# # Valencian (southern Catalan) translations for Battle for Wesnoth. # Copyright © 2009 Wesnoth development team # This file is distributed under the same license as the Battle for Wesnoth # package. # # Dan Rosàs Garcia, 2004. # Jordà Polo , 2004, 2005, 2006, 2007, 2008, 2009. # Daniel López , 2005. # Joan Queralt , 2006. # Jose Gordillo , 2007. # Robert Millan , 2008, 2009. # msgid "" msgstr "" "Project-Id-Version: 1.5.8+dev\n" "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n" "POT-Creation-Date: 2015-04-05 03:22-0300\n" "PO-Revision-Date: 2009-01-31 21:25+0100\n" "Last-Translator: Robert Millan \n" "Language-Team: Catalan \n" "Language: ca\n" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=2; plural=(n != 1);\n" #. [time]: id=underground #: data/campaigns/Heir_To_The_Throne/utils/httt_utils.cfg:531 #: data/core/macros/schedules.cfg:99 msgid "Underground" msgstr "Sota terra" #. [berserk]: id=berserk #: data/campaigns/Under_the_Burning_Suns/scenarios/03_Stirring_in_the_Night.cfg:666 #: data/core/macros/abilities.cfg:562 msgid "berserk" msgstr "berserk" #. [berserk]: id=berserk #: data/campaigns/Under_the_Burning_Suns/scenarios/03_Stirring_in_the_Night.cfg:668 #: data/core/macros/abilities.cfg:563 #, fuzzy #| msgid "" #| "Berserk:\n" #| "Whether used offensively or defensively, this attack presses the " #| "engagement until one of the combatants is slain, or 30 rounds of attacks " #| "have occurred." msgid "" "Whether used offensively or defensively, this attack presses the engagement " "until one of the combatants is slain, or 30 rounds of attacks have occurred." msgstr "" "Berserk:\n" "Tant si s'usa ofensiva com defensivament, este 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:677 #: data/core/macros/abilities.cfg:641 msgid "magical" msgstr "màgic" #. [chance_to_hit]: id=magical #: data/campaigns/Under_the_Burning_Suns/scenarios/03_Stirring_in_the_Night.cfg:679 #: data/core/macros/abilities.cfg:642 #, fuzzy #| msgid "" #| "Magical:\n" #| "This attack always has a 70% chance to hit regardless of the defensive " #| "ability of the unit being attacked." msgid "" "This attack always has a 70% chance to hit regardless of the defensive " "ability of the unit being attacked." msgstr "" "Màgic:\n" "Este atac sempre té un 70% de possibilitats de colpejar, indiferentment de " "l'habilitat defensiva de la unitat atacada." #. [firststrike]: id=firststrike #: data/campaigns/Under_the_Burning_Suns/scenarios/03_Stirring_in_the_Night.cfg:688 #: data/core/macros/abilities.cfg:686 #, fuzzy #| msgid "firststrike" msgid "first strike" msgstr "iniciatiu" #. [firststrike]: id=firststrike #: data/campaigns/Under_the_Burning_Suns/scenarios/03_Stirring_in_the_Night.cfg:690 #: data/core/macros/abilities.cfg:687 #, fuzzy #| msgid "" #| "First Strike:\n" #| "This unit always strikes first with this attack, even if they are " #| "defending." msgid "" "This unit always strikes first with this attack, even if they are defending." msgstr "" "Iniciatiu:\n" "Esta unitat sempre ataca primer, encara que estiga defensant." #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:16 #: data/core/macros/abilities.cfg:10 msgid "heals +4" msgstr "curació +4" #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:17 #: data/core/macros/abilities.cfg:11 msgid "female^heals +4" msgstr "curació +4" #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:18 #: data/core/macros/abilities.cfg:12 #, fuzzy msgid "" "Allows the unit to heal adjacent allied units at the beginning of our turn.\n" "\n" "A unit cared for by this healer may heal up to 4 HP per turn, or stop poison " "from taking effect for that turn.\n" "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 "" "Curació +4:\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 torn, o bé veure aturat " "l'efecte d'un enverinament.\n" "Una unitat enverinada no pot ser guarida del seu verí per un curador, i " "haurà de cercar l'ajuda a un llogaret o d'una unitat amb l'habilitat de " "guarició." #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:44 #: data/core/macros/abilities.cfg:29 msgid "heals +8" msgstr "curació +8" #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:45 #: data/core/macros/abilities.cfg:30 msgid "female^heals +8" msgstr "curació +8" #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:46 #: data/core/macros/abilities.cfg:31 #, fuzzy #| msgid "" #| "Heals +8:\n" #| "This unit combines herbal remedies with magic to heal units more quickly " #| "than is normally possible on the battlefield.\n" #| "\n" #| "A unit cared for by this healer may heal up to 8 HP per turn, or stop " #| "poison from taking effect for that turn.\n" #| "A poisoned unit cannot be cured of its poison by a healer, and must seek " #| "the care of a village or a unit that can cure." msgid "" "This unit combines herbal remedies with magic to heal units more quickly " "than is normally possible on the battlefield.\n" "\n" "A unit cared for by this healer may heal up to 8 HP per turn, or stop poison " "from taking effect for that turn.\n" "A poisoned unit cannot be cured of its poison by a healer, and must seek the " "care of a village or a unit that can cure." msgstr "" "Curació +8:\n" "Esta unitat combina herbes medicinals amb màgia per tal de curar les unitats " "més ràpidament del que seria possible al camp de batalla.\n" "\n" "Cada unitat pot recuperar fins a 8 punts de vida per torn, o bé veure aturat " "l'efecte d'un enverinament.\n" "Una unitat enverinada no pot ser guarida del seu verí per un curador, i " "haurà de cercar l'ajuda a un llogaret o d'una unitat amb l'habilitat de " "guarició." #. [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 "dst='..geography' text='Geography'" 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 dst='heart_mountains' text='Heart Mountains' and running east to the Listra." msgstr "" #. [topic]: id=great_ocean #: data/core/encyclopedia/geography.cfg:31 #, fuzzy msgid "Great Ocean" msgstr "Arbre venerable" #. [topic]: id=great_ocean #: data/core/encyclopedia/geography.cfg:32 msgid "" "Lies to the west of the dst='great_continent' text='continent' " "and all rivers eventually flow to it. Far to the west in the the Great Ocean " "is a huge archipelago called dst='morogor' text='Morogor'." msgstr "" #. [topic]: id=morogor #: data/core/encyclopedia/geography.cfg:37 msgid "Morogor" msgstr "" #. [topic]: id=morogor #: data/core/encyclopedia/geography.cfg:38 msgid "" "Archipelago, located somewhere in the dst='great_ocean' text='Great " "Ocean' west of the dst='green_isle' text='Green Isle' and " "east of the dst=old_continent text='Old Continent'.\n" "It is mostly inhabited by dst='..race_drake' text='drakes'.\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 "Verd" #. [topic]: id=green_isle #: data/core/encyclopedia/geography.cfg:46 msgid "" "A bigger island lying in the dst='great_ocean' text='Great Ocean'." 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 dst='morogor' text='Morogor' across the " "dst='great_ocean' text='Great Ocean'." 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 dst='kingdom_wesnoth' text='Kingdom of " "Wesnoth' lies. Its west coast is surrounded by the " "dst='great_ocean' text='Great Ocean'." 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 dst='kingdom_wesnoth' " "text='Wesnoth' 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:70 msgid "" "The Kingdom of Wesnoth is located in the north-central portion of the " "dst='great_continent' text='Great Continent'. 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 dst='southwest_elven_lands' text='southwest', 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:101 msgid "" "Elensefar is at times a province of dst='kingdom_wesnoth' " "text='Wesnoth', 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 dst='great_ocean' text='ocean' 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 " "dst='great_river' text='Great River' delta\n" " ◦ Carcyn: City on the Wesnoth–Elensefar border, disputed with " "Wesnoth\n" " • Notable land features:\n" " ◦ dst='great_river' text='Great River': It is very wide " "at this point, and only ships can cross it." msgstr "" #. [topic]: id=northlands #: data/core/encyclopedia/geography.cfg:112 msgid "Northlands" msgstr "" #. [topic]: id=northlands #: data/core/encyclopedia/geography.cfg:113 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 dst='great_river' " "text='Great River', and the western border is the " "dst='great_ocean' text='Great Ocean'.\n" "\n" " • Notable cities:\n" " ◦ Glamdrol: An 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:134 msgid "Southwest Elven Lands" msgstr "" #. [topic]: id=southwest_elven_lands #: data/core/encyclopedia/geography.cfg:135 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 dst='great_ocean' text='Ocean' 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 dst='.." "race_elf' text='elves'." msgstr "" #. [topic]: id=heart_mountains #: data/core/encyclopedia/geography.cfg:145 #, fuzzy msgid "Heart Mountains" msgstr "Muntanyes" #. [topic]: id=heart_mountains #: data/core/encyclopedia/geography.cfg:146 msgid "" "A virtually impassable barrier between the dst='arkan_thoria' " "text='river' country and the dst='far_north' text='Northern " "Plains'." msgstr "" #. [topic]: id=far_north #: data/core/encyclopedia/geography.cfg:151 msgid "Far North" msgstr "" #. [topic]: id=far_north #: data/core/encyclopedia/geography.cfg:152 msgid "" "Cold, harsh, and inaccessible, the Far North is the ancestral home of the " "Orcish Clannate. It lies north of the dst='heart_mountains' text='Heart " "Mountains', 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" " ◦ Farzi\n" " ◦ Lmarig\n" " ◦ Melmog\n" " ◦ Prestim\n" " ◦ Tirigaz\n" " ◦ Dorest, the northernmost human city\n" " • Notable land features:\n" " ◦ Black Marshes\n" " ◦ Mountains of Dorth\n" " ◦ Mountains of Haag\n" " ◦ Greenwood\n" " ◦ Silent Forest\n" " ◦ Forest of Thelien\n" " ◦ River Oumph\n" " ◦ River Bork\n" " ◦ Frosty Wastes\n" " ◦ Barren Plains" msgstr "" #. [section]: id=introduction #. [topic]: id=..introduction #: data/core/help.cfg:10 data/core/help.cfg:85 msgid "Introduction" msgstr "Introducció" #. [section]: id=gameplay #. [topic]: id=..gameplay #: data/core/help.cfg:16 data/core/help.cfg:136 msgid "Gameplay" msgstr "Joc" #. [section]: id=traits_section #. [topic]: id=..traits_section #: data/core/help.cfg:22 data/core/help.cfg:358 msgid "Traits" msgstr "Trets" #. [section]: id=units #. [topic]: id=..units #: data/core/help.cfg:31 data/core/help.cfg:91 msgid "Units" msgstr "Unitats" #. [section]: id=abilities_section #. [topic]: id=..abilities_section #: data/core/help.cfg:40 data/core/help.cfg:100 msgid "Abilities" msgstr "Habilitats" #. [section]: id=weapon_specials #. [topic]: id=..weapon_specials #: data/core/help.cfg:48 data/core/help.cfg:109 msgid "Weapon Specials" msgstr "Atacs especials" #. #-#-#-#-# wesnoth-help.wml.pot (PACKAGE VERSION) #-#-#-#-# #. [section]: id=factions_section #: data/core/help.cfg:56 src/help.cpp:1291 src/help.cpp:1293 #, fuzzy msgid "Factions" msgstr "Facció" #. [section]: id=terrains_section #. [topic]: id=..terrains_section #: data/core/help.cfg:63 data/core/help.cfg:492 msgid "Terrains" msgstr "Terrenys" #. [section]: id=addons #. [topic]: id=..addons #: data/core/help.cfg:71 data/core/help.cfg:500 msgid "Add-ons" msgstr "" #. [section]: id=commands #. [topic]: id=..commands #: data/core/help.cfg:77 data/core/help.cfg:565 msgid "Commands" msgstr "Ordes" #. [topic]: id=..units #: data/core/help.cfg:92 msgid "" "This section will list all the units you discover as you explore the world " "of Wesnoth. When you see a new unit during a campaign or multiplayer " "scenario it will be added to its race’s subsection; you can then view its " "page any time you wish. A unit’s page will provide a general description, " "its statistics, attacks, resistances, and movement and defense values.\n" "\n" msgstr "" #. [topic]: id=..abilities_section #: data/core/help.cfg:101 #, fuzzy #| msgid "" #| "Certain units have abilities that either directly affect other units, or " #| "have an impact on how the unit interacts with other units. These " #| "abilities will be listed under this topic as you encounter them.\n" #| "\n" msgid "" "Certain units have abilities that either directly affect other units or have " "an impact on how the unit interacts with other units. These abilities will " "be listed under this section as you encounter them. Each page will provide a " "description of what the ability does and which (currently discovered) units " "have it.\n" "\n" msgstr "" "Certes unitats tenen habilitats que, o bé afecten directament altres " "unitats, o bé tenen un impacte en com la unitat interactua amb la resta. " "Estes habilitats es mostren a continuació.\n" "\n" #. [topic]: id=..weapon_specials #: data/core/help.cfg:110 msgid "" "Some weapons have special features that increase the effectiveness of " "attacking with them. When you see a new weapon special during a campaign or " "multiplayer scenario it will be added to this list; you can then view its " "page any time you wish. Each page will provide a description of what the " "weapon special does and which (currently discovered) units have it.\n" "\n" msgstr "" #. [topic]: id=.unknown_unit #: data/core/help.cfg:119 msgid "Unknown Unit" msgstr "Unitat desconeguda" #. [topic]: id=.unknown_unit #: data/core/help.cfg:120 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" "De moment esta unitat és desconeguda. L'haureu de descobrir durant el joc " "per tal de poder-ne veure la descripció." #. [topic]: id=introduction_topic #: data/core/help.cfg:127 msgid "Overview" msgstr "Descripció" #. [topic]: id=introduction_topic #: data/core/help.cfg:128 #, fuzzy msgid "" "\n" "\n" "text='Battle for Wesnoth' is a turn-based fantasy strategy " "game somewhat unusual among modern strategy games. While other games strive " "for complexity, text='Battle for Wesnoth' 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 torns amb una ambientació " "fantàstica. A diferència d'altres jocs d'estratègia moderns que aposten per " "la complexitat, Batalla per Wesnoth busca la simplicitat tant en regles com " "en jugabilitat. Això, però, no el convertix en un joc simple. A partir " "d'estes regles senzilles es presenta un joc ric en estratègia, fàcil " "d'aprendre però tot un repte si es vol dominar." #. [topic]: id=fundamentals #: data/core/help.cfg:142 msgid "Fundamentals of Gameplay" msgstr "Fonaments del joc" #. [topic]: id=fundamentals #: data/core/help.cfg:143 #, fuzzy msgid "" "\n" "\n" "To begin with, it’s best to click the text='Tutorial' 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 text='Campaign' " "then text='Heir to the Throne'. As text='Battle for " "Wesnoth' can be quite challenging, you may wish to start on easy." msgstr "" "\n" "\n" "Per començar, el millor és fer clic sobre el botó text='Tutorial' al menú principal. Això us portarà a fer una campanya d'aprenentatge " "que us ensenyarà els conceptes bàsics de Wesnoth. Després d'això, és " "recomanable jugar la campanya Hereu al Tron: clic a text='Campanya', i després text='Hereu al Tron'. Wesnoth és un joc " "desafiant, així que és recomanable començar en nivell text=Fàcil." #. [topic]: id=fundamentals #: data/core/help.cfg:143 #, fuzzy msgid "" "These pages outline all you need to know to play text='Battle for " "Wesnoth'. 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 resumeixen tot el que necessiteu saber per jugar a Batalla per " "Wesnoth. S'explica com jugar i els mecanismes bàsics que hi ha darrera el " "joc. Mentre jugueu, s'anirà afegint nova informació a mesura que descobriu " "nous aspectes. Recordeu que això és només un resum. Per a situacions " "especials o excepcions, seguiu els enllaços que s'inclouen." #. [topic]: id=fundamentals #: data/core/help.cfg:148 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 dst='..abilities_section' text='abilities' for the " "first time." msgstr "" "Mentre 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. Això pot ser especialment útil quan trobeu noves dst='.." "abilities_section' text='habilitats' per primera vegada." #. [topic]: id=about_game #: data/core/help.cfg:153 msgid "About the Game" msgstr "Quant a Wesnoth" #. [topic]: id=about_game #: data/core/help.cfg:154 #, fuzzy msgid "" "\n" "\n" "text='Campaigns' 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 consisteixen en múltiples escenaris que esdevenen l'un a " "continuació de l'altre, tot i explicant una història. En una campanya, és " "recomanable que jugueu amb molta cura, reservant les millors unitats per tal " "de reincorporar-les en escenaris posteriors." #. [topic]: id=about_game #: data/core/help.cfg:154 #, fuzzy msgid "" "The game takes place over a series of battles, called " "text='scenarios'. 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 pren lloc en una sèrie de batalles anomenades escenaris. Cada " "escenari enfronta les teves tropes contra un o més adversaris. Podeu jugar " "contra l'ordinador o amb amics agafant el control d'un bàndol diferent a " "cada torn (modalitat tots a una). Si el vostre ordinador està en xarxa, " "podeu jugar amb la resta d'ordinadors que en formin part. I si disposeu de " "connexió a Internet, podreu jugar amb gent de tot el món." #. [topic]: id=victory_and_defeat #: data/core/help.cfg:162 msgid "Victory and Defeat" msgstr "Victòria i derrota" #. [topic]: id=victory_and_defeat #: data/core/help.cfg:163 msgid "" "\n" "\n" "When you win a scenario, the map grays over and the text='End Turn' button changes to text='End Scenario'. 