# European Portuguese translations for Battle for Wesnoth # Copyright (C) 2005-2014 Wesnoth development team # This file is distributed under the same license as the Battle for Wesnoth package. # trewe , 2014 msgid "" msgstr "" "Project-Id-Version: Battle for Wesnoth 1.12 (wesnoth-help)\n" "Report-Msgid-Bugs-To: https://bugs.wesnoth.org/\n" "POT-Creation-Date: 2024-04-10 12:05-0500\n" "PO-Revision-Date: 2020-02-14 20:16+0000\n" "Last-Translator: trewe \n" "Language-Team: wesn-pt-trans \n" "Language: pt_PT\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" "X-Generator: Poedit 2.3\n" # #. [time]: id=underground #. [editor_times]: id=underground #: data/campaigns/Heir_To_The_Throne/utils/httt_utils.cfg:500 #: data/core/editor/time-of-day.cfg:41 data/core/macros/schedules.cfg:113 msgid "Underground" msgstr "Subterrâneo" # #. [label] #. [trait]: id=undead #: data/campaigns/Secrets_of_the_Ancients/gui/zombie_recruit_dialog.cfg:183 #: data/core/macros/traits.cfg:55 msgid "undead" msgstr "morto-vivo" # #. [label] #. [chance] #. [trait]: id=fearless #: data/campaigns/Secrets_of_the_Ancients/gui/zombie_recruit_dialog.cfg:196 #: data/campaigns/World_Conquest/resources/data/training.cfg:285 #: data/core/macros/traits.cfg:252 data/core/macros/traits.cfg:269 msgid "fearless" msgstr "corajoso" # #. [label] #. [plague]: id=SotA_plague, type=null # prevents normal corpse, and allows SotA code to handle it #. [plague]: id=plague({TYPE}), type={TYPE} #. [plague]: id=plague, type=Walking Corpse #: data/campaigns/Secrets_of_the_Ancients/gui/zombie_recruit_dialog.cfg:244 #: data/campaigns/Secrets_of_the_Ancients/utils/zombie-utils.cfg:6 #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:48 #: data/core/macros/weapon_specials.cfg:41 #: data/core/macros/weapon_specials.cfg:52 msgid "plague" msgstr "praga" # #. [plague]: id=SotA_plague, type=null # prevents normal corpse, and allows SotA code to handle it #. [plague]: id=plague, type=Walking Corpse #: data/campaigns/Secrets_of_the_Ancients/utils/zombie-utils.cfg:7 #: data/core/macros/weapon_specials.cfg:53 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 "" "Quando uma unidade é morta por um ataque de “Praga”, ela é substituída por " "um Cadáver Ambulante, pertencente a mesma equipa da unidade que a atacou com " "a Praga. Esta habilidade não funciona em Mortos-Vivos ou unidades em aldeias." # #. [resistance]: id=garak_steadfast #. [resistance]: id=steadfast #: data/campaigns/Under_the_Burning_Suns/scenarios/03_Stirring_in_the_Night.cfg:703 #: data/core/macros/abilities.cfg:130 msgid "steadfast" msgstr "Inabalável" # #. [resistance]: id=garak_steadfast #. [resistance]: id=steadfast #: data/campaigns/Under_the_Burning_Suns/scenarios/03_Stirring_in_the_Night.cfg:704 #: data/core/macros/abilities.cfg:131 msgid "female^steadfast" msgstr "inabalável" # #. [illuminates]: id=illumination_song_verse #. [illuminates]: id=illumination #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:343 #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:344 #: data/core/macros/abilities.cfg:238 msgid "female^illuminates" msgstr "iluminação" # #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:674 #: data/core/macros/abilities.cfg:9 msgid "heals +4" msgstr "sarar +4" # #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:675 #: data/core/macros/abilities.cfg:10 msgid "female^heals +4" msgstr "sarar +4" # #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:676 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 "" "Permite à unidade sarar as feridas de aliados adjacentes no início do seu " "turno.\n" "\n" "Uma unidade tratada por alguém com esta habilidade pode recuperar até 4 " "pontos de vida (PV) por turno, ou não sofrer os efeitos de envenenamento " "durante este turno.\n" "Uma unidade envenenada não terá o veneno removido por alguém com esta " "habilidade. Precisará procurar uma aldeia, ou uma unidade com a habilidade " "“curar”." # #. [heals]: id=healing #. [heals] #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:680 #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:719 #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:749 #, fuzzy #| msgid " This unit is capable of basic healing." msgid "This unit is capable of basic healing and slowing dehydration." msgstr "" " Esta unidade é capaz de sarar um pouco as feridas à aqueles ao seu redor." # #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:698 #: data/core/macros/abilities.cfg:35 msgid "heals +8" msgstr "sarar +8" # #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:699 #: data/core/macros/abilities.cfg:36 msgid "female^heals +8" msgstr "sarar +8" # #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:700 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 "" "Esta unidade combina ervas medicinais com um pouco de magia, para sarar as " "feridas das unidades mais rapidamente do que normalmente é possível no campo " "de batalha.\n" "\n" "Uma unidade tratada por alguém com esta habilidade pode recuperar até 8 " "pontos de vida (PV) por turno, ou não sofrer os efeitos de envenenamento " "durante este turno.\n" "Uma unidade envenenada não terá o veneno removido por alguém com esta " "habilidade. Precisará procurar uma aldeia, ou uma unidade com a habilidade " "“curar”." # #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:728 #, fuzzy #| msgid "heals +4" msgid "heals +12" msgstr "sarar +4" # #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:729 #, fuzzy #| msgid "female^heals +4" msgid "female^heals +12" msgstr "sarar +4" # #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:730 #, fuzzy #| 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." 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 12 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 "" "Esta unidade combina ervas medicinais com um pouco de magia, para sarar as " "feridas das unidades mais rapidamente do que normalmente é possível no campo " "de batalha.\n" "\n" "Uma unidade tratada por alguém com esta habilidade pode recuperar até 8 " "pontos de vida (PV) por turno, ou não sofrer os efeitos de envenenamento " "durante este turno.\n" "Uma unidade envenenada não terá o veneno removido por alguém com esta " "habilidade. Precisará procurar uma aldeia, ou uma unidade com a habilidade " "“curar”." # #. [heals] #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:755 #, fuzzy #| msgid "" #| " This unit is capable of healing those around it, and curing them of " #| "poison." msgid "" "This unit is capable of healing those around it, slowing dehydration, and " "curing them of poison." msgstr "" " Esta unidade é capaz de curar aqueles ao seu redor, e também de remover " "veneno." # #. [artifact] #. [chance] #. [teleport]: id=teleport #: data/campaigns/World_Conquest/resources/data/artifacts.cfg:699 #: data/campaigns/World_Conquest/resources/data/training.cfg:785 #: data/core/macros/abilities.cfg:253 msgid "teleport" msgstr "trespasse" # #. [artifact] #. [regenerate]: id=regenerates #: data/campaigns/World_Conquest/resources/data/artifacts.cfg:760 #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:54 #: data/core/macros/abilities.cfg:94 msgid "regenerates" msgstr "regeneração" # #. [chance] #. [trait]: id=healthy #: data/campaigns/World_Conquest/resources/data/training.cfg:257 #: data/core/macros/traits.cfg:229 msgid "Always rest heals" msgstr "Descansar sempre cura" # #. [chance] #. [damage]: id=backstab #: data/campaigns/World_Conquest/resources/data/training.cfg:438 #: data/core/macros/weapon_specials.cfg:21 msgid "backstab" msgstr "golpe sorrateiro" # #. [chance] #. [dummy]: id=feeding #: data/campaigns/World_Conquest/resources/data/training.cfg:500 #: data/core/macros/abilities.cfg:389 msgid "feeding" msgstr "canibalismo" # #. [chance] #. [leadership]: id=leadership #: data/campaigns/World_Conquest/resources/data/training.cfg:527 #: data/core/macros/abilities.cfg:199 msgid "leadership" msgstr "liderança" # #. [hides]: id=ambush #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:12 #: data/core/macros/abilities.cfg:285 msgid "ambush" msgstr "emboscada" #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:15 msgid "Castle" msgstr "" #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:18 msgid "Cave" msgstr "" # #. [hides]: id=concealment #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:21 #: data/core/macros/abilities.cfg:348 msgid "concealment" msgstr "camuflagem" # #. [drains]: id=drains #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:24 #: data/core/macros/weapon_specials.cfg:166 msgid "drains" msgstr "drenar" # #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:27 #, fuzzy #| msgid "first strike" msgid "firststrike" msgstr "iniciativa" #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:30 msgid "Forest" msgstr "" #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:33 msgid "Frozen" msgstr "" #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:36 msgid "Hills" msgstr "" # #. [chance_to_hit]: id=marksman #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:39 #: data/core/macros/weapon_specials.cfg:86 msgid "marksman" msgstr "precisão" #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:42 msgid "Mushroom Grove" msgstr "" # #. [hides]: id=nightstalk #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:45 #: data/core/macros/abilities.cfg:328 data/core/macros/abilities.cfg:329 msgid "nightstalk" msgstr "discrição nocturna" # #. [poison]: id=poison #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:51 #: data/core/macros/weapon_specials.cfg:188 msgid "poison" msgstr "veneno" #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:57 msgid "Sand" msgstr "" # #. [skirmisher]: id=skirmisher #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:60 #: data/core/macros/abilities.cfg:219 msgid "skirmisher" msgstr "escaramuçador" # #. [slow]: id=slow #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:63 #: data/core/macros/weapon_specials.cfg:64 msgid "slows" msgstr "atrasar" #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:66 msgid "Swamp" msgstr "" # #. [heals]: id=curing #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:69 #: data/core/macros/abilities.cfg:61 msgid "cures" msgstr "curar" #. [section]: id=editor #: data/core/editor/help.cfg:5 msgid "Map and Scenario Editor" msgstr "Editor de Cenário e Mapa" # #. [section]: id=editor_mode_terrain #. [topic]: id=..editor_mode_terrain #: data/core/editor/help.cfg:13 data/core/editor/help.cfg:372 msgid "Terrain Editor" msgstr "Editor de Terreno" #. [section]: id=editor_mode_scenario #. [topic]: id=..editor_mode_scenario #: data/core/editor/help.cfg:20 data/core/editor/help.cfg:384 #, fuzzy #| msgid "Map/Scenario Editor" msgid "Scenario Editor" msgstr "Editor de Mapa/Cenário" #. [topic]: id=editor_tool_paint #: data/core/editor/help.cfg:28 msgid "Paint Tool" msgstr "Ferramenta de desenho" #. [topic]: id=editor_tool_paint #: data/core/editor/help.cfg:29 msgid "" "Paint terrain tiles on the map.\n" "\n" "The paint tool utilizes the brush sizes and the terrain palette.\n" "\n" "text='Keyboard Modifiers'\n" "\n" "• Shift+mouse click: If a base terrain is selected, change the base without " "changing the overlay. If an overlay is selected, change the overlay without " "changing the base.\n" "• Control+mouse click: Select the terrain under the mouse cursor, as if it " "had been selected on the terrain palette (picks up both base and overlay).\n" "\n" "text='Brush Sizes'\n" "\n" "The selected brush changes the size of the tool:" msgstr "" #. [topic]: id=editor_tool_paint #: data/core/editor/help.cfg:41 msgid "Paint single hexes." msgstr "" #. [topic]: id=editor_tool_paint #: data/core/editor/help.cfg:42 msgid "Paint seven hexes at a time." msgstr "" #. [topic]: id=editor_tool_paint #: data/core/editor/help.cfg:43 msgid "Paint nineteen hexes at a time." msgstr "" #. [topic]: id=editor_tool_paint #: data/core/editor/help.cfg:44 data/core/editor/help.cfg:45 msgid "Paint three hexes in a line." msgstr "" #. [topic]: id=editor_tool_fill #: data/core/editor/help.cfg:52 msgid "Fill Tool" msgstr "Ferramenta de encher" #. [topic]: id=editor_tool_fill #: data/core/editor/help.cfg:53 msgid "" "Fill continuous regions of terrain with a different one.\n" "\n" "The fill tool utilizes the terrain palette.\n" "\n" "text='Keyboard Modifiers'\n" "\n" "• Shift+mouse click: If a base terrain is selected, change the base without " "changing the overlay. If an overlay is selected, change the overlay without " "changing the base.\n" "• Control+mouse click: Select the terrain under the mouse cursor, as if it " "had been selected on the terrain palette (picks up both base and overlay)." msgstr "" #. [topic]: id=editor_tool_select #: data/core/editor/help.cfg:67 msgid "Select Tool" msgstr "Ferramenta de seleção" #. [topic]: id=editor_tool_select #: data/core/editor/help.cfg:68 msgid "" "Selects a set of hex fields, for use with with the cut, copy and fill-" "selection buttons below the menu bar.\n" "\n" "text='Keyboard Modifiers'\n" "\n" "• Shift+mouse click: ‘Magic Wand’ mode, select the hex under the mouse " "cursor, and adjoining hexes of the same terrain type.\n" "• Control+mouse click: Unselect hexes.\n" "\n" "text='Brush Sizes'\n" "\n" "The selected brush changes the size of the tool:" msgstr "" #. [topic]: id=editor_tool_select #: data/core/editor/help.cfg:78 msgid "Select single hexes." msgstr "" #. [topic]: id=editor_tool_select #: data/core/editor/help.cfg:79 msgid "Select seven hexes at a time." msgstr "" #. [topic]: id=editor_tool_select #: data/core/editor/help.cfg:80 msgid "Select nineteen hexes at a time." msgstr "" #. [topic]: id=editor_tool_select #: data/core/editor/help.cfg:81 data/core/editor/help.cfg:82 msgid "Select three hexes in a line." msgstr "" #. [topic]: id=editor_tool_paste #: data/core/editor/help.cfg:89 msgid "Clipboard and Paste Tool" msgstr "" #. [topic]: id=editor_tool_paste #: data/core/editor/help.cfg:90 msgid "" "Rotate, flip and paste the terrain in the clipboard\n" "\n" "Hexes can be cut or copied to the clipboard using the " "dst='editor_tool_select' text='Select Tool'.\n" "\n" "The paste tool shows an outline of the clipboard, which can be pasted with a " "mouse-click. Only the outline is shown, but mistakes can be corrected with " "the undo function, which is bound to both Control+Z and to the same key as " "the in-game undo function.\n" "\n" "The paste tool also has some clipboard-manipulation functions:" msgstr "" #. [topic]: id=editor_tool_paste #: data/core/editor/help.cfg:97 msgid "Rotate clockwise by 60°." msgstr "" #. [topic]: id=editor_tool_paste #: data/core/editor/help.cfg:98 msgid "Rotate counter-clockwise by 60°." msgstr "" #. [topic]: id=editor_tool_paste #: data/core/editor/help.cfg:99 msgid "Flip horizontally" msgstr "" #. [topic]: id=editor_tool_paste #: data/core/editor/help.cfg:100 msgid "Flip vertically" msgstr "" #. [topic]: id=editor_tool_starting #: data/core/editor/help.cfg:107 #, fuzzy #| msgid "Starting Positions Howto" msgid "Starting Locations Tool" msgstr "Definição de posições iniciais" #. [topic]: id=editor_tool_starting #. the parts about "10" being shown as "Player 10" use the translatable string "Player $side_num" in the wesnoth-editor textdomain #: data/core/editor/help.cfg:110 msgid "" "Defines the side leader starting position.\n" "\n" "This tool sets the side leaders’ default starting locations, and named " "special locations. Both types of location are enabled in both dst='.." "editor_mode_terrain' text='Terrain Editor' and dst='.." "editor_mode_scenario' text='Scenario Editor' modes. The location names " "are shown as a list in the editor palette, clicking on the map will place " "that name on a hex, each location can only be placed on a single hex, and " "the editor will only allow one location per hex.\n" "\n" "To add named special locations, click “Add” at the bottom of the editor " "palette, and enter the name. These names must start with a letter and may " "contain numbers and underscores.\n" "\n" "More than nine teams can be added to a map, by clicking “Add” and entering a " "number, for example “10”. The UI will automatically show this as “Player " "10”.\n" "\n" "Named locations can be accessed from WML using the Standard Location " "Filter’s text='location_id='. Player starts can also be " "accessed from WML using text='location_id=1', " "text='location_id=2', etc — use only the number, without " "adding “Player ” in front of the number.\n" "\n" "text='Keyboard Modifiers'\n" "\n" "• Control+mouse click on a hex that already has a location: select that " "location for placing with a subsequent mouse click, as if it was selected in " "the editor palette." msgstr "" #. [topic]: id=editor_terrain_overlays #: data/core/editor/help.cfg:128 msgid "Editor Terrain-Overlay Graphics" msgstr "" #. [topic]: id=editor_terrain_overlays #: data/core/editor/help.cfg:129 msgid "" "editor^Maps generally look similar in the editor to their appearance in the " "game. There are a few exceptions, where different graphics are used in the " "editor; all the overlays described here are found in the terrain palette’s " "“special” group." msgstr "" #. [topic]: id=editor_terrain_overlays #. The images here have text, while they could be translated I assume editor-only images won’t be. #. In English the text is “IO” for impassable and “UO” for unwalkable. #: data/core/editor/help.cfg:134 msgid "" "editor^text='Movement Overlays'\n" "\n" "src='terrain/grass/green.png~BLIT(terrain/impassable-editor." "png~O(0.5))' align=here box=yes src='terrain/grass/green." "png~BLIT(terrain/unwalkable-editor.png~O(0.5))' align=here box=yes " "Impassable and Unwalkable\n" "\n" "While easily noticeable in the editor, these are invisible in the game, so " "the mixed terrains created by them look like the base terrain. They create a " "mixed terrain with the movement costs set to “impassable” or “unwalkable” " "respectively." msgstr "" #. [topic]: id=editor_terrain_overlays #. The images here have text, while they could be translated I assume editor-only images won’t be. #. In English these images are the literal text “Castle overlay” and “Keep overlay”. #: data/core/editor/help.cfg:143 msgid "" "editor^text='Castle Overlays'\n" "\n" "src='terrain/grass/green.png~BLIT(terrain/castle/castle-overlay-editor." "png~O(0.5))' align=here box=yes src='terrain/grass/green." "png~BLIT(terrain/castle/keep-overlay-editor.png~O(0.5))' align=here box=yes\n" "\n" "Adding either of these overlays to a passable hex allows units to be " "recruited onto a hex. The keep also allows a leader to recruit from there.