
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:814
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:817
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:820
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:823
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:826
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:827
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:835
msgid "Multiplayer commands"
msgstr "Órdens de multijugador"
#. [topic]: id=mp_commands
#: data/core/help.cfg:841
#, 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:844
#, fuzzy
msgid ""
"\n"
"Change the controller for side (write here the number of the side) to "
"username (write here the nick 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:847
#, 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:850
#, 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:853
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:856
#, 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:859
#, 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:860
#, 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:867
msgid "Debug mode commands"
msgstr "Órdens del modo de depuració"
#. [topic]: id=debug_commands
#: data/core/help.cfg:871
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:874
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:877
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:880
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:883
msgid ""
"\n"
"Immediately advances to the next scenario in a campaign.\n"
"\n"
msgstr ""
#. [topic]: id=debug_commands
#: data/core/help.cfg:886
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:889
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:892
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:895
#, 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:896
msgid ""
"\n"
"Makes the selected unit level up N times. Example: :unit advances=2"
msgstr ""
#. [heals]: id=curing
#: data/core/macros/abilities.cfg:51
msgid "cures"
msgstr "cura"
#. [heals]: id=curing
#: data/core/macros/abilities.cfg:52
#, fuzzy
msgid "female^cures"
msgstr "intrèpida"
#. [heals]: id=curing
#: data/core/macros/abilities.cfg:54
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."
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:76
msgid "regenerates"
msgstr "regenera"
#. [regenerate]: id=regenerates
#: data/core/macros/abilities.cfg:77
#, fuzzy
msgid "female^regenerates"
msgstr "regenera"
#. [regenerate]: id=regenerates
#: data/core/macros/abilities.cfg:79
msgid ""
"Regenerates:\n"
"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:98
msgid "steadfast"
msgstr "ferm"
#. [resistance]: id=steadfast
#: data/core/macros/abilities.cfg:99
#, fuzzy
msgid "female^steadfast"
msgstr "ferm"
#. [resistance]: id=steadfast
#: data/core/macros/abilities.cfg:101
msgid ""
"Steadfast:\n"
"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:114 data/core/macros/abilities.cfg:137
#: data/core/macros/abilities.cfg:172 data/core/macros/abilities.cfg:219
#: data/core/macros/abilities.cfg:278
msgid "leadership"
msgstr "liderage"
#. [leadership]: id=leadership
#: data/core/macros/abilities.cfg:115 data/core/macros/abilities.cfg:138
#: data/core/macros/abilities.cfg:173 data/core/macros/abilities.cfg:220
#: data/core/macros/abilities.cfg:279
#, fuzzy
msgid "female^leadership"
msgstr "liderage"
#. [leadership]: id=leadership
#: data/core/macros/abilities.cfg:119 data/core/macros/abilities.cfg:142
#: data/core/macros/abilities.cfg:177 data/core/macros/abilities.cfg:224
#: data/core/macros/abilities.cfg:283
#, fuzzy
msgid ""
"Leadership:\n"
"This unit can lead our 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:347
msgid "skirmisher"
msgstr "fustigador"
#. [skirmisher]: id=skirmisher
#: data/core/macros/abilities.cfg:348
#, fuzzy
msgid "female^skirmisher"
msgstr "fustigador"
#. [skirmisher]: id=skirmisher
#: data/core/macros/abilities.cfg:350
msgid ""
"Skirmisher:\n"
"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:363
msgid "illuminates"
msgstr "allumena"
#. [illuminates]: id=illumination
#: data/core/macros/abilities.cfg:364
#, fuzzy
msgid "female^illuminates"
msgstr "allumena"
#. [illuminates]: id=illumination
#: data/core/macros/abilities.cfg:368
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."