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 "" #. [topic]: id=victory_and_defeat #: data/core/help.cfg:163 msgid "" "Pay careful attention to the text='Objectives' 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 "" #. [topic]: id=recruit_and_recall #: data/core/help.cfg:172 msgid "Recruiting and Recalling" msgstr "Recluta i reincorpora" #. [topic]: id=recruit_and_recall #: data/core/help.cfg:173 #, fuzzy #| msgid "" #| "\n" #| "\n" #| "If you right-clicked on a castle hex and selected recruit, the new unit " #| "will appear in that square. Otherwise, it will appear in a free square " #| "near the keep. You may only recruit as many units as you have free hexes " #| "in your castle, and you cannot spend more gold than you actually have on " #| "recruiting." msgid "" "\n" "\n" "If you right-clicked on a castle hex and selected recruit, the new unit will " "appear in that hex. Otherwise, it will appear in a free hex near the keep. " "You may only recruit as many units as you have free hexes in your castle, " "and you cannot spend more gold than you actually have on recruiting." msgstr "" "\n" "\n" "Si feu clic amb el botó dret sobre un hexàgon del castell i seleccioneu " "text='Recluta', la nova unitat apareixerà en aquell " "hexàgon. D'altra banda, si no seleccioneu cap hexàgon, apareixerà en " "qualsevol zona lliure propera a la torre. Només podeu reclutar tantes " "unitats com hexàgons disponibles hi hagi, i no podeu gastar més diners dels " "que tingueu." #. [topic]: id=recruit_and_recall #: data/core/help.cfg:173 #, 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 dst='..units' " "text='units' into your army. To recruit, you must have your leader " "(for instance, Konrad in the text='Heir to the Throne' " "campaign) on the keep hex of a dst='terrain_castle' text='castle'. Then you may recruit by either choosing text='Recruit' " "from the menu or right-clicking on a hex and selecting text='Recruit'. 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 bàndol comença amb un líder a la seua torre. Al començament de cada " "batalla, i de vegades enmig d'esta, necessitareu reclutar dst='..units' " "text='unitats' pel vostre exèrcit. Per tal de fer-ho, heu de tenir al " "vostre líder (per exemple Konrad a la campanya Hereu al Tron) a la torre " "d'un dst='terrain_castle' text='castell'. Aleshores, podreu " "reclutar ja siga triant text='Recluta' des del menú o fent " "clic amb el botó dret sobre un hexàgon i seleccionant " "text='Recluta'. Això mostrarà el diàleg de reclutament que " "llistarà les unitats disponibles i el seu cost en monedes d'or. Si feu clic " "sobre una unitat veureu les seues estadístiques a l'esquerra. Fent clic " "sobre el botó text='Recluta', reclutareu la unitat " "seleccionada." #. [topic]: id=recruit_and_recall #: data/core/help.cfg:175 #, fuzzy msgid "" "\n" "\n" "Recruited units come with two random dst='..traits_section' " "text='traits' which modify their statistics." msgstr "" "\n" "\n" "Les unitats reclutades tenen dos dst='..traits_section' text='trets' aleatoris que modifiquen les seues estadístiques." #. [topic]: id=recruit_and_recall #: data/core/help.cfg:177 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 posteriors, també podeu reincorporar unitats supervivents de " "batalles anteriors. Reincorporar té un cost estàndard de 20 monedes d'or i " "el diàleg presenta una llista de totes les unitats que han sobreviscut a " "escenaris anteriors." #. [topic]: id=recruit_and_recall #: data/core/help.cfg:179 #, fuzzy msgid "" "\n" "\n" "Units not only cost gold to Recruit or Recall, they also require money to " "support. See dst='income_and_upkeep' text='income and upkeep' for " "more information." msgstr "" "\n" "\n" "Recordeu que les unitats no només costen diners a l'hora de reclutar i " "reincorporar, sinó que també requereixen diners de manteniment. Vegeu " "dst='income_and_upkeep' text='guanys i manteniment' per a més " "informació." #. [topic]: id=orbs #: data/core/help.cfg:188 msgid "Orbs" msgstr "Orbes" #. [topic]: id=orbs #: data/core/help.cfg:189 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 "" "A sobre de la barra d'energia de cada unitat hi ha un orbe. Per a unitats " "que estan sota el vostre control, este orbe pot ser:" #. [topic]: id=orbs #: data/core/help.cfg:190 #, fuzzy msgid " green if it hasn’t moved this turn," msgstr "Verd, si encara no s'ha desplaçat." #. [topic]: id=orbs #: data/core/help.cfg:191 #, fuzzy msgid " yellow if it has moved, but could still move further or attack, or" msgstr "Groc, si s'ha mogut però encara pot continuar o atacar." #. [topic]: id=orbs #: data/core/help.cfg:192 msgid "" " black if it can no longer move or attack, or the user ended the unit’s turn." msgstr "" #. [topic]: id=orbs #: data/core/help.cfg:193 #, fuzzy msgid " blue if the unit is an ally you do not control." msgstr "L'orbe és blau si la unitat és aliada però no la controleu." #. [topic]: id=orbs #: data/core/help.cfg:194 #, fuzzy msgid " Enemy units have a red orb on top of their energy bar." msgstr "Les unitats enemigues no tenen orbe." #. [topic]: id=hitpoints #: data/core/help.cfg:201 msgid "Hitpoints and Experience" msgstr "Salut i experiència" #. [topic]: id=hitpoints #: data/core/help.cfg:202 #, fuzzy msgid "" "Each unit has a certain number of text='hitpoints' (HP). If " "the hitpoints of a unit drop below 1, the unit dies. Each unit also has a " "certain number of text='experience points' (XP). A freshly " "recruited unit starts with no experience points, and gains experience by " "fighting enemies." msgstr "" "Cada unitat té un cert nombre de punts de vida (HP). Si estos arriben a " "estar per sota de 1, la unitat mor. D'altra banda, les unitats també tenen " "punts d'experiència (XP). Una unitat acabada de reclutar comença sense " "experiència, però l'anirà adquirint a mesura que lluiti contra els seus " "rivals." #. [topic]: id=hitpoints #: data/core/help.cfg:206 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 a la barra d'estat usant dos " "nombres (el valor actual i el valor màxim que pot tenir la unitat)." #. [topic]: id=hitpoints #: data/core/help.cfg:207 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 " "dst='experience_and_advancement' text='advance'." msgstr "" "Els punts de vida també s'indiquen mitjançant la barra d'energia que hi ha " "al costat de cada unitat, que pot ser verda, groga o vermella. Una unitat " "amb al menys un punt d'experiència tindrà una barra de color blau que " "s'anirà emblanquint a mesura que s'aprope a " "l'dst='experience_and_advancement' text='avançament de nivell'." #. [topic]: id=movement #: data/core/help.cfg:214 msgid "Movement" msgstr "Moviment" #. [topic]: id=movement #: data/core/help.cfg:215 #, 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 text='Unit Description', and then looking at " "text='Terrain Modifiers'." msgstr "" "\n" "\n" "Cada unitat té un cert nombre de punts de moviment que es gasten cada vegada " "que la unitat es mou, depenent del terreny. Per exemple, entrar en una prada " "casi sempre costa un punt de moviment. El nombre exacte de punts de moviment " "que es gasten depèn també de la unitat. Als boscos, els elfs només gasten 1 " "punt, la majoria d'humans i orcs 2, i els genets 3. Podeu veure quants punts " "necessita una unitat per entrar en un determinat tipus de terreny fent clic " "sobre ella amb el botó dret i seleccionant text='Descriu unitat'." #. [topic]: id=movement #: data/core/help.cfg:215 #, fuzzy msgid "" "Movement in text='Battle for Wesnoth' is simple. Click on " "the unit you wish to move to select it, then click on the hex you wish to " "move it to. When a unit is selected, everywhere it can move this turn will " "be highlighted, and all other hexes on the map are made dull. Mousing over a " "highlighted hex shows the defense rating the unit would have if you moved it " "to that hex. Mousing over a dull hex will also show the number of turns " "required to reach it, and clicking will cause the unit to move towards it by " "the fastest route over this and subsequent turns. If you don’t use up all of " "a unit’s movement when you first move a unit, you may move it again. This is " "useful when having two units switch places. Attacking with a unit will use " "up its movement. Ending a move in a village you don’t already own will also " "use up a unit’s movement, but will still allow it to attack." msgstr "" "El moviment a Batalla per Wesnoth és simple. Cliqueu sobre la unitat que " "desitgeu moure per seleccionar-la, aleshores feu clic a l'hexàgon de destí. " "Quan una unitat està seleccionada, tots els hexàgons on pot desplaçar-se en " "el torn actual queden il·luminats, i tots els altres hexàgons del mapa " "apagats. Si moveu el punter per sobre d'un hexàgon il·luminat se us mostrarà " "el rang de defensa que obtindrà la unitat en cas que la mogueu allà. Si " "moveu el punter per sobre d'un hexàgon apagat se us mostrarà també el nombre " "de torns requerits per arribar-hi, i fent-hi clic farà que la unitat s'hi " "desplaci seguint la ruta més ràpida durant este torn i els subsegüents. Si " "no utilitzeu tot el moviment d'una unitat el primer cop que la moveu, podeu " "tornar-la a moure. Això és útil quan volem intercanviar la posició de dues " "unitats. Atacar amb una unitat esgota el seu moviment. Finalitzar el " "moviment en un llogaret que encara no posseïu també esgota el moviment de la " "unitat, però encara li és permès d'atacar." #. [topic]: id=movement #: data/core/help.cfg:217 #, fuzzy msgid "" "\n" "\n" "Another thing to keep in mind while moving is text='zones of " "control'. 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 " "dst='ability_skirmisher' text='skirmishers' can ignore zones of " "control." msgstr "" "\n" "\n" "Un altre factor a tenir en compte són les zones de control. Cada unitat " "genera una zona de control sobre els hexàgons que té al voltant. Si una " "unitat enemiga entra en esta zona, acaba el seu moviment. Aprendre com fer " "servir les zones de control és un avantatge important a Wesnoth ja que només " "les unitats amb l'habilitat d'dst='ability_skirmisher' text='esquivar' poden ignorar estes zones." #. [topic]: id=movement #: data/core/help.cfg:219 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 veure fins on pot moure's l'enemic durant el proper torn, premeu Ctrl-v " "o Cmd-v. Ctrl-b o Cmd-b mostra els possibles moviments enemics si les " "vostres unitats no estiguessin al mapa." #. [topic]: id=shroud_and_fog #: data/core/help.cfg:228 msgid "Shroud and Fog of War" msgstr "Ocultació i boira de guerra" #. [topic]: id=shroud_and_fog #: data/core/help.cfg:229 #, 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 " "text='shroud' hides both the terrain and any units at a " "location. However, once it is cleared, you can always see that location. The " "text='fog of war' only hides units and ownership of " "villages (other than by you or your allies). The fog of war is cleared " "temporarily when you have units nearby, but returns when they leave. Both " "the shroud and the fog of war are cleared by units. Each unit clears " "locations adjacent to those within one turn’s move (ignoring zones of " "control and enemy units).\n" "\n" "Normally you can undo a unit’s movement, as long as an event with a " "randomized result has not occurred, such as combat or recruitment (as most " "units receive random traits when recruited). Exploring hidden terrain by " "clearing shroud or fog will also prevent undos to a previous state. You may " "wish to activate text='Delay Shroud Updates' in the actions " "menu. This will prevent units from clearing shroud or fog until the next " "randomized event or a manual update via text='Update Shroud Now' (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 utilitzar per separat o conjuntament. L'ocultació amaga tan el " "terreny com qualsevol unitat a la localització. No obstant això, un cop " "netejada, sempre podreu veure esta localització. La boira de batalla només " "amaga les unitats i la propietats dels llogarets (que no siguen vostres o " "dels aliats). La boira de batalla es neteja temporalment quan teniu unitats " "a prop, però torna quan estes marxen. Les unitats netegen tant l'ocultació " "com la boira de guerra. Cada unitat neteja les localitzacions adjacents al " "moviment d'un torn (ignorant les zones de control i les unitats enemigues)." #. [topic]: id=combat #: data/core/help.cfg:238 msgid "Combat" msgstr "Combat" #. [topic]: id=combat #: data/core/help.cfg:239 #, fuzzy msgid "" "\n" "\n" "
text='Order and Number of Strikes'
" msgstr "" "\n" "\n" "
text='Orde i nombre dels atacs'
" #. [topic]: id=combat #: data/core/help.cfg:239 #, fuzzy msgid "" "Combat in text='Battle for Wesnoth' 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: text='melee', which usually involves weapons such " "as swords, axes or fangs; and text='ranged', which usually " "involves weapons such as bows, spears and fireballs." msgstr "" "El combat a Batalla per Wesnoth sempre pren lloc entre unitats que es troben " "en hexàgons adjacents. Feu clic sobre la vostra unitat, i després feu clic a " "la unitat que voleu atacar: us moureu fins a ella, i quan estigueu al costat " "començarà l'atac. L'atacant i el defensor alternen els cops fins que " "cadascun d'ells els esgota. L'atacant serà sempre qui trie una de les seues " "armes i l'adversari s'haurà de defensar amb una arma del mateix tipus. Hi ha " "dos tipus d'atacs: melé, que normalment implica armes com espases, destrals " "o ullals; i a distància, amb arcs, llances o boles de foc." #. [topic]: id=combat #: data/core/help.cfg:241 #, fuzzy msgid "" "\n" "\n" "The attacker gets the first strike, then the defender retaliates. Each " "strike either hits, doing a given amount of damage, or misses, doing no " "damage at all. Strikes alternate until each unit has used up all of its " "strikes. The number of strikes a unit has varies; for instance, an elvish " "fighter with a 5–4 attack may strike 4 times, each successful strike dealing " "5 damage, while an orcish grunt with a 9–2 attack can only strike twice (but " "at 9 damage for each hit)." msgstr "" "\n" "\n" "L'atacant realitza el primer atac i després ho fa el defensor. Això continua " "fins que cadascuna de les unitats ha realitzat tots els seus atacs. El " "nombre dels atacs de cada unitat pot variar. Per exemple, un lluitador elf " "amb un atac d'espasa de 5-4 podrà realitzar 4 atacs fent 5 punts de mal en " "cada intent. En canvi un recluta orc amb 9-2 només tindrà la possibilitat " "d'atacar 2 vegades, però infligint 9 punts de mal. Així doncs, cada atac pot " "encertar, causant un certa quantitat de mal, o bé fallar i no causar cap " "mena de ferida a l'adversari." #. [topic]: id=combat #: data/core/help.cfg:243 #, fuzzy msgid "" "\n" "\n" "
text='Chance to Hit'
" msgstr "" "\n" "\n" "
text='Possibilitat de colpejar'
" #. [topic]: id=combat #: data/core/help.cfg:245 #, fuzzy msgid "" "\n" "\n" "Every unit has a chance of being hit, based on the text='terrain' it is in. This is shown in the status pane, and may also be found by " "right-clicking a unit, selecting text='Unit Description', and " "then looking at text='Terrain Modifiers'. For instance, many " "elves have a defense rating of 70% in forest, so a unit attacking them has " "only a 30% chance of hitting. Conversely, the elf’s chance of hitting the " "attacker in return depends on what terrain the attacker is in." 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. Podeu veure la seua defensa a " "la barra d'estat o bé fent clic amb el botó dret sobre una unitat i " "seleccionant l'opció text='Descriu la unitat'. Per exemple, " "els elfs tenen un grau de defensa del 70% als boscos, 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 trobi l'atacant." #. [topic]: id=combat #: data/core/help.cfg:247 #, fuzzy msgid "" "\n" "\n" "There are two exceptions to this rule: dst='weaponspecial_magical' " "text='magical attacks' and dst='weaponspecial_marksman' " "text='marksmen'. 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 a esta regla: dst='weaponspecial_magical' " "text='els atacs màgics', i l'habilitat de " "dst='weaponspecial_marksman' text='tirador'. Els atacs màgics " "sempre tenen un 70% de possibilitats de colpejar, siga quin siga el terreny, " "mentre que amb l'habilitat de tirador les possibilitats són del 60% sempre " "que s'usi ofensivament." #. [topic]: id=combat #: data/core/help.cfg:249 msgid "" "\n" "\n" "
text=Damage
" msgstr "" "\n" "\n" "
text=Mal