\n" "\n" "These can be added to an impassable hex to connect a castle to a visually-" "separate keep through an impassable wall. It’s also possible to create a " "castle that seems to have grassland between the keep and towers, however " "this requires the connecting hexes to be occupied or blocked to prevent " "units being recruited onto them." msgstr "" #. [topic]: id=editor_terrain_overlays #. The image here has text, while it could be translated I assume editor-only images won’t be. #. In English this image is the literal text “Village overlay”. #: data/core/editor/help.cfg:154 msgid "" "editor^text='Village Overlay'\n" "\n" "src='terrain/grass/green.png~BLIT(terrain/village/village-overlay-" "editor.png~O(0.5))' align=here box=yes\n" "\n" "This turns any base terrain into a village, providing income and healing." msgstr "" #. [topic]: id=editor_terrain_overlays #. The image is an “S” on a solid black background. #: data/core/editor/help.cfg:162 msgid "" "editor^text='Fake Shroud'\n" "\n" "src=terrain/void/shroud-editor.png align=left box=yes\n" "\n" "Fake Shroud looks like an unexplored area, even in scenarios that have " "shroud disabled and even when the player’s units can see the hex." msgstr "" # #. [topic]: id=editor_terrain_elevation #: data/core/editor/help.cfg:171 #, fuzzy #| msgid "Terrain Editor" msgid "Terrain Elevation Graphics" msgstr "Editor de Terreno" #. [topic]: id=editor_terrain_elevation #: data/core/editor/help.cfg:172 msgid "" "A cosmetic elevation effect that looks a little different in the editor than " "in the game due to visual aids in the editor; all the overlays described " "here are found in the terrain palette’s “elevation” group." msgstr "" #. [topic]: id=editor_terrain_elevation #: data/core/editor/help.cfg:175 #, fuzzy #| msgid "" #| "\n" #| "\n" #| "text='Advanced'" msgid "editor^text='Direct Overlays'" msgstr "" "\n" "\n" "text='Avançado'" #. [topic]: id=editor_terrain_elevation #: data/core/editor/help.cfg:177 msgid "" "Bluffs and Gulch\n" "\n" "The bluffs, gulches, and similar variations are much like a standard terrain " "overlay, and can simply be used that way. However, for larger areas of the " "map, where you will want to allow the use of other overlay terrains, you " "will want to combine these with the “markers” described in the next section." msgstr "" #. [topic]: id=editor_terrain_elevation #: data/core/editor/help.cfg:182 #, fuzzy #| msgid "" #| "\n" #| "\n" #| "text='Advanced'" msgid "editor^text='Elevation Floodfill'" msgstr "" "\n" "\n" "text='Avançado'" #. [topic]: id=editor_terrain_elevation #: data/core/editor/help.cfg:184 msgid "Raised elevation on-map marker" msgstr "" #. [topic]: id=editor_terrain_elevation #: data/core/editor/help.cfg:185 msgid "" "Raised elevation editor palette icon\n" "\n" "To make a patch of terrain higher or lower, and still be able to use other " "overlay terrains such as trees, you will need to use these markers. Placing " "one of these arrows on the map will flood-fill the map with a color-coded " "haze; neither the haze nor the arrow will be visible in game. The hazed area " "will have a border ledge, making it look higher or lower than the adjacent " "tiles.\n" "\n" "There are two high markers and two low markers, so it is possible to make " "terraces of up to five levels (lowest, lower, normal, higher, highest). " "Placing a high region next to a low region does not result in larger " "cliffs.\n" msgstr "" #. [topic]: id=editor_terrain_elevation #: data/core/editor/help.cfg:192 msgid "" "editor^text='How to Use'\n" "\n" "The marker arrows are not very useful by themselves, but the bluffs/gulch-" "type terrains can be used to contain the floodfilled area.\n" "\n" "An example use case would be:\n" "1. Select the Bluffs (^Qhh) from the editor palette and use single-hex " "paint tool to outline a big blob over an empty, all-grass map.\n" "2. Place a Marker High (^_mh) arrow on a tile inside the blob (not on the " "Bluffs border).\n" "3. The blob should all be raised now, and as long as you don't overwrite " "the Marker or Bluffs overlays, you can add other terrain overlays as " "needed.\n" "\n" "The graphics used to represent the ledge borders are determined by the base " "terrain.\n" msgstr "" #. [topic]: id=editor_terrain_elevation #: data/core/editor/help.cfg:203 msgid "" "editor^text='Note for UMC authors: The flood-filled tiles do not " "have their terrain codes changed, or any other properties affected, so " "filtering a location by elevation is not simple.' italic='yes' font_size=10 " "" msgstr "" # #. [topic]: id=editor_deprecated_overlay #: data/core/editor/help.cfg:208 #, fuzzy #| msgid "Terrains" msgid "Deprecated Terrain" msgstr "Terrenos" #. [topic]: id=editor_deprecated_overlay #. The main reason for choosing “D” is that the hole in the middle of the letter makes it easier to see which terrain is underneath it. This uses a hardcoded image and doesn’t expect the image to be translated. #. The Xol and ^Efs terrains’ help pages aren’t given hyperlinks, because they both have hide_help enabled. Even when on a map with Xol on it, ctrl+t will show the hidden page but the ref still won’t link to it. #: data/core/editor/help.cfg:211 msgid "" "editor^src='terrain/grass/green.png~BLIT(terrain/deprecated-editor." "png)' align=left box=yesThe magenta ‘D’ (for “Deprecated”).\n" "\n" "This is shown in the editor over deprecated terrain codes. Examples are:\n" "• the dst='terrain_fungus_grove_old' text='“^Uf” mushroom terrain',\n" "• the “Xol” Lit Stone Wall, which is deprecated because several wall " "terrains now support the “^Efs” Sconce embellishment.\n" "\n" "The help pages for these terrains may have additional text that’s only shown " "in the editor, describing the deprecation and the recommended replacements." msgstr "" #. [topic]: id=editor_tool_label #: data/core/editor/help.cfg:224 msgid "Label Tool" msgstr "Ferramenta de legendas" #. [topic]: id=editor_tool_label #: data/core/editor/help.cfg:225 msgid "" "Put text labels on the map.\n" "\n" "• Left-click will open a dialog box to create a new label or edit an " "existing one.\n" "• Right-click deletes.\n" "• Drag-and-drop with the left mouse button moves labels.\n" "\n" "This tool is only available in Scenario Mode; the decorations are " "implemented in the scenario using WML’s text='[label]' tag." msgstr "" #. [topic]: id=editor_tool_scenery #: data/core/editor/help.cfg:240 msgid "Item Tool (Scenery Tool)" msgstr "" #. [topic]: id=editor_tool_scenery #: data/core/editor/help.cfg:241 msgid "" "The Item Tool allows placing decorations such as windmills, bookcases and " "monoliths. Multiple items can be placed on the same hex.\n" "\n" "text='Note:' the tool doesn’t support deleting items once " "placed, nor does it support undo. Mistakes can currently only be fixed by " "editing the generated WML file.\n" "\n" "This tool is only available in Scenario Mode; the decorations are not part " "of the terrain and are implemented in the scenario using WML’s " "text='[item]' tag." msgstr "" #. [topic]: id=editor_tool_village #: data/core/editor/help.cfg:254 msgid "Village Ownership Tool" msgstr "Ferramenta de controlo de aldeias" #. [topic]: id=editor_tool_village #: data/core/editor/help.cfg:255 msgid "" "This tool assigns ownership of villages at the start of a scenario. The " "villages must first be placed on the terrain with the " "dst='editor_tool_paint' text='Paint Tool'.\n" "\n" "• Left-click will assign the village to the currently-selected side.\n" "• Right-click will set the village back to unowned.\n" "\n" "This tool is only available in Scenario Mode; ownership information is " "stored by adding WML text='[village]' tags to the " "appropriate text='[side]'." msgstr "" #. [topic]: id=editor_tool_unit #: data/core/editor/help.cfg:269 msgid "Unit Tool" msgstr "Ferramenta de unidades" #. [topic]: id=editor_tool_unit #: data/core/editor/help.cfg:270 msgid "" "Place units belonging to the currently-selected side.\n" "\n" "• Left-click will place a unit.\n" "• Left drag-and-drop will move an already-placed unit.\n" "• Various operations are added to the right-click menu when the hex contains " "a unit.\n" "\n" "This tool is only available in Scenario Mode; it adds WML " "text='[unit]' tags to the appropriate " "text='[side]'." msgstr "" #. [topic]: id=editor_named_area #: data/core/editor/help.cfg:285 msgid "Named Areas" msgstr "Áreas definidas" #. [topic]: id=editor_named_area #: data/core/editor/help.cfg:286 msgid "" "This tool create sets of tiles that can be used in WML scripts’ Standard " "Location Filters (a concept explained in detail on the Wiki), by using the " "area’s id in the filter’s text='area=' attribute. For " "example:\n" "\n" "• assigning a local time zone to this set of hexes\n" "• filtering the set of hexes which trigger an event when a unit moves on to " "them\n" "\n" "To use the tool:\n" "\n" "• select hexes using the dst='editor_tool_select' text='select tool'\n" "• in the Areas menu, select Add New Area\n" "• then in the Areas menu, select Save Selection to Area\n" "• then in the Areas menu, select Rename Selected Area and choose a name for " "the area\n" "\n" "This tool is only available in Scenario Mode; it adds WML " "text='[time_area]' tags to the scenario. Although the tag’s " "name implies time, it is now more generic and can be used for other purposes " "without needing to change the time-of-day schedule in the area." msgstr "" #. [topic]: id=editor_playlist #: data/core/editor/help.cfg:307 msgid "Playlist Manager" msgstr "Lista de reprodução" #. [topic]: id=editor_playlist #: data/core/editor/help.cfg:308 msgid "" "Shows a list of music tracks known to the editor, with toggle-boxes to " "enable them.\n" "\n" "This tool is only available in Scenario Mode; it adds WML " "text='[music]' tags to the scenario." msgstr "" # #. [topic]: id=editor_addon_id #: data/core/editor/help.cfg:319 #, fuzzy #| msgid "Using Add-ons" msgid "Change Add-on ID" msgstr "Usando Extras" #. [topic]: id=editor_addon_id #: data/core/editor/help.cfg:320 msgid "" "Allows changing the ID of an add-on, which is the name of the folder it’s " "in. This will only rename that folder and update any references to it in the " "_main.cfg file. Any other place will need to be updated manually." msgstr "" #. [topic]: id=editor_pbl_editor #: data/core/editor/help.cfg:329 msgid "Add-on Publishing Editor" msgstr "" #. [topic]: id=editor_pbl_editor #: data/core/editor/help.cfg:330 msgid "" "Allows setting up an add-on’s _server.pbl file, which is required for " "publishing an add-on to the add-ons server for other players to download. " "The Validate button will check whether all required fields have valid values." msgstr "" #. [topic]: id=..editor #: data/core/editor/help.cfg:338 msgid "Map/Scenario Editor" msgstr "Editor de Mapa/Cenário" #. [topic]: id=..editor #: data/core/editor/help.cfg:339 msgid "" "Wesnoth’s Map and Scenario Editor allows users to create and edit the maps " "on which every Wesnoth scenario takes place. It also provides a limited set " "of features for setting up a basic scenario as well as initializing an add-" "on which can be used to distribute the scenarios you create.\n" "\n" "The editor can be launched from the text='Map Editor' " "option at the title screen.\n" "\n" "
text='Editing Modes'
\n" "\n" "The editor features two modes of operation: terrain mode and scenario mode.\n" "\n" "The dst='..editor_mode_terrain' text='Terrain Mode' is similar to " "a simple paint application, with tools to dst='editor_tool_paint' " "text='paint', dst='editor_tool_fill' text='fill', " "dst='editor_tool_select' text='select (and copy)', and " "dst='editor_tool_paste' text='paste'. It also has the tool for " "setting the leaders’ dst='editor_tool_starting' text='starting " "locations'.\n" "\n" "The dst='..editor_mode_scenario' text='Scenario Mode', in " "addition to the tools available in terrain mode, adds support for adding " "dst='editor_tool_label' text='labels', " "dst='editor_tool_scenery' text='scenery items', " "dst='editor_tool_unit' text='units' in addition to the leader, " "and assigning dst='editor_tool_village' text='village ownership' " "at the start of the scenario. There’s also a dst='editor_playlist' " "text='playlist manager' for the music." msgstr "" #. [topic]: id=..editor #: data/core/editor/help.cfg:351 msgid "" "In either mode, you will be prompted to choose an add-on to use for the " "scenarios you create. This can be an existing add-on or a brand new add-on. " "If you choose to use a brand new add-on, then the add-on will have all the " "required files and folders automatically created as well as a default ID " "assigned. Unless you are editing an already existing map file, using " "scenario mode is required in order for your maps to be selectable during " "game creation." msgstr "" #. [topic]: id=..editor #: data/core/editor/help.cfg:353 msgid "" "
text='What you do *not* get'
\n" "\n" "• Exactly the same map rendering as in-game\n" "\n" "The map won’t look exactly the same in the game as it does in the editor, " "because this depends on the terrain rules. For example, when many mountain " "hexes are clustered together the terrain rules will try to combine them into " "mountain ranges and large graphics spanning multiple hexes.\n" "\n" "• Event handlers and scripting\n" "\n" "The editor is not a tool to help you scripting the scenario’s event " "handlers.\n" "\n" "• Infinite Backwards Compatibility\n" "\n" "The editor can load most maps from older versions of Wesnoth, but not all. " "Maps from 1.3.2 and later will normally be supported, unless they use " "terrains which are no longer in mainline Wesnoth. Maps from add-ons which " "have their own terrains will need that add-on to tell the editor about their " "terrains." msgstr "" #. [topic]: id=..editor_mode_terrain #: data/core/editor/help.cfg:373 msgid "" "The terrain editor’s functionality is similar to a simple paint " "application.\n" "\n" "The right-hand sidebar contains, from top to bottom, the mini-map, the " "toolkit (see the pages for each tool), tool options, and " "dst='editor_palette' text='Palette'.\n" "\n" "When saved using “Save Map As” and saving to the default directory, the " "resulting map can be found in the “Custom Maps” game type of the multiplayer " "“Create Game” dialog." msgstr "" #. [topic]: id=..editor_mode_scenario #: data/core/editor/help.cfg:385 msgid "" "The scenario editor mode adds support for some map-related WML features, " "such as areas and scenery items. Most scenarios will still require " "additional WML to be written using a different tool; the scenario editor " "does not support scripting the scenario’s events." msgstr "" #. [topic]: id=..editor_mode_scenario #: data/core/editor/help.cfg:387 msgid "" "
text='Checking whether the editor is in scenario mode'
\n" "\n" "You can check which mode the editor is in by looking at the menu bar.\n" "\n" "• In scenario mode the “Areas” and “Side” menus are enabled.\n" "• In terrain-only mode the “Areas” and “Side” menus are grayed-out." msgstr "" #. [topic]: id=..editor_mode_scenario #: data/core/editor/help.cfg:394 msgid "" "
text='Entering scenario mode'
\n" "\n" "To start a new map in scenario mode, choose “New Scenario” from the “File” " "menu.\n" "\n" "If you’re already editing a map in terrain mode, use “Save Scenario As” from " "the “File” menu; this will switch to scenario mode.\n" "\n" "To load a map that was created in the scenario editor, use “Load Map” from " "the “File” menu, and select the .cfg file (not a .map file)." msgstr "" #. [topic]: id=..editor_mode_scenario #: data/core/editor/help.cfg:402 msgid "" "
text='The files: .map and .cfg'
\n" "\n" "The map editor saves one file when in terrain mode (a .map) or two files " "when in scenario mode (both a .map and a .cfg).\n" "\n" "Loading a .cfg file has different results depending on the contents of the ." "cfg file. For .cfg files that were created by the scenario editor, it will " "open the .cfg in the scenario editor. However, for .cfg files that cannot be " "opened by the scenario editor, the editor will attempt to find the " "scenario's map data and open the corresponding .map file in terrain-only " "mode, as if the .map file was chosen in the file selector. It is recommended " "in those cases to simply load the .map file directly instead." msgstr "" #. [topic]: id=editor_separate_events_file #: data/core/editor/help.cfg:414 msgid "Using a separate file for WML events" msgstr "" #. [topic]: id=editor_separate_events_file #: data/core/editor/help.cfg:415 msgid "" "When loading a .cfg file, the scenario editor understands files created by " "the scenario editor, but is likely to have difficulty with files that have " "been edited by hand.\n" "\n" "One option is to create a separate WML file, also with the .cfg extension, " "which uses the WML preprocessor to include the editor-created file. This " "separate file contains both the [scenario] tag and any hand-edited WML such " "as events. With this workflow, the add-on’s file structure could look like " "this:\n" "\n" "
text='Example'