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:378
msgid "teleport"
msgstr "teletransport"
#. [teleport]: id=teleport
#: data/core/macros/abilities.cfg:379
#, fuzzy
msgid "female^teleport"
msgstr "sabuda"
#. [teleport]: id=teleport
#: data/core/macros/abilities.cfg:381
msgid ""
"Teleport:\n"
"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:417 data/core/macros/abilities.cfg:419
msgid "ambush"
msgstr "emboscada"
#. [hides]: id=ambush
#: data/core/macros/abilities.cfg:418 data/core/macros/abilities.cfg:420
#, fuzzy
msgid "female^ambush"
msgstr "lleal"
#. [hides]: id=ambush
#: data/core/macros/abilities.cfg:424 data/core/macros/abilities.cfg:428
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."
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:443 data/core/macros/abilities.cfg:444
#: data/core/macros/abilities.cfg:449
msgid "nightstalk"
msgstr "aguait nocturn"
#. [hides]: id=nightstalk
#: data/core/macros/abilities.cfg:448 data/core/macros/abilities.cfg:454
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."
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=nightstalk
#: data/core/macros/abilities.cfg:450
#, fuzzy
msgid "female^nightstalk"
msgstr "aguait nocturn"
#. [hides]: id=concealment
#: data/core/macros/abilities.cfg:469 data/core/macros/abilities.cfg:475
msgid "concealment"
msgstr "ocultació"
#. [hides]: id=concealment
#: data/core/macros/abilities.cfg:470 data/core/macros/abilities.cfg:476
#, fuzzy
msgid "female^concealment"
msgstr "ocultació"
#. [hides]: id=concealment
#: data/core/macros/abilities.cfg:474 data/core/macros/abilities.cfg:480
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."
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:495 data/core/macros/abilities.cfg:501
msgid "submerge"
msgstr "sumergir"
#. [hides]: id=submerge
#: data/core/macros/abilities.cfg:496 data/core/macros/abilities.cfg:502
#, fuzzy
msgid "female^submerge"
msgstr "forta"
#. [hides]: id=submerge
#: data/core/macros/abilities.cfg:500 data/core/macros/abilities.cfg:506
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."
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:524
msgid "feeding"
msgstr "alimentació"
#. [dummy]: id=feeding
#: data/core/macros/abilities.cfg:525
#, fuzzy
msgid "female^feeding"
msgstr "intrèpida"
#. [dummy]: id=feeding
#: data/core/macros/abilities.cfg:527
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."
#. [unstore_unit]
#: data/core/macros/abilities.cfg:551
msgid "+1 max HP"
msgstr "+1 PV màx."
#. [damage]: id=backstab
#: data/core/macros/abilities.cfg:593
msgid "backstab"
msgstr "punyalada per l'esquena"
#. [damage]: id=backstab
#: data/core/macros/abilities.cfg:595
#, fuzzy
msgid ""
"Backstab:\n"
"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:607 data/core/macros/abilities.cfg:619
msgid "plague"
msgstr "plaga"
#. [plague]: id=plague({TYPE}), type={TYPE}
#: data/core/macros/abilities.cfg:609
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."
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."
#. [plague]: id=plague, type=Walking Corpse
#: data/core/macros/abilities.cfg:621
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."
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:631
msgid "slows"
msgstr "retardar"
#. [slow]: id=slow
#: data/core/macros/abilities.cfg:633
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."
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:642
#, fuzzy
msgid "petrifies"
msgstr "Colps"
#. [petrifies]: id=petrifies
#: data/core/macros/abilities.cfg:644
#, fuzzy
msgid ""
"Petrify:\n"
"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:653
msgid "marksman"
msgstr "tirador"
#. [chance_to_hit]: id=marksman
#: data/core/macros/abilities.cfg:655
msgid ""
"Marksman:\n"
"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."
#. [swarm]: id=swarm
#: data/core/macros/abilities.cfg:680
msgid "swarm"
msgstr "eixam"
#. [swarm]: id=swarm
#: data/core/macros/abilities.cfg:682
#, fuzzy
msgid ""
"Swarm:\n"
"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:691
msgid "charge"
msgstr "càrrega"
#. [damage]: id=charge
#: data/core/macros/abilities.cfg:693
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."
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:705
msgid "drains"
msgstr "drena"
#. [drains]: id=drains
#: data/core/macros/abilities.cfg:707
msgid ""
"Drain:\n"
"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)."