" #. [topic]: id=combat #: data/core/help.cfg:251 #, fuzzy msgid "" "\n" "\n" "Each strike which hits causes a base amount of damage depending on the " "attack type. For instance, an elvish fighter with a 5–4 attack does 5 base " "damage. This is usually modified by two things: " "dst='damage_types_and_resistance' text='resistance' and " "dst='time_of_day' text='time of day'. To see how base damage is " "modified by the circumstances, select text='Damage Calculations' in the attack selection menu." msgstr "" "\n" "\n" "Cada vegada que es colpeja, es causa un mal base depenent de l'atac. Per " "exemple, un lluitador elf amb un atac d'espasa de 5-4 causa un mal base de 5 " "punts. Això es veu modificat per dos factors: la " "dst='damage_types_and_resistance' text='resistència' i " "l'dst='time_of_day' text='hora del dia'. Per veure com es veu " "afectat el mal base, seleccioneu text='Càlcul de mal' al " "diàleg d'atac." #. [topic]: id=combat #: data/core/help.cfg:253 #, fuzzy msgid "" "\n" "\n" "A few units have special dst='..abilities_section' text='abilities' which affect damage dealt in combat. The most common of these is " "dst='weaponspecial_charge' text='charge', which doubles the " "damage dealt by both attacker and defender when the unit with charge attacks." msgstr "" "\n" "\n" "Algunes unitats tenen dst='..abilities_section' text='habilitats' " "que poden afectar el mal infligit en combat. La més comuna és la " "dst='weaponspecial_charge' text='càrrega', la qual dobla el mal " "causat per l'atacant i pel defensor quan la unitat amb esta habilitat ataca." #. [topic]: id=damage_types_and_resistance #: data/core/help.cfg:261 msgid "Damage Types and Resistance" msgstr "Tipus de mal i resistència" #. [topic]: id=damage_types_and_resistance #: data/core/help.cfg:262 #, 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 tipus de mal, aleshores patirà un 40% " "menys de mal quan siga colpejada per este tipus. A més, és possible tindre " "debilitat; si una unitat té −100% de resistència contra un determinat tipus " "de mal, patirà un 100% més de mal quan siga colpejada." #. [topic]: id=damage_types_and_resistance #: data/core/help.cfg:262 #, fuzzy msgid "" "In Wesnoth, there are three types of damage usually associated with physical " "attacks: text='blade, pierce, and impact damage'. " "Additionally, there are three further types of damage usually associated " "with magical attacks: text='fire, cold, and arcane attacks'. Different units may have resistances which alter the damage which " "they take from certain damage types." msgstr "" "A Wesnoth hi ha tres tipus de mal associats amb atacs físics: tallant, " "perforant i impactant. D'altra banda, també hi ha tres tipus de mal " "associats a la màgia: foc, fred i arcà. Cada unitat té resistències a estos " "atacs que alteren el mal que poden rebre." #. [topic]: id=damage_types_and_resistance #: data/core/help.cfg:264 #, 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 exemple, els esquelets són molt resistents al mal de tipus tallant o " "perforant, vulnerables als impactes i al foc, i extremament dèbils contra " "els atacs arcans." #. [topic]: id=damage_types_and_resistance #: data/core/help.cfg:266 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 com a mínim 1 punt de mal. Això " "s'aplica fins i tot si el defensor té un 100% de resistència al tipus de mal." #. [topic]: id=time_of_day #: data/core/help.cfg:274 msgid "Time of Day" msgstr "Hora del dia" #. [topic]: id=time_of_day #: data/core/help.cfg:275 #, 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" " Neutral units are unaffected by the time of day.\n" " Liminal units get −25% damage during both night and daytime." msgstr "" "L'hora del dia afecta el mal que fan certes unitats de la següent manera:\n" " Les unitat lleials fan +25% de mal 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:279 #, 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" "Es pot observar l'hora del dia actual a la barra d'estat de la dreta, sota " "el minimapa. Pel cicle de dia/nit habitual, matí i migdia són com dia, " "mentre que matinada equival a nit:\n" #. [time]: id=dawn #. [time]: id=dawn_hour #. [topic]: id=time_of_day #: data/core/help.cfg:282 data/core/macros/schedules.cfg:6 #: data/core/macros/schedules.cfg:265 msgid "Dawn" msgstr "Alba" #. [time]: id=morning #. [topic]: id=time_of_day #: data/core/help.cfg:283 data/core/macros/schedules.cfg:17 msgid "Morning" msgstr "Matí" #. [time]: id=afternoon #. [topic]: id=time_of_day #: data/core/help.cfg:284 data/core/macros/schedules.cfg:35 msgid "Afternoon" msgstr "Migdia" #. [time]: id=dusk #. [time]: id=dusk_hour #. [topic]: id=time_of_day #: data/core/help.cfg:285 data/core/macros/schedules.cfg:44 #: data/core/macros/schedules.cfg:377 msgid "Dusk" msgstr "Vespre" #. [time]: id=first_watch #. [topic]: id=time_of_day #: data/core/help.cfg:286 data/core/macros/schedules.cfg:55 msgid "First Watch" msgstr "Nit" #. [time]: id=second_watch #. [topic]: id=time_of_day #: data/core/help.cfg:287 data/core/macros/schedules.cfg:79 msgid "Second Watch" msgstr "Matinada" #. [topic]: id=time_of_day #: data/core/help.cfg:289 msgid "" "Keep in mind that some scenarios take place underground, where it is " "perpetually night!" msgstr "" "Recordeu que hi ha alguns escenaris que tenen lloc sota terra, on sempre és " "de nit." #. [topic]: id=experience_and_advancement #: data/core/help.cfg:296 msgid "Experience and Advancement" msgstr "Experiència i avançament" #. [topic]: id=experience_and_advancement #: data/core/help.cfg:297 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 " "avançar de nivell (que és un 20% menys per a les unitats que tenen el tret " "intel·ligent). Una vegada l'assoleixen, pugen immediatament de nivell i es " "curen al màxim en el procés. En alguns casos, podreu triar entre diferents " "opcions per avançar." #. [topic]: id=experience_and_advancement #: data/core/help.cfg:297 msgid "" "If both units survive a combat, they gain a number of experience points " "equal to the level of the unit they’re fighting. If a unit kills another in " "combat, however, it gains much more experience — 4 for a level 0 unit, 8 for " "level 1, 16 for level 2, 24 for level 3, and so forth." msgstr "" "Si ambdues unitats sobreviuen al combat, guanyen un cert nombre de punts " "d'experiència igual al nivell de la unitat contra la que lluiten. Si una " "unitat mata a una altra, guanya molts més punts d'experiència: 4 per unitats " "de nivell 0, 8 per unitats de nivell 1, 16 per les de nivell 2, 24 per les " "de 3..." #. [topic]: id=experience_and_advancement #: data/core/help.cfg:299 #, fuzzy msgid "" "\n" "\n" "While most units have three levels, not all do. Occasional units (such as " "dst='unit_Mage' text='magi') may have four. Once a unit has " "reached its maximum level, it may have an text='After Maximum Level " "Advancement' (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" "Tot i que la majoria d'unitats tenen tres nivells, no totes hi arriben. " "Algunes unitats (com els dst='unit_Mage' text='mags') en poden " "tenir quatre. Quan una unitat ha assolit el seu nivell màxim, pot tenir " "disponible un Avançament Després del Nivell Màxim (també conegut com AMLA, " "de l'anglès text='After Maximum Level Advancement'). L'AMLA " "modificarà la unitat cada vegada que assolisca l'experiència requerida, però " "continuarà tenint el mateix nivell. L'efecte típic d'un AMLA és l'augment de " "3 punts al màxim de vida de la unitat. El primer AMLA s'obtindrà normalment " "als 150 punts d'experiència (120 per a les unitats intel·ligents). De totes " "maneres, l'obtenció dels AMLA esdevé progressivament més difícil per cada " "AMLA que rebi la unitat, i per tant, sovint és més útil intentar fer avançar " "les unitats de nivell inferior." #. [topic]: id=healing #: data/core/help.cfg:308 msgid "Healing" msgstr "Curació" #. [topic]: id=healing #: data/core/help.cfg:309 #, fuzzy msgid "" "\n" "\n" "text='Resting': A unit which neither moves, attacks, nor is " "attacked will heal 2 HP in its next turn." msgstr "" "\n" "\n" "Repòs: una unitat que no es mou de la seua posició, ni ataca, ni és atacada, " "recuperarà 2 punts de vida al següent torn." #. [topic]: id=healing #: data/core/help.cfg:309 msgid "" "In combat, your units will inevitably take damage. When a unit " "dst='experience_and_advancement' text='advances', 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 unitats inevitablement prendran mal. Quan una unitat " "dst='experience_and_advancement' text='avança de nivell', serà " "curada completament. Això pot passar després d'acabar de lluitar contra un " "enemic, siga o no el vostre torn. Wesnoth oferix moltes altres maneres de " "curar les unitats, i totes tenen lloc al començament del vostre torn, abans " "de passar a l'acció." #. [topic]: id=healing #: data/core/help.cfg:311 #, fuzzy msgid "" "\n" "text='Villages': A unit which starts a turn in a village " "will heal 8HP." msgstr "" "\n" "Llogarets: una unitat que comença el torn en un llogaret curarà 8 punts de " "les seues ferides." #. [topic]: id=healing #: data/core/help.cfg:312 msgid "" "\n" "dst='ability_regenerates' text='Regeneration': Certain units " "(such as trolls) will automatically heal 8HP every turn." msgstr "" "\n" "dst='ability_regenerates' text='Regeneració': certes unitats amb " "esta habilitat (com els trols) recuperen automàticament 8 punts de vida cada " "torn." #. [topic]: id=healing #: data/core/help.cfg:313 #, fuzzy msgid "" "\n" "text='Healing units': Units with the " "dst='ability_heals +4' text='Heals' ability will heal each allied " "adjacent unit, usually dst='ability_heals +4' text='4HP' or " "dst='ability_heals +8' text='8HP' per turn, or prevent Poison " "from causing that unit damage." msgstr "" "\n" "Unitats curadores: les unitats amb l'habilitat de dst='ability_heals " "+4' text='curació', poden curar a totes les unitats amigues adjacents, " "normalment entre dst='ability_heals +4' text='4' i " "dst='ability_heals +8' text='8' punts de vida per torn. També " "poden prevenir que el verí faci mal." #. [topic]: id=healing #: data/core/help.cfg:314 #, fuzzy msgid "" "\n" "text='Curing units': Units with the " "dst='ability_cures' text='cures' ability will cure Poison in all " "allied adjacent units (in preference to healing, if it has that ability as " "well)." msgstr "" "\n" "Unitats guaridores: les unitats amb l'habilitat de dst='ability_cures' " "text='guarició' poden curar dels efectes del verí a totes les unitats " "amigues adjacents (amb prioritat sobre curar, si és que també posseeixen " "esta habilitat)." #. [topic]: id=healing #: data/core/help.cfg:315 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 repòs es pot combinar amb altres mètodes per curar, però no passa el " "mateix amb els llogarets, la regeneració o les unitats curadors i " "guaridores: en estos casos es triarà la millor opció. Per acabar, recordeu " "que les unitats recuperen tota la seua vida entre els escenaris d'una " "campanya." #. [topic]: id=income_and_upkeep #: data/core/help.cfg:324 msgid "Income and Upkeep" msgstr "Guanys i manteniment" #. [topic]: id=income_and_upkeep #: data/core/help.cfg:325 #, 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" "És fàcil calcular quant d'or guanyeu. Disposeu d'un guany base de 2 monedes " "d'or per torn. A més, per cada llogaret controlat rebreu una moneda d'or " "addicional. Per tant, si teniu 10 llogarets, guanyareu 12 monedes d'or. " "Malauradament, els costos de manteniment es resten als guanys, tal i com es " "mostra a continuació." #. [topic]: id=income_and_upkeep #: data/core/help.cfg:325 #, 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; " "text='income' and text='upkeep'." msgstr "" "Reclutar unitats i lluitar no és suficient. També heu de tenir en compte la " "vostra quantitat d'or, especialment a les campanyes, on podeu acumular " "monedes d'un escenari al següent. Hi ha dos aspectes a tenir en compte sobre " "este tema: els guanys i el manteniment." #. [topic]: id=income_and_upkeep #: data/core/help.cfg:327 #, 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 força fàcil d'entendre. Cada unitat requerix un cert " "manteniment igual al seu nivell. Podeu tenir tants nivells d'unitats com " "llogarets controlats. Tanmateix, per cada nivell per sobre del nombre de " "llogarets que tingueu, haureu de pagar una moneda d'or per torn. Per " "exemple, si teniu dotze unitats de nivell 1, i deu llogarets, tindreu que " "pagar dos monedes d'or de manteniment cada torn." #. [topic]: id=income_and_upkeep #: data/core/help.cfg:329 #, 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" "Este cost es resta als guanys, de tal manera que en el cas anterior, amb " "dotze nivells d'unitats i deu llogarets, els guanys finals serien 10 monedes " "d'or per torn." #. [topic]: id=income_and_upkeep #: data/core/help.cfg:331 #, 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 text='Heir to the Throne') will " "usually have the text='loyal' trait. The unit you are " "playing (such as Konrad) will almost always be a leader." msgstr "" "\n" "Hi ha una excepció important que afecta el manteniment: les unitats amb el " "tret lleial i els líders no tenen mai cap cost de manteniment. Les unitats " "amb les que comenceu un escenari (com ara Delfador) o les unitats que " "s'unisquen durant el seu transcurs (com els genets del segon nivell d'Hereu " "al tron), tindran normalment el tret lleial. La unitat amb la que jugueu " "(com Konrad) gairebé sempre són líders." #. [topic]: id=wrap_up #: data/core/help.cfg:339 msgid "Wrap Up" msgstr "Conclusions" #. [topic]: id=wrap_up #: data/core/help.cfg:340 #, fuzzy msgid "" "This concludes the fundamentals of Wesnoth. You might want to read up on " "basic strategy, or familiarize yourself with dst='..traits_section' " "text='traits' and dst='..abilities_section' text='abilities', but you now know everything you need to know to play the " "text='Heir to the Throne' campaign. Have fun, and good luck!" msgstr "" "Això conclou els fonaments bàsics de Wesnoth. Per continuar aprenent més " "sobre el joc, us pot interessar llegir Estratègia bàsica, o familiaritzar-" "vos vosaltres mateixos amb els dst='..traits_section' text='trets' i les dst='..abilities_section' text='habilitats', però ara " "ja sabeu tot el que necessiteu per jugar la campanya Hereu al tron. Divertiu-" "vos, i bona sort!" #. [topic]: id=about #: data/core/help.cfg:345 msgid "ingame_help_item^Contributors" msgstr "Col·laboradors" #. [topic]: id=license #: data/core/help.cfg:351 msgid "License" msgstr "Llicència" #. [topic]: id=..traits_section #: data/core/help.cfg:360 #, fuzzy msgid "" "\n" "\n" "The traits that are available to all non-undead units are " "dst='traits_intelligent' text='intelligent', " "dst='traits_quick' text='quick', dst='traits_resilient' " "text='resilient', and dst='traits_strong' text='strong'." msgstr "" "\n" "\n" "Els trets disponibles per a tots als que no siguen no morts són " "dst='traits_intelligent' text='intel·ligència', " "'dst=traits_quick' text='rapidesa', dst='traits_resilient' " "text='robustesa', i dst='traits_strong' text='fortalesa'." #. [topic]: id=..traits_section #: data/core/help.cfg:360 #, fuzzy msgid "" "Most units have two traits. However, undead units are assigned the single " "trait text='undead', and woses do not receive any traits. " "Traits are modifications that change a unit’s attributes slightly. They are " "usually randomly assigned to a unit when it is recruited." msgstr "" "La majoria d'unitats tenen dos trets, amb l'excepció dels no morts, als que " "només se'ls assigna el tret 'no mort'. Els trets són modificacions que " "canvien lleugerament els atributs de les unitats. Normalment s'assignen " "aleatòriament en el moment de reclutar." #. [topic]: id=..traits_section #: data/core/help.cfg:362 #, fuzzy msgid "" "\n" "\n" "Other traits that may be assigned to units are dst='traits_dextrous' " "text='dextrous', dst='traits_loyal' text='loyal', and " "dst='traits_undead' text='undead'.\n" "\n" msgstr "" "\n" "\n" "Altres trets que poden ser assignats són dst='traits_dextrous' " "text='destresa', dst='traits_loyal' text='lleialtat', i " "dst='traits_undead' text='no mort'.