\n" "If your add-on will only be used on 1.18 and later, it is instead " "recommended to use the new include_file attribute to load a .cfg file " "containing additional WML into the scenario.\n" "\n" "• _main.cfg:\n" " ◦ use “[binary_path]” to add add-on’s directories to the binary path, " "which makes “map_file” search the “maps” directory\n" "• maps/first.map\n" " ◦ this is the .map file created by the scenario editor when saving in " "scenario mode\n" "• scenarios/other.cfg\n" " ◦ this is the .cfg file containing everything that the scenario editor " "doesn't understand\n" "• scenarios/first.cfg\n" " ◦ inside the [scenario] element, use “map_file=\"first.map\"” to load the " "map file\n" " ◦ inside the [scenario] element, use “include_file=\"other.cfg\"” to load " "the additional cfg file" msgstr "" #. [topic]: id=editor_masks #: data/core/editor/help.cfg:438 msgid "Editor Mask Usage" msgstr "Editor de Utilização de Máscaras" #. [topic]: id=editor_masks #: data/core/editor/help.cfg:439 msgid "" "Masks can be applied to a base map for reusal in several scenarios playing " "at the same locations." msgstr "" "Pode-se aplicar máscaras a uma mapa base para reutilização em vários " "cenários que aconteçam nas mesmas localizações." #. [topic]: id=editor_time_schedule #. Time of Day and Schedule Editor, please use a short string as it will be used in the left-hand pane of the help browser #: data/core/editor/help.cfg:447 #, fuzzy #| msgid "Time Schedule Editor" msgid "ToD and Schedule Editor" msgstr "Editor do Tempo do Dia" #. [topic]: id=editor_time_schedule #: data/core/editor/help.cfg:448 msgid "" "This button at the top-right of the screen accesses the time-of-day preview " "and the schedule editor.\n" "\n" "In terrain mode, this displays the map as it will be recolored at different " "times of day.\n" "\n" "In scenario mode, the button accesses an editor for individual schedules for " "dst='editor_named_area' text='time areas'." msgstr "" #. [topic]: id=editor_palette #: data/core/editor/help.cfg:459 msgid "Editor Palette" msgstr "Paleta de Editor" #. [topic]: id=editor_palette #. the “Player 1”, “Player 2”, ... list is translated using "Player $side_num" in the wesnoth-editor textdomain #: data/core/editor/help.cfg:461 msgid "" "The editor palette contains the applicable items you may use with the " "currently selected tool. For example, the Paint tool will display a full " "list of all available terrains, and the unit tool will provide a list of " "available units. When using the Starting Locations Tool, the palette changes " "to a list of “Player 1”, “Player 2”, etc.\n" "\n" "text='Filter'\n" "\n" "There is a filter function to show only a subset of the available items — " "this is the leftmost of the four buttons at the top of the palette, and the " "graphic changes depending on what is selected. Examples:" msgstr "" #. [topic]: id=editor_palette #: data/core/editor/help.cfg:466 msgid "Show all kinds of terrain" msgstr "" #. [topic]: id=editor_palette #: data/core/editor/help.cfg:467 msgid "Show only water terrains" msgstr "" #. [topic]: id=editor_palette #: data/core/editor/help.cfg:468 msgid "Show only villages" msgstr "" #. [topic]: id=editor_map_format #: data/core/editor/help.cfg:480 msgid "Wesnoth Map Format" msgstr "Formato de Mapa Wesnoth" #. [topic]: id=editor_map_format #: data/core/editor/help.cfg:481 msgid "Wesnoth stores its maps in human readable plain text files." msgstr "" #. [topic]: id=editor_map_format #: data/core/editor/help.cfg:483 msgid "" "
text='Native'
\n" "\n" "A map file consists of rows with comma separated terrain code strings. The " "only non-terrain information provided by the map syntax is the set of " "locations created by the dst='editor_tool_starting' text='Starting " "Locations Tool'. The files can be edited with a general purpose text " "editor like notepad.\n" "\n" "These files can be used directly for multiplayer games, the number of " "players is automatically determined by the number of starting positions. " "When saved in the default directory, the map can be found in the “Custom " "Maps” game type of the multiplayer “Create Game” dialog; you may need to " "refresh the cache (press F5 on the title screen) before a newly-created map " "appears.\n" "\n" "These files can be used in a scenario’s .cfg file, with the scenario’s WML " "providing additional information such as teams, custom events, and complex " "side setups. The .cfg file loads the map file with either of:\n" "\n" "• map_file=maps/01_First_Map.map text='— supported since Wesnoth " "1.14'\n" "• map_data=\"{maps/01_First_Map.map}\" text='— a WML preprocessor " "include'\n" "\n" "The text='map_file' method is preferred over using a " "preprocessor include." msgstr "" #. [topic]: id=editor_map_format #: data/core/editor/help.cfg:496 msgid "" "
text='Embedded'
\n" "\n" "The map data can stored as part of a scenario’s .cfg file, directly in the " "text='map_data' attribute. In other words, in the place " "that the preprocessor would include it when using the preprocessor-include " "method.\n" "\n" "
text='Using Embedded Format in Terrain Mode'
\n" "\n" "If you are editing the map and not using the Scenario Mode support, then " "it’s trivial to move the data to a native map file before opening it in the " "editor. This conversion is recommended — the editor supports editing the " "content of map_data while leaving everything else in the file untouched, but " "this is rarely-used code. Maps opened this way are marked (E) in the Window " "menu." msgstr "" #. [topic]: id=editor_map_format #: data/core/editor/help.cfg:504 msgid "" "
text='Files created by the Scenario Editor'
\n" "\n" "In scenario mode, the editor saves the scenario data as a .cfg file and the " "map data as a separate .map file. The scenario then references the .map file " "via map_file. When loading a .cfg file, the scenario editor understands " "files created by the scenario editor itself, but is likely to have " "difficulty with files that have been edited by hand; problems can be avoided " "by dst='editor_separate_events_file' text='using a separate .cfg file' for the hand-edited parts." msgstr "" # #. [editor_times]: id=deep_underground #. [time]: id=deep_underground #: data/core/editor/time-of-day.cfg:47 data/core/macros/schedules.cfg:127 msgid "Deep Underground" msgstr "Subterrâneo Profundo" # #. [editor_times]: id=indoors #. [time]: id=indoors #: data/core/editor/time-of-day.cfg:53 data/core/macros/schedules.cfg:104 msgid "Indoors" msgstr "Interior" # #. [section]: id=encyclopedia #. [topic]: id=..encyclopedia #: data/core/encyclopedia/_main.cfg:5 data/core/encyclopedia/_main.cfg:12 msgid "Encyclopedia" msgstr "Enciclopédia" # #. [topic]: id=..encyclopedia #: data/core/encyclopedia/_main.cfg:14 #, fuzzy #| msgid "dst='..geography' text='Geography'" msgid "" "dst='..calendar' text='Calendar'\n" "dst='..geography' text='Geography'" msgstr "dst='..geography' text='Geografia'" #. [section]: id=calendar #. [topic]: id=..calendar #: data/core/encyclopedia/calendar.cfg:5 data/core/encyclopedia/calendar.cfg:13 msgid "Calendar" msgstr "" #. [topic]: id=..calendar #: data/core/encyclopedia/calendar.cfg:14 msgid "" "Each year in the Wesnoth calendar is composed of 12 months. These are, in " "order:\n" "\n" "Whitefire\n" "Bleeding Moon\n" "Scatterseed\n" "Deeproot\n" "Scryer’s Bloom\n" "Thorntress\n" "Summit Star\n" "Kindlefire\n" "Stillseed\n" "Reaper’s Moon\n" "Verglas Bloom\n" "Blackfire\n" "\n" msgstr "" # #. [section]: id=geography #. [topic]: id=..geography #: data/core/encyclopedia/geography.cfg:12 #: data/core/encyclopedia/geography.cfg:19 msgid "Geography" msgstr "Geografia" # #. [topic]: id=arkan_thoria #: data/core/encyclopedia/geography.cfg:26 msgid "Arkan-thoria" msgstr "Arkan-thoria" # #. [topic]: id=arkan_thoria #: data/core/encyclopedia/geography.cfg:27 msgid "" "A river rising in the dst='heart_mountains' text='Heart Mountains' and running east to the Listra." msgstr "" "Um rio que nasce nas dst='heart_mountains' text='Montanhas Centrais' e desagua a este no rio Listra." #. [topic]: id=great_river #: data/core/encyclopedia/geography.cfg:32 msgid "Great River" msgstr "Rio Grande" # #. [topic]: id=great_river #: data/core/encyclopedia/geography.cfg:33 msgid "" "The Great River forms the boundary between the dst='kingdom_wesnoth' " "text='Kingdom of Wesnoth' and the dst='northlands' " "text='Northlands'. It empties to the dst='great_ocean' " "text='ocean' at dst='elensefar' text='Elensefar'." msgstr "" "O Rio Grande que forma a fronteira entre o dst='kingdom_wesnoth' " "text='Reino de Wesnoth' e as dst='northlands' text='Terrs do " "Norte'. Desagua no dst='great_ocean' text='Grande Oceano' " "em at dst='elensefar' text='Elensefar'." # #. [topic]: id=great_ocean #: data/core/encyclopedia/geography.cfg:38 msgid "Great Ocean" msgstr "Grande Oceano" # #. [topic]: id=great_ocean #: data/core/encyclopedia/geography.cfg:39 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 Great Ocean is " "a huge archipelago called dst='morogor' text='Morogor'." msgstr "" "Fica à oeste do dst='great_continent' text='Grande Continente' e " "todos os rios acabam por desaguar nele. No extremo oeste no Grande Oceano " "fica um enorme arquipélago chamado de dst='morogor' text='Morogor'." # #. [topic]: id=morogor #: data/core/encyclopedia/geography.cfg:44 msgid "Morogor" msgstr "Morogor" # #. [topic]: id=morogor #: data/core/encyclopedia/geography.cfg:45 msgid "" "Archipelago, located somewhere in the dst='great_ocean' text='Great " "Ocean' east of the dst='green_isle' text='Green Isle' and " "west of the dst=great_continent text='Great Continent'.\n" "It is mostly inhabited by dst='..race_drake' text='drakes'.\n" "The central island of the archipelago is also called ‘Morogor’." msgstr "" "Um arquipélago, localizado algures no dst='great_ocean' text='Grande " "Oceano' a oeste da dst='green_isle' text='Ilha Verde' e a " "este do dst='great_continent' text='Grande Continente'.\n" "É maioritariamente habitado por dst='..race_drake' text='dragos'.\n" "A ilha central deste arquipélago também é chamada de “Morogor”." # #. [topic]: id=green_isle #: data/core/encyclopedia/geography.cfg:52 msgid "Green Isle" msgstr "Ilha Verde" # #. [topic]: id=green_isle #: data/core/encyclopedia/geography.cfg:53 msgid "" "A bigger island lying in the dst='great_ocean' text='Great Ocean'." msgstr "" "Uma ilha maior situada no dst='great_ocean' text='Grande Oceano'." # #. [topic]: id=old_continent #: data/core/encyclopedia/geography.cfg:58 msgid "Old Continent" msgstr "Velho Continente" # #. [topic]: id=old_continent #: data/core/encyclopedia/geography.cfg:59 msgid "" "Lies to the west of dst='morogor' text='Morogor' across the " "dst='great_ocean' text='Great Ocean'." msgstr "" "Fica à oeste de dst='morogor' text='Morogor' do outro lado do " "dst='great_ocean' text='Grande Oceano'." # #. [topic]: id=great_continent #: data/core/encyclopedia/geography.cfg:64 msgid "Great Continent" msgstr "Grande Continente" # #. [topic]: id=great_continent #: data/core/encyclopedia/geography.cfg:65 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 "" "O continente no qual o dst='kingdom_wesnoth' text='Reino de Wesnoth' se situa. A sua margem ocidental é banhada pelo dst='great_ocean' " "text='Grande Oceano'." # #. [topic]: id=irdya #: data/core/encyclopedia/geography.cfg:70 msgid "Irdya" msgstr "Irdya" # #. [topic]: id=irdya #: data/core/encyclopedia/geography.cfg:71 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 "" "O nome do mundo no qual o reino de dst='kingdom_wesnoth' " "text='Wesnoth' fica situado é “Irdya”. Este termo porém raramente é " "usado na era descrita no mapa principal. O povo normalmente simplesmente " "chama-o de “o mundo”, ou, poeticamente, “o mundo vasto e verde”." # #. [topic]: id=kingdom_wesnoth #: data/core/encyclopedia/geography.cfg:76 msgid "Kingdom of Wesnoth" msgstr "Reino de Wesnoth" # # Weldyn River branches? # Or does it flow INTO the great river? # \n # Makes more sense the later but the first is descripted # \n # It says first that the great plains are the bread basqueat, but after that it is the Dulatus hills providing most lifestocks... What? # \n # the heart of the reign of Wesnoth is wilderness?!???? # (what sort of settlers life there?) #. [topic]: id=kingdom_wesnoth #: data/core/encyclopedia/geography.cfg:77 #, fuzzy #| 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 " #| "dst='great_river' text='Great River' to the north, the shore " #| "of the dst='great_ocean' text='ocean' to the west, the " #| "Aethenwood to the dst='southwest_elven_lands' text='southwest', and the Bitter Swamp to the southeast.\n" #| "\n" #| "Over the River Aethen, south of Fort Tahn, is a Wesnothian frontier " #| "region. It is bounded to the south (off-map) by dense woods of which the " #| "Aethenwood may be considered a northernmost extension.\n" #| "\n" #| "
text='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" #| "
text='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." 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 " "dst='great_river' text='Great River' to the north, the shore of " "the dst='great_ocean' text='ocean' to the west, the Aethenwood to " "the dst='southwest_elven_lands' text='southwest', and the Bitter " "Swamp to the southeast.\n" "\n" "Over the River Aethen, south of Fort Tahn, is a Wesnothian frontier region. " "It is bounded to the south (off-map) by dense woods of which the Aethenwood " "may be considered a northernmost extension.\n" "\n" "
text='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" "
text='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" " • Grey Woods: Large forest in the heart of the wilds of Wesnoth, located " "between Carcyn and Aldril and generally considered to be haunted." msgstr "" "O reino de Wesnoth fica situado na parte norte (central) do " "dst='great_continent' text='Grande Continente'. A maioria das " "campanhas padrão desenrolam-se nele. Faz fronteira com o " "dst='great_river' text='Rio Grande' ao norte, a costa do " "dst='great_ocean' text='Grande Oceano' ao ocidente, os Bosques " "Aethen para as terras elfas dst='southwest_elven_lands' text='do " "sudoeste' e o Pântano da Dor ao sudeste (no canto inferior à direita " "do mapa principal).\n" "\n" "\n" "Após o rio Aethen, a sul do Forte Tahn, estão zonas fronteiriças. São " "limitadas a sul (já fora do mapa) pelos bosques densos dos quais o Bosque " "Aethen pode ser considerado como a extensão mais ao norte.\n" "\n" "
text='Principais cidades:'
\n" " • Weldyn: A capital de Wesnoth.\n" " • Aldril: Uma cidade que se situa na Baía das Pérolas.\n" " • Porto águanegra: Uma cidade um bocado abaixo da Baía das Pérolas.\n" " • Carcyn: Localizado entre os Bosques Escuros e o Rio Grande.\n" " • Dan’Tonk: A maior cidade de Wesnoth, mesmo no seu centro, apenas algo " "à norte de Weldyn.\n" " • Soradoc: O posto de vigia mais a norte, que controla a região onde o " "rio Weldyn e o Rio Grande afluem.\n" " • Forte Tahn: O posto de vigia mais a sul, que controla a estrada a " "atravessar o rio Aethen sentido norte/sul.\n" " • Tath: Uma cidade importante a norte de Dan'Tonk, que exerce o controlo " "sobre a região selvagem a este das Colinas Pardas e a norte da Passagem de " "Abez.\n" "\n" "
text='Principais áreas geográficas:'
\n" " • Monte Grifo: Lar dos fabulosos grifos.\n" " • Passagem de Abez: Uma passagem rasa no Rio Grande importante para o " "comércio e normalmente controlada pelas forças de Wesnoth.\n" " • Rio Weldyn: Um afluente do Rio Grande que provem do sul.\n" " • A Grande Planície Central: Uma região a volta de Weldyn, Dan'Tonk e o " "Forte Tahn; esta planície é o celeiro do reino e onde a maioria da população " "vive.\n" " • Colinas Dulatus: Estas colinas acidentadas a borda da Grande Planície " "provêm a maioria dos viveres agricolas para Wesnoth.\n" " • Colinas Pardas: Uma região inóspita em torno do Monte Grifo, pouca " "habitada e ocasionalmente algo perigosa..\n" " • Estepes dos Cavaleiros: Uma vasta estepe mesmo a sul do Rio Grande, " "bordada pelo Bosque de Glyn ao oeste e o rio Weldyn ao leste; ao sul torna-" "se na Grande Planície. É a pátria das poderosas tribos; e os melhores " "cavalos de Wesnoth são criados aqui.\n" " • Colinas das Marcas Orientais: Colinas extensas deste a margem sul do " "Rio Grande e a leste do rio Weldyn até muito além ao oriente e sul. Na parte " "norte, junto ao rio Weldyn, foi várias vezes tentada colonizada por Wesnoth, " "orém o poder do reino é escasso e bandidos são comuns.\n" " • Bosque de Glyn: As vezes também também conhecidos como Bosque Real, " "foram chamados em honra de um filho de Haldric II.\n" " • Bosques Escuros: Uma grande floresta no coração do reino de Wesnoth, " "localizado entre Carcyn e Aldril, e comummente consideradas assombradas." # #. [topic]: id=elensefar #: data/core/encyclopedia/geography.cfg:106 msgid "Elensefar" msgstr "Elensefar" # #. [topic]: id=elensefar #: data/core/encyclopedia/geography.cfg:107 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 dst='great_river' " "text='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" "
text='Notable cities:'
\n" " • Elensefar: The capital, located on an island in the Great River " "delta.\n" " • Carcyn: City on the Wesnoth–Elensefar border, disputed with Wesnoth.\n" "\n" "
text='Notable land features:'
\n" " • dst='great_river' text='Great River': It is very wide at " "this point, and only ships can cross it." msgstr "" "Elensefar fora em tempos uma província do dst='kingdom_wesnoth' " "text='reino de Wesnoth'; umas vezes uma cidade-estado independente " "outras uma federação aliada a Wesnoth. As suas fronteiras são o Rio Grande a " "norte, uma linha vaga e irregular a leste com Wesnoth, a Baía das Pérolas a " "sul e o dst='great_ocean' text='Oceano' ao ocidente. Mais " "informações podem ser encontradas na história de Wesnoth.\n" "\n" "
text='Principais cidades:'
\n" " • Elensefar: A capital, localizada numa ilha no meio do delta do " "dst='great_river' text='Rio Grande'.\n" " • Carcyn: Uma cidade na fronteira com Wesnoth, e disputada com esta.\n" "
text='Principais áreas geográficas:'
\n" " • dst='great_river' text='O Rio Grande': Já muito perto da " "foz, e somente navios podem atravessar aqui." # #. [topic]: id=northlands #: data/core/encyclopedia/geography.cfg:119 msgid "Northlands" msgstr "Terras do Norte" # #. [topic]: id=northlands #: data/core/encyclopedia/geography.cfg:120 msgid "" "There is no government of the Northlands. Various groups of orcs, dwarves, " "barbarian men and even elves populate the region. The northern and eastern " "borders are not defined, the southern border is the dst='great_river' " "text='Great River', and the western border is the " "dst='great_ocean' text='ocean'.\n" "\n" "