#. [poison]: id=poison
#: data/core/macros/abilities.cfg:727
msgid "poison"
msgstr "verí"
#. [poison]: id=poison
#: data/core/macros/abilities.cfg:729
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."
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=indoors
#. [illuminated_time]: id=indoors_illum
#: data/core/macros/schedules.cfg:70 data/core/macros/schedules.cfg:76
msgid "Indoors"
msgstr ""
#. [time]: id=deep_underground
#. [illuminated_time]: id=deep_underground_illum
#: data/core/macros/schedules.cfg:102 data/core/macros/schedules.cfg:111
msgid "Deep Underground"
msgstr "Profunditats terrestres"
#: data/core/macros/special-notes.cfg:5
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
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:20
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:23
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:26
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:29
#, 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:32
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:35
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:38
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:41
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:44
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:47
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:50
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:53
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:56
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:59
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:62
#, 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:65
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:68
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:71
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:74
msgid ""
" The 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:77
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:80
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:83
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:86
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:89
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."
#. [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=undead
#: data/core/macros/traits.cfg:22
msgid "undead"
msgstr "no mort"
#. [trait]: id=undead
#: data/core/macros/traits.cfg:23
msgid "female^undead"
msgstr "no morta"
#. [trait]: id=undead
#. [trait]: id=mechanical
#. [trait]: id=elemental
#: data/core/macros/traits.cfg:24 data/core/macros/traits.cfg:39
#: data/core/macros/traits.cfg:54
msgid "Immune to drain, poison, and plague"
msgstr "Immune a drenage, verí i plaga"
#. [trait]: id=mechanical
#: data/core/macros/traits.cfg:37
msgid "mechanical"
msgstr "mecànic"
#. [trait]: id=mechanical
#: data/core/macros/traits.cfg:38
msgid "female^mechanical"
msgstr "mecànica"
#. [trait]: id=elemental
#: data/core/macros/traits.cfg:52
#, fuzzy
msgid "elemental"
msgstr "ocultació"
#. [trait]: id=elemental
#: data/core/macros/traits.cfg:53
#, fuzzy
msgid "female^elemental"
msgstr "lleal"
#. [trait]: id=strong
#: data/core/macros/traits.cfg:66
msgid "strong"
msgstr "fort"
#. [trait]: id=strong
#: data/core/macros/traits.cfg:67
msgid "female^strong"
msgstr "forta"
#. [trait]: id=dextrous
#: data/core/macros/traits.cfg:84
msgid "dextrous"
msgstr "destre"
#. [trait]: id=dextrous
#: data/core/macros/traits.cfg:85
msgid "female^dextrous"
msgstr "destra"
#. [trait]: id=quick
#: data/core/macros/traits.cfg:98
msgid "quick"
msgstr "ràpit"
#. [trait]: id=quick
#: data/core/macros/traits.cfg:99
msgid "female^quick"
msgstr "ràpida"
#. [trait]: id=intelligent
#: data/core/macros/traits.cfg:115
msgid "intelligent"
msgstr "sabut"
#. [trait]: id=intelligent
#: data/core/macros/traits.cfg:116
msgid "female^intelligent"
msgstr "sabuda"
#. [trait]: id=resilient
#: data/core/macros/traits.cfg:128
msgid "resilient"
msgstr "resistent"
#. [trait]: id=resilient
#: data/core/macros/traits.cfg:129
msgid "female^resilient"
msgstr "resistent"
#. [trait]: id=healthy
#: data/core/macros/traits.cfg:146
msgid "healthy"
msgstr "sà"
#. [trait]: id=healthy
#: data/core/macros/traits.cfg:147
msgid "female^healthy"
msgstr "sana"
#. [trait]: id=healthy
#: data/core/macros/traits.cfg:148
msgid "Always rest heals"
msgstr ""
#. [trait]: id=fearless
#: data/core/macros/traits.cfg:165 data/core/macros/traits.cfg:178
msgid "fearless"
msgstr "intrèpit"
#. [trait]: id=fearless
#: data/core/macros/traits.cfg:166 data/core/macros/traits.cfg:179
msgid "female^fearless"
msgstr "intrèpida"
#. [trait]: id=fearless