\n" "\n" #. [topic]: id=traits_intelligent #: data/core/help.cfg:372 msgid "Intelligent" msgstr "Intel·ligència" #. [topic]: id=traits_intelligent #: data/core/help.cfg:373 #, fuzzy msgid "" "\n" "\n" "text='Intelligent' units are very useful at the beginning " "of a campaign as they can advance to higher levels more quickly. Later in " "campaigns Intelligent is not quite as useful because the text='After " "Maximum Level Advancement' (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 intel·ligents són molt útils al principi de les campanyes, ja " "que poden avançar més ràpidament i convertir-se així en unitats superiors. " "En etapes posteriors, no són tan útils ja que una vegada assolit el nivell " "màxim, els canvis no són significatius. Si teniu moltes unitats de nivell " "màxim, podeu mirar de reincorporar unitats amb trets més útils a llarg " "termini." #. [topic]: id=traits_intelligent #: data/core/help.cfg:373 msgid "Intelligent units require 20% less experience than usual to advance." msgstr "" "Les unitats intel·ligents necessiten un 20% menys d'experiència per pujar de " "nivell." #. [topic]: id=traits_quick #: data/core/help.cfg:380 msgid "Quick" msgstr "Rapidesa" #. [topic]: id=traits_quick #: data/core/help.cfg:381 #, 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 aren’t quite as tough as units " "without this trait and are subsequently less good at holding contested " "positions." msgstr "" "\n" "\n" "La rapidesa és un dels trets més notables, particularment en unitats lentes " "com ara els trols o la infanteria pesada. Les unitats amb este tret guanyen " "una considerable mobilitat en terrenys escabrosos. Recordeu també que les " "unitats ràpides són menys resistents, i per tant, no són tan bones per " "mantenir posicions." #. [topic]: id=traits_quick #: data/core/help.cfg:381 #, fuzzy msgid "" "text='Quick' units have 1 extra movement point, but 5% less " "HP than usual." msgstr "" "Les unitats ràpides tenen un punt de moviment extra, però un 5% menys de " "vida de lo normal." #. [topic]: id=traits_resilient #: data/core/help.cfg:388 msgid "Resilient" msgstr "Robustesa" #. [topic]: id=traits_resilient #: data/core/help.cfg:389 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 robustes poden ser molt útils en totes les etapes de la " "campanya, i és un tret vàlid per a totes les unitats. Este tret ajuda molt a " "unitats que, o bé tenen pocs punts de vida, o bé tenen ja una bona defensa. " "A més, són especialment vàlides per mantenir posicions davant l'adversari." #. [topic]: id=traits_resilient #: data/core/help.cfg:389 #, fuzzy msgid "" "text='Resilient' units have 4 HP plus 1 HP per level more " "than usual." msgstr "" "Les unitats robustes tenen 4 punts de vida més del que és habitual, més un " "altre punt per cada nivell." #. [topic]: id=traits_strong #: data/core/help.cfg:396 msgid "Strong" msgstr "Fortalesa" #. [topic]: id=traits_strong #: data/core/help.cfg:397 #, 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" "Útils per a qualsevol combat a curta distància, el tret fort és més efectiu " "amb unitats que tenen un nombre elevat d'oportunitats de colpejar, com ara " "el lluitador elf. Les unitats fortes poden ser molt bones quan només un " "petit augment del mal és capaç de convertir un cop fort en un cop mortal." #. [topic]: id=traits_strong #: data/core/help.cfg:397 #, fuzzy msgid "" "text='Strong' units do 1 more damage for every successful " "strike in melee combat, and have 1 more HP." msgstr "" "Les unitats fortes fan 1 punt més de mal en combat cos a cos, i tenen 1 " "punts més de vida." #. [topic]: id=traits_fearless #: data/core/help.cfg:404 msgid "Fearless" msgstr "Intrepidesa" #. [topic]: id=traits_fearless #: data/core/help.cfg:405 msgid "Aversion to light and dark holds no sway over these brave individuals." msgstr "" "L'aversió a la llum o la foscor no té cap influència sobre estos valents." #. [topic]: id=traits_feral #: data/core/help.cfg:410 #, fuzzy msgid "Feral" msgstr "Total" #. [topic]: id=traits_feral #: data/core/help.cfg:411 msgid "" "Dwellings of sentient beings are not easily used for cover by feral " "creatures of low intelligence. As a result, text='feral' " "units receive a maximum of 50% defense in any land-based village regardless " "of base terrain." msgstr "" #. [topic]: id=traits_loyal #: data/core/help.cfg:416 msgid "Loyal" msgstr "Lleialtat" #. [topic]: id=traits_loyal #: data/core/help.cfg:417 #, fuzzy msgid "" "\n" "\n" "During campaigns, certain units may opt to join the player’s forces of their " "own volition. These units are marked with the loyal trait. Although they may " "require payment to be recalled, they never incur any upkeep costs. This can " "make them invaluable during a long campaign, when gold is in short supply. " "This trait is never given to recruited units, so it may be unwise to dismiss " "such units or to send them to a foolish death." msgstr "" "\n" "\n" "Durant les campanyes, certes unitats poden optar per unir-se a vos per " "decisió pròpia. Estes unitats són marcades amb el tret 'lleial'. 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 amb un valor " "incalculable en campanyes llargues, en els moments en que anem més escassos " "de recursos. Este tret no s'assigna mai a unitats reclutades, així que no " "seria gaire encertat acomiadar-les o enviar-les a una mort inútil." #. [topic]: id=traits_loyal #: data/core/help.cfg:417 #, fuzzy msgid "" "text='Loyal' units don’t incur upkeep. Most units incur an " "upkeep cost at the end of every turn, which is equal to their level. Loyal " "units do not incur this cost." msgstr "" "Les unitats lleials no costen manteniment. A diferència de la majoria " "d'unitats, que necessiten un mínim de diners al final de cada torn, no s'ha " "de pagar res per estes unitats." #. [topic]: id=traits_undead #: data/core/help.cfg:424 msgid "trait^Undead" msgstr "No mort" #. [topic]: id=traits_undead #: data/core/help.cfg:425 #, 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" "En general, els no morts tenen únicament este tret. Com que estes unitats " "estan formades pels cossos dels morts, el verí no té cap efecte sobre elles. " "Este fet convertix els no morts en el pitjor enemic d'aquells que usen algun " "tipus de verí en els seus atacs." #. [topic]: id=traits_undead #: data/core/help.cfg:425 #, fuzzy msgid "" "text='Undead' units are immune to poison, drain, and plague." msgstr "" "Les unitats no mortes són immunes al verí, i tampoc els afecten les " "habilitats de plaga i drena." #. [topic]: id=traits_mechanical #: data/core/help.cfg:432 msgid "trait^Mechanical" msgstr "Mecànic" #. [topic]: id=traits_mechanical #: data/core/help.cfg:433 msgid "" "\n" "\n" "Mechanical units generally have mechanical as their only trait. Since " "mechanical units don’t really have life, drain, poison, and plague have no " "effect upon them." msgstr "" #. [topic]: id=traits_mechanical #: data/core/help.cfg:433 #, fuzzy msgid "" "text='Mechanical' units are immune to poison, drain, and " "plague." msgstr "" "Les unitats mecàniques són immunes al verí, i tampoc els afecten les " "habilitats de plaga i drena." #. [topic]: id=traits_elemental #: data/core/help.cfg:440 #, fuzzy msgid "trait^Elemental" msgstr "dissimulació" #. [topic]: id=traits_elemental #: data/core/help.cfg:441 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 "" #. [topic]: id=traits_elemental #: data/core/help.cfg:441 #, fuzzy msgid "" "text='Elemental' units are immune to poison, drain, and " "plague." msgstr "" "Les unitats mecàniques són immunes al verí, i tampoc els afecten les " "habilitats de plaga i drena." #. [topic]: id=traits_dextrous #: data/core/help.cfg:448 msgid "Dextrous" msgstr "Destresa" #. [topic]: id=traits_dextrous #: data/core/help.cfg:449 #, 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 este tret. La gent elfa és coneguda per la seua " "estranya gràcia, i la seua facilitat increïble pel tir amb arc. Alguns, a " "més, estan dotats d'un talent natural que excedix el dels seus germans. " "Estos elfs infligeixen un punt addicional de mal amb cada fletxa." #. [topic]: id=traits_dextrous #: data/core/help.cfg:449 #, fuzzy msgid "" "text='Dextrous' units do 1 more damage for every successful " "strike in ranged combat." msgstr "" "Les unitats destres fan 1 punt més de mal cada vegada que encerten un atac " "des de la distància." #. [topic]: id=traits_healthy #: data/core/help.cfg:456 msgid "Healthy" msgstr "Salut" #. [topic]: id=traits_healthy #: data/core/help.cfg:457 msgid "" "\n" "\n" "text='Healthy' 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 "" #. [topic]: id=traits_healthy #: data/core/help.cfg:457 msgid "" "Renowned for their vitality, some dwarves are sturdier than others and can " "rest even when travelling." msgstr "" "Encara que tots els nans tenen una afamada vitalitat, alguns nans són més " "resistents i poden descansar fins i tot mentre viatgen." #. [topic]: id=traits_dim #: data/core/help.cfg:464 #, fuzzy msgid "Dim" msgstr "totxo" #. [topic]: id=traits_dim #: data/core/help.cfg:465 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_dim #: data/core/help.cfg:465 msgid "" "Units with trait text='dim' suffer a 20% increase in " "experience required to advance." msgstr "" #. [topic]: id=traits_slow #: data/core/help.cfg:472 #, fuzzy msgid "Slow" msgstr "Alentit" #. [topic]: id=traits_slow #: data/core/help.cfg:473 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_slow #: data/core/help.cfg:473 #, fuzzy msgid "" "text='Slow' units have −1 movement but 5% more hitpoints." msgstr "" "Les unitats ràpides tenen un punt de moviment extra, però un 5% menys de " "vida de lo normal." #. [topic]: id=traits_weak #: data/core/help.cfg:480 #, fuzzy msgid "Weak" msgstr "feble" #. [topic]: id=traits_weak #: data/core/help.cfg:481 msgid "" "Units with trait text='weak' get a −1 increment in " "hitpoints and melee damage." msgstr "" #. [topic]: id=traits_aged #: data/core/help.cfg:486 #, fuzzy #| msgid "trait^Undead" msgid "trait^Aged" msgstr "No mort" #. [topic]: id=traits_aged #: data/core/help.cfg:487 msgid "" "Units with trait text='aged' get a −8 increment in " "hitpoints and a −1 increment in movement and melee damage." msgstr "" #. [topic]: id=..terrains_section #: data/core/help.cfg:493 msgid "" "Game maps feature a variety of terrains that affect both unit movement and a " "unit’s defensive capability in combat." msgstr "" #. [topic]: id=..addons #: data/core/help.cfg:501 msgid "" "The degree of customization offered by the Wesnoth engine allows players to " "create their own game content, including new scenarios, campaigns, and much " "more beyond what is offered in the official content bundled with the game.\n" "\n" msgstr "" #. [topic]: id=using_addons #: data/core/help.cfg:511 msgid "Using Add-ons" msgstr "" #. [topic]: id=using_addons #: data/core/help.cfg:512 #, fuzzy #| msgid "" #| "\n" #| "\n" #| "
text=Damage
" msgid "" "\n" "\n" "
text='Campaigns and Scenarios'
" msgstr "" "\n" "\n" "
text=Mal
" #. [topic]: id=using_addons #: data/core/help.cfg:512 msgid "" "The game supports different types of add-on content, which are not all " "available in every gameplay mode." msgstr "" #. [topic]: id=using_addons #: data/core/help.cfg:514 msgid "" "\n" "\n" "Single-player campaigns are collections of scenarios that fit together to " "tell a story. Both stand-alone scenarios—if intended to be played as such—" "and regular campaigns are available from the text='Campaigns' menu at the title screen." msgstr "" #. [topic]: id=using_addons #: data/core/help.cfg:516 #, fuzzy #| msgid "
text='Units having this special attack'
" msgid "" "\n" "\n" "
text='Multiplayer Campaigns, Scenarios, and Map Packs'
" msgstr "
text='Unitats amb este atac especial'
" #. [topic]: id=using_addons #: data/core/help.cfg:518 msgid "" "\n" "\n" "text='Multiplayer' games can be played in fully customized, " "scripted scenarios or even specially designed campaigns. There are also " "packs providing sets of individual multiplayer scenarios." msgstr "" #. [topic]: id=using_addons #: data/core/help.cfg:520 #, fuzzy msgid "" "\n" "\n" "
text='Multiplayer Eras and Factions'
" msgstr "" "\n" "\n" "
text='Orde i nombre dels atacs'
" #. [topic]: id=using_addons #: data/core/help.cfg:522 msgid "" "\n" "\n" "For gameplay purposes, various races of creatures in the world cooperate " "with each other in factions. Factions are grouped in balanced sets with a " "common theme; for example, the main factions of Wesnoth can be found in the " "included Default Era.\n" "\n" "In text='Multiplayer' mode, you can choose an era when " "creating a new game, and players can pick from the available factions for " "that era when setting up their sides and teams." msgstr "" #. [topic]: id=using_addons #: data/core/help.cfg:526 #, fuzzy msgid "" "\n" "\n" "
text='Multiplayer Modifications'
" msgstr "" "\n" "\n" "
text='Orde i nombre dels atacs'
" #. [topic]: id=using_addons #: data/core/help.cfg:528 msgid "" "\n" "\n" "Modifications are optional scenario- and era-independent scripts for " "text='Multiplayer' games that can alter the default ruleset " "in various ways. You can choose and configure modifications when creating a " "new game." msgstr "" #. [topic]: id=using_addons #: data/core/help.cfg:530 #, fuzzy msgid "" "\n" "\n" "
text='Creator Resources'
" msgstr "" "\n" "\n" "
text='Possibilitat de colpejar'
" #. [topic]: id=using_addons #: data/core/help.cfg:532 msgid "" "\n" "\n" "Content authors can use resource packs available on the add-ons server to " "enrich their own content with existing assets such as images, music, and " "code. These are not generally intended for direct use in-game; however, " "other playable add-ons may depend on them and suggest or require their " "installation during download." msgstr "" #. [topic]: id=installing_addons #: data/core/help.cfg:541 msgid "Installing Add-ons" msgstr "" #. [topic]: id=installing_addons #: data/core/help.cfg:542 msgid "" "User-made add-ons can be obtained and updated through the text='Add-" "ons' option in the main menu. After connecting to the add-ons " "server (by default text='add-ons.wesnoth.org'), you will be " "presented with a list of add-ons available on the server for downloading.\n" "\n" "The installation status for each add-on is shown below each entry. For add-" "ons that are text='upgradable' or text='outdated' on the server, their installed and published versions will be shown " "in the text='Version' column.\n" "\n" "To search for add-ons by keywords, type any relevant terms in any order in " "the text='Filter' box, separated by spaces. You can also sort " "the add-on list by clicking the column headers. It is also possible to " "choose to only display add-ons of specific categories by clicking on the " "text='Options' button in the top-right corner.\n" "\n" "To install an add-on, select it from the list and click text='OK', or simply double-click on the add-on’s title. The " "text='Description' button provides you with additional details " "about the add-on, such as its full description, installation status, and " "available languages." msgstr "" #. [topic]: id=removing_addons #: data/core/help.cfg:555 msgid "Removing Add-ons" msgstr "" #. [topic]: id=removing_addons #: data/core/help.cfg:556 msgid "" "To remove add-ons, choose text='Remove Add-ons' in the add-ons " "server connection dialog. You will be presented with options to remove any " "number of add-ons you currently have installed.\n" "\n" "It is not possible to remove add-ons for which there is publishing " "information (text='.pbl' files) attached, in order to " "prevent its accidental loss. If necessary, you must manually delete the " "information files or the add-ons themselves using a file manager provided by " "your platform." msgstr "" #. [topic]: id=general_commands #: data/core/help.cfg:571 msgid "General commands" msgstr "Ordes generals" #. [topic]: id=debug_commands #. [topic]: id=general_commands #. [topic]: id=mp_commands #: data/core/help.cfg:573 data/core/help.cfg:616 data/core/help.cfg:654 msgid "" "These commands can either be issued via the command line by prefixing them " "with ':' (as shown here) or via the chat by prefixing them with '/' (press " "'m' first to open the chat line).\n" "\n" msgstr "" #. [topic]: id=general_commands #: data/core/help.cfg:575 msgid "" "\n" "Clear chat messages.\n" "\n" msgstr "" "\n" "Esborra els missatges del xat.\n" "\n" #. [topic]: id=general_commands #: data/core/help.cfg:578 #, fuzzy msgid "" "\n" "Switch debug mode on (does not work in multiplayer). See " "dst='debug_commands' text='debug mode commands'.\n" "Debug mode is turned off by quitting the game or :nodebug.\n" "\n" msgstr "" "\n" "Activa el mode de depuració (no funciona en multijugador). Vegeu " "dst='debug_commands' text='ordes del mode depuració'.\n" "El mode de depuració es desactiva eixint del joc o amb l'opció «:nodebug».\n" "\n" #. [topic]: id=general_commands #: data/core/help.cfg:582 #, fuzzy msgid "" "\n" "Set or toggle player on side between human and AI player. The player/client " "who controls that side needs to issue this command. If no second parameter " "is supplied, toggle bewteen human and AI. If it is ‘on’, set an AI " "controller. If it is ‘off’ set a human controller. Defaults to the currently " "active side if no parameter is supplied.\n" "\n" msgstr "" "\n" "Canvia el control d'un bàndol entre humà i la IA. Es necessari que active " "esta orde el mateix jugador/client que controla este bàndol. Si no " "s'especifica cap bàndol, s'assumix '1'.\n" "\n" #. [topic]: id=general_commands #: data/core/help.cfg:585 msgid "" "\n" "Display the controller status of a side.\n" "\n" msgstr "" #. [topic]: id=general_commands #: data/core/help.cfg:588 msgid "" "\n" "Toggle the display of the current frames per second.\n" "\n" msgstr "" #. [topic]: id=general_commands #: data/core/help.cfg:591 msgid "" "\n" "Switch a log domain to a different log level.\n" "\n" msgstr "" #. [topic]: id=general_commands #: data/core/help.cfg:594 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:597 msgid "" "\n" "Bring up theme selection menu.\n" "\n" msgstr "" "\n" "Mostra el menú de selecció de la interfície.\n" "\n" #. [topic]: id=general_commands #: data/core/help.cfg:600 msgid "" "\n" "Quit the scenario (without prompting).\n" "\n" msgstr "" "\n" "Abandona l'escenari (sense confirmació).\n" "\n" #. [topic]: id=general_commands #: data/core/help.cfg:603 msgid "" "\n" "Save the game (without prompting).\n" "\n" msgstr "" "\n" "Alça la partida (sense confirmació).\n" "\n" #. [topic]: id=general_commands #: data/core/help.cfg:606 msgid "" "\n" "Save the game and quit the scenario (without prompting)." msgstr "" "\n" "Alça la partida i abandona l'escenari (sense confirmació)." #. [topic]: id=mp_commands #: data/core/help.cfg:615 msgid "Multiplayer commands" msgstr "Ordes multijugador" #. [topic]: id=mp_commands #: data/core/help.cfg:618 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 won’t be kicked then.)\n" "\n" msgstr "" #. [topic]: id=mp_commands #: data/core/help.cfg:621 #, fuzzy msgid "" "\n" "Change the controller for side (write here the number of the side) to " "username (write here the nickname of the player or observer). You can check " "what side belongs to which player in the text='Scenario Settings' dialog (Press the text='More' button in the " "text='Status Table' (alt+s by default) to get there.). The host " "can change control of any side.\n" "\n" msgstr "" "\n" "Nombra com a controlador del bàndol (escriu ací el nombre del bàndol) " "l'usuari (escriu ací el malnom del jugador o observador).\n" "\n" #. [topic]: id=mp_commands #: data/core/help.cfg:624 msgid "" "\n" "Launch a dialog to assist the host in changing the human controllers of " "sides.\n" "\n" msgstr "" #. [topic]: id=mp_commands #: data/core/help.cfg:627 msgid "" "\n" "Toggle the idle state for a side. The host may make a side idle after a " "network disconnection.