text='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 dst='elensefar' " "text='Elensefar', where these villages were located, was named the " "Annuvin province by men but was known by the elves as Wesmere.\n" "\n" "
text='Notable land features:'
\n" " • dst='heart_mountains' text='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" " • dst='arkan_thoria' text='Arkan-thoria': The river that " "comes out of Lake Vrug. This is the elvish name; among humans it is called " "Longlier.\n" " • River Listra: The south-running tributary of the Great River into " "which the Arkan-thoria empties.\n" " • Lintanir Forest: The southernmost portion of the Great Northern " "Forest, a gigantic wood whose eastern and northern boundaries are known only " "to the elves. Their capital, Elensiria, has only seldom been visited by " "humans.\n" " • dst='great_river' text='Great River': The origin of this " "river is somewhere in the east of the northern lands." msgstr "" "Não existe governo nas Terras do Norte. Vários grupos de orcs, anões, " "bárbaros e até mesmo elfos habitam esta região. As fronteiras ao norte e " "leste não são definidas, a do sul é o dst='great_river' text='Rio " "Grande', e ao ocidente estende-se o dst='great_ocean' " "text='Grande Oceano'.\n" "\n" "
text='Principais cidades:'
\n" " • Glamdrol: A capital das tribos orcs.\n" " • Wesmere: A localização do Ka'lian — o conselho elfo.\n" " • Portões dos Anões: Uma pequena cidade mista de anões e humanos na " "região de Gnalga nas Montanhas Centrais boreais. Famoso pelo seu comércio.\n" " • Dallben and Delwyn: Aldeias humanas originalmente construídas por " "colonos que atravessaram o Rio Grande durante a expansão de Wesnoth na Era " "Dourada. Agora abandonados. As terras florestadas a nordeste de Elensefar, " "onde ficavam as aldeias, eram chamadas de Província Annuvin e por Wesmere " "pelos Elfos.\n" "\n" "
text='Principais áreas geográficas:'
\n" " • dst='heart_mountains' text='Montanhas Centrais': Uma " "barreira virtualmente impassível entre a região dos rios e o extremo norte.\n" " • Garras Nevadas: Uma cordilheira particularmente alta a sudoeste do " "Lago Vrug e a norte da floresta de Wesmere. É a região mais inóspita e " "perigosa das Montanhas Centrais; só eremitas, loucos e magos ocasionalmente " "vão viver aqui.\n" " • Pântano do Terror: um odor extremamente vasto localizado entre as " "Montanhas Centrais e o Rio Grande, Um lugar notoriamente pueril.\n" " • Lago Vrug: Um lago glaciar no meio das Montanhas Centrais, cujo rio é " "a única brecha nelas.\n" " • dst='arkan_thoria' text='Arkan-thoria': O rio alimentado " "pelo Lago Vrug. Este é o nome elfo; os humanos chamam-o de rio Longo.\n" " • Rio Listra: Um afluente do Rio Grande (a norte deste) no qual o Arkan-" "Thoria desagua.\n" " • Floresta Lintanir: A parcela sul da Grande Floresta do Norte, " "gigantesca e cujas bordas ao leste e norte nem aos elfos são conhecidos. A " "sua capital, Elensiria, raramente é visitada por humanos.\n" " • O dst='great_river' text='Rio Grande': A nascente deste rio " "fica algures ao oriente das Terras do Norte." # #. [topic]: id=southwest_elven_lands #: data/core/encyclopedia/geography.cfg:141 msgid "Southwest Elven Lands" msgstr "Terras do sudoeste dos elfos" # #. [topic]: id=southwest_elven_lands #: data/core/encyclopedia/geography.cfg:142 msgid "" "The Wood Elves are separate from those of the north, and have only " "intermittent relations with them and most other countries. Its borders are " "the dst='great_ocean' text='ocean' to the west, the Black River " "to the south and southeast, the lands of Wesnoth to the north and the " "Kerlath province to the east.\n" "\n" "
text='Notable cities:'
\n" " • None known.\n" "\n" "
text='Notable land features:'
\n" " • Aethenwood: The largest southern forest, it extends far to the south " "and is home to dst='..race_elf' text='elves'. Although the elves " "make no such distinction, the southern part of the forest has been named " "Southwood by denizens of Kerlath.\n" " • Black Forest: An ancient forest of which very little is known, " "abandoned by the elves long ago." msgstr "" "Os elfos dos bosques estão separados dos do norte, e só mantêm relações " "esporádicas com eles e a maior parte do mundo. As suas fronteiras são o " "dst='great_ocean' text='Grande Oceano' a leste, O Rio Negro à sul " "e sudoeste, o reino de Wesnoth ao norte e a província de Kerlath à oeste.\n" "\n" "
text='Principais cidades:'
\n" " • Nada conhecido\n" "
text='Principais áreas geográficas:'
\n" " • Bosques Aethen: A maior floresta boreal, estende-se até o sudoeste " "(para muito além mostrado no mapa), e é o lar dos dst='..race_elf' " "text='elfos'. Embora os elvos não fazem tal distinção, a parte " "setentrional fora chamada de Bosques do Sul pelos cidadãos de Kerlath.\n" " • Floresta Negra: Uma floresta antiga do qual pouco é conhecido e " "abandonado pelos elfos há muito tempo." # #. [topic]: id=heart_mountains #: data/core/encyclopedia/geography.cfg:154 msgid "Heart Mountains" msgstr "Montanhas Centrais" # #. [topic]: id=heart_mountains #: data/core/encyclopedia/geography.cfg:155 msgid "" "A virtually impassable barrier between the dst='arkan_thoria' " "text='river' country and the dst='far_north' text='Northern " "Plains'." msgstr "" "Uma barreira virtualmente impassível entre a região dos " "dst='arkan_thoria' text='rios' e as dst='far_north' " "text='Planícies do Norte'." # #. [topic]: id=far_north #: data/core/encyclopedia/geography.cfg:160 msgid "Far North" msgstr "Extremo Norte" # #. [topic]: id=far_north #: data/core/encyclopedia/geography.cfg:161 msgid "" "Cold, harsh, and inaccessible, the Far North is the ancestral home of the " "Orcish Clannate. It lies north of the 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" "
text='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" "\n" "
text='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 "" "Fria, áspera e inacessível, são estas as estepes do extremo norte, o lar " "ancestral dos orcs. Localizam-se a norte das dst='heart_mountains' " "text='Montanhas Centrais', as quais os orcs chamam de Haggid-Dargor e " "reclamam (sem fundamento) como deles. Ao oriente situam-se as estepes " "selvagens, que se libertaram do controlo das tribos, e onde bárbaros humanos " "vagueiam em conflito com os elfos nobres boreais (conhecidos como Elfos do " "Norte, pelos humanos). Os elfos nobres residem ainda mais ao leste, e é " "rumorado que controlam um gigante império.\n" "\n" "
text='Principais cidades:'
\n" " ◦ Barag Gor, a cidade natal do conselho de guerra dos Orcs\n" " ◦ Bitok\n" " ◦ Borstep\n" " ◦ Farzi\n" " ◦ Lmarig\n" " ◦ Melmog\n" " ◦ Prestim\n" " ◦ Tirigaz\n" "
text='Principais áreas geográficas:'
\n" " ◦ Pântanos da desolação\n" " ◦ Montanhas de Dorth\n" " ◦ Montanhas de Haag\n" " ◦ Floresta Verde\n" " ◦ Floresta Silenciosa\n" " ◦ Floresta de Thelien\n" " ◦ Rio Oumf\n" " ◦ Rio Bork\n" " ◦ Estepes Gélidas\n" " ◦ Estepes Selvagens" #. [section]: id=schedule #: data/core/help.cfg:10 msgid "Time of Day Schedule" msgstr "Tempo de dia" # #. [section]: id=introduction #. [topic]: id=..introduction #: data/core/help.cfg:17 data/core/help.cfg:95 msgid "Introduction" msgstr "Introdução" # #. [section]: id=gameplay #. [topic]: id=..gameplay #: data/core/help.cfg:23 data/core/help.cfg:167 msgid "Gameplay" msgstr "Regras" # #. #-#-#-#-# wesnoth-help.wml.pot (PACKAGE VERSION) #-#-#-#-# #. [section]: id=traits_section #. [topic]: id=..traits_section #: data/core/help.cfg:29 data/core/help.cfg:531 #: src/help/help_topic_generators.cpp:477 #: src/help/help_topic_generators.cpp:500 msgid "Traits" msgstr "Caraterísticas" # #. [section]: id=units #. [topic]: id=..units #: data/core/help.cfg:37 data/core/help.cfg:118 msgid "Units" msgstr "Unidades" # #. [section]: id=abilities_section #. [topic]: id=..abilities_section #: data/core/help.cfg:46 data/core/help.cfg:138 msgid "Abilities" msgstr "Habilidades" # #. [section]: id=weapon_specials #. [topic]: id=..weapon_specials #: data/core/help.cfg:54 data/core/help.cfg:147 msgid "Weapon Specials" msgstr "Efeitos das Armas" #. [section]: id=eras_section #. [topic]: id=..eras_section #: data/core/help.cfg:62 data/core/help.cfg:127 msgid "Eras" msgstr "Eras" # #. [section]: id=terrains_section #. [topic]: id=..terrains_section #: data/core/help.cfg:70 data/core/help.cfg:546 msgid "Terrains" msgstr "Terrenos" # #. [section]: id=addons #. [topic]: id=..addons #: data/core/help.cfg:78 data/core/help.cfg:599 msgid "Add-ons" msgstr "Extras" # #. [section]: id=commands #. [topic]: id=..commands #: data/core/help.cfg:84 data/core/help.cfg:672 msgid "Commands" msgstr "Comandos" # #. [topic]: id=..introduction #: data/core/help.cfg:96 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 arises a wealth of strategy, making the " "game easy to learn but a challenge to master.\n" "\n" "The following pages outline all you need to know to play Wesnoth. As you " "play, new information is added to the various categories as you come across " "new aspects of the game. For more detailed information on special situations " "and exceptions, follow the included links." msgstr "" "\n" "\n" "text='A Batalha por Wesnoth' é um jogo de estratégia " "baseado em turnos um pouco diferente de outros jogos modernos da mesma " "categoria. Enquanto os outros jogos competem pela complexidade, tanto das " "regras quanto dos elementos de jogo, “A Batalha por Wesnoth” procura a " "simplicidade nestes elementos. Isso, porém, não deixa o jogo em si simples — " "pois destas regras simples surgem várias estratégias, fazendo do jogo algo " "fácil de se aprender, mas um desafio para dominar.\n" "\n" "As seguintes páginas mostram as regras básicas do jogo.A medida que jogares " "novas informações serão adicionados aos tópicos de ajuda nos aspetos do " "jogo. Para informações detalhadas em situações especiais e excepções, " "simplesmente segue os atalhos incluídos." # #. [topic]: id=about_game #: data/core/help.cfg:106 msgid "About the Game" msgstr "Sobre o Jogo" #. [topic]: id=about_game #: data/core/help.cfg:107 msgid "" "The game takes place on a hex-based game field, where your units battle " "against those controlled by the computer, friends who each take turns on the " "same computer (hotseat play), other players on the same network, or players " "worldwide in multiplayer mode.\n" "\n" "Each of these battles is called a text='scenario', which " "can be strung together to make text='campaigns'. Besides " "the campaigns that ship with the game, Wesnoth supports user-made content, " "and the add-on server boasts hundreds of custom maps, campaigns, eras, " "factions, and resources.\n" "\n" "The game also features a human-readable markup called Wesnoth Markup " "Language (WML) to easily allow users to create their own content, as well as " "a fully-featured Map and Scenario Editor for designing your own " "battlefields.\n" "\n" "The text='Battle for Wesnoth' project was begun in 2003, " "and has been worked on by a multitude of volunteers ever since." msgstr "" # #. [topic]: id=..units #: data/core/help.cfg:119 msgid "" "This section will list all the units you discover as you explore the world " "of Wesnoth. When you see a new unit during a campaign or multiplayer " "scenario it will be added to its 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 "" "Esta seção irá listar todas as unidades que descobrires ao explorar o mundo " "de Wesnoth. Quando veres uma nova unidade numa campanha ou cenário em rede, " "ela será adicionada a seção da sua raça; podes aceder a esta página sempre " "que quiseres. A página da unidade irá mostrar uma descrição geral, " "estatísticas, ataques, resistências, e valores de movimento e defesa.\n" "\n" #. [topic]: id=..eras_section #: data/core/help.cfg:128 msgid "" "A faction is a collection of units and leaders. Factions are assigned to " "sides in multiplayer games.\n" "\n" msgstr "" #. [topic]: id=..eras_section #: data/core/help.cfg:130 msgid "" "An era is a collection of factions, intended to be played against one " "another. Besides the mainline eras that come with the game, many user-made " "factions are available from add-ons.\n" "\n" msgstr "" # #. [topic]: id=..abilities_section #: data/core/help.cfg:139 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 "" "Certas unidades têm habilidades de afetar directamente outras unidades ou de " "ter influência de como a unidade interage com outras. Estas habilidades " "estarão listadas aqui conforme encontra-as. Cada página irá conter uma " "descrição de o que esta habilidade faz e quais (já descobertas) unidades a " "têm.\n" "\n" # #. [topic]: id=..weapon_specials #: data/core/help.cfg:148 msgid "" "Some weapons have special features that increase the effectiveness of " "attacking with them. When you see a new weapon special during a campaign or " "multiplayer scenario it will be added to this list; you can then view its " "page any time you wish. Each page will provide a description of what the " "weapon special does and which (currently discovered) units have it.\n" "\n" msgstr "" "Algumas armas têm efeitos especiais que aumentam a sua efectividade ao " "atacar com elas. Quando vires uma nova especialidade de arma numa campanha " "ou cenário em rede, irá ser adicionada a esta lista; podes aceder a esta " "página sempre que quiseres. Cada página irá mostrar uma descrição do que uma " "arma com esta especialidade fará e que unidades (já descobertas) a têm.\n" "\n" # #. [topic]: id=.unknown_unit #: data/core/help.cfg:157 msgid "Unknown Unit" msgstr "Unidade Desconhecida" # #. [topic]: id=.unknown_unit #: data/core/help.cfg:158 msgid "" "\n" "\n" "This unit is unknown for the moment. You must discover it in the game to be " "allowed to see its description." msgstr "" "\n" "\n" "De momento esta unidade ainda é desconhecida. Precisas de encontrar-a dentro " "do jogo para poder ver a sua descrição." #. [topic]: id=..gameplay #: data/core/help.cfg:168 msgid "" "Wesnoth is comprised of a series of battles, called " "text='scenarios', that pit your troops against the troops " "of one or more adversaries. Multiple scenarios that follow on from each " "other, telling a story, make up text='campaigns'. In a " "campaign, you often need to play more carefully, preserving your best troops " "for use again in later scenarios.\n" "\n" "The interactive text='Tutorial' introduces the basics of " "Wesnoth gameplay in the context of a scenario. Most material covered in the " "tutorial is explained more in-depth in these pages, so you can always refer " "back here if you forget something.\n" "\n" "After you master the basics, try out a beginner campaign, such as " "text='Heir to the Throne' or text='The South " "Guard'. A full list of installed campaigns can be found via the " "text='Campaign' option on the main menu. As Wesnoth can be " "quite challenging, you may wish to start on easy before progressing to " "higher difficulties.\n" "\n" "Campaigns are grouped by text='level' and " "text='difficulty'. For example, text='Heir to the " "Throne' is ‘Novice’ level, and is playable at three difficulties: " "‘Beginner’, ‘Normal’, and ‘Challenging’. The level of a campaign indicates " "what degree of proficiency in the game mechanics (such as " "dst='movement' text='zones of control' and dst='time_of_day' " "text='time of day') is assumed. The difficulty indicates how " "challenging the scenarios will be to a veteran player: at higher " "difficulties, the obstacles to victory will be higher and overcoming them " "will require more skillful play. For example, at higher difficulties the " "enemy may have higher incomes, higher-level units, more castle hexes, and so " "on." msgstr "" # #. [topic]: id=..gameplay #: data/core/help.cfg:177 msgid "" "\n" "\n" "
text='Fundamentals of Gameplay'
\n" "\n" msgstr "" "\n" "\n" "
text='Fundamentos do Jogo'