#: data/core/macros/traits.cfg:167 data/core/macros/traits.cfg:180
msgid "Fights normally during unfavorable times of day/night"
msgstr "Lluita normalment durant moments desfavorables del dia o la nit"
#. [trait]: id=feral
#: data/core/macros/traits.cfg:190
#, fuzzy
msgid "feral"
msgstr "Total"
#. [trait]: id=feral
#: data/core/macros/traits.cfg:191
#, fuzzy
msgid "female^feral"
msgstr "no morta"
#. [trait]: id=feral
#: data/core/macros/traits.cfg:192
msgid "Receive only 40% defense in land-based villages"
msgstr ""
#. [trait]: id=weak
#: data/core/macros/traits.cfg:208
msgid "weak"
msgstr ""
#. [trait]: id=weak
#: data/core/macros/traits.cfg:209
#, fuzzy
msgid "female^weak"
msgstr "no morta"
#. [trait]: id=slow
#: data/core/macros/traits.cfg:226
#, fuzzy
msgid "slow"
msgstr "retardar"
#. [trait]: id=slow
#: data/core/macros/traits.cfg:227
#, fuzzy
msgid "female^slow"
msgstr "lleal"
#. [trait]: id=dim
#: data/core/macros/traits.cfg:243
#, fuzzy
msgid "dim"
msgstr "Mig"
#. [trait]: id=dim
#: data/core/macros/traits.cfg:244
#, fuzzy
msgid "female^dim"
msgstr "intrèpida"
#. [trait]: id=aged
#: data/core/macros/traits.cfg:256
#, fuzzy
msgid "aged"
msgstr "distància"
#. [trait]: id=aged
#: data/core/macros/traits.cfg:257
#, fuzzy
msgid "female^aged"
msgstr "Maga"
#. [race]: id=bats
#: data/core/units.cfg:42
msgid "race^Bat"
msgstr "Rat penat"
#. [race]: id=bats
#: data/core/units.cfg:43
msgid "race+female^Bat"
msgstr "Rata penada"
#. [race]: id=bats
#: data/core/units.cfg:44
msgid "race^Bats"
msgstr "Rats penats"
#. [race]: id=bats
#: data/core/units.cfg:45
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:53
msgid "race^Drake"
msgstr "Draco"
#. [race]: id=drake
#: data/core/units.cfg:54
msgid "race+female^Drake"
msgstr "Draca"
#. [race]: id=drake
#: data/core/units.cfg:55
msgid "race^Drakes"
msgstr "Dracos"
#. [race]: id=drake
#: data/core/units.cfg:68
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 its 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 — <ref>dst='dominant' text='dominant'</ref> 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 of moss "
"and fungi they cultivate deep in their caverns. The only technology drakes "
"value is armor- and weapon-smithing, and neither know or need other science "
"and culture besides this. However the few implements they do fashion are "
"almost unrivaled in quality, only matched by those produced in the finest "
"Dwarvish foundries.\n"
"\n"
"Drakes are hatched 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:90
msgid "race^Dwarf"
msgstr "Nano"
#. [race]: id=dwarf
#: data/core/units.cfg:91
msgid "race+female^Dwarf"
msgstr "Nana"
#. [race]: id=dwarf
#: data/core/units.cfg:92
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:109
msgid "race^Elf"
msgstr "Elf"
#. [race]: id=elf
#: data/core/units.cfg:110
msgid "race+female^Elf"
msgstr "Elfa"
#. [race]: id=elf
#: data/core/units.cfg:111
msgid "race^Elves"
msgstr "Elfs"
#. [race]: id=elf
#: data/core/units.cfg:121
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=goblin
#: data/core/units.cfg:131
msgid "race^Goblin"
msgstr "Goblin"
#. [race]: id=goblin
#: data/core/units.cfg:132
msgid "race+female^Goblin"
msgstr "Goblin"
#. [race]: id=goblin
#: data/core/units.cfg:133
msgid "race^Goblins"
msgstr "Goblins"
#. [race]: id=goblin
#: data/core/units.cfg:136
msgid ""
"Goblins are, despite their appearance, born as siblings to the orcs and "
"members of the same race. While other races usually bear children singly or "
"in pairs, orcs will have large litters of children all at once, causing "
"their populations to explode rather quickly. Within any litter, there will "
"only be one or two true orcs, who will grow to the full size and strength of "
"their race. A few more will be half-orcs, notably weaker than their big "
"brothers, and relegated to supporting roles in combat, such as archery. The "
"rest, often a full half of more of any litter, will be goblins. Goblins are "
"puny and quite frail, rarely growing past the size and stature of a human "
"child. Goblins are born into a lifetime of near-slavery to their larger kin, "
"and used as sword-fodder in battle. They thrive in spite of their tragic "
"fate; in part because they are so very numerous, and also because their "
"brother orcs are well aware how dependent they are on the goblins.\n"
"\n"
"Goblins perform the bulk of manual labor needed by the orcs, with the sole "
"exception of jobs that require the brute strength of true orcs. Those the "
"orcs revel in as proof of their prowess."
msgstr ""
#. [race]: id=gryphon, description=
#: data/core/units.cfg:148
msgid "race^Gryphon"
msgstr "Grif"
#. [race]: id=gryphon, description=
#: data/core/units.cfg:149
msgid "race+female^Gryphon"
msgstr "Grifa"
#. [race]: id=gryphon, description=
#: data/core/units.cfg:150
msgid "race^Gryphons"
msgstr "Grifs"
#. [race]: id=human
#: data/core/units.cfg:165
msgid "race^Human"
msgstr "Humà"
#. [race]: id=human
#: data/core/units.cfg:166
msgid "race+female^Human"
msgstr "Humana"
#. [race]: id=human
#: data/core/units.cfg:167
msgid "race^Humans"
msgstr "Humans"
#. [race]: id=human
#: data/core/units.cfg:174
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 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=lizard, description=
#: data/core/units.cfg:182
msgid "race^Saurian"
msgstr "Sauri"
#. [race]: id=lizard, description=
#: data/core/units.cfg:183
msgid "race+female^Saurian"
msgstr "Sauria"
#. [race]: id=lizard, description=
#: data/core/units.cfg:184
msgid "race^Saurians"
msgstr "Sauris"
#. [race]: id=mechanical
#: data/core/units.cfg:193
msgid "race^Mechanical"
msgstr "Mecànic"
#. [race]: id=mechanical
#: data/core/units.cfg:194
msgid "race+plural^Mechanical"
msgstr "Mecànics"
#. [race]: id=mechanical
#: data/core/units.cfg:195
msgid ""
"Animated neither by natural life nor by necromancy, the term ”mechanical” "
"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:204
msgid "race^Merman"
msgstr "Sirènit"
#. [race]: id=merman
#: data/core/units.cfg:205
msgid "race^Mermaid"
msgstr "Sirena"
#. [race]: id=merman
#: data/core/units.cfg:206
msgid "race^Mermen"
msgstr "Sirènits"
#. [race]: id=merman
#: data/core/units.cfg:208
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:215
msgid "race^Monster"
msgstr "Mònstruo"
#. [race]: id=monster
#: data/core/units.cfg:216
msgid "race^Monsters"
msgstr "Mònstruos"
#. [race]: id=monster
#: data/core/units.cfg:217
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:224
msgid "race^Naga"
msgstr "Naga"
#. [race]: id=naga
#: data/core/units.cfg:225
msgid "race^Nagani"
msgstr "Naga"
#. [race]: id=naga
#: data/core/units.cfg:226
msgid "race^Nagas"
msgstr "Nagues"
#. [race]: id=naga
#: data/core/units.cfg:227
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:234
msgid "race^Ogre"
msgstr "Ogre"
#. [race]: id=ogre
#: data/core/units.cfg:235
msgid "race+female^Ogre"
msgstr "Ogra"
#. [race]: id=ogre
#: data/core/units.cfg:236
msgid "race^Ogres"
msgstr "Ogres"
#. [race]: id=ogre
#: data/core/units.cfg:237
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 don't 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:245
msgid "race^Orc"
msgstr "Orc"
#. [race]: id=orc
#: data/core/units.cfg:246
msgid "race+female^Orc"
msgstr "Orca"
#. [race]: id=orc
#: data/core/units.cfg:247
msgid "race^Orcs"
msgstr "Orcs"
#. [race]: id=orc
#: data/core/units.cfg:257
msgid ""
"In appearance, orcs are half men and half beasts. They are taller, sturdier "
"and stronger than humans. They are warlike, savage, and cruel by nature. "
"Their blood is darker and thicker than that of normal humans and they have "
"little care for personal hygiene or their personal appearance. Although Orcs "
"are violent even among themselves creatures, they are pack-oriented; an orc "
"never travels long or lives alone in groups smaller than half a dozen.\n"
"\n"
"<header>text='Society'</header>\n"
"Almost every orc are a member of a tribe or a clan. Relations between "
"neighboring tribes are usually violent, except in cases of a mutual enemy "
"threatens their existence or prospects of great plunder override mutual "
"animosity. Occasionally, a single strong chieftain may emerge to lead "
"multiple tribes from time to time, usually through intimidation of "
"followers. An orc tribe in times of peace tends to focus almost solely on "
"strengthening itself in preparation for the next armed conflict. Orcs are "
"known to possess a crude system of writing — usually in blood — although "
"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. Despite their "
"reliance on raw strength, not nearly all orcs are destined to grow to "
"possess any. Many orcs are born smaller and weaker than the rest, and "
"already almost as newborns are put in their place by their stronger "
"siblings. The stronger ones will routinely grab most of the food and thus "
"grow stronger still, while their weaker siblings do not. Many of these "
"individuals tend to specialize in other skills, like archery or "
"assassination."
msgstr ""
#. [race]: id=troll
#: data/core/units.cfg:264
msgid "race^Troll"
msgstr "Troll"
#. [race]: id=troll
#: data/core/units.cfg:265
msgid "race+female^Troll"
msgstr "Troll"
#. [race]: id=troll
#: data/core/units.cfg:266
msgid "race^Trolls"
msgstr "Trolls"
#. [race]: id=troll
#: data/core/units.cfg:272
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 orcs to "
"persuade trolls to join their armies. Because they are rather simple and do "
"not understand the ways of other races or sometimes can even tell them "
"apart, it is usually easy for an orcish band to convince a group of trolls "
"that by joining them they get to exact revenge on those that have before "
"hunted them. These new recruits are then directed to attack whoever the orcs "
"themselves are currently in conflict with, whether previously a foe of the "
"trolls or not, accumulating even more enemies for the misled trolls. The "
"most common enemy of trolls are dwarves, and the animosity between these two "
"races is ancient.\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:286
msgid "race^Undead"
msgstr "No morts"
#. [race]: id=undead
#: data/core/units.cfg:287
msgid "race+female^Undead"
msgstr "No morta"
#. [race]: id=undead
#: data/core/units.cfg:288
msgid "race+plural^Undead"
msgstr "No morts"
#. [race]: id=undead
#: data/core/units.cfg:294
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 mermen 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, description=
#: data/core/units.cfg:302
msgid "race^Wolf"
msgstr ""
#. [race]: id=wolf, description=
#: data/core/units.cfg:303
msgid "race^Wolves"
msgstr ""
#. [race]: id=wose, description=
#: data/core/units.cfg:312
msgid "race^Wose"
msgstr "Wose"
#. [race]: id=wose, description=
#: data/core/units.cfg:313
msgid "race^Woses"
msgstr "Woses"
#: src/help.cpp:51
msgid "Help"
msgstr "Ajuda"
#: src/help.cpp:1151
msgid "<header>text='Units having this special attack'</header>"
msgstr "<header>text='Unitats ab est atac especial'</header>"
#: src/help.cpp:1227
msgid "<header>text='Units having this ability'</header>"
msgstr "<header>text='Unitats ab esta habilitat'</header>"
#: src/help.cpp:1260
#, fuzzy
msgid "Leaders:"
msgstr "Líder: "
#: src/help.cpp:1269
#, fuzzy
msgid "Recruits:"
msgstr "Reclutaments: "
#: src/help.cpp:1283
msgid "Era:"
msgstr "Era:"
#: src/help.cpp:1291
#, fuzzy
msgid "Factions:"
msgstr "Facció"
#: src/help.cpp:1301
msgid "Factions are only used in multiplayer"
msgstr ""
#: src/help.cpp:1344
msgid "level"
msgstr "nivell"
#: src/help.cpp:1376
msgid "Advances from: "
msgstr "Alvança de:"
#: src/help.cpp:1378
msgid "Advances to: "
msgstr "Alvança a: "
#: src/help.cpp:1405 src/help.cpp:1717 src/help.cpp:1778
msgid "race^Miscellaneous"
msgstr "Miscelànea"
#: src/help.cpp:1407
msgid "Race: "
msgstr "Raça:"
#: src/help.cpp:1414
msgid "Abilities: "
msgstr "Habilitats: "
#: src/help.cpp:1431
#, fuzzy
msgid "Ability Upgrades: "
msgstr "Habilitats: "
#: src/help.cpp:1447
msgid "HP: "
msgstr "PV:"
#: src/help.cpp:1448
msgid "Moves: "
msgstr "Moviments: "
#: src/help.cpp:1449
msgid "Cost: "
msgstr "Cost: "
#: src/help.cpp:1450
msgid "Alignment: "
msgstr "Alineació: "
#: src/help.cpp:1456
msgid "Required XP: "
msgstr "Experiència requerida: "
#: src/help.cpp:1465
msgid "unit help^Attacks"
msgstr "Atacs"
#: src/help.cpp:1472
msgid "unit help^Name"
msgstr "Nom"
#: src/help.cpp:1473
msgid "Type"
msgstr "Tipo"
#: src/help.cpp:1474
msgid "Strikes"
msgstr "Colps"
#: src/help.cpp:1475
msgid "Range"
msgstr "Alcanç"
#: src/help.cpp:1476
msgid "Special"
msgstr "Especial"
#: src/help.cpp:1526
msgid "Resistances"
msgstr "Resistències"
#: src/help.cpp:1530
msgid "Attack Type"
msgstr "Tipo d'atac"
#: src/help.cpp:1531
msgid "Resistance"
msgstr "Resistència"
#: src/help.cpp:1566
msgid "Terrain Modifiers"
msgstr "Modificadors de terreny"
#: src/help.cpp:1570
msgid "Terrain"
msgstr "Terreny"
#: src/help.cpp:1571
msgid "Defense"
msgstr "Defensa"
#: src/help.cpp:1572
msgid "Movement Cost"
msgstr "Cost de moviment"
#: src/help.cpp:1784
msgid "<header>text='Units of this race'</header>"
msgstr "<header>text='Unitats d'esta raça'</header>"
#: src/help.cpp:1788
#, fuzzy
msgid "<header>text='Race specific topics'</header>"
msgstr ""
"\n"
"\n"
"<header>text='Provabilitat d'encert'</header>"
#: src/help.cpp:2700
msgid " < Back"
msgstr " < Arrere"
#: src/help.cpp:2701
msgid "Forward >"
msgstr "Avant >"
#: src/help.cpp:2809
msgid "Reference to unknown topic: "
msgstr "Referència a un tema desconegut: "
#: src/help.cpp:3065
msgid "corrupted original file"
msgstr "archiu original corromput"
#: src/help.cpp:3156
msgid "Close"
msgstr "Tancar"
#: src/help.cpp:3159
msgid "The Battle for Wesnoth Help"
msgstr "Ajuda de Batalla per Wesnoth"
#: src/help.cpp:3215
msgid "Parse error when parsing help text: "
msgstr "S'ha produït un erro analisant el text d'ajuda: "