\n" "\n" msgstr "" #. [topic]: id=mp_commands #: data/core/help.cfg:630 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 "" #. [topic]: id=mp_commands #: data/core/help.cfg:633 #, 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 "" "Envia un missatge privat. Durant la partida, no podeu enviar missatges a " "jugadors que no controlin un bàndol." #. [topic]: id=mp_commands #: data/core/help.cfg:636 msgid "" "\n" "Mute a specific observer. If no username is supplied the muted usernames are " "displayed.\n" "\n" msgstr "" "\n" "Silencia un observador específic. Si no s'especifica cap nom, es mostren els " "noms del usuaris silenciats.\n" "\n" #. [topic]: id=mp_commands #: data/core/help.cfg:639 #, fuzzy msgid "" "\n" "Toggle muting/silencing of all observers on/off.\n" "\n" msgstr "" "\n" "Activa o desactiva el silenci dels observadors." #. [topic]: id=mp_commands #: data/core/help.cfg:642 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 "" #. [topic]: id=mp_commands #: data/core/help.cfg:645 #, fuzzy msgid "" "\n" "Unmute a specific observer. If no username is supplied the list of muted " "observers is cleared." msgstr "" "\n" "Silencia un observador específic. Si no s'especifica cap nom, es mostren els " "noms del usuaris silenciats.\n" "\n" #. [topic]: id=debug_commands #: data/core/help.cfg:653 msgid "Debug mode commands" msgstr "Ordes del mode depuració" #. [topic]: id=debug_commands #: data/core/help.cfg:656 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:659 msgid "" "\n" "Create a unit of the specified type on the selected hex.\n" "\n" msgstr "" "\n" "Crea una unitat del tipus especificat al hexàgon seleccionat.\n" "\n" #. [topic]: id=debug_commands #: data/core/help.cfg:662 msgid "" "\n" "Toggle fog/shroud for the current side.\n" "\n" msgstr "" "\n" "Activa la boira/ocultació per al bàndol actual.\n" "\n" #. [topic]: id=debug_commands #: data/core/help.cfg:665 msgid "" "\n" "Adds the specified amount to the current side’s gold.\n" "\n" msgstr "" "\n" "Afig la quantitat especificada d'or al bàndol actual.\n" "\n" #. [topic]: id=debug_commands #: data/core/help.cfg:668 msgid "" "\n" "Immediately advances to the next scenario in a campaign.\n" "\n" msgstr "" #. [topic]: id=debug_commands #: data/core/help.cfg:671 msgid "" "\n" "Manually set a gamestate variable to value.\n" "\n" msgstr "" #. [topic]: id=debug_commands #: data/core/help.cfg:674 msgid "" "\n" "Show a gamestate variable.\n" "\n" msgstr "" "\n" "Mostra una variable de l'estat del joc.\n" "\n" #. [topic]: id=debug_commands #: data/core/help.cfg:677 msgid "" "\n" "Manually fire the specified event.\n" "\n" msgstr "" #. [topic]: id=debug_commands #: data/core/help.cfg:680 msgid "" "\n" "Modifies the specified property of the selected unit. Example: :unit " "hitpoints=100\n" "\n" msgstr "" #. [topic]: id=debug_commands #: data/core/help.cfg:683 msgid "" "\n" "Makes the selected unit level up N times. Example: :unit advances=2" msgstr "" #. [heals]: id=curing #: data/core/macros/abilities.cfg:49 msgid "cures" msgstr "guarició" #. [heals]: id=curing #: data/core/macros/abilities.cfg:50 msgid "female^cures" msgstr "guarició" #. [heals]: id=curing #: data/core/macros/abilities.cfg:51 #, fuzzy #| msgid "" #| "Cures:\n" #| "A curer can cure a unit of poison, although that unit will receive no " #| "additional healing on the turn it is cured of the poison." msgid "" "A curer can cure a unit of poison, although that unit will receive no " "additional healing on the turn it is cured of the poison." msgstr "" "Guarició:\n" "Un guaridor pot tenir cura d'unitats enverinades, encara que estes no rebran " "cap recuperació addicional durant el torn en que es tracti el verí." #. [regenerate]: id=regenerates #: data/core/macros/abilities.cfg:73 msgid "regenerates" msgstr "regeneració" #. [regenerate]: id=regenerates #: data/core/macros/abilities.cfg:74 msgid "female^regenerates" msgstr "regeneració" #. [regenerate]: id=regenerates #: data/core/macros/abilities.cfg:75 #, fuzzy #| msgid "" #| "Regenerates:\n" #| "The unit will heal itself 8 HP per turn. If it is poisoned, it will " #| "remove the poison instead of healing." msgid "" "The unit will heal itself 8 HP per turn. If it is poisoned, it will remove " "the poison instead of healing." msgstr "" "Regeneració:\n" "La unitat es cura a ella mateixa 8 punts de vida per torn. Si està " "enverinada, eliminarà el verí en comptes de curar-se." #. [resistance]: id=steadfast #: data/core/macros/abilities.cfg:94 msgid "steadfast" msgstr "fermesa" #. [resistance]: id=steadfast #: data/core/macros/abilities.cfg:95 msgid "female^steadfast" msgstr "fermesa" #. [resistance]: id=steadfast #: data/core/macros/abilities.cfg:96 #, fuzzy #| msgid "" #| "Steadfast:\n" #| "This unit’s resistances are doubled, up to a maximum of 50%, when " #| "defending. Vulnerabilities are not affected." msgid "" "This unit’s resistances are doubled, up to a maximum of 50%, when defending. " "Vulnerabilities are not affected." msgstr "" "Fermesa:\n" "Les resistències d'esta unitat es doblen quan defensa, fins a un màxim d'un " "50%,Esta unitat rep la meitat de mal quan no ha iniciat l'atac." #. [leadership]: id=leadership #: data/core/macros/abilities.cfg:109 data/core/macros/abilities.cfg:131 #: data/core/macros/abilities.cfg:165 data/core/macros/abilities.cfg:211 #: data/core/macros/abilities.cfg:269 msgid "leadership" msgstr "lideratge" #. [leadership]: id=leadership #: data/core/macros/abilities.cfg:110 data/core/macros/abilities.cfg:132 #: data/core/macros/abilities.cfg:166 data/core/macros/abilities.cfg:212 #: data/core/macros/abilities.cfg:270 msgid "female^leadership" msgstr "lideratge" #. [leadership]: id=leadership #: data/core/macros/abilities.cfg:111 data/core/macros/abilities.cfg:133 #: data/core/macros/abilities.cfg:167 data/core/macros/abilities.cfg:213 #: data/core/macros/abilities.cfg:271 #, fuzzy msgid "" "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 "" "Lideratge:\n" "Esta unitat pot liderar les unitats amigues properes, fent que lluitin " "millor en el camp de batalla.\n" "Les unitats adjacents de nivell inferior faran fins a un 25% més de mal la " "diferència dels seus nivells." #. [skirmisher]: id=skirmisher #: data/core/macros/abilities.cfg:337 msgid "skirmisher" msgstr "fustigació" #. [skirmisher]: id=skirmisher #: data/core/macros/abilities.cfg:338 msgid "female^skirmisher" msgstr "fustigació" #. [skirmisher]: id=skirmisher #: data/core/macros/abilities.cfg:339 #, fuzzy #| msgid "" #| "Skirmisher:\n" #| "This unit is skilled in moving past enemies quickly, and ignores all " #| "enemy Zones of Control." msgid "" "This unit is skilled in moving past enemies quickly, and ignores all enemy " "Zones of Control." msgstr "" "Fustigació:\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:352 msgid "illuminates" msgstr "il·luminació" #. [illuminates]: id=illumination #: data/core/macros/abilities.cfg:353 msgid "female^illuminates" msgstr "il·luminació" #. [illuminates]: id=illumination #: data/core/macros/abilities.cfg:354 #, fuzzy #| msgid "" #| "Illuminates:\n" #| "This unit illuminates the surrounding area, making lawful units fight " #| "better, and chaotic units fight worse.\n" #| "\n" #| "Any units adjacent to this unit will fight as if it were dusk when it is " #| "night, and as if it were day when it is dusk." msgid "" "This unit illuminates the surrounding area, making lawful units fight " "better, and chaotic units fight worse.\n" "\n" "Any units adjacent to this unit will fight as if it were dusk when it is " "night, and as if it were day when it is dusk." msgstr "" "Il·luminació:\n" "Esta unitat il·lumina l'àrea que l'envolta, fent que les unitats legals " "lluitin millor, i les caòtiques pitjor.\n" "Qualsevol unitat adjacent a esta lluitarà com ho faria al vespre quan és de " "nit, i com ho faria al alba durant la vesprada." #. [teleport]: id=teleport #: data/core/macros/abilities.cfg:366 msgid "teleport" msgstr "teletransport" #. [teleport]: id=teleport #: data/core/macros/abilities.cfg:367 msgid "female^teleport" msgstr "teletransport" #. [teleport]: id=teleport #: data/core/macros/abilities.cfg:368 #, fuzzy #| msgid "" #| "Teleport:\n" #| "This unit may teleport between any two empty villages owned by its side " #| "using one of its moves." msgid "" "This unit may teleport between any two empty villages owned by its side " "using one of its moves." msgstr "" "Teletransport:\n" "Esta unitat pot teletransportar-se entre dos llogarets amics de utilitzant " "només un sol moviment." #. [hides]: id=ambush #: data/core/macros/abilities.cfg:404 data/core/macros/abilities.cfg:406 msgid "ambush" msgstr "emboscada" #. [hides]: id=ambush #: data/core/macros/abilities.cfg:405 data/core/macros/abilities.cfg:407 msgid "female^ambush" msgstr "emboscada" #. [hides]: id=ambush #: data/core/macros/abilities.cfg:408 data/core/macros/abilities.cfg:411 #, fuzzy #| msgid "" #| "Ambush:\n" #| "This unit can hide in forest, and remain undetected by its enemies.\n" #| "\n" #| "Enemy units cannot see this unit while it is in forest, except if they " #| "have units next to it. Any enemy unit that first discovers this unit " #| "immediately loses all its remaining movement." msgid "" "This unit can hide in forest, and remain undetected by its enemies.\n" "\n" "Enemy units cannot see this unit while it is in forest, except if they have " "units next to it. Any enemy unit that first discovers this unit immediately " "loses all its remaining movement." msgstr "" "Emboscada:\n" "Esta unitat pot amagar-se al bosc i passar inadvertida pels seus enemics.\n" "\n" "Les unitats enemigues no podran veure ni atacar esta unitat quan estiga al " "bosc, excepte si hi ha unitats enemigues al costat. Si alguna unitat enemiga " "descobrix l'emboscada, esta perdrà immediatament el moviment restant." #. [hides]: id=nightstalk #: data/core/macros/abilities.cfg:428 data/core/macros/abilities.cfg:429 #: data/core/macros/abilities.cfg:433 msgid "nightstalk" msgstr "sigil" #. [hides]: id=nightstalk #: data/core/macros/abilities.cfg:430 data/core/macros/abilities.cfg:435 #, fuzzy #| msgid "" #| "Nightstalk:\n" #| "The unit becomes invisible during night.\n" #| "\n" #| "Enemy units cannot see this unit at night, except if they have units next " #| "to it. Any enemy unit that first discovers this unit immediately loses " #| "all its remaining movement." msgid "" "The unit becomes invisible during night.\n" "\n" "Enemy units cannot see this unit at night, except if they have units next to " "it. Any enemy unit that first discovers this unit immediately loses all its " "remaining movement." msgstr "" "Sigil:\n" "Esta unitat és invisible durant la nit.\n" "\n" "Les unitats enemigues no poden veure ni atacar esta unitat durant la nit. Si " "el sigil és descobert per alguna unitat enemiga, esta perdrà immediatament " "el moviment restant." #. [hides]: id=nightstalk #: data/core/macros/abilities.cfg:434 msgid "female^nightstalk" msgstr "sigil" #. [hides]: id=concealment #: data/core/macros/abilities.cfg:452 data/core/macros/abilities.cfg:457 msgid "concealment" msgstr "dissimulació" #. [hides]: id=concealment #: data/core/macros/abilities.cfg:453 data/core/macros/abilities.cfg:458 msgid "female^concealment" msgstr "dissimulació" #. [hides]: id=concealment #: data/core/macros/abilities.cfg:454 data/core/macros/abilities.cfg:459 #, fuzzy #| msgid "" #| "Submerge:\n" #| "This unit can hide in deep water, and remain undetected by its enemies.\n" #| "\n" #| "Enemy units cannot see this unit while it is in deep water, except if " #| "they have units next to it. Any enemy unit that first discovers this unit " #| "immediately loses all its remaining movement." msgid "" "This unit can hide in 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 "" "Submersió:\n" "Esta unitat pot amagar-se en aigües profundes i passar inadvertida als seus " "enemics.\n" "\n" "Les unitats enemigues no podran veure ni atacar esta unitat quan estiga en " "aigües profundes, excepte si hi ha unitats enemigues adjacents. Si alguna " "unitat enemiga descobrix la submersió, perdrà immediatament el moviment " "restant." #. [hides]: id=submerge #: data/core/macros/abilities.cfg:476 data/core/macros/abilities.cfg:481 msgid "submerge" msgstr "submersió" #. [hides]: id=submerge #: data/core/macros/abilities.cfg:477 data/core/macros/abilities.cfg:482 msgid "female^submerge" msgstr "submersió" #. [hides]: id=submerge #: data/core/macros/abilities.cfg:478 data/core/macros/abilities.cfg:483 #, fuzzy #| msgid "" #| "Submerge:\n" #| "This unit can hide in deep water, and remain undetected by its enemies.\n" #| "\n" #| "Enemy units cannot see this unit while it is in deep water, except if " #| "they have units next to it. Any enemy unit that first discovers this unit " #| "immediately loses all its remaining movement." msgid "" "This unit can hide in deep water, and remain undetected by its enemies.\n" "\n" "Enemy units cannot see this unit while it is in deep water, except if they " "have units next to it. Any enemy unit that first discovers this unit " "immediately loses all its remaining movement." msgstr "" "Submersió:\n" "Esta unitat pot amagar-se en aigües profundes i passar inadvertida als seus " "enemics.\n" "\n" "Les unitats enemigues no podran veure ni atacar esta unitat quan estiga en " "aigües profundes, excepte si hi ha unitats enemigues adjacents. Si alguna " "unitat enemiga descobrix la submersió, perdrà immediatament el moviment " "restant." #. [dummy]: id=feeding #: data/core/macros/abilities.cfg:503 msgid "feeding" msgstr "necrofàgia" #. [dummy]: id=feeding #: data/core/macros/abilities.cfg:504 msgid "female^feeding" msgstr "necrofàgia" #. [dummy]: id=feeding #: data/core/macros/abilities.cfg:505 #, fuzzy #| msgid "" #| "Feeding:\n" #| "This unit gains 1 hitpoint added to its maximum whenever it kills a " #| "living unit." msgid "" "This unit gains 1 hitpoint added to its maximum whenever it kills a unit, " "except units that are immune to plague." msgstr "" "Necrofàgia:\n" "Esta unitat guanya 1 punt extra de vida cada vegada que mata una unitat " "vivent." #. [unstore_unit] #: data/core/macros/abilities.cfg:531 msgid "+1 max HP" msgstr "" #. [damage]: id=backstab #: data/core/macros/abilities.cfg:573 msgid "backstab" msgstr "punyalada" #. [damage]: id=backstab #: data/core/macros/abilities.cfg:574 #, fuzzy msgid "" "When used offensively, this attack deals double damage if there is an enemy " "of the target on the opposite side of the target, and that unit is not " "incapacitated (turned to stone or otherwise paralyzed)." msgstr "" "Punyalada:\n" "Quan s'utilitza ofensivament, este atac causa el doble de mal si hi ha una " "unitat enemiga de l'objectiu al costat oposat, i esta unitat no està " "incapacitada (per exemple, convertida en pedra)." #. [plague]: id=plague({TYPE}), type={TYPE} #. [plague]: id=plague, type=Walking Corpse #: data/core/macros/abilities.cfg:586 data/core/macros/abilities.cfg:597 msgid "plague" msgstr "plaga" #. [plague]: id=plague({TYPE}), type={TYPE} #: data/core/macros/abilities.cfg:587 #, fuzzy #| msgid "" #| "Plague:\n" #| "When a unit is killed by a Plague attack, that unit is replaced with a " #| "unit identical to and on the same side as the unit with the Plague " #| "attack. This doesn’t work on Undead or units in villages." msgid "" "When a unit is killed by a Plague attack, that unit is replaced with a unit " "identical to and on the same side as the unit with the Plague attack. This " "doesn’t work on Undead or units in villages." msgstr "" "Plaga:\n" "Quan una unitat mor per un atac de plaga, esta és reemplaçada per una " "d'idèntica però del bàndol de l'atacant. No funciona amb unitats que " "estiguen en llogarets o que siguen no mortes." #. [plague]: id=plague, type=Walking Corpse #: data/core/macros/abilities.cfg:598 #, fuzzy #| msgid "" #| "Plague:\n" #| "When a unit is killed by a Plague attack, that unit is replaced with a " #| "Walking Corpse on the same side as the unit with the Plague attack. This " #| "doesn’t work on Undead or units in villages." msgid "" "When a unit is killed by a Plague attack, that unit is replaced with a " "Walking Corpse on the same side as the unit with the Plague attack. This " "doesn’t work on Undead or units in villages." msgstr "" "Plaga:\n" "Quan una unitat mor per un atac de plaga, esta és reemplaçada per un cadàver " "ambulant del bàndol de l'atacant. No funciona amb unitats que estiguen en " "llogarets o que siguen no mortes." #. [slow]: id=slow #: data/core/macros/abilities.cfg:608 msgid "slows" msgstr "alentidor" #. [slow]: id=slow #: data/core/macros/abilities.cfg:609 #, fuzzy #| msgid "" #| "Slow:\n" #| "This attack slows the target until it ends a turn. Slow halves the damage " #| "caused by attacks and the movement cost for a slowed unit is doubled. A " #| "unit that is slowed will feature a snail icon in its sidebar information " #| "when it is selected." msgid "" "This attack slows the target until it ends a turn. Slow halves the damage " "caused by attacks and the movement cost for a slowed unit is doubled. A unit " "that is slowed will feature a snail icon in its sidebar information when it " "is selected." msgstr "" "Alentir:\n" "Este atac alentix l'objectiu fins la fi del torn. Això reduïx a la meitat el " "mal que causen els seus atacs, i reduïx a la meitat la velocitat de " "desplaçament. Es pot identificar una unitat alentida per la icona d'un " "cargol que apareix a la barra d'informació lateral quan esta és seleccionada." #. [petrifies]: id=petrifies #: data/core/macros/abilities.cfg:618 #, fuzzy msgid "petrifies" msgstr "Cops" #. [petrifies]: id=petrifies #: data/core/macros/abilities.cfg:619 #, fuzzy msgid "" "This attack petrifies the target, turning it to stone. Units that have been " "petrified may not move or attack." msgstr "" "Petrifica:\n" "Este atac pot convertir els enemics en pedra. Les unitats petrificades no es " "poden moure ni atacar." #. [chance_to_hit]: id=marksman #: data/core/macros/abilities.cfg:628 msgid "marksman" msgstr "tirador" #. [chance_to_hit]: id=marksman #: data/core/macros/abilities.cfg:629 #, fuzzy #| msgid "" #| "Marksman:\n" #| "When used offensively, this attack always has at least a 60% chance to " #| "hit." msgid "" "When used offensively, this attack always has at least a 60% chance to hit." msgstr "" "Tirador:\n" "Quan s'utilitza ofensivament, sempre té un 60% de possibilitats de colpejar." #. [swarm]: id=swarm #: data/core/macros/abilities.cfg:653 msgid "swarm" msgstr "eixam" #. [swarm]: id=swarm #: data/core/macros/abilities.cfg:654 #, fuzzy msgid "" "The number of strikes of this attack decreases when the unit is wounded. The " "number of strikes is proportional to the percentage of its of maximum HP the " "unit has. For example a unit with 3/4 of its maximum HP will get 3/4 of the " "number of strikes." msgstr "" "Eixam:\n" "El nombre de cops d'este atac disminuix quan la unitat està ferida. El " "nombre de cops és proporcional als punts de vida de la unitat respecte als " "punts de vida màxims que pot tenir. Per exemple, una unitat amb 3/4 parts " "dels seus punts de vida màxims tindrà 3/4 dels seus cops." #. [damage]: id=charge #: data/core/macros/abilities.cfg:663 msgid "charge" msgstr "càrrega" #. [damage]: id=charge #: data/core/macros/abilities.cfg:664 #, fuzzy msgid "" "When used offensively, this attack deals double damage to the target. It " "also causes this unit to take double damage from the target’s counterattack." msgstr "" "Càrrega:\n" "Este atac causa el doble de mal. També fa que la unitat que el realitza " "prengui el doble de mal per part del seu contrincant." #. [drains]: id=drains #: data/core/macros/abilities.cfg:676 msgid "drains" msgstr "drenador" #. [drains]: id=drains #: data/core/macros/abilities.cfg:677 #, fuzzy #| msgid "" #| "Drain:\n" #| "This unit drains health from living units, healing itself for half the " #| "amount of damage it deals (rounded down)." msgid "" "This unit drains health from living units, healing itself for half the " "amount of damage it deals (rounded down)." msgstr "" "Drena:\n" "Esta unitat drena energia de les unitats amb vida, curant-se a ella mateixa " "la meitat de la quantitat drenada (arrodonint cap avall)." #. [poison]: id=poison #: data/core/macros/abilities.cfg:696 msgid "poison" msgstr "verí" #. [poison]: id=poison #: data/core/macros/abilities.cfg:697 #, fuzzy #| msgid "" #| "Poison:\n" #| "This attack poisons living targets. Poisoned units lose 8 HP every turn " #| "until they are cured or are reduced to 1 HP. Poison can not, of itself, " #| "kill a unit." msgid "" "This attack poisons living targets. Poisoned units lose 8 HP every turn " "until they are cured or are reduced to 1 HP. Poison can not, of itself, kill " "a unit." msgstr "" "Verí:\n" "Este atac enverina criatures vives. Les unitats enverinades perden 8 punts " "de vida cada torn fins que són curades o bé fins que arriben a només 1 punt " "de vida. El verí no pot matar per si mateix una unitat." #. [advancement]: id=amla_default #: data/core/macros/amla.cfg:10 #, fuzzy msgid "Max HP bonus +3, Max XP +20%" msgstr "Bonificació HP màxim +3, XP màxim +20%" #. [time]: id=midday #. [time]: id=midday_hour #: data/core/macros/schedules.cfg:26 data/core/macros/schedules.cfg:312 msgid "Midday" msgstr "" #. [time]: id=midnight #. [time]: id=midnight_hour #: data/core/macros/schedules.cfg:67 data/core/macros/schedules.cfg:181 msgid "Midnight" msgstr "" #. [time]: id=indoors #: data/core/macros/schedules.cfg:91 msgid "Indoors" msgstr "" #. [time]: id=deep_underground #: data/core/macros/schedules.cfg:111 msgid "Deep Underground" msgstr "Profunditats terrestres" #. [time]: id=second_watch_hour1 #: data/core/macros/schedules.cfg:193 #, fuzzy #| msgid "Second Watch" msgid "Second Watch — First Hour" msgstr "Matinada" #. [time]: id=second_watch_hour2 #: data/core/macros/schedules.cfg:205 #, fuzzy #| msgid "Second Watch" msgid "Second Watch — Second Hour" msgstr "Matinada" #. [time]: id=second_watch_hour3 #: data/core/macros/schedules.cfg:217 #, fuzzy #| msgid "Second Watch" msgid "Second Watch — Third Hour" msgstr "Matinada" #. [time]: id=second_watch_hour4 #: data/core/macros/schedules.cfg:229 #, fuzzy #| msgid "Second Watch" msgid "Second Watch — Fourth Hour" msgstr "Matinada" #. [time]: id=second_watch_hour5 #: data/core/macros/schedules.cfg:241 #, fuzzy #| msgid "Second Watch" msgid "Second Watch — Fifth Hour" msgstr "Matinada" #. [time]: id=second_watch_hour6 #: data/core/macros/schedules.cfg:253 #, fuzzy #| msgid "Second Watch" msgid "Second Watch — Sixth Hour" msgstr "Matinada" #. [time]: id=morning_hour1 #: data/core/macros/schedules.cfg:276 msgid "Morning — First Hour" msgstr "" #. [time]: id=morning_hour2 #: data/core/macros/schedules.cfg:285 msgid "Morning — Second Hour" msgstr "" #. [time]: id=morning_hour3 #: data/core/macros/schedules.cfg:294 msgid "Morning — Third Hour" msgstr "" #. [time]: id=morning_hour4 #: data/core/macros/schedules.cfg:303 msgid "Morning — Fourth Hour" msgstr "" #. [time]: id=afternoon_hour1 #: data/core/macros/schedules.cfg:321 msgid "Afternoon — First Hour" msgstr "" #. [time]: id=afternoon_hour2 #: data/core/macros/schedules.cfg:330 msgid "Afternoon — Second Hour" msgstr "" #. [time]: id=afternoon_hour3 #: data/core/macros/schedules.cfg:339 msgid "Afternoon — Third Hour" msgstr "" #. [time]: id=afternoon_hour4 #: data/core/macros/schedules.cfg:348 msgid "Afternoon — Fourth Hour" msgstr "" #. [time]: id=afternoon_hour5 #: data/core/macros/schedules.cfg:357 msgid "Afternoon — Fifth Hour" msgstr "" #. [time]: id=afternoon_hour6 #: data/core/macros/schedules.cfg:366 msgid "Afternoon — Sixth Hour" msgstr "" #. [time]: id=first_watch_hour1 #: data/core/macros/schedules.cfg:388 msgid "First Watch — First Hour" msgstr "" #. [time]: id=first_watch_hour2 #: data/core/macros/schedules.cfg:400 msgid "First Watch — Second Hour" msgstr "" #. [time]: id=first_watch_hour3 #: data/core/macros/schedules.cfg:412 msgid "First Watch — Third Hour" msgstr "" #. [time]: id=first_watch_hour4 #: data/core/macros/schedules.cfg:424 msgid "First Watch — Fourth Hour" msgstr "" #. [time]: id=dawn1 #: data/core/macros/schedules.cfg:478 #, fuzzy #| msgid "First Watch" msgid "First Dawn" msgstr "Nit" #. [time]: id=dawn2 #: data/core/macros/schedules.cfg:488 #, fuzzy #| msgid "Second Watch" msgid "Second Dawn" msgstr "Matinada" #. [time]: id=morning1 #: data/core/macros/schedules.cfg:498 #, fuzzy #| msgid "Morning" msgid "First Morning" msgstr "Matí" #. [time]: id=morning2 #: data/core/macros/schedules.cfg:507 #, fuzzy #| msgid "Morning" msgid "Second Morning" msgstr "Matí" #. [time]: id=midday1 #: data/core/macros/schedules.cfg:516 #, fuzzy #| msgid "First Watch" msgid "First Midday" msgstr "Nit" #. [time]: id=midday2 #: data/core/macros/schedules.cfg:525 #, fuzzy #| msgid "Second Watch" msgid "Second Midday" msgstr "Matinada" #. [time]: id=afternoon1 #: data/core/macros/schedules.cfg:534 #, fuzzy #| msgid "Afternoon" msgid "First Afternoon" msgstr "Migdia" #. [time]: id=afternoon2 #: data/core/macros/schedules.cfg:543 #, fuzzy #| msgid "Afternoon" msgid "Second Afternoon" msgstr "Migdia" #. [time]: id=dusk1 #: data/core/macros/schedules.cfg:552 #, fuzzy #| msgid "firststrike" msgid "First Dusk" msgstr "iniciatiu" #. [time]: id=dusk2 #: data/core/macros/schedules.cfg:562 #, fuzzy #| msgid "Second Watch" msgid "Second Dusk" msgstr "Matinada" #. [time]: id=short_dark #: data/core/macros/schedules.cfg:572 msgid "The Short Dark" msgstr "" #. [time]: id=long_dark1 #: data/core/macros/schedules.cfg:584 msgid "The Long Dark (1)" msgstr "" #. [time]: id=long_dark2 #: data/core/macros/schedules.cfg:596 msgid "The Long Dark (2)" msgstr "" #. [time]: id=long_dark3 #: data/core/macros/schedules.cfg:610 msgid "The Long Dark (3)" msgstr "" #. [time]: id=long_dark4 #: data/core/macros/schedules.cfg:622 msgid "The Long Dark (4)" msgstr "" #: data/core/macros/special-notes.cfg:3 msgid "" "\n" "\n" "Special Notes:" msgstr "" "\n" "\n" "Notes especials:" #: data/core/macros/special-notes.cfg:8 msgid "" " Spirits have very unusual resistances to damage, and move quite slowly over " "open water." msgstr "" " Els esperits tenen unes resistències molt inusuals, i es mouen prou " "lentament sobre l'aigua." #: data/core/macros/special-notes.cfg:11 msgid "" " This unit’s arcane attack deals tremendous damage to magical creatures, and " "even some to mundane creatures." msgstr "" " L'atac arcà d'esta unitat causa un mal enorme contra criatures màgiques, i " "fins i tot també contra certes unitats vivents." #: data/core/macros/special-notes.cfg:14 msgid " This unit is capable of basic healing." msgstr " Esta unitat és capaç de fer cures bàsiques." #: data/core/macros/special-notes.cfg:17 #, fuzzy #| msgid " This unit is capable of basic healing." msgid " This unit is capable of rapid healing." msgstr " Esta unitat és capaç de fer cures bàsiques." #: data/core/macros/special-notes.cfg:20 msgid "" " This unit is capable of healing those around it, and curing them of poison." msgstr "" " Esta unitat és capaç de guarir les unitats al seu voltant i curar-les del " "verí." #: data/core/macros/special-notes.cfg:23 msgid "" " This unit is capable of neutralizing the effects of poison in units around " "it." msgstr "" " Esta unitat és capaç de neutralitzar els efectes del verí en unitats que " "estiguen al seu voltant." #: data/core/macros/special-notes.cfg:26 msgid "" " This unit regenerates, which allows it to heal as though always stationed " "in a village." msgstr "" " Esta unitat regenera, cosa que li permet recuperar-se com si sempre " "estigués en un llogaret." #: data/core/macros/special-notes.cfg:29 msgid "" " The steadiness of this unit reduces damage from some attacks, but only " "while defending." msgstr "" " La fermesa d'esta unitat reduïx el dany rebut d'alguns atacs, però només " "quan defensa." #: data/core/macros/special-notes.cfg:32 #, fuzzy msgid "" " The leadership of this unit enables adjacent units of the same side to deal " "more damage in combat, though this only applies to units of lower level." msgstr "" "El lideratge d'esta unitat permet a les unitats amigues al seu voltant " "causar més dany en combat, encara que açò només s'aplica a unitats de nivell " "inferior." #: data/core/macros/special-notes.cfg:35 msgid "" " This unit’s skill at skirmishing allows it to ignore enemies’ zones of " "control and thus move unhindered around them." msgstr "" " L'habilitat d'esta unitat d'esquivar li permet ignorar les 'zones de " "control' enemigues i, per tant, moure's sense cap problema al seu voltant." #: data/core/macros/special-notes.cfg:38 msgid " Illumination increases the lighting level in adjacent areas." msgstr " La il·luminació incrementa el nivell de llum al voltant." #: data/core/macros/special-notes.cfg:41 #, fuzzy msgid "" " This unit can use one move to teleport between any two empty villages " "controlled by its side." msgstr "" "Teletransport:\n" "Esta unitat pot teletransportar-se entre dos llogarets amics de manera " "instantània." #: data/core/macros/special-notes.cfg:44 msgid "" " In woodlands, this unit’s 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, excepte si està immediatament adjacent o no ha " "revelat la seua posició atacant." #: data/core/macros/special-notes.cfg:47 msgid " This unit is able to hide at night, leaving no trace of its presence." msgstr "" " Esta unitat es pot amagar de nit, sense deixar cap senyal de la seua " "presència." #: data/core/macros/special-notes.cfg:50 msgid "" " This unit can hide in villages (with the exception of water villages), and " "remain undetected by its enemies, except by those standing next to it." msgstr "" #: data/core/macros/special-notes.cfg:53 msgid "" " This unit can move unseen in deep water, requiring no air from the surface." msgstr "" " Esta unitat es pot moure sense ser vista per aigües profundes, ja que no " "requerix aire de la superfície." #: data/core/macros/special-notes.cfg:56 msgid "" " This unit gains 1 hitpoint added to its maximum whenever it kills a living " "unit." msgstr "" #: data/core/macros/special-notes.cfg:59 msgid "" " Whenever its berserk attack is used, this unit continues to push the attack " "until either it or its enemy lies dead." msgstr "" " Cada vegada que s'empra el seu atac berserk, esta unitat continua atacant " "fins que ella o l'enemic jeu mort." #: data/core/macros/special-notes.cfg:62 #, fuzzy 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 algú del mateix equip distrau l'enemic, este unitat pot apunyalar, " "infligint el doble de dany, si apareix per darrere d'este enemic." #: data/core/macros/special-notes.cfg:65 #, fuzzy msgid "" " Foes who lose their life to the plague will rise again in unlife, unless " "they are standing on a village." msgstr "" " Els enemics que perden la seua vida front a la plaga tornaran a alçar-se en " "la no vida." #: data/core/macros/special-notes.cfg:68 msgid "" " This unit is able to slow its enemies, halving their movement speed and " "attack damage until they end a turn." msgstr "" " Esta unitat es capaç d'alentir els seus enemics, dividint per dos el seu " "moviment i dany causat fins que acaben un torn." #: data/core/macros/special-notes.cfg:71 msgid "" " The ability to turn the living to stone makes this unit extremely dangerous." msgstr "" " L'habilitat de convertir als vius en pedra fa d'esta unitat un enemic " "extremadament perillós." #: data/core/macros/special-notes.cfg:74 msgid "" " This unit’s 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 probabilitat " "d'encertar els seus enemics, encara que només a l'atac." #: data/core/macros/special-notes.cfg:77 #, fuzzy msgid "" " This unit has magical attacks, which always have a high chance of hitting " "an opponent." msgstr "" " Els atacs a distància d'esta unitat són màgics, i sempre tenen un gran " "probabilitat d'encertar un enemic." #: data/core/macros/special-notes.cfg:80 msgid "" " The swarming attacks of this unit become less deadly whenever its members " "are wounded." msgstr "" " Els atacs d'eixam d'esta unitat esdevindran menys mortífers segons els seus " "membres siguen ferits." #: data/core/macros/special-notes.cfg:83 msgid "" " Using a charging attack doubles both damage dealt and received; this does " "not affect defensive retaliation." msgstr "" " Un atac de càrrega dobla tant el dany causat com el rebut; açò, tanmateix, " "no afecta els contraatacs quan la unitat defensa." #: data/core/macros/special-notes.cfg:86 msgid "" " During battle, this unit can drain life from victims to renew its own " "health." msgstr "" " Durant la batalla, esta unitat pot drenar vida de les seues víctimes per " "recuperar la seua." #: data/core/macros/special-notes.cfg:89 msgid "" " The length of this unit’s weapon allows it to strike first in melee, even " "in defense." msgstr "" " La llargària de l'arma d'esta unitat li permet atacar primer en melé, fins " "i tot quan defensa." #: data/core/macros/special-notes.cfg:92 msgid "" " The victims of this unit’s 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 un llogaret o per alguna unitat que cure." #. [trait]: id=loyal #: data/core/macros/traits.cfg:8 msgid "loyal" msgstr "lleial" #. [trait]: id=loyal #: data/core/macros/traits.cfg:9 msgid "female^loyal" msgstr "lleial" #. [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=elemental #. [trait]: id=mechanical #. [trait]: id=undead #: data/core/macros/traits.cfg:24 data/core/macros/traits.cfg:47 #: data/core/macros/traits.cfg:70 msgid "Immune to drain, poison, and plague" msgstr "Immune a drenatge, verí i plaga" #. [trait]: id=mechanical #: data/core/macros/traits.cfg:45 msgid "mechanical" msgstr "mecànic" #. [trait]: id=mechanical #: data/core/macros/traits.cfg:46 msgid "female^mechanical" msgstr "mecànica" #. [trait]: id=elemental #: data/core/macros/traits.cfg:68 #, fuzzy msgid "elemental" msgstr "dissimulació" #. [trait]: id=elemental #: data/core/macros/traits.cfg:69 #, fuzzy msgid "female^elemental" msgstr "lleial" #. [trait]: id=strong #: data/core/macros/traits.cfg:90 msgid "strong" msgstr "fort" #. [trait]: id=strong #: data/core/macros/traits.cfg:91 msgid "female^strong" msgstr "forta" #. [trait]: id=dextrous #: data/core/macros/traits.cfg:108 msgid "dextrous" msgstr "destre" #. [trait]: id=dextrous #: data/core/macros/traits.cfg:109 msgid "female^dextrous" msgstr "destra" #. [trait]: id=quick #: data/core/macros/traits.cfg:122 msgid "quick" msgstr "ràpid" #. [trait]: id=quick #: data/core/macros/traits.cfg:123 msgid "female^quick" msgstr "ràpida" #. [trait]: id=intelligent #: data/core/macros/traits.cfg:139 msgid "intelligent" msgstr "intel·ligent" #. [trait]: id=intelligent #: data/core/macros/traits.cfg:140 msgid "female^intelligent" msgstr "intel·ligent" #. [trait]: id=resilient #: data/core/macros/traits.cfg:152 msgid "resilient" msgstr "robust" #. [trait]: id=resilient #: data/core/macros/traits.cfg:153 msgid "female^resilient" msgstr "robusta" #. [trait]: id=healthy #: data/core/macros/traits.cfg:170 msgid "healthy" msgstr "sa" #. [trait]: id=healthy #: data/core/macros/traits.cfg:171 msgid "female^healthy" msgstr "sana" #. [trait]: id=healthy #: data/core/macros/traits.cfg:172 msgid "Always rest heals" msgstr "" #. [trait]: id=fearless #: data/core/macros/traits.cfg:189 data/core/macros/traits.cfg:202 msgid "fearless" msgstr "intrèpid" #. [trait]: id=fearless #: data/core/macros/traits.cfg:190 data/core/macros/traits.cfg:203 msgid "female^fearless" msgstr "intrèpida" #. [trait]: id=fearless #: data/core/macros/traits.cfg:191 data/core/macros/traits.cfg:204 msgid "Fights normally during unfavorable times of day/night" msgstr "Lluita sense desavantatges en els moments desfavorables del dia" #. [trait]: id=feral #: data/core/macros/traits.cfg:214 #, fuzzy msgid "feral" msgstr "Total" #. [trait]: id=feral #: data/core/macros/traits.cfg:215 #, fuzzy msgid "female^feral" msgstr "neutral" #. [trait]: id=feral #: data/core/macros/traits.cfg:216 msgid "Receives only 50% defense in land-based villages" msgstr "" #. [trait]: id=weak #: data/core/macros/traits.cfg:232 msgid "weak" msgstr "feble" #. [trait]: id=weak #: data/core/macros/traits.cfg:233 msgid "female^weak" msgstr "feble" #. [trait]: id=slow #: data/core/macros/traits.cfg:250 msgid "slow" msgstr "lent" #. [trait]: id=slow #: data/core/macros/traits.cfg:251 msgid "female^slow" msgstr "lenta" #. [trait]: id=dim #: data/core/macros/traits.cfg:267 msgid "dim" msgstr "totxo" #. [trait]: id=dim #: data/core/macros/traits.cfg:268 msgid "female^dim" msgstr "totxa" #. [trait]: id=aged #: data/core/macros/traits.cfg:280 #, fuzzy msgid "aged" msgstr "distància" #. [trait]: id=aged #: data/core/macros/traits.cfg:281 #, fuzzy msgid "female^aged" msgstr "totxa" #. [race]: id=bats #: data/core/units.cfg:43 msgid "race^Bat" msgstr "Ratpenat" #. [race]: id=bats #: data/core/units.cfg:44 msgid "race+female^Bat" msgstr "Ratapenada" #. [race]: id=bats #: data/core/units.cfg:45 msgid "race^Bats" msgstr "Ratpenats" #. [race]: id=bats #: data/core/units.cfg:46 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:55 msgid "race^Drake" msgstr "Drac" #. [race]: id=drake #: data/core/units.cfg:56 msgid "race+female^Drake" msgstr "Drac" #. [race]: id=drake #: data/core/units.cfg:57 msgid "race^Drakes" msgstr "Dracs" #. [race]: id=drake #: data/core/units.cfg:58 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 drake’s body enables it to spit fire and " "gives it life, they have no willful control over the functions of this " "magic.\n" "\n" "
text='Society'
\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 — dst='dominant' text='dominant' who rules the society " "with an iron fist. Every drake is expected to earn their place in the strict " "hierarchy, to obey their superiors and command their inferiors. Entry to the " "ruling elite is only possible through challenging and defeating a superior " "in single combat, which is the way the hierarchy within the elite itself is " "established. The use of deception of any kind towards any fellow drake is, " "without exception, seen as cowardly and unacceptable.\n" "\n" "While their warlike nature and sense of territory drives them to defend " "their territories savagely, drakes rarely invade or trespass on areas " "already occupied by the other major races. Instead, they settle in " "unpopulated areas to establish their own territory there. They primarily " "feed on large game they hunt in the lowlands around their homes, but " "hatchlings and lower caste drakes are known to feed also on certain kinds of " "moss and fungi they cultivate deep in their caverns. 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" "
text='Geography'
\n" "Drakes originated from an archipelago of volcanic islands called " "dst='morogor' text='Morogor' in the dst='great_ocean' " "text='Great Ocean'. A combination of population pressure and the " "subsidence of many of their home islands has caused colonies of drakes to " "spread to the dst='great_continent' text='Great Continent'. " "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:91 msgid "race^Dwarf" msgstr "Nan" #. [race]: id=dwarf #: data/core/units.cfg:92 msgid "race+female^Dwarf" msgstr "Nan" #. [race]: id=dwarf #: data/core/units.cfg:93 msgid "race^Dwarves" msgstr "Nans" #. [race]: id=dwarf #: data/core/units.cfg:94 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:111 msgid "race^Elf" msgstr "Elf" #. [race]: id=elf #: data/core/units.cfg:112 msgid "race+female^Elf" msgstr "Elfa" #. [race]: id=elf #: data/core/units.cfg:113 msgid "race^Elves" msgstr "Elfs" #. [race]: id=elf #: data/core/units.cfg:115 msgid "" "Compared to humans, elves are somewhat taller, more agile but less sturdy. " "They have slightly pointy ears, pale skin and usually blond hair. Few " "differences between humans and elves are more pronounced than the Elves’ " "unusually long life — most, unless claimed by illness, accident or war, live " "a full two and a half centuries. While some elves possessing a high magical " "aptitude have been known to live an additional full century, most elves " "begin to grow physically frail at some point between 250 and 300 years of " "age and pass away rapidly (generally within a year or two) thereafter.\n" "\n" "Elves are naturally imbued with magic to a small degree. Though most are " "unable to channel it directly, its latent presence gives them their keen " "senses and long life. Many elves have magic-driven talents such as " "marksmanship or stealth, allowing them to achieve tasks that most normal " "beings would find astonishing. Those elves that learn to wield this power in " "more general ways can become truly formidable in its use. Many choose to use " "their gift to heal others.\n" "\n" "A few elves, venturing far down the paths of magic and mysticism, become " "sensitive to the presence of cold iron and can even be burned by it. Elvish " "legend hints that this was more common in the far past.\n" "\n" "Elves spend much of their time honing their talents and skills. Those not " "adept at the magical arts typically devote their time honing their physical " "skills. As a result, elves excel at archery, which is perhaps their most " "important method of warfare. Most elvish troops carry a bow and no other " "race can rival their archers in speed and accuracy. All elves also share an " "intense affection for unspoiled nature. They often feel uncomfortable in " "open unvegetated spaces. They live primarily in the forests of the Great " "Continent; the Aethenwood in the southwest, Wesmere in the northwest, and " "the great northern woods of which the Lintanir Forest is the southernmost " "edge.\n" "\n" "Elves are the eldest race of the continent, with the possible exception of " "trolls. Many of their settlements cannot be reliably dated, undoubtedly " "having existed for over a millennium." msgstr "" #. [race]: id=falcon, description= #: data/core/units.cfg:132 #, fuzzy #| msgid "race^Human" msgid "race^Falcon" msgstr "Humà" #. [race]: id=falcon, description= #: data/core/units.cfg:133 #, fuzzy #| msgid "race+female^Human" msgid "race+female^Falcon" msgstr "Humana" #. [race]: id=falcon, description= #: data/core/units.cfg:134 #, fuzzy #| msgid "race^Humans" msgid "race^Falcons" msgstr "Humans" #. [race]: id=goblin #: data/core/units.cfg:145 msgid "race^Goblin" msgstr "Goblin" #. [race]: id=goblin #: data/core/units.cfg:146 msgid "race+female^Goblin" msgstr "Goblin" #. [race]: id=goblin #: data/core/units.cfg:147 msgid "race^Goblins" msgstr "Goblins" #. [race]: id=goblin #: data/core/units.cfg:148 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:163 msgid "race^Gryphon" msgstr "Griu" #. [race]: id=gryphon, description= #: data/core/units.cfg:164 msgid "race+female^Gryphon" msgstr "Griu" #. [race]: id=gryphon, description= #: data/core/units.cfg:165 msgid "race^Gryphons" msgstr "Grius" #. [race]: id=human #: data/core/units.cfg:181 msgid "race^Human" msgstr "Humà" #. [race]: id=human #: data/core/units.cfg:182 msgid "race+female^Human" msgstr "Humana" #. [race]: id=human #: data/core/units.cfg:183 msgid "race^Humans" msgstr "Humans" #. [race]: id=human #: data/core/units.cfg:184 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" "
text='Subjects of the Crown'
\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" "
text='The Clansmen'
\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=khalifate #: data/core/units.cfg:199 #, fuzzy #| msgid "race^Human" msgid "race^Khalifate Human" msgstr "Humà" #. [race]: id=khalifate #: data/core/units.cfg:200 #, fuzzy #| msgid "race+female^Human" msgid "race+female^Khalifate Human" msgstr "Humana" #. [race]: id=khalifate #: data/core/units.cfg:201 #, fuzzy #| msgid "race+plural^Mechanical" msgid "race+plural^Khalifate" msgstr "Mecànics" #. [race]: id=khalifate #: data/core/units.cfg:202 msgid "This race does not have a description yet." msgstr "" #. [race]: id=lizard, description= #: data/core/units.cfg:213 msgid "race^Saurian" msgstr "Sauri" #. [race]: id=lizard, description= #: data/core/units.cfg:214 msgid "race+female^Saurian" msgstr "Sauria" #. [race]: id=lizard, description= #: data/core/units.cfg:215 msgid "race^Saurians" msgstr "Sauris" #. [race]: id=mechanical #: data/core/units.cfg:225 msgid "race^Mechanical" msgstr "Mecànic" #. [race]: id=mechanical #: data/core/units.cfg:226 msgid "race+plural^Mechanical" msgstr "Mecànics" #. [race]: id=mechanical #: data/core/units.cfg:227 msgid "" "Animated neither by natural life nor by necromancy, the term " "text='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:236 msgid "race^Merman" msgstr "Sirènid" #. [race]: id=merman #: data/core/units.cfg:237 msgid "race^Mermaid" msgstr "Sirena" #. [race]: id=merman #: data/core/units.cfg:238 msgid "race^Mermen" msgstr "Sirènids" #. [race]: id=merman #: data/core/units.cfg:240 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:248 msgid "race^Monster" msgstr "Monstre" #. [race]: id=monster #: data/core/units.cfg:249 #, fuzzy #| msgid "race^Monster" msgid "race+female^Monster" msgstr "Monstre" #. [race]: id=monster #: data/core/units.cfg:250 msgid "race^Monsters" msgstr "Monstres" #. [race]: id=monster #: data/core/units.cfg:251 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:258 msgid "race^Naga" msgstr "Naga" #. [race]: id=naga #: data/core/units.cfg:259 #, fuzzy #| msgid "race^Nagani" msgid "race^Nagini" msgstr "Naga" #. [race]: id=naga #: data/core/units.cfg:260 msgid "race^Nagas" msgstr "Nagues" #. [race]: id=naga #: data/core/units.cfg:261 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:269 msgid "race^Ogre" msgstr "Ogre" #. [race]: id=ogre #: data/core/units.cfg:270 msgid "race+female^Ogre" msgstr "Ogra" #. [race]: id=ogre #: data/core/units.cfg:271 msgid "race^Ogres" msgstr "Ogres" #. [race]: id=ogre #: data/core/units.cfg:272 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:280 msgid "race^Orc" msgstr "Orc" #. [race]: id=orc #: data/core/units.cfg:281 msgid "race+female^Orc" msgstr "Orca" #. [race]: id=orc #: data/core/units.cfg:282 msgid "race^Orcs" msgstr "Orcs" #. [race]: id=orc #: data/core/units.cfg:283 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" "
text='Society'
\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 " "it’s 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 one’s 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:299 msgid "race^Troll" msgstr "Trol" #. [race]: id=troll #: data/core/units.cfg:300 msgid "race+female^Troll" msgstr "Trol" #. [race]: id=troll #: data/core/units.cfg:301 msgid "race^Trolls" msgstr "Trols" #. [race]: id=troll #: data/core/units.cfg:302 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" "
text='Geography'
\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:322 msgid "race^Undead" msgstr "No mort" #. [race]: id=undead #: data/core/units.cfg:323 msgid "race+female^Undead" msgstr "No morta" #. [race]: id=undead #: data/core/units.cfg:324 msgid "race+plural^Undead" msgstr "No morts" #. [race]: id=undead #: data/core/units.cfg:325 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" "
text='Geography'
\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:338 msgid "race^Wolf" msgstr "Llop" #. [race]: id=wolf, description= #: data/core/units.cfg:339 #, fuzzy #| msgid "race+female^Elf" msgid "race+female^Wolf" msgstr "Elfa" #. [race]: id=wolf, description= #: data/core/units.cfg:340 msgid "race^Wolves" msgstr "Llops" #. [race]: id=wose #: data/core/units.cfg:350 msgid "race^Wose" msgstr "Wose" #. [race]: id=wose #: data/core/units.cfg:351 msgid "race^Woses" msgstr "Woses" #. [race]: id=wose #: data/core/units.cfg:352 msgid "" "The mighty wose resides within the deepest forests of the known world. To " "the untrained eye, the wose appears to be nothing more than an oddly shaped, " "yet noble, tree. As guardians of the forest, the woses share a deeper " "connection to the woodlands than even the elves. While the woses are a " "peaceful race, disturbance of the ancient forests, which they tend, will " "incite the wrath of nature itself. Woses are slow moving creatures that may " "spend centuries standing in one location undisturbed by the ebb and flow of " "time.\n" "\n" "Although they practice no magic of their own, the woses share a deep " "connection to faerie. What little is known of this ancient race comes from " "elvish scholars who believe that this mystical power, which the mightiest " "elves have dedicated their lives to master, is inherent to the wose. Though " "woses resemble them, they share no ancestry with trees. Woses are believed " "to be some of the oldest creatures in the world, perhaps even more ancient " "than the forests in which they dwell, and it is thought that the power of " "faerie has given these beings the eternal task of serving as wardens of the " "forest.\n" "\n" "Woses are not warlike in the least and are ill-accustomed to combat. They " "will however respond with indiscriminate violence in defense of their " "forested territory. Woses are slow moving and are vulnerable away from the " "woodlands. Due to their close connection with faerie, woses are particularly " "sensitive to the arcane. The hardwood that makes the wose nigh-impervious to " "physical assault has left it grievously vulnerable to flame. Their thick " "bark and ability to harness the power of faerie to regenerate quickly when " "injured allows the wose to survive an enemy onslaught long enough to respond " "with a crushing might belied by its peaceful, plodding nature. Within its " "forest home, the wose can disappear amongst the trees and ambush even the " "best-trained elvish scout.\n" "\n" "The life span of the wose is unknown, although the most ancient members of " "this race have lived many hundreds of years and have grown to massive " "heights. It is thought that unless a wose falls in battle, it will find no " "natural end. Content to pass the centuries standing like a sentry, " "uninterested in the goings-on of the civilized world, the wose will stir " "only to march to the defense of the natural world and the forests it calls " "home." msgstr "" #: src/help.cpp:52 msgid "Help" msgstr "Ajuda" #: src/help.cpp:1154 msgid "
text='Units having this special attack'
" msgstr "
text='Unitats amb este atac especial'
" #: src/help.cpp:1220 msgid "
text='Units having this ability'
" msgstr "
text='Unitats amb esta habilitat'
" #: src/help.cpp:1253 #, fuzzy msgid "Leaders:" msgstr "Líder: " #: src/help.cpp:1262 #, fuzzy msgid "Recruits:" msgstr "Reclutaments: " #: src/help.cpp:1276 msgid "Era:" msgstr "Era:" #: src/help.cpp:1284 #, fuzzy msgid "Factions:" msgstr "Facció" #: src/help.cpp:1294 msgid "Factions are only used in multiplayer" msgstr "" #: src/help.cpp:1327 #, fuzzy #| msgid "Terrain" msgid "Base Terrain: " msgstr "Terreny" #: src/help.cpp:1410 msgid "level" msgstr "nivell" #: src/help.cpp:1443 msgid "Advances from: " msgstr "Avança de: " #: src/help.cpp:1445 msgid "Advances to: " msgstr "Avança a: " #: src/help.cpp:1470 msgid "Base unit: " msgstr "" #: src/help.cpp:1475 msgid "Base units: " msgstr "" #: src/help.cpp:1493 #, fuzzy msgid "Variations: " msgstr "Facció" #: src/help.cpp:1517 src/help.cpp:1894 src/help.cpp:2038 msgid "race^Miscellaneous" msgstr "Miscel·lània" #: src/help.cpp:1519 msgid "Race: " msgstr "Raça: " #: src/help.cpp:1526 msgid "Abilities: " msgstr "Habilitats: " #: src/help.cpp:1542 #, fuzzy msgid "Ability Upgrades: " msgstr "Habilitats: " #: src/help.cpp:1557 msgid "HP: " msgstr "HP: " #: src/help.cpp:1558 msgid "Moves: " msgstr "Moviments: " #: src/help.cpp:1560 msgid "Vision: " msgstr "" #: src/help.cpp:1562 msgid "Jamming: " msgstr "" #: src/help.cpp:1563 msgid "Cost: " msgstr "Cost: " #: src/help.cpp:1564 msgid "Alignment: " msgstr "Alineació: " #: src/help.cpp:1568 msgid "Required XP: " msgstr "Experiència requerida: " #: src/help.cpp:1577 msgid "unit help^Attacks" msgstr "Atacs" #: src/help.cpp:1584 msgid "unit help^Name" msgstr "Nom" #: src/help.cpp:1585 msgid "Type" msgstr "Tipus" #: src/help.cpp:1586 msgid "Strikes" msgstr "Cops" #: src/help.cpp:1587 msgid "Range" msgstr "Abast" #: src/help.cpp:1588 msgid "Special" msgstr "Especial" #: src/help.cpp:1637 msgid "Resistances" msgstr "Resistències" #: src/help.cpp:1641 msgid "Attack Type" msgstr "Tipus d'atac" #: src/help.cpp:1642 msgid "Resistance" msgstr "Resistència" #: src/help.cpp:1672 msgid "Terrain Modifiers" msgstr "Modificadors de terreny" #: src/help.cpp:1676 msgid "Terrain" msgstr "Terreny" #: src/help.cpp:1677 msgid "Defense" msgstr "Defensa" #: src/help.cpp:1678 msgid "Movement Cost" msgstr "Cost del moviment" #: src/help.cpp:1682 msgid "Vision Cost" msgstr "" #: src/help.cpp:1685 msgid "Jamming Cost" msgstr "" #: src/help.cpp:2044 msgid "
text='Units of this race'
" msgstr "
text='Unitats d\\'esta raça'
" #: src/help.cpp:2956 msgid " < Back" msgstr " < Enrera" #: src/help.cpp:2957 msgid "Forward >" msgstr "Avant >" #: src/help.cpp:3065 msgid "Reference to unknown topic: " msgstr "Referència a un tema desconegut: " #: src/help.cpp:3321 msgid "corrupted original file" msgstr "fitxer original malmès" #: src/help.cpp:3433 msgid "Close" msgstr "Tanca" #: src/help.cpp:3436 msgid "The Battle for Wesnoth Help" msgstr "Ajuda de Batalla per Wesnoth" #: src/help.cpp:3492 msgid "Parse error when parsing help text: " msgstr "S'ha produït un error en analitzar el text d'ajuda: " #, fuzzy #~ msgid "Caste" #~ msgstr "Castell" #, fuzzy #~ msgid "Breeding Pen" #~ msgstr "necrofàgia" #, fuzzy #~ msgid "World Ocean" #~ msgstr "Arbre venerable" #, fuzzy #~ msgid "Hatchling" #~ msgstr "Curació" #, fuzzy #~ msgid "Fledgling" #~ msgstr "Curació" #, fuzzy #~ msgid "Intendant" #~ msgstr "Intel·ligència" #, fuzzy #~ msgid "Swarm" #~ msgstr "eixam" #, fuzzy #~ msgid "Swarming" #~ msgstr "eixam" #~ msgid "Flat" #~ msgstr "Plana" #, fuzzy #~ msgid "" #~ "text='Grassland' 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 prades representen terrenys oberts, ja siguen cultivats, per " #~ "pasturar, o salvatges. Resulta fàcil moure's en este tipus de terreny, " #~ "però les seues característiques també fan que siga difícil defensar-s'hi. " #~ "Normalment les unitats que es comporten millor a les prades són les de " #~ "cavalleria, tot i que també hi ha altres unitats molt àgils que són " #~ "capaces d'aprofitar les avantatges de les zones obertes.\n" #~ "\n" #~ "La majoria d'unitats tenen una defensa d'entre un 30% i un 40% a les " #~ "prades." #~ msgid "Road" #~ msgstr "Camí" #, fuzzy #~ msgid "" #~ "text='Roads' are beaten paths of dirt, formed by many " #~ "travelers passing over them. As far as gameplay is concerned, roads " #~ "behave as dst='terrain_flat' text='flat' terrain.\n" #~ "\n" #~ msgstr "" #~ "Els camins són rutes marcades de terra, formades pels mateixos viatgers " #~ "després de passar-hi repetidament. Pel que fa al joc, els camins són " #~ "idèntics a les planes dst='terrain_flat' text='planes'." #~ msgid "Forest" #~ msgstr "Bosc" #, fuzzy #~ msgid "" #~ "text='Forests' 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 boscos representen qualsevol terreny amb una quantitat de vegetació " #~ "considerable, suficient com per dificultar el camí. Encara que alenteixen " #~ "gairebé a tothom que s'hi endinsa, els boscos esdevenen una millor " #~ "defensa que el camp obert a gairebé totes les unitats. En canvi, la " #~ "cavalleria té tants problemes per obrir-s'hi pas que se'ls nega qualsevol " #~ "benefici guanyat pel sigil. Els elfs són una excepció d'esta regla " #~ "general: no només conserven el moviment complet als boscos, sinó que a " #~ "més guanyen una bonificació considerable en defensa. Els nans són una " #~ "altra excepció; tot i que poden avançar sense gaire pèrdua de velocitat, " #~ "la seua desconeixença del terreny fa que no rebin cap bonificació " #~ "defensiva.\n" #~ "\n" #~ "La majoria d'unitats tenen un 50% de defensa al bosc, però la cavalleria " #~ "està limitada al 40%. Els elfs, per altra banda, gaudeixen d'una defensa " #~ "d'entre un 60% i un 70%, fins i tot les seues unitats muntades. Els nans " #~ "reben en general només un 30% de defensa als boscos.\n" #~ "\n" #~ msgid "Hills" #~ msgstr "Turons" #, fuzzy #~ msgid "" #~ "text='Hills' 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 turons són un terreny abrupte i amb prou pujades i baixades com per " #~ "proporcionar una mica de cobertura. Per a la majoria de tropes són zones " #~ "difícils de travessar. Només nans, trols i orcs estan suficientment " #~ "familiaritzats com per passar-hi sense ser alentits. La cavalleria, en " #~ "canvi, té tants problemes que qualsevol millora defensiva es veu negada " #~ "per la seua ineptitud en este terreny.\n" #~ "\n" #~ " La majoria d'unitats tenen aproximadament un 50% de defensa als turons, " #~ "mentre que la cavalleria està limitada al 40%. Els nans gaudeixen d'un " #~ "60% de defensa." #~ msgid "Mountains" #~ msgstr "Muntanyes" #, fuzzy #~ msgid "" #~ "text='Mountains' 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 muntanyes són terrenys tant escarpats que les unitats sovint tenen " #~ "que escalar per damunt dels obstacles per tal d'avançar. Per la seua " #~ "naturalesa, proporcionen bones posicions de defensa per a la majoria de " #~ "tropes, però també n'hi ha d'altres que veuen impedit el seu pas. La " #~ "majoria de la cavalleria simplement no pot entrar en terreny muntanyós; " #~ "els exploradors elfs en són una excepció, juntament amb els genets de " #~ "llop goblin. Nans i trols són els habitants més adaptats a la muntanya, i " #~ "s'hi mouen amb facilitat.\n" #~ "\n" #~ "La majoria d'unitats tenen un 60% de defensa a les muntanyes. Els nans, " #~ "per la seua part, obtenen una defensa millorada fins al 70%." #~ msgid "Swamp" #~ msgstr "Pantà" #, fuzzy #~ msgid "" #~ "text='Swamps' 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 tipus de terra mullada. Este terreny " #~ "alentix gairebé a tothom, impossibilitant així les opcions de defensa. " #~ "Només les races preparades físicament per navegar per l'aigua poden " #~ "desplaçar-se per les zones pantanoses amb destresa. Aquells que fan vida " #~ "al pantà també poden arribar a emprar-lo per cobrir-se defensivament en " #~ "combat.\n" #~ "\n" #~ "La majoria d'unitats tenen una defensa del 30% als pantans. Sirènids, " #~ "nagues i sauris gaudeixen, en general, d'una defensa que volta el 60%." #~ msgid "Shallow Water" #~ msgstr "Aigua baixa" #, fuzzy #~ msgid "" #~ "text='Shallow water' represents any body of water deep " #~ "enough to come up to roughly a man’s 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 "" #~ "Este terreny representa qualsevol zona amb aigua suficient com per " #~ "arribar a la cintura d'un home. L'aigua baixa no només pot alentir a " #~ "qualsevol, sinó que també deixa sense defenses. Els nans, a causa de la " #~ "seua estatura, ho tenen molt difícil en estos terrenys. D'altra banda, " #~ "les races amb cossos especialment preparats per nedar en són l'excepció, " #~ "ja que reben una bonificació tant en defensa com en moviment.\n" #~ "\n" #~ "La majoria d'unitats tenen un 20% o un 30% de defensa en aigües baixes. " #~ "Sirènids i nagues, en canvi, gaudeixen d'un 60%." #~ msgid "Deep Water" #~ msgstr "Aigua profunda" #, fuzzy #~ msgid "" #~ "text='Deep water' represents any body of water deep " #~ "enough to cover a man’s 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 pot cobrir un home fins al cap. La majoria d'unitats no " #~ "podran entrar-hi: és el domini d'aquelles unitats que, o bé tenen una " #~ "especial habilitat per a la natació, o bé poden volar.\n" #~ "\n" #~ "Sirènids i nagues tenen un 50% de defensa a aigües profundes, amb " #~ "completa capacitat de moviment." #, fuzzy #~ msgid "" #~ "text='Frozen' 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 tundra és una extensió coberta de neu, ja siga permanent o " #~ "temporalment. Moltes unitats es mouen més lentament en este terreny, i " #~ "per tant també ho tenen més difícil per defensar-se.\n" #~ "\n" #~ "La majoria de les unitats tenen entre un 20% i un 40% de defensa a la " #~ "tundra." #~ msgid "Castle" #~ msgstr "Castell" #, fuzzy #~ msgid "" #~ "text='Castles' are any sort of permanent fortification. " #~ "Nearly all units receive a considerable bonus to their defense by being " #~ "stationed in a castle, and most units receive full movement in a castle. " #~ "Stationing units in a castle represents its defensive capability. Without " #~ "a unit in each wall hex, an enemy can simply sneak into the castle " #~ "unchallenged, gaining the same defensive bonus as everyone inside.\n" #~ "\n" #~ "Most units have about 60% defense in a castle.\n" #~ "\n" #~ msgstr "" #~ "Els castells són una mena de fortificació permanent. Gairebé totes les " #~ "unitats reben una considerable bonificació quan resten als castells, i " #~ "totes tenen capacitat de moviment completa. Posicionar unitats als " #~ "castells és tota una acció defensiva. Si deixem alguna zona del castell " #~ "descuidada, els enemics podrien infiltrar-s'hi, guanyant la mateixa " #~ "bonificació defensiva que els ocupants.\n" #~ "\n" #~ "La majoria d'unitats tenen un 60% de defensa als castells.\n" #~ "\n" #~ msgid "Sand" #~ msgstr "Sorra" #, fuzzy #~ msgid "" #~ "The instability of text='sand' 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 "" #~ "La sorra és un terreny de travessia dificultosa a causa de la seua " #~ "inestabilitat. A més, deixa a les unitats desprotegides davant d'un " #~ "possible atac. Una excepció, però, són les races sauries que amb els seus " #~ "amples peus i la pell de serp, poden fins i tot arribar a habitar estes " #~ "zones.\n" #~ "\n" #~ "La majoria d'unitats tenen entre un 20% i un 40% de defensa a la sorra." #~ msgid "Desert" #~ msgstr "Desert" #, fuzzy #~ msgid "" #~ "text='Deserts' have a somewhat different composition " #~ "than small sand pits or beaches, however for gameplay purposes they are " #~ "identical. See dst='terrain_sand' text='sand'." #~ msgstr "" #~ "Els deserts tenen una composició diferent als petits munts de sorra o les " #~ "platges, però a efectes pràctics del joc són equivalents. Vegeu " #~ "dst='terrain_sand' text='sorra'." #~ msgid "Cave" #~ msgstr "Cova" #, fuzzy #~ msgid "" #~ "text='Cave' 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 dst='terrain_illuminated_cave' " #~ "text='illuminated'.\n" #~ "\n" #~ "Most units receive 20 to 40% defense in caves, whereas dwarves have 50%." #~ msgstr "" #~ "La cova representa qualsevol caverna sota terra amb prou lloc com per que " #~ "hi passi una unitat. La majoria no estan familiaritzades amb el terreny, " #~ "i és per això que es veuen alentides i amb un defensa reduïda. Nans i " #~ "trols, que fan de les coves les seues cases, no tenen gaires dificultats " #~ "per moure-s'hi. Especialment els nans, que gràcies a la seua estatura no " #~ "es troben amb tants obstacles com les altres races.\n" #~ "\n" #~ "La majoria d'unitats tenen entre un 20% i un 40% de defensa a les coves, " #~ "mentre que els nans tenen un 50%." #~ msgid "Rockbound Cave" #~ msgstr "Cova rocosa" #, fuzzy #~ msgid "" #~ "text='Rockbound cave' 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 " #~ "dst='terrain_illuminated_cave' text='illuminated'\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 es forma per l'acció de l'aigua i el vent, " #~ "que porta partícules erosionants que escaven la roca. S'assembla a una " #~ "flaca caverna subterrània que reduïx l'eficiència de la majoria " #~ "d'unitats, però millora la defensa. Els nans i els trols, que són els " #~ "principals colons de les coves, es mouen per este terreny amb relativa " #~ "facilitat. Els nans tenen el major avantatge al moure's per este terreny, " #~ "degut a la seua grandària petita.\n" #~ "\n" #~ "La major part d'unitats tenen sobre el 50% de defensa en coves rocoses, " #~ "mentre que la cavalleria està limitada al 40%. Els nans gaudeixen d'un " #~ "60% de defensa a les coves rocoses." #~ msgid "Illuminated Cave" #~ msgstr "Cova il·luminada" #, 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 " #~ "dst='terrain_cave' text='cave terrains'." #~ msgstr "" #~ "La cova il·luminada és una zona dins la caverna on la llum de la " #~ "superfície enlluerna l'opressiva foscor. Açò es traduix en una " #~ "bonificació a l'atac de les unitats legals i en l'eliminació de la " #~ "bonificació a l'atac de les unitats caòtiques. A tots els altres efectes, " #~ "però, este terreny és funcionalment idèntic al terreny normal de cova." #~ msgid "Mushroom Grove" #~ msgstr "Boscatge de bolets" #, fuzzy #~ msgid "" #~ "text='Mushroom groves' 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 boscatges de bolets són enormes boscos subterranis de bolets gegants, " #~ "que prosperen en la humida foscor. La majoria d'unitats tenen moltes " #~ "dificultats obrint-se pas per este terreny, donat que la terra està plena " #~ "de bolets xicotets; tanmateix, hi ha abundància de protecció darrere dels " #~ "brots més grans. Les unitats muntades, però, esdevenen completament " #~ "empantanegades i manquen d'una adequada llibertat de moviments en combat. " #~ "Les unitats no mortes tenen una afinitat natural al decaïment i lluiten " #~ "amb prou eficàcia en els boscatges de bolets.\n" #~ "\n" #~ "La majoria d'unitats tenen d'un 50% a un 60% de defensa en els boscatges, " #~ "però la cavalleria només té un 20%." #~ msgid "Village" #~ msgstr "Llogaret" #, fuzzy #~ msgid "" #~ "text='Villages' 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 "" #~ "Els llogarets són petits nuclis de població, ja siguen humans o d'altres " #~ "races. Gairebé totes les unitats, fins i tot la cavalleria, poden " #~ "desplaçar-s'hi còmodament. A més, la majoria d'unitats que hi estacionen, " #~ "es beneficien d'una bonificació defensiva. Els llogarets també disposen " #~ "dels recursos necessaris per curar ferides, i per tant, les unitats poden " #~ "recuperar fins a 8 punts de vida per cada torn que hi passin, o bé " #~ "eliminar els efectes del verí.\n" #~ "\n" #~ "La majoria d'unitats tenen 50% o 60% de defensa en llogarets. La " #~ "cavallaria només un 40%.\n" #~ "\n" #~ msgid "Submerged Village" #~ msgstr "Llogaret submergit" #, fuzzy #~ msgid "" #~ "text='Submerged villages' 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 "" #~ "Els llogarets són petits nuclis de població, ja siguen humans o d'altres " #~ "races. Gairebé totes les unitats, fins i tot la cavalleria, poden " #~ "desplaçar-s'hi còmodament. A més, la majoria d'unitats que hi estacionen, " #~ "es beneficien d'una bonificació defensiva. Els llogarets també disposen " #~ "dels recursos necessaris per curar ferides, i per tant, les unitats poden " #~ "recuperar fins a 8 punts de vida per cada torn que hi passin, o bé " #~ "eliminar els efectes del verí.\n" #~ "\n" #~ "La majoria d'unitats tenen 50% o 60% de defensa en llogarets. La " #~ "cavallaria només un 40%.\n" #~ "\n" #~ msgid "Unwalkable" #~ msgstr "Impenetrable" #, fuzzy #~ msgid "" #~ "text='Unwalkable terrain' 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 "" #~ "Una gorja és un terreny espadat que arriba fins a profunditats " #~ "desconegudes. Estos abismes tenen parets escarpades que costarien dies de " #~ "travessar. A efectes de joc, només les unitats capaces de volar per sobre " #~ "de les gorges poden creuar este terreny." #~ msgid "Lava" #~ msgstr "Lava" #, fuzzy #~ msgid "" #~ "The dangers inherent in trying to walk on text='lava' " #~ "are fairly obvious. As far as movement is concerned, lava is equivalent " #~ "to dst='terrain_unwalkable' text='unwalkable' 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 d'intentar passar per sobre de la lava són obvis. Així doncs, " #~ "este terreny només pot ser travessat per aquelles unitats que puguen " #~ "volar a una alçada considerable. A més, el magma també emet un " #~ "considerable resplendor que il·lumina l'àrea per damunt seu. Açò " #~ "proporciona una bonificació a l'atac de les unitats legals i els el lleva " #~ "a les unitats caòtiques." #~ msgid "River Ford" #~ msgstr "Gual" #~ 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 és poc profund, creuar-lo és trivial per a les unitats " #~ "terrestres. A més, qualsevol criatura adaptada a l'aigua té mobilitat " #~ "completa fins i tot en estes zones. Pel que fa al joc, un gual equival o " #~ "bé a prada o bé a aigua baixa, el que millor bonificació de defensa i " #~ "moviment oferisca a la unitat." #, fuzzy #~ msgid "Coastal Reef" #~ msgstr "Castell" #~ msgid "Bridge" #~ msgstr "Pont" #, fuzzy #~ msgid "" #~ "To those capable of building one, the ability to lay a " #~ "text='bridge' 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-ne, els ponts són tota una alliberació " #~ "del canviant cabal dels rius i passos d'aigua, ja que els guals sovint " #~ "queden inutilitzables a causa de les marees.Per tant, tenen poc a veure " #~ "amb el luxe de caminar a peu eixut. La pèrdua d'un pont no és pas motiu " #~ "de broma en els mesos més freds de l'any.\n" #~ "\n" #~ "Per a aquells que van per terra o mar, un pont és el millor d'ambdòs " #~ "móns. En el joc, es tracten els ponts com prada o com aigua baixa, el que " #~ "oferisca millor bonificació a la defensa i al moviment. Tingueu en compte " #~ "que una unitat nedadora i una terrestre no poden ocupar un pont al mateix " #~ "temps." #~ msgid "Impassable" #~ msgstr "Impassable" #~ 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, este atac allarga la lluita " #~ "fins a la mort d'un dels dos combatents, o fins que s'hagen produït 30 " #~ "rondes d'atacs." #~ msgid "" #~ "Magical:\n" #~ "This attack always has a 70% chance to hit regardless of the defensive " #~ "ability of the unit being attacked." #~ msgstr "" #~ "Màgic:\n" #~ "Este atac sempre té un 70% de possibilitats de colpejar, indiferentment " #~ "de l'habilitat defensiva de la unitat atacada." #~ msgid "firststrike" #~ msgstr "iniciatiu" #~ msgid "" #~ "First Strike:\n" #~ "This unit always strikes first with this attack, even if they are " #~ "defending." #~ msgstr "" #~ "Iniciatiu:\n" #~ "Esta unitat sempre ataca primer, encara que estiga defensant." #~ msgid "" #~ "Some weapons have special features that increase the effectiveness of " #~ "attacking with them.\n" #~ "\n" #~ msgstr "" #~ "Algunes armes tenen característiques especials que incrementen la seua " #~ "efectivitat d'atac.\n" #~ "\n" #, fuzzy #~ msgid "
text='Race specific topics'
" #~ msgstr "" #~ "\n" #~ "\n" #~ "
text='Possibilitat de colpejar'
"