\n" "\n" # #. [topic]: id=..gameplay #: data/core/help.cfg:177 msgid "" "While playing, keep in mind that you can mouse-over many items in the game, " "such as the information displayed in the status pane, to see a brief " "description explaining each item. This is especially useful when you " "encounter new elements, such as dst='..abilities_section' " "text='abilities', for the first time." msgstr "" "Enquanto estiveres a jogar, tenha em mente que se passares o rato sobre os " "vários itens no jogo, como por exemplo a informação que é exibida no painel " "de estado, uma breve descrição será mostrada explicando aquele item. Isto é " "especialmente útil quando encontrares novas dst='..abilities_section' " "text='habilidades' pela primeira vez." # #. [topic]: id=victory_and_defeat #: data/core/help.cfg:189 msgid "Victory and Defeat" msgstr "Vitória e Derrota" #. [topic]: id=victory_and_defeat #: data/core/help.cfg:190 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 "" "\n" "\n" "Quando vences um cenário, o mapa vai ficar todo cinzento e o botão " "text='Terminar Turno' vai mudar para text='Terminar " "Cenário'. Neste momento podes fazer coisas como mudar as tuas opções " "de gravação ou (se estiveres num jogo em rede) conversar com os outros " "jogadores antes de pressionar o botão para avançar." # #. [topic]: id=victory_and_defeat #: data/core/help.cfg:190 msgid "" "Pay careful attention to the text='Objectives' pop-up box at " "the beginning of each scenario. In most scenarios, you will achieve victory " "by killing all enemy leaders ; likewise, the death of your own leader " "generally results in defeat. However, some scenarios may have other victory " "objectives, such as getting your leader to a designated point, rescuing an " "ally, solving a puzzle, or holding out against a siege until a certain " "number of turns have elapsed." msgstr "" "Presta melhor atenção para a janela flutuante de text='Objetivos' no começo de cada cenário. Normalmente vais vencer ao derrotar todos " "os líderes inimigos, e serás derrotado se o teu líder morrer. Mas os " "cenários podem ter outros objetivos — levar o teu líder para um determinado " "ponto, digamos, ou resgatar alguém, ou resolver um enigma, ou aguentar um " "cerco até um certo número de turnos passarem." # #. [topic]: id=recruit_and_recall #: data/core/help.cfg:199 msgid "Recruiting and Recalling" msgstr "Recrutando e Convocando" # #. [topic]: id=recruit_and_recall #: data/core/help.cfg:200 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" "Se tiveres clicado com o botão direito num hexágono do castelo e selecionado " "recrutar, a nova unidade irá aparecer neste mesmo hexágono. De outra " "maneira, ela irá aparecer num hexágono livre perto da torre. Podes recrutar " "tantas unidades quanto hexágonos tiveres livres no teu castelo e não podes " "gastar mais ouro do o que tens quando estiveres a recrutar." #. [topic]: id=recruit_and_recall #: data/core/help.cfg:200 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 text='Recruit' button to recruit it." msgstr "" "Cada equipa começa com um líder numa torre. No começo de qualquer batalha e " "algumas vezes durante ela, irás precisar de recrutar dst='..units' " "text='Unidades' para o teu exército. Para recrutares, tens de ter o " "teu líder (por exemplo Conrado na campanha text='Herdeiro ao Trono') no hexágono da torre de um dst='terrain_castle' " "text='Castelo'. Daí poderás recrutar usando o menu ou clicando com o " "botão direito num hexágono e selecionando text='Recrutar'. Isso " "irá trazer o menu de recrutamento, que lista as unidades disponíveis para " "recrutamento e o seu custo em ouro. Clica numa unidade para ver as suas " "estatísticas, e depois aperte o botão recrutar para recrutar-a." # #. [topic]: id=recruit_and_recall #: data/core/help.cfg:202 msgid "" "\n" "\n" "Recruited units come with two random dst='..traits_section' " "text='traits' which modify their statistics." msgstr "" "\n" "\n" "Unidades recrutadas vêm com duas dst='..traits_section' " "text='Caraterísticas' aleatórias que modificam as suas estatísticas." # #. [topic]: id=recruit_and_recall #: data/core/help.cfg:204 msgid "" "\n" "\n" "In later scenarios, you may also Recall survivors from earlier battles. " "Recalling costs a standard 20 gold and presents you with a list of all " "surviving units from previous scenarios." msgstr "" "\n" "\n" "Em cenários posteriores, também podes convocar sobreviventes de batalhas " "anteriores. Uma convocação custa 20 peças de ouro e apresenta-te com uma " "lista de todas as unidades sobreviventes dos cenários anteriores." # #. [topic]: id=recruit_and_recall #: data/core/help.cfg:206 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" "Unidades não custam apenas o ouro necessário para recrutar-as ou convocar-" "as, também requerem ouro para a sua manutenção. Veja " "dst='income_and_upkeep' text='Rendimento e Manutenção' para mais " "informações." # #. [topic]: id=income_and_upkeep #: data/core/help.cfg:215 msgid "Income and Upkeep" msgstr "Rendimento e Manutenção" # #. [topic]: id=income_and_upkeep #: data/core/help.cfg:216 msgid "" "\n" "\n" "Income is simple. You have a base income of 2 gold per turn. For every " "village you control, you gain one additional gold each turn. Thus, if you " "have ten villages, you would normally gain 12 gold each turn. Your upkeep " "costs are subtracted from this income, as detailed below." msgstr "" "\n" "\n" "Rendimento é simples. Tens uma receita básica de 2 peças de ouro por turno. " "Por cada aldeia que controlares, ganharás mais 1 peça de ouro a cada turno. " "Assim, se tiveres 10 aldeias, normalmente receberias 12 peças de ouro por " "turno. O teu custo de Manutenção existente é subtraído deste rendimento, " "conforme descrito abaixo." #. [topic]: id=income_and_upkeep #: data/core/help.cfg:216 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 "" "Em Wesnoth, não basta simplesmente recrutar unidades e lutar. Também " "precisas de controlar o teu ouro, especialmente nas campanhas, onde podes " "carregar o teu lucro de um cenário para o próximo. Há dois aspectos " "envolvidos nisto: Rendimento e Manutenção." # #. [topic]: id=income_and_upkeep #: data/core/help.cfg:220 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" "O cálculo do custo de Manutenção também é bem simples. Cada unidade requer " "uma quantidade de peças de ouro igual ao seu nível. Além disso, não precisas " "de pagar uma quantidade de níveis de unidades equivalente ao número de " "aldeias que possuíres. Em outras palavras, para cada nível de unidade além " "do número de aldeias que possuíres, deverás pagar uma peça de ouro por " "turno. Por exemplo, se possuíres 12 unidades de nível um, e 10 aldeias, " "terás de pagar 2 peças de ouro por turno em manutenção." # #. [topic]: id=income_and_upkeep #: data/core/help.cfg:222 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" "Os gastos com a Manutenção de unidades são subtraídos do teu Rendimento, de " "maneira que se tiveres, por exemplo, 12 níveis de unidades e 10 aldeias, a " "receita líquida seria de 10 peças de ouro por turno." #. [topic]: id=income_and_upkeep #: data/core/help.cfg:226 msgid "" "\n" "\n" "In general, the base income, the amount of gold you get per village per " "turn, and the number of unit levels each village can support are " "configurable, but in campaigns they are almost always the values described " "above. The text='Scenario Settings' tab of the " "text='Status Table' dialog shows the values for the current " "scenario." msgstr "" #. [topic]: id=income_and_upkeep #: data/core/help.cfg:228 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" "​\n" "​Existe uma excepção importante para a regra de manutenção: unidades com a " "caraterística Leal nunca requerem manutenção. As unidades com as quais " "começas o jogo (como Delfador), ou unidades que se juntam a ti durante um " "cenário (como o Escudeiro no segundo cenário de text='O Herdeiro do " "Trono') normalmente possuirão a caraterística Leal. A unidade com a " "qual jogas (como Conrado) quase sempre será um líder." # #. [topic]: id=hitpoints #: data/core/help.cfg:237 msgid "Hitpoints and Experience" msgstr "Pontos de Vida e Experiência" #. [topic]: id=hitpoints #: data/core/help.cfg:238 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 unidade possui uma certa quantidade de text='Pontos de Vida' (PV). Se os PV de uma unidade caem abaixo de 1, a unidade morre. " "Cada unidade também possui um certo número de text='pontos de " "eXPeriência' (XP). Uma unidade recém recrutada começa sem nenhuma " "experiência, mas ganha alguma ao lutar contra adversários." # #. [topic]: id=hitpoints #: data/core/help.cfg:242 msgid "" "The hitpoints and experience points are both indicated in the status pane " "using two numbers (the current value and the maximum value the unit can " "have)." msgstr "" "Os pontos de vida e experiência são ambos indicados no painel de estado " "usando dois números (o valor atual e o valor máximo que uma unidade pode " "ter)." # #. [topic]: id=hitpoints #: data/core/help.cfg:244 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='advancement' text='advance'." msgstr "" "Os pontos de vida também são indicados por uma barra de energia ao lado de " "cada unidade, que é verde, amarela ou vermelha. Uma unidade com pelo menos 1 " "ponto de experiência possui uma barra de experiência azul, que se torna " "branca conforme a unidade está perto de dst='advancement' " "text='avançar'." #. [topic]: id=advancement #: data/core/help.cfg:251 msgid "Advancement" msgstr "Promoção" # #. [topic]: id=advancement #: data/core/help.cfg:252 msgid "" "\n" "\n" "Units have a certain amount of experience required to advance (this is 20% " "less for units with the Intelligent trait). Once they achieve this amount, " "they immediately advance to the next level, healing fully in the process. In " "some cases, you will be given a choice of advancement options." msgstr "" "\n" "\n" "Unidades têm uma certa quantidade de pontos de experiência necessários para " "avançarem (com menos 20% para unidades com a caraterística Inteligente). " "Quando alcancem essa quantidade, imediatamente avançam para o próximo nível, " "curando-se completamente no processo. Em alguns casos, poderás escolher como " "a unidade avançará." # #. [topic]: id=advancement #: data/core/help.cfg:252 msgid "" "If both units survive a combat, they gain a number of experience points " "equal to the level of the unit 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 "" "Se ambas as unidades sobreviverem um combate, elas ganham um número de " "pontos de experiência igual ao nível da unidade com a qual lutaram. Se uma " "unidade derrota outra em combate, porém, ela ganhará muito mais experiência " "— 4 por uma unidade de nível 0, 8 por uma unidade de nível 1, 16 para nível " "2, 24 para nível 3, e assim por diante." #. [topic]: id=advancement #: data/core/help.cfg:254 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" "Enquanto a maioria das unidades possuem três níveis, nem todas têm. Algumas " "unidades (como os dst='unit_Mage' text='Magos') podem ter quatro. " "Após uma unidade alcançar o seu nível máximo, pode ter também “Avanço Além " "do Nível Máximo” (AANM) disponível para ela. O AANM modificará a unidade " "cada vez que alcançar os pontos de experiência necessários, mas a unidade " "continuará contando como se fosse do mesmo nível. O efeito mais comum do " "AANM é de a unidade ganhar mais 3 pontos de vida. O primeiro AANM é recebido " "normalmente quando se ganha 150 pontos de experiência (120 para unidades " "inteligentes). Depois disso, ganhar um AANM torna-se cada vez mais difícil, " "de maneira que em geral é mais útil tentar avançar unidades de nível mais " "baixo." # #. [topic]: id=movement #: data/core/help.cfg:263 msgid "Movement" msgstr "Movimento" #. [topic]: id=movement #: data/core/help.cfg:264 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 unidade tem um certo número de pontos de movimento, que são gastos " "enquanto ela se move para um novo hexágono dependendo do tipo de terreno " "deste mesmo hexágono. Por exemplo, planície quase sempre custa 1 ponto de " "movimento para entrar. Quantos pontos de movimentos são gastos exactamente " "depende do tipo de unidade — na floresta, unidades elfas gastam apenas 1 " "ponto de movimento, a maioria das unidades humanas e orcs gastam 2, enquanto " "cavaleiros gastam 3. Podes descobrir quantos pontos de movimento uma unidade " "precisa para entrar num certo tipo de terreno clicando com o botão direito " "nela, selecionando “Descrição da Unidade” e vendo por: " "text='Modificadores de Terreno'." #. [topic]: id=movement #: data/core/help.cfg:264 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 "" "O movimento em “A Batalha por Wesnoth” é simples. Clica na unidade que " "desejas mover para selecionar-a, depois clique no hexágono para o qual " "desejas que ela vá. Quando uma unidade está selecionada, todos os locais " "onde ela se pode mover nesse turno ficarão destacados e todos os outros " "hexágonos do mapa ficam escuros. Ao passar o rato sobre um hexágono " "destacado mostra o nível de defesa que a unidade terá se ela se mover para " "este. Ao passar o rato sobre um hexágono escuro irá mostrar o número de " "turnos necessários para chegar a este, e clicando nele fará com que a " "unidade se mova em direção a este através da melhor rota possível neste e " "nos turnos seguintes. Se não utilizares todo o movimento de uma unidade " "quando mover-a, podes continuar a mover-a neste turno. Isso é útil quando " "precisares de duas unidades de trocar de lugar. Atacar com uma unidade gasta " "todo o seu movimento. Mover para uma aldeia que ainda não controlas também " "gasta todo o movimento, mas ainda permite que a unidade possa atacar." # #. [topic]: id=movement #: data/core/help.cfg:266 msgid "" "\n" "\n" "Another thing to keep in mind while moving is text='zones of " "control'. Each unit — except for level 0 units — generates a zone " "of control in the hexes immediately surrounding it, and any enemy unit " "entering those hexes immediately ends its movement. Learning how to use " "zones of control to your advantage is an important part of Wesnoth, as only " "dst='ability_skirmisherskirmisher' text='skirmishers' can ignore " "zones of control." msgstr "" "\n" "\n" "Outra coisa para manter em mente ao movimentar são as text='zonas de " "controlo'. Cada unidade gera uma zona de controlo nos hexágonos " "imediatamente em volta dela, e qualquer unidade inimiga que entra nesses " "hexágonos tem imediatamente o seu movimento parado. Aprender como usar as " "zonas de controlo para a tua vantagem é uma parte importante de Wesnoth, já " "que apenas unidades com a habilidade dst='ability_skirmisher' " "text='Escaramuçador' podem ignorar estas zonas." # #. [topic]: id=movement #: data/core/help.cfg:268 msgid "" "\n" "\n" "To see where the enemy can move to during their next turn, press Ctrl-v or " "Cmd-v. Ctrl-b or Cmd-b shows where the enemy could move, if your units were " "not on the map to block their progress." msgstr "" "\n" "\n" "Para ver para onde uma unidade inimiga pode-se mover durante o seu turno, " "pressione Ctrl-v ou Cmd-v. Ctrl-b ou Cmd-b mostra onde os inimigos poderiam " "mover-se, se as tuas unidades não estivessem no mapa para bloquear o seu " "progresso." # #. [topic]: id=shroud_and_fog #: data/core/help.cfg:277 msgid "Shroud and Fog of War" msgstr "Sombra e Névoa de Guerra" #. [topic]: id=shroud_and_fog #: data/core/help.cfg:278 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 "" "Em certos cenários, partes do mapa estarão escondidas a ti. Há dois " "mecanismos para isso, que podem ocorrer separadamente ou em conjunto. A " "text='sombra' esconde tanto o terreno como quaisquer " "unidades nestes terrenos. Porém, uma vez que esta seja removida de um " "local, poderás sempre ver-o. O text='nevoeiro de guerra' " "apenas esconde as unidades e o identificador de posse das aldeias (excepto " "as tuas próprias e dos teus aliados). O Nevoeiro de Guerra é temporariamente " "removido quando tens unidades próximas, mas retorna quando estas se afastam. " "Tanto a Sombra como o Nevoeiro de Guerra são removidas com a presença de " "unidades. Cada unidade pode “ver” uma distância equivalente ao seu movimento " "num turno (ignorando zonas de controlo e unidades inimigas).\n" "\n" "Normalmente podes desfazer o movimento de uma unidade, desde que não haja " "ocorrido um evento com resultado aleatório, como um combate ou recrutamento " "(porque a maioria das unidades recebem caraterísticas aleatórias quando " "recrutadas). Além disso, explorar locais escondidos pela Sombra ou Nevoeiro " "de Guerra também impedirá que um movimento possa ser desfeito. Se quiseres " "evitar isso, ativa a opção text='atrasar atualização do nevoeiro' no menu de ações. Isto impedirá que as unidades removam o Nevoeiro ou " "a Sombra até o próximo evento aleatório, ou até que uma atualização manual " "ocorra, via o comando text='atualizar nevoeiro agora', ou o fim " "do teu turno. Isto preservará a tua habilidade em desfazer movimentos." #. [topic]: id=shroud_and_fog #: data/core/help.cfg:282 #, fuzzy #| msgid "" #| "\n" #| "\n" #| "
text='Multiplayer Eras and Factions'
" msgid "
text='Multiplayer and undo'
" msgstr "" "\n" "\n" "
text='Eras e Fações dos Jogos em Rede'
" #. [topic]: id=shroud_and_fog #: data/core/help.cfg:284 msgid "" "In multiplayer games, moves that have been sent to the network can’t be " "undone; the game delays sending data to try to preserve your undo ability. " "When discussing with teammates, remember that the other players are usually " "looking at a snapshot from the time of the last combat or fog-revealing " "move. Chat messages and map labels are sent immediately, however they don’t " "cause the undoable moves to be sent." msgstr "" #. [topic]: id=saveload #: data/core/help.cfg:291 msgid "Save-loading" msgstr "" #. [topic]: id=saveload #: data/core/help.cfg:292 msgid "" "Random numbers are part of Wesnoth, attacks can fail and units can die due " "to bad luck — this is an expected part of the game. Going back to a previous " "turn to try a different strategy is a part of learning the game, but we " "recommend against reloading merely to try the same strategy again while " "hoping for better luck." msgstr "" #. [topic]: id=saveload #: data/core/help.cfg:294 msgid "" "One of the challenges of the game is to work out how to protect your heroes. " "Small risks quickly build up: if you have five important units, and they " "each have just a 1% chance of death each turn, you can " "text='expect' one of them to die about every 20 turns. So, " "you’ll rarely make it through a scenario without having it happen." msgstr "" #. [topic]: id=saveload #: data/core/help.cfg:297 msgid "" "Small risks build up for your non-hero units too. While the story and " "dialogue usually aim to give you some emotional bond with your troops, the " "game mechanics reward remembering that it’s just a game — there is rarely " "any penalty for letting these units die, other than being unable to recall " "them in future scenarios. Your battle plan should distribute the risks based " "on which troops you want to recall later." msgstr "" #. [topic]: id=saveload #: data/core/help.cfg:299 msgid "" "The difficulty levels are balanced assuming that the player won’t save-load. " "In the mainline campaigns, harder difficulties generally have more enemies " "and thus more experience points available; this leads to them being balanced " "assuming that the player will be able to train enough troops to cope with " "losing some level two or level three units." msgstr "" #. [topic]: id=saveload #: data/core/help.cfg:301 msgid "" "That said, it’s a game; the best way to play it is whichever way gives you " "the most enjoyment." msgstr "" #. [topic]: id=whylost #: data/core/help.cfg:308 msgid "Learning from Losses" msgstr "" #. [topic]: id=whylost #: data/core/help.cfg:309 msgid "" "text='Why did I lose that scenario?'\n" "\n" "One of the most difficult parts of Wesnoth is understanding why a scenario " "was lost." msgstr "" #. [topic]: id=whylost #: data/core/help.cfg:311 msgid "" "\n" "\n" "When you first start playing, you will probably lose some scenarios. That is " "normal, and is part of learning the game. When that happens, try to learn " "from your mistakes: watch the replay, try to understand what you did wrong, " "then dst='saveload' text='restart the scenario' and try again." msgstr "" #. [topic]: id=whylost #: data/core/help.cfg:313 msgid "" "\n" "\n" "Some common reasons for losing a scenario are:" msgstr "" #. [topic]: id=whylost #: data/core/help.cfg:315 msgid "" "\n" "\n" "• Playing a campaign at too high a dst='..gameplay' text='difficulty " "level'. Try restarting the scenario at an easier difficulty." msgstr "" #. [topic]: id=whylost #: data/core/help.cfg:317 msgid "" "\n" "\n" "• Playing a poor strategy: for example, recruiting the wrong types of units, " "fighting at the wrong dst='time_of_day' text='time of day', not " "taking advantage of terrain features or units’ special abilities, and so on." msgstr "" #. [topic]: id=whylost #: data/core/help.cfg:319 msgid "" "\n" "\n" "• Missing clues. Often there will be hints in the campaign’s story and " "dialog about what to expect from a difficult scenario and how to prepare for " "it. If you have a loyal mage on your side, take the time to listen to its " "advice; it may save your life." msgstr "" #. [topic]: id=whylost #: data/core/help.cfg:321 msgid "" "\n" "\n" "• Barely scraping a victory in a previous scenario. Campaigns generally " "assume that you will have some text='carryover gold' and " "some experienced units on your text='recall list.' (These " "concepts are explained in the tutorial.) If you win a scenario but lose most " "of your experienced units and much of your gold, the following scenario may " "be very difficult to beat, even for a more experienced player. If you find " "yourself in this situation, you may try to go back a scenario or two and win " "them more convincingly, or change to an easier difficulty. (However, " "remember that text='some' losses are expected, particularly " "at higher difficulties.)" msgstr "" #. [topic]: id=whylost #: data/core/help.cfg:323 msgid "" "\n" "\n" "• Poor gold management. At higher difficulties, managing gold — capturing " "villages to increase the income, and using low-level units and fresh " "recruits to reduce the spending — becomes important. If you use many high-" "level units, you might win a scenario easily but have not enough gold " "carryover for the next scenario. (This would be an example of “barely " "scraping a victory”.)" msgstr "" #. [topic]: id=whylost #: data/core/help.cfg:325 msgid "" "\n" "\n" "
text='Unlikely reasons'
" msgstr "" "\n" "\n" "
text='Razões Improváveis'
" #. [topic]: id=whylost #: data/core/help.cfg:327 msgid "" "\n" "\n" "In addition to the common reasons, listed above, there are a few other " "reasons which are unlikely, though not impossible. They are:" msgstr "" #. [topic]: id=whylost #: data/core/help.cfg:329 msgid "" "\n" "\n" "• You may have played a strategy that the campaign developer did not " "anticipate, and ended up with a set of high-level units not suitable for the " "next scenario." msgstr "" #. [topic]: id=whylost #: data/core/help.cfg:331 msgid "" "\n" "\n" "• You may have found a scenario that can only be won on the second or third " "time through, whether by requiring above-average luck or by expecting the " "players to have foreknowledge — to know what surprises are coming up before " "they happen. (It is under discussion whether foreknowledge is expected at " "the highest difficulties. Requiring above-average luck, however, would " "qualify as a bug.)" msgstr "" #. [topic]: id=whylost #: data/core/help.cfg:333 msgid "" "\n" "\n" "• Unusually-bad luck. Whether an attack hits or misses is random, so it " "could happen that the enemy was very lucky and had many hits, while you were " "very unlucky and had many misses. However, this is a very rare occurrence, " "virtually unheard of in all but the shortest, smallest scenarios. In fact, " "losses are more commonly caused by playing a text='bad' " "strategy despite having text='above-average' luck, than by " "playing a text='good' strategy but having " "text='below-average' luck. Moreover, merely having “below-" "average” luck does not excuse a loss; having below-average luck is perfectly " "normal, and scenarios are designed to be winnable even with below-average " "luck. It is only exceedingly bad luck, over multiple turns, that we mean " "here." msgstr "" #. [topic]: id=whylost #: data/core/help.cfg:335 msgid "" "\n" "\n" "Be wary of attributing a loss to any of these reasons. If you are not a " "veteran player, it is far more likely that your loss was caused by one of " "the text='common' errors, listed above, and is not " "indicative of a bug in the campaign. However, if you still think you found a " "bug, then by all means, report it!" msgstr "" #. [topic]: id=whylost #: data/core/help.cfg:337 msgid "" "\n" "\n" "The “Damage Calculations” dialog shows some statistics that can help " "determine whether a match was very lucky or very unlucky. However, reading " "the statistics is no substitute to watching the replay and looking for " "strategic mistakes, or small bits of luck at critical points in the " "engagement." msgstr "" # #. [topic]: id=combat #: data/core/help.cfg:346 msgid "Combat" msgstr "Combate" #. [topic]: id=combat #: data/core/help.cfg:347 msgid "" "\n" "\n" "
text='Order and Number of Strikes'
" msgstr "" "\n" "\n" "
text='Ordem e número de golpes'
" #. [topic]: id=combat #: data/core/help.cfg:347 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 "" "Os Combates na text='Batalha por Wesnoth' dão-se sempre " "entre unidades em hexágonos adjacentes. Clique na tua unidade e clique na " "unidade inimiga que queres atacar: A tua unidade irá mover-se em direção à " "unidade inimiga e quando estiverem lado a lado, o combate irá começar. O " "atacante e o defensor alternam golpes até cada um ter usado o seu número de " "golpes total. O atacante escolhe uma das suas armas para atacar e o defensor " "retalia com um dos seus ataques do mesmo alcance. Ataques podem ter como " "alcance: curto, que geralmente envolve com armas como espadas, machados ou " "garras, e longo, que normalmente envolve com armas como arcos, lanças e " "bolas de fogo." # #. [topic]: id=combat #: data/core/help.cfg:349 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" "O atacante dará o primeiro golpe e depois o defensor retalia. Cada golpe, ou " "acerta dando um certo número de pontos de danos, ou erra, não causando " "nenhum dano. Golpes são alternados entre os combatentes até que uma unidade " "tenha usado todos os seus golpes. O número de golpes que uma unidade tem " "varia; por exemplo, um Soldado Elfo com um ataque de 5-4 pode golpear 4 " "vezes, com cada golpe que acertar causando 5 de dano, enquanto um Bruto Orco " "com um ataque de 9-2 pode golpear apenas duas vezes (mas com 9 de dano por " "cada)." #. [topic]: id=combat #: data/core/help.cfg:351 msgid "" "\n" "\n" "
text='Chance to Hit'
" msgstr "" "\n" "\n" "
text='Hipótese de Acertar'
" #. [topic]: id=combat #: data/core/help.cfg:353 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" "Cada unidade tem uma hipótese em ser acertada dependendo do terreno em que " "se encontra. Isso é mostrado no painel de estado, e também pode ser visto " "clicando numa unidade com o botão direito, selecionando “Descrição da " "Unidade”, e vendo em text='Modificadores de Terreno'. Por " "exemplo, muitos elfos possuem um nível de defesa de 70% em florestas, " "significa que, uma unidade que as ataca terá apenas uma hipótese de 30% em " "acertar. Em contrapartida, a hipótese do elfo acertar o atacante depende do " "terreno em que o atacante estiver." # #. [topic]: id=combat #: data/core/help.cfg:355 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" "\n" "Existem duas excepções para esta regra: dst='weaponspecial_magical' " "text='Ataques Mágicos' e dst='weaponspecial_marksman' " "text='Precisão'. Ataques mágicos sempre têm uma hipótese de 70% de " "acertar, independentemente do terreno. Unidades com “Precisão”, quando " "atacam, têm uma hipótese de pelo menos 60% em acertar, independentemente do " "terreno." # #. [topic]: id=combat #: data/core/help.cfg:357 msgid "" "\n" "\n" "
text=Damage
" msgstr "" "\n" "\n" "
text='Dano'
" #. [topic]: id=combat #: data/core/help.cfg:359 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 golpe que acertar causa uma quantidade base de dano dependendo do tipo " "do ataque. Por exemplo, um Soldado Elfo com um ataque de 5-4 causa 5 de " "dano. Isso normalmente é modificado por duas coisas: " "dst='damage_types_and_resistance' text='Resistência' e " "dst='time_of_day' text='Tempo do Dia'. Para ver o quanto o dano " "base é modificado pelas circunstâncias, selecione text='Cálculo de " "Dano' no menu de seleção de ataque." # #. [topic]: id=combat #: data/core/help.cfg:361 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" "Algumas unidades possuem dst='..abilities_section' text='habilidades' especiais que afetam o dano dado em combate. A mais comum destas é " "dst='weaponspecial_charge' text='Investida', que dobra o dano " "dado tanto pelo atacante quanto pelo defensor quando a unidade com esta " "ataca." # #. [topic]: id=damage_types_and_resistance #: data/core/help.cfg:369 msgid "Damage Types and Resistance" msgstr "Tipos de Dano e Resistência" # #. [topic]: id=damage_types_and_resistance #: data/core/help.cfg:370 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" "Resistências funcionam de maneira bem simples: Se uma unidade possui 40% de " "resistência contra um tipo de dano, então irá sofrer menos 40% de dano " "quando atingida por aquele tipo de ataque. Também é possível que uma unidade " "seja vulnerável contra algum tipo de dano. Se uma unidade tem—100% de " "resistência contra um tipo de dano, irá sofrer mais 100% de dano quando " "atingida por este tipo de ataque." #. [topic]: id=damage_types_and_resistance #: data/core/help.cfg:370 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 "" "Em Wesnoth, existem três tipos de dano que normalmente são associados com " "ataques físicos: text='corte, perfurante e impacto'. " "Adicionalmente, existem três outros tipos de danos normalmente associados " "com ataques mágicos: text='Fogo, Gelado e Arcano'. Algumas " "unidades têm resistências que alteram a quantidade de dano que elas recebem " "de certos tipos de ataques." # #. [topic]: id=damage_types_and_resistance #: data/core/help.cfg:372 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" "Por exemplo, Esqueletos são bastante resistentes contra Corte e Perfurante, " "mas são vulneráveis contra Impacto e Fogo, e são extremamente vulneráveis " "contra Arcano." # #. [topic]: id=damage_types_and_resistance #: data/core/help.cfg:374 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" "Se um golpe conseguir acertar, irá sempre causar pelo menos 1 ponto de dano. " "Isso aplica-se mesmo se o defensor tenha 100% de resistência contra o tipo " "de dano." #. [topic]: id=orbs #: data/core/help.cfg:382 msgid "Orbs and ellipses" msgstr "" #. [topic]: id=orbs #: data/core/help.cfg:383 msgid "" "There are colored indicators above the energy bars of some units, consisting " "of a colored orb (and sometimes a dst='crowns' text='crown')." msgstr "" #. [topic]: id=orbs #. The help page has a set of images above this paragraph, in the same order as the bullet points #: data/core/help.cfg:395 msgid "" "The orbs show whether the unit can move or attack. The statuses and their " "standard colors are:\n" "• text='Green' if it has neither moved nor attacked this turn.\n" "• text='Yellow' if it has moved (or attacked), and can still " "attack. It might still be able to move further too.\n" "• text='Red' if it can neither move further nor attack again " "this turn.\n" " • Red is also used after the ‘end unit turn’ command, and,\n" " • when a unit is in the middle of a multi-turn move (has been told to " "move further than it can in the current turn).\n" "• text='Red and yellow' if it has moved (or attacked), can " "still move further, but it can no longer attack.\n" " • This can happen due to campaign-specific events or abilities, for " "example the text='disengage' ability in the campaign " "text='Under the Burning Suns'.\n" "• text='Blue' for allied units, except during that ally’s own " "turn.\n" " • During the ally’s own turn, their units will be shown with the colors " "showing whether the units can still move and attack; however their moves, " "and the corresponding orb changes, are delayed as explained in " "dst='shroud_and_fog' text='Shroud and Fog of War'.\n" "• Enemy units normally don’t have orbs, however these can be enabled in the " "advanced preference “Customize orb colors”." msgstr "" #. [topic]: id=orbs #: data/core/help.cfg:407 #, fuzzy #| msgid "" #| "\n" #| "\n" #| "
text='Cores'
" msgid "
text='Ellipses'
" msgstr "" "\n" "\n" "
text='Suplementos'
" #. [topic]: id=orbs #: data/core/help.cfg:410 msgid "" "A team-colored shape is drawn on the ground under each unit. This is called " "the “ellipse”, although some units’ ellipses are not elliptical." msgstr "" #. [topic]: id=orbs #. The help page has a set of images above this paragraph, in the same order as the bullet points #: data/core/help.cfg:421 msgid "" "• Most units have a circular ellipse.\n" "• Units that can recruit have a seven-pointed star.\n" "• dst='crowns' text='Hero units' have a smaller variant of the " "seven-pointed star, these units can’t recruit.\n" "• Units without a dst='movement' text='zone of control' have a " "broken outline version of the shape.\n" "• Some campaigns start with a level zero leader. Able to recruit but lacking " "a ZoC, these units have a broken outline version of the seven-pointed star." msgstr "" #. [topic]: id=crowns #: data/core/help.cfg:432 msgid "Crowns and loyal markers" msgstr "" #. [topic]: id=crowns #: data/core/help.cfg:433 msgid "" "Some units have an additional marker superimposed on their dst='orbs' " "text='orb', and a corresponding shape to their dst='orbs' " "text='ellipses':" msgstr "" #. [topic]: id=crowns #. The help page has a set of images above this paragraph, in the same order as the first set of bullet points, showing what the "loyal icon" is and the difference between "silver" and "blueish-silver". #: data/core/help.cfg:448 msgid "" "• Leaders are shown with a text='gold crown'.\n" "• Heroes have a text='blueish-silver crown'.\n" "• Expendable leaders are shown with a text='silver crown'.\n" "• dst='traits_loyal' text='Loyal units' have the " "text='loyal icon'.\n" "\n" "Of these categories, only leaders are built into the basic game rules. The " "others are found in campaigns, and are characters that form part of the " "narration. The exact rules for them are set by their campaign, which might " "deviate from these standard expectations about them:\n" "\n" "• The death of any hero leads to immediate defeat.\n" "• The death of an expendable leader doesn’t lead to immediate defeat, even " "though they can recruit.\n" "• All of these units have the main advantage of the loyal trait, that they " "cost no upkeep.\n" "• Losing any of these units causes a disadvantage for the remainder of the " "campaign, assuming it doesn’t end immediately.\n" "• These units will never occur as random recruits." msgstr "" # #. [topic]: id=time_of_day #: data/core/help.cfg:466 msgid "Time of Day" msgstr "Tempo do Dia" # #. [topic]: id=time_of_day #: data/core/help.cfg:467 #, fuzzy #| msgid "" #| "The time of day affects the damage of certain units as follows:\n" #| "\n" #| "• text='Lawful' units get +25% damage in daytime, and −25% " #| "damage at night.\n" #| "• text='Chaotic' units get +25% damage at night, and −25% in " #| "daytime.\n" #| "• text='Neutral' units are unaffected by the time of day.\n" #| "• text='Liminal' units get −25% damage during both night and " #| "daytime." msgid "" "The time of day affects the damage of certain units as follows:\n" "\n" "• text='Lawful' units get +25% damage in daytime, and −25% " "damage at night.\n" "• text='Chaotic' units get +25% damage at night, and −25% in " "daytime.\n" "• text='Neutral' units are unaffected by the time of day.\n" "• text='Liminal' units get +25% damage during twilight." msgstr "" "O tempo de dia afeta o dano das unidades do modo seguinte:\n" "\n" "• Unidades text='diurnas' têm um bónus de 25% de dia e uma " "penalidade de 25% à noite.\n" "• Unidades text='noturnas' têm um bónus de 25% à noite e uma " "penalidade de 25% de dia.\n" "• Unidades text='neutras' não são afetadas pelo tempo do dia.\n" "• Unidades text='limiares' provocam -25% de dano durante o dia " "e de noite." # #. [topic]: id=time_of_day #: data/core/help.cfg:472 msgid "" "\n" "\n" "The current time of day can be observed under the minimap in the status " "pane. For the usual day/night cycle, morning and afternoon count as day, " "first and second watch count as night:\n" "\n" msgstr "" "\n" "\n" "A hora do dia pode ser vista debaixo do mini-mapa no painel de estado. Para " "o ciclo dia/noite, Manhã e Tarde contam como dia, Primeira e Segunda Vigia " "como noite:\n" "\n" # #. [topic]: id=time_of_day #. [time]: id=dawn #. [time]: id=dawn_hour #: data/core/help.cfg:476 data/core/macros/schedules.cfg:16 #: data/core/macros/schedules.cfg:290 msgid "Dawn" msgstr "Madrugada" # #. [topic]: id=time_of_day #. [time]: id=morning #: data/core/help.cfg:477 data/core/macros/schedules.cfg:28 msgid "Morning" msgstr "Manhã" # #. [topic]: id=time_of_day #. [time]: id=afternoon #: data/core/help.cfg:478 data/core/macros/schedules.cfg:46 msgid "Afternoon" msgstr "Tarde" # #. [topic]: id=time_of_day #. [time]: id=dusk #. [time]: id=dusk_hour #: data/core/help.cfg:479 data/core/macros/schedules.cfg:55 #: data/core/macros/schedules.cfg:411 msgid "Dusk" msgstr "Crépusculo" # #. [topic]: id=time_of_day #. [time]: id=first_watch #: data/core/help.cfg:480 data/core/macros/schedules.cfg:67 msgid "First Watch" msgstr "Primeira Vigia" # #. [topic]: id=time_of_day #. [time]: id=second_watch #: data/core/help.cfg:481 data/core/macros/schedules.cfg:91 msgid "Second Watch" msgstr "Segunda Vigia" # #. [topic]: id=time_of_day #: data/core/help.cfg:483 msgid "" "Keep in mind that some scenarios take place underground, where it is " "perpetually night!\n" msgstr "" "Lembra-te que alguns cenários desenrolam-se no subterrâneo, onde reina noite " "perpetua!\n" #. [topic]: id=time_of_day #: data/core/help.cfg:485 msgid "" "Some underground locations are illuminated. They are perpetually " "intermediate between day and night.\n" msgstr "" #. [topic]: id=time_of_day #: data/core/help.cfg:487 msgid "" "Some role-playing scenarios take place indoors — these regions are similarly " "intermediate.\n" msgstr "" #. [topic]: id=time_of_day #: data/core/help.cfg:489 msgid "" "Finally, units with the dst='ability_illuminationilluminates' " "text='illuminates' ability and terrain features such as " "dst='terrain_lava' text='lava' change the time of day bonus " "around them." msgstr "" # #. [topic]: id=healing #: data/core/help.cfg:496 msgid "Healing" msgstr "Curando" # #. [topic]: id=healing #: data/core/help.cfg:497 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" "• text='Descansar': Uma unidade que não se mova, ataque, ou " "seja atacada irá curar 2 pontos de vida (PV) no seu próximo turno." #. [topic]: id=healing #: data/core/help.cfg:497 msgid "" "In combat, your units will inevitably take damage. There are several ways to " "heal your units. However, with the exception of resting, these do not stack; " "only one can occur per turn." msgstr "" # #. [topic]: id=healing #: data/core/help.cfg:499 msgid "" "\n" "• text='Villages': A unit which starts a turn in a village or " "dst='terrain_oasis' text='oasis' will heal 8HP. If the unit is " "poisoned, the poison will be cured instead." msgstr "" "\n" "• text='Aldeias': Uma unidade que começa o turno numa aldeia ou " "numa oásis curará 8 PV. Se a unidade estiver envenenada curara o veneno em " "vez." # #. [topic]: id=healing #: data/core/help.cfg:500 msgid "" "\n" "• dst='ability_regeneratesregenerates' text='Regeneration': " "Certain units (such as trolls) will automatically heal 8HP every turn. If " "the unit is poisoned, the poison will be cured instead." msgstr "" "\n" "• dst='ability_regenerates' text='Regeneração': Certas unidades " "(como os trogloditas) automaticamente curarão 8 PV a cada turno. Se a " "unidade estiver envenenada curara o veneno em vez." # #. [topic]: id=healing #: data/core/help.cfg:501 msgid "" "\n" "• text='Healing units': Units with the " "dst='ability_healingheals +4' text='Heals' ability will heal each " "allied adjacent unit, usually dst='ability_healingheals +4' text='4HP' or dst='ability_healingheals +8' text='8HP' per turn, or " "prevent Poison from causing that unit damage." msgstr "" "\n" "• text='Sarar Unidades': Unidades com a habilidade " "dst='ability_heals +4' text='Sarar' podem tratar unidades aliadas " "que estejam adjacentes, normalmente recuperando dst='ability_heals +4' " "text='4 PV' ou dst='ability_heals +8' text='8 PV' por " "turno, ou evitam que o Veneno cause dano." # #. [topic]: id=healing #: data/core/help.cfg:502 msgid "" "\n" "• text='Curing units': Units with the " "dst='ability_curingcures' text='cures' ability will cure Poison " "in all allied adjacent units (in preference to healing, if it has that " "ability as well)." msgstr "" "\n" "• text='Curar Unidades': Unidades com a habilidade " "dst='ability_cures' text='Curar' removerão o efeito de Veneno de " "todas as unidades aliadas que estejam adjacentes (ao invés de usar a " "habilidade “sarar”, caso possua ambas)." #. [topic]: id=healing #: data/core/help.cfg:503 msgid "" "\n" "• text='Advancement': When a unit dst='advancement' " "text='advances', it will heal fully. This can happen as soon as your " "unit gains enough experience, whether it is your turn or not." msgstr "" # #. [topic]: id=healing #: data/core/help.cfg:504 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" "O descanso pode ser combinado com outras formas de recuperação, mas o efeito " "de aldeias, regeneração, sarar e cura não podem ser combinados entre si: " "Apenas o melhor deles será utilizado. Além disso, as unidades recuperarão-se " "completamente de um cenário para o outro." #. [topic]: id=healing #: data/core/help.cfg:506 msgid "" "\n" "\n" "text='Advanced'" msgstr "" "\n" "\n" "text='Avançado'" #. [topic]: id=healing #: data/core/help.cfg:508 msgid "" "\n" "\n" "Unlike other forms of healing, the heals ability will not take effect on the " "healed unit’s turn, but on the healer’s turn. This means that while a unit " "surrounded by several healers on the same side will only receive healing " "from one healer per turn, a unit surrounded by healers from several allied " "sides will be healed once on each of said allied sides’ turns." msgstr "" # #. [topic]: id=wrap_up #: data/core/help.cfg:516 msgid "Wrap Up" msgstr "Conclusão" #. [topic]: id=wrap_up #: data/core/help.cfg:517 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 "" "Assim concluímos os fundamentos de Wesnoth. Talvez queiras ler mais sobre " "estratégia básica, ou familiarizar-te com dst='..traits_section' " "text='Caraterísticas' e dst='..abilities_section' " "text='Habilidades', mas já sabes tudo o que precisas para jogar a " "campanha “O Herdeiro do Trono”. Divirta-te, e boa sorte!" # #. [topic]: id=license #: data/core/help.cfg:522 msgid "License" msgstr "Licença" # #. [topic]: id=..traits_section #: data/core/help.cfg:533 msgid "" "\n" "\n" "Most units have two traits. However, goblins have only one trait, undead " "units are always assigned the single trait text='undead' " "and in some cases text='fearless', and woses do not receive " "any traits. " msgstr "" "\n" "\n" "A maioria das unidades têm duas caraterísticas. Porém, morto-vivos recebem " "uma única caraterística 'Morto-Vivo', e Silvanos não recebem nenhuma. " "Caraterísticas são modificações leves nos atributos das unidades. " "Normalmente são escolhidas aleatoriamente quando a unidade é recrutada." #. [topic]: id=..traits_section #: data/core/help.cfg:533 msgid "" "Traits are modifications that change a unit’s attributes slightly. They are " "usually randomly assigned to a unit when it is recruited. The traits " "available to a unit are largely determined by its text='race'." msgstr "" # #. [topic]: id=..traits_section #: data/core/help.cfg:535 msgid "" "\n" "\n" "The traits that are available to most 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" "As caraterísticas que estão disponíveis para as unidades não morto-vivas são " "dst='traits_intelligent' text='Inteligente', " "dst='traits_quick' text='Veloz', dst='traits_resilient' " "text='Resistente', e dst='traits_strong' text='Forte'." # #. [topic]: id=..traits_section #: data/core/help.cfg:537 msgid "" "\n" "\n" "Elves may also receive dst='traits_dextrous' text='dextrous', and " "dwarves may receive dst='traits_healthy' text='healthy'. Trolls " "and certain humans may receive dst='traits_fearless' text='fearless'. Other traits which may be assigned include dst='traits_loyal' " "text='loyal', dst='traits_feral' text='feral' and " "dst='traits_undead' text='undead'.\n" "\n" msgstr "" "\n" "\n" "Elfos podem ainda receber dst='traits_dextrous' text='Hábil', " "anões dst='traits_healthy' text='saudável'. Trogloditas e alguns " "humanos poderão ter a caraterística dst='traits_fearless' " "text='corajoso'. Outras caraterísticas especiais incluem " "dst='traits_loyal' text='Leal', dst='traits_feral' " "text='feral' e dst='traits_undead' text='Morto-Vivo'.\n" "\n" #. [topic]: id=..terrains_section #: data/core/help.cfg:547 msgid "" "\n" "\n" "Terrains come in two types: text='basic' and " "text='mixed'." msgstr "" #. [topic]: id=..terrains_section #: data/core/help.cfg:547 msgid "" "Game maps feature a variety of terrains that affect both unit movement and a " "unit’s defensive capability in combat." msgstr "" "Mapas do jogo possuem uma variedade de terrenos que afetam tanto o movimento " "quanto a capacidade de defesa em combate da unidade." #. [topic]: id=..terrains_section #: data/core/help.cfg:549 msgid "" "\n" "\n" "
text='Basic Terrain Types'
" msgstr "" "\n" "\n" "
text='Tipos de terreno básicos'
" #. [topic]: id=..terrains_section #: data/core/help.cfg:551 msgid "" "\n" "\n" "Basic terrain types include Flat, Hills, Mountains, Sands, Water and Swamps. " "There are many more besides these — a list of the terrain types you have " "discovered can be found at the end of this page.\n" "\n" msgstr "" #. [topic]: id=..terrains_section #: data/core/help.cfg:555 msgid "" "\n" "\n" "Every unit has a defense rating and a movement cost for each of the basic " "terrain types, and these values are listed in the unit’s help page. Basic " "terrain types may have unique properties like illumination effects as well." msgstr "" #. [topic]: id=..terrains_section #: data/core/help.cfg:557 msgid "" "\n" "\n" "
text='Mixed Terrain Types'
" msgstr "" "\n" "\n" "
text='Tipos de terreno mistos'
" #. [topic]: id=..terrains_section #: data/core/help.cfg:559 msgid "" "\n" "\n" "Mixed terrain types share the properties of multiple basic terrain types — " "units generally receive the text='best defense' and " "text='worst movement' of the underlying basic types when " "they move onto a mixed type. For example, this is the case with " "text='forested hills', text='sand hills', " "and text='cave hills'.\n" "\n" msgstr "" #. [topic]: id=..terrains_section #: data/core/help.cfg:563 msgid "" "\n" "\n" "One notable exception is bridge terrains, such as text='bridges over " "shallow water', text='fords', and " "text='bridges over chasms'. Fords are easily passable to " "both merfolk and humans — all units moving on a ford enjoy the best defense " "and best movement out of flat and shallow water, rather than the worse " "movement of the two. Similarly, bridges over chasms are passable to " "nonfliers (unsurprisingly).\n" "\n" msgstr "" #. [topic]: id=..terrains_section #: data/core/help.cfg:567 msgid "" "\n" "\n" "Land-based villages generally give the best defense and movement as well. " "These villages are mixed terrains, based on the village terrain type, " "together with hill, swamp, and cave, respectively.\n" "\n" msgstr "" #. [topic]: id=..terrains_section #: data/core/help.cfg:571 msgid "" "\n" "\n" "Finally, water villages are generally inhospitable to land units, and do not " "give defense or movement benefits associated with the village terrain type. " "Instead, they count only as water tiles.\n" "\n" msgstr "" #. [topic]: id=..terrains_section #: data/core/help.cfg:575 msgid "" "\n" "\n" "You can see what basic types a mixed terrain is comprised of by mousing over " "its hex and checking the terrain type icons displayed in the upper right " "(under the default theme)." msgstr "" #. [topic]: id=..terrains_section #: data/core/help.cfg:577 msgid "" "\n" "\n" "You can see what type of behavior the mixed terrain gives by mousing over " "its hex and viewing the text='terrain description' by " "either pressing the hotkey, or right clicking and selecting from the context " "menu." msgstr "" #. [topic]: id=..terrains_section #: data/core/help.cfg:579 msgid "" "\n" "\n" "
text='Defense Caps'
" msgstr "" "\n" "\n" "
text='Limites de defesa'
" #. [topic]: id=..terrains_section #: data/core/help.cfg:581 msgid "" "\n" "\n" "Some units have text='defense caps' for a particular basic " "terrain type. These units suffer a penalty on mixed terrains with that type " "— their defense cannot exceed the cap." msgstr "" #. [topic]: id=..terrains_section #: data/core/help.cfg:583 msgid "" "\n" "\n" "For example, the text='Loyalist Cavalryman' dst='unit_Cavalryman' " "has a defense rating of 30% on forests, and a defense cap for forests. Thus, " "on forested hills, he has a defense rating of 30% rather than 40%, because " "the mixed rating cannot exceed the cap." msgstr "" #. [topic]: id=..terrains_section #: data/core/help.cfg:585 msgid "" "\n" "\n" "If a unit has a defense cap for some terrain, it is always the same as its " "defense rating on that terrain (it cannot be larger)." msgstr "" #. [topic]: id=..terrains_section #: data/core/help.cfg:587 msgid "" "\n" "\n" "
text='Basic Terrain Types'
\n" "\n" msgstr "" "\n" "\n" "
text='Tipos de terreno básicos'
\n" "\n" #. [topic]: id=..addons #: data/core/help.cfg:600 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 "" "O grau de personalização que é oferecido pelo motor de jogo de Wesnoth " "permite para qualquer um criar a sua própria modificação, sejam cenários, " "campanhas, mapas; envolvendo o jogador para muito além do que é oferecido no " "pacote oficial do jogo.\n" "\n" # #. [topic]: id=using_addons #: data/core/help.cfg:610 msgid "Using Add-ons" msgstr "Usando Extras" #. [topic]: id=using_addons #: data/core/help.cfg:611 msgid "" "\n" "\n" "
text='Campaigns and Scenarios'
" msgstr "" "\n" "\n" "
text='Campanhas e Cenários'
" #. [topic]: id=using_addons #: data/core/help.cfg:611 msgid "" "The game supports different types of add-on content, which are not all " "available in every gameplay mode." msgstr "" "O jogo suporta vários tipos de suplementos, e nem todos estão disponíveis em " "todos os modos de jogo." #. [topic]: id=using_addons #: data/core/help.cfg:613 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 "" "\n" "\n" "Campanhas são coleções de cenários que encaixam-se para contar uma história. " "Tanto cenários únicos — se forem projectados para serem jogados assim — e " "campanhas regulares podem ser acedidos com um simples clique em " "text='Campanhas' no menu inicial." #. [topic]: id=using_addons #: data/core/help.cfg:615 msgid "" "\n" "\n" "
text='Multiplayer Campaigns, Scenarios, and Map Packs'
" msgstr "" "\n" "\n" "
text='Pacotes de mapas, Cenários e Campanhas em rede'
" #. [topic]: id=using_addons #: data/core/help.cfg:617 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 "" "\n" "\n" "Jogos text='em rede' podem ser jogados em cenários " "totalmente adaptados e codificados, ou até em campanhas especialmente " "designadas para isto. Também existem pacotes de cenários em rede individuais " "que não estão ligados a uma campanha." #. [topic]: id=using_addons #: data/core/help.cfg:619 msgid "" "\n" "\n" "
text='Multiplayer Eras and Factions'
" msgstr "" "\n" "\n" "
text='Eras e Fações dos Jogos em Rede'
" #. [topic]: id=using_addons #: data/core/help.cfg:621 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 "" "\n" "\n" "Para o propósito do jogo, as várias raças das criaturas no mundo cooperam " "juntamente em fações. Fações são agrupados em moldes balanceados com um tema " "comum; por exemplo, as fações principais de Wesnoth podem ser encontradas na " "Era Padrão.\n" "\n" "No modo text='em rede', podes escolher uma era quando " "criares uma nova partida, e os jogadores poderão selecionar as fações " "disponiveis com aquela era quando iniciarem as suas equipas." #. [topic]: id=using_addons #: data/core/help.cfg:625 msgid "" "\n" "\n" "You can see what eras you have loaded in the text='eras' dst='.." "eras_section' of the help." msgstr "" #. [topic]: id=using_addons #: data/core/help.cfg:627 msgid "" "\n" "\n" "
text='Modifications'
" msgstr "" "\n" "\n" "
text='Modificações'
" #. [topic]: id=using_addons #: data/core/help.cfg:629 msgid "" "\n" "\n" "Modifications are optional scenario- and era-independent scripts that can " "alter the default ruleset in various ways. You can choose and configure " "modifications when creating a new game." msgstr "" "\n" "\n" "Modificações são independentes dos cenários e eras que podem modificar as " "regras normais do jogo por vários meios. Podes escolher e configurar " "qualquer um quando criares uma nova partida." #. [topic]: id=using_addons #: data/core/help.cfg:631 msgid "" "\n" "\n" "
text='Cores'
" msgstr "" "\n" "\n" "
text='Suplementos'
" #. [topic]: id=using_addons #: data/core/help.cfg:633 msgid "" "\n" "\n" "Cores enable total conversion of The Battle for Wesnoth. A core can replace " "all the content in Wesnoth: when a different core is loaded, the regular " "units, terrains and the like do not exist.\n" "\n" "Cores allow a significantly different game experience: for example, a World " "War II campaign, or even a different game altogether, as long as it can be " "represented as a hexagonal map with ’units’ in some way." msgstr "" #. [topic]: id=using_addons #: data/core/help.cfg:637 msgid "" "\n" "\n" "
text='Creator Resources'
" msgstr "" "\n" "\n" "
text='Suplementos de Criação'
" #. [topic]: id=using_addons #: data/core/help.cfg:639 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 "" "\n" "\n" "Autores dos suplementos podem usar pacotes de recursos disponíveis no " "servidor para enriquecer o seu próprio conteúdo com imagens, música, e " "código. Geralmente não são para uso para o utilizador final e não podem ser " "usados no jogo por si; porém, outros suplementos poderão depender neles e " "sugerir ou requerer a sua instalação." # #. [topic]: id=installing_addons #: data/core/help.cfg:648 msgid "Installing Add-ons" msgstr "Instalando Extras" #. [topic]: id=installing_addons #: data/core/help.cfg:649 #, fuzzy #| 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 search box, separated by spaces. You can also sort the add-on list " #| "by clicking the column headers. It is also possible to choose to only " #| "display add-ons of specific categories by clicking on the " #| "text='Type' dropdown.\n" #| "\n" #| "To install an add-on, select it from the list and click the " #| "text='+' icon, or simply double-click on the add-on’s title. " #| "If the window is too small to show them inline, the text='Addon " #| "Details' button provides you with additional details about the add-" #| "on, such as its full description, installation status, and available " #| "translations." 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 search box, separated by spaces. You can also sort the add-on list by " "clicking the column headers. It is also possible to choose to only display " "add-ons of specific categories by clicking on the text='Type' " "dropdown.\n" "\n" "To install an add-on, select it from the list and click the text='+' icon, or simply double-click on the add-on’s title. If the window is " "too small to show them inline, the text='Add-on Details' button " "provides you with additional details about the add-on, such as its full " "description, installation status, and available translations." msgstr "" "Extras feitos por outros utilizadores podem ser obtidos e atualizados " "através da opção text='Extras' no menu inicial. Depois de " "ligar ao servidor (por predefinição text='add-ons.wesnoth.org'), terás uma lista de todos os extras disponíveis neste servidor.\n" "\n" "O estado de instalação para cada extra será mostrado por baixo de cada. Para " "suplementos que são text='atualizáveis' ou " "text='obsoletos' no servidor, as suas versões tanto antigas " "como novas serão mostradas na coluna text='Versão'.\n" "\n" "Para pesquisares por novos extras ao utilizar palavras chave, escreva-as na " "caixa do text='Filtro', separados por espaço e em qualquer " "ordem. Também podes ordenar a lista de suplementos ao clicar no cabeçalho " "das colunas. Também é possível escolher para mostrar apenas os extras de um " "tipo especifico ao clicar na opção text='Opções' no canto topo " "direito.\n" "\n" "Para instalar um extra, seleciona-o da lista e clica em " "text='Confirmar', ou simplesmente faça duplo-clique no seu " "titulo. A opção text='Descrição' provem-te com detalhes " "adicionais sobre aquele extra, assim como a sua descrição completa, estado " "de instalação, e idiomas disponíveis." # #. [topic]: id=removing_addons #: data/core/help.cfg:662 msgid "Removing Add-ons" msgstr "Removendo Extras" #. [topic]: id=removing_addons #: data/core/help.cfg:663 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 "" "Para removeres um suplemento, cique em text='Remover Suplemento' no diálogo de conexão ao servidor. Irás ver opções para remover " "qualquer número de suplementos que tenhas de momento instalado.\n" "\n" "Mas não poderás remover suplementos para os quais tens informações de " "publicação (ficheiros text='.pbl') anexadas, para prevenir " "uma perda acidental dos dados. Terás de remover manualmente estes ficheiros " "ou suplementos." # #. [topic]: id=general_commands #: data/core/help.cfg:678 msgid "General Commands" msgstr "Comandos Gerais" # #. [topic]: id=general_commands #. [topic]: id=mp_commands #. [topic]: id=debug_commands #: data/core/help.cfg:679 data/core/help.cfg:724 data/core/help.cfg:762 #, fuzzy #| 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" 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 "" "Estes comandos podem ser ou mandados por via da linha de comandos ao " "prefixar-os com “:” (como mostrado aqui) ou por via do chat ao prefixar-os " "com “/” (carrega “m” primeiro para abrir o chat).\n" "\n" #. [topic]: id=general_commands #: data/core/help.cfg:681 msgid "" "\n" "Similar to the ‘fps’ command, but also forces everything to redraw instead " "of only things that have changed.\n" "\n" msgstr "" # #. [topic]: id=general_commands #: data/core/help.cfg:684 msgid "" "\n" "Clear chat messages.\n" "\n" msgstr "" "\n" "Limpa o histórico das mensagens.\n" "\n" # #. [topic]: id=general_commands #: data/core/help.cfg:687 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" "Liga o modo de depuração (não funciona em jogos de rede). Veja os " "dst='debug_commands' text='comandos de depuração'.\n" "O modo de depuração será desligado ao sair do jogo ou com o comando “:" "nodebug”.\n" "\n" #. [topic]: id=general_commands #: data/core/help.cfg:691 msgid "" "\n" "Switch a side between human and AI control. The second parameter can be " "‘off’ to bring the side under human control, ‘on’ to watch the AI make its " "moves, or ‘full’ to make the AI’s turn behave similarly to another player‘s " "turn. If no second parameter is supplied, it toggles between ‘on’ and ‘off’. " "Defaults to toggling the currently active side if no parameters are " "supplied.\n" "\n" msgstr "" #. [topic]: id=general_commands #: data/core/help.cfg:694 msgid "" "\n" "Display the controller status of a side.\n" "\n" msgstr "" "\n" "Mostra como é controlado a equipa.\n" "\n" # #. [topic]: id=general_commands #: data/core/help.cfg:697 #, fuzzy #| msgid "" #| "\n" #| "Toggle the display of the current frames per second.\n" #| "\n" msgid "" "\n" "Toggle the display of the current frames per second. Also writes these " "values to a file in the userdata directory.\n" "\n" msgstr "" "\n" "Liga/Desliga o mostrador do número de frames por segundo.\n" "\n" # #. [topic]: id=general_commands #: data/core/help.cfg:700 msgid "" "\n" "Switch a log domain to a different log level.\n" "\n" msgstr "" "\n" "Muda o domínio de log para um nível diferente.\n" "\n" # #. [topic]: id=general_commands #: data/core/help.cfg:703 msgid "" "\n" "Redraws the screen and reloads any image files that have been changed.\n" "\n" msgstr "" "\n" "Recarrega quaisquer imagens que tenham mudado.\n" "\n" # #. [topic]: id=general_commands #: data/core/help.cfg:706 msgid "" "\n" "Bring up theme selection menu.\n" "\n" msgstr "" "\n" "Traz à toa o menu de seleção dos temas.\n" "\n" # #. [topic]: id=general_commands #: data/core/help.cfg:709 msgid "" "\n" "Quit the scenario (without prompting).\n" "\n" msgstr "" "\n" "Sai do cenário atual (sem aviso).\n" "\n" # #. [topic]: id=general_commands #: data/core/help.cfg:712 msgid "" "\n" "Save the game (without prompting).\n" "\n" msgstr "" "\n" "Guarda a partida atual (sem aviso).\n" "\n" # #. [topic]: id=general_commands #: data/core/help.cfg:715 msgid "" "\n" "Save the game and quit the scenario (without prompting)." msgstr "" "\n" "Guarda a partida atual e termina o cenário (sem aviso)." # #. [topic]: id=mp_commands #: data/core/help.cfg:723 msgid "Multiplayer Commands" msgstr "Comandos em Rede" # #. [topic]: id=mp_commands #: data/core/help.cfg:726 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 "" "\n" "Expulsa um utilizador de uma partida especifica, com base do seu endereço " "IP. Pode ser usado a todos no servidor não só os na partida (fazendo com que " "seja-lhes impossível entrar nesta).\n" "\n" #. [topic]: id=mp_commands #: data/core/help.cfg:729 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" "Passa o controlo de uma equipa (escreva aqui o número dela) a um utilizador " "(e escreve aqui o nome deste). Podes verificar a que equipa cada jogador " "pertence nas text='Configurações do Cenário' (ao premir em " "text='Mais') na text='Tabela de Estado' (o atalho " "Alt+s, por predefinição)). O hospedeiro pode mudar o controlo de qualquer " "equipa a qualquer altura.\n" "\n" #. [topic]: id=mp_commands #: data/core/help.cfg:732 msgid "" "\n" "Launch a dialog to assist the host in changing the human controllers of " "sides.\n" "\n" msgstr "" "\n" "Abre um diálogo que permite alterar o controlo das equipas.\n" "\n" #. [topic]: id=mp_commands #: data/core/help.cfg:735 msgid "" "\n" "Toggle the idle state for a side. The host may make a side idle after a " "network disconnection.\n" "\n" msgstr "" "\n" "Alterna o estado ocioso da equipa. O anfitrião poderá mudar uma equipa para " "ser controlado por ninguém após uma desconexão de rede.\n" "\n" # #. [topic]: id=mp_commands #: data/core/help.cfg:738 msgid "" "\n" "Kick a user in multiplayer. They will be able to rejoin the game. If you " "just want to change control of their side(s) use the :control command " "instead.\n" "\n" msgstr "" "\n" "Expulsa um utilizador do servidor. Mas poderão a entrar novamente. Se " "simplesmente queres mudar o controlo da(s) sua(s) equipa(s) usa o comando “:" "control”.\n" "\n" # #. [topic]: id=mp_commands #: data/core/help.cfg:741 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 "" "\n" "Envia uma mensagem privada a um utilizador. Se estiver a jogar uma partida, " "não será possível enviar para todos aqueles que atualmente controlam uma " "equipa nesta partida.\n" "\n" # #. [topic]: id=mp_commands #: data/core/help.cfg:744 msgid "" "\n" "Mute a specific observer. If no username is supplied the muted usernames are " "displayed.\n" "\n" msgstr "" "\n" "Cala um observador. Se nenhum nome for referido os observadores “mudos” " "serão mostrados.\n" "\n" # #. [topic]: id=mp_commands #: data/core/help.cfg:747 msgid "" "\n" "Toggle muting/silencing of all observers on/off.\n" "\n" msgstr "" "\n" "Liga e desliga o silenciamento dos observadores.\n" "\n" # #. [topic]: id=mp_commands #: data/core/help.cfg:750 msgid "" "\n" "Unban a user in a multiplayer game by the IP address used by that username. " "Can be used on users not in the game but on the server.\n" "\n" msgstr "" "\n" "Readmite um utilizador numa partida em rede, usando o endereço IP deste. " "Pode ser utilizado para todos no servidor, não só os na partida.\n" "\n" # #. [topic]: id=mp_commands #: data/core/help.cfg:753 msgid "" "\n" "Unmute a specific observer. If no username is supplied the list of muted " "observers is cleared." msgstr "" "\n" "Permite falar um observador. Se nenhum nome de usuário for referido todos os " "observadores podem falar de novo." # #. [topic]: id=debug_commands #: data/core/help.cfg:761 msgid "Debug Mode Commands" msgstr "Comandos do modo de Depuração" # #. [topic]: id=debug_commands #: data/core/help.cfg:764 msgid "" "\n" "Brings up a menu for choosing a scenario to immediately advance to in a " "campaign.\n" "\n" msgstr "" "\n" "Mostra um menu para escolher um cenário para o qual avançar imediatamente " "numa campanha.\n" "\n" # #. [topic]: id=debug_commands #: data/core/help.cfg:767 msgid "" "\n" "Create a unit of the specified type on the selected hex.\n" "\n" msgstr "" "\n" "Cria uma unidade do tipo especificado no hexágono selecionado.\n" "\n" # #. [topic]: id=debug_commands #: data/core/help.cfg:770 msgid "" "\n" "Toggle fog/shroud for the current side.\n" "\n" msgstr "" "\n" "Liga/Desliga o nevoeiro/escuridão para a equipa atual..\n" "\n" # #. [topic]: id=debug_commands #: data/core/help.cfg:773 msgid "" "\n" "Adds the specified amount to the current side’s gold.\n" "\n" msgstr "" "\n" "Adiciona a quantidade especificada de ouro à equipa atual.\n" "\n" # #. [topic]: id=debug_commands #: data/core/help.cfg:776 msgid "" "\n" "Immediately advances to the next scenario in a campaign.\n" "\n" msgstr "" "\n" "Avança imediatamente para o próximo cenário numa campanha.\n" "\n" # #. [topic]: id=debug_commands #: data/core/help.cfg:779 msgid "" "\n" "Manually set a gamestate variable to value.\n" "\n" msgstr "" "\n" "Configura uma variável do jogo para um valor dado manualmente.\n" "\n" # #. [topic]: id=debug_commands #: data/core/help.cfg:782 msgid "" "\n" "Show a gamestate variable.\n" "\n" msgstr "" "\n" "Mostra uma variável do jogo.\n" "\n" # #. [topic]: id=debug_commands #: data/core/help.cfg:785 msgid "" "\n" "Manually fire the specified event.\n" "\n" msgstr "" "\n" "Inicia o evento especificado manualmente.\n" "\n" # #. [topic]: id=debug_commands #: data/core/help.cfg:788 msgid "" "\n" "Modifies the specified property of the selected unit. Example: :unit " "hitpoints=100\n" "\n" msgstr "" "\n" "Modifica a propriedade especial da unidade selecionada. Exemplo: :unit " "hitpoints=100\n" "\n" # #. [topic]: id=debug_commands #: data/core/help.cfg:791 msgid "" "\n" "Makes the selected unit level up N times. Example: :unit advances=2" msgstr "" "\n" "Faz a unidade selecionada subir N níveis. Exemplo: :unit advances=2" # #. [heals]: id=healing #: data/core/macros/abilities.cfg:11 msgid "" "Allows the unit to heal adjacent allied units at the beginning of our turn.\n" "\n" "A unit cared for by this healer may heal up to 4 HP per turn, or stop poison " "from taking effect for that turn.\n" "This ability will not cure an affected unit of poison, however, only delay " "its effect." msgstr "" "Permite à unidade sarar as feridas de aliados adjacentes no início do seu " "turno.\n" "\n" "Uma unidade tratada por alguém com esta habilidade pode recuperar até 4 " "pontos de vida (PV) por turno, ou não sofrer os efeitos de envenenamento " "durante este turno.\n" "Uma unidade envenenada não terá o veneno removido por alguém com esta " "habilidade. Precisará procurar uma aldeia, ou uma unidade com a habilidade " "“curar”." # #. [heals]: id=healing #: data/core/macros/abilities.cfg:37 msgid "" "This unit combines herbal remedies with magic to heal units more quickly " "than is normally possible on the battlefield.\n" "\n" "A unit cared for by this healer may heal up to 8 HP per turn, or stop poison " "from taking effect for that turn.\n" "This ability will not cure an affected unit of poison, however, only delay " "its effect." msgstr "" "Esta unidade combina ervas medicinais com um pouco de magia, para sarar as " "feridas das unidades mais rapidamente do que normalmente é possível no campo " "de batalha.\n" "\n" "Uma unidade tratada por alguém com esta habilidade pode recuperar até 8 " "pontos de vida (PV) por turno, ou não sofrer os efeitos de envenenamento " "durante este turno.\n" "Uma unidade envenenada não terá o veneno removido por alguém com esta " "habilidade. Precisará procurar uma aldeia, ou uma unidade com a habilidade " "“curar”." # #. [heals]: id=curing #: data/core/macros/abilities.cfg:62 msgid "female^cures" msgstr "curar" # #. [heals]: id=curing #: data/core/macros/abilities.cfg:63 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 "" "Um curandeiro pode remover o envenenamento de uma unidade, porém essa " "unidade não recuperará pontos de vida no turno em que o veneno for removido." # #. [regenerate]: id=regenerates #: data/core/macros/abilities.cfg:95 msgid "female^regenerates" msgstr "regeneração" # #. [regenerate]: id=regenerates #: data/core/macros/abilities.cfg:96 msgid "" "The unit will heal itself 8 HP per turn. If it is poisoned, it will remove " "the poison instead of healing." msgstr "" "A unidade irá curar 8 pontos de vida (PV) por turno. Se envenenada, removerá " "o veneno ao invés de curar-se." # #. [regenerate]: id=regenerates #: data/core/macros/abilities.cfg:108 #, fuzzy #| msgid "regenerates" msgid "regenerates +4" msgstr "regeneração" # #. [regenerate]: id=regenerates #: data/core/macros/abilities.cfg:109 #, fuzzy #| msgid "female^regenerates" msgid "female^regenerates +4" msgstr "regeneração" # #. [regenerate]: id=regenerates #: data/core/macros/abilities.cfg:110 #, fuzzy #| msgid "" #| "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 4 HP per turn. If it is poisoned, it will remove " "the poison instead of healing." msgstr "" "A unidade irá curar 8 pontos de vida (PV) por turno. Se envenenada, removerá " "o veneno ao invés de curar-se." # #. [regenerate]: id=regenerates #: data/core/macros/abilities.cfg:111 #, fuzzy #| msgid "" #| " This unit regenerates, which allows it to heal as though always " #| "stationed in a village." msgid "" "This unit heals itself each turn, though not as much as if stationed in a " "village." msgstr "" " Esta unidade regenera, o que lhe permite curar-se como se sempre estivesse " "numa aldeia." # #. [resistance]: id=steadfast #: data/core/macros/abilities.cfg:132 msgid "" "This unit’s resistances are doubled, up to a maximum of 50%, when defending. " "Vulnerabilities are not affected." msgstr "" "A resistência desta unidade é dobrada, até um máximo de 50%, quando estiver " "a defender-se Vulnerabilidades não são afetadas." #. [chance_to_hit]: id=diversion #: data/core/macros/abilities.cfg:145 msgid "diversion" msgstr "" # #. [chance_to_hit]: id=diversion #: data/core/macros/abilities.cfg:146 #, fuzzy #| msgid "female^leadership" msgid "female^diversion" msgstr "liderança" # #. [chance_to_hit]: id=diversion #: data/core/macros/abilities.cfg:147 #, 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." msgid "" "If there is an enemy of the target on the opposite side of the target, this " "unit diverts the target’s attention and reduces its chance to hit by 20%." msgstr "" " Se houver um inimigo do alvo do lado oposto do alvo, esta unidade pode " "realizar um ataque sorrateiro, que causa o dobro do dano ao golpear o " "adversário pelas costas." # #. [chance_to_hit]: id=diversion #: data/core/macros/abilities.cfg:148 #, 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." msgid "" "If there is an enemy of the target on the opposite side of the target while " "attacking it, this unit diverts the target’s attention and reduces its " "chance to hit." msgstr "" " Se houver um inimigo do alvo do lado oposto do alvo, esta unidade pode " "realizar um ataque sorrateiro, que causa o dobro do dano ao golpear o " "adversário pelas costas." # #. [leadership]: id=leadership #: data/core/macros/abilities.cfg:200 msgid "female^leadership" msgstr "liderança" #. [leadership]: id=leadership #: data/core/macros/abilities.cfg:201 msgid "" "This unit can lead other troops in battle.\n" "\n" "All adjacent lower-level units from the same side deal 25% more damage for " "each difference in level." msgstr "" # #. [skirmisher]: id=skirmisher #: data/core/macros/abilities.cfg:220 msgid "female^skirmisher" msgstr "escaramuçadora" # #. [skirmisher]: id=skirmisher #: data/core/macros/abilities.cfg:221 msgid "" "This unit is skilled in moving past enemies quickly, and ignores all enemy " "Zones of Control." msgstr "" "Esta unidade é capaz de passar facilmente por entre os adversários, e ignora " "todas as Zonas de Controlo inimigas." # #. [illuminates]: id=illumination #: data/core/macros/abilities.cfg:237 msgid "illuminates" msgstr "iluminação" # #. [illuminates]: id=illumination #: data/core/macros/abilities.cfg:239 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 "" "Esta unidade ilumina a área ao seu redor, fazendo unidades diurnas a lutarem " "melhor, e unidades nocturnas a lutarem pior.\n" "\n" "Quaisquer unidades adjacentes a esta unidade lutarão como se fosse de " "madrugada quando for noite, e como se fosse dia se estiver madrugada ou " "amanhecer." # #. [teleport]: id=teleport #: data/core/macros/abilities.cfg:254 msgid "female^teleport" msgstr "trespasse" # #. [teleport]: id=teleport #: data/core/macros/abilities.cfg:255 msgid "" "This unit may teleport between any two empty villages owned by its side " "using one of its moves." msgstr "" "Esta unidade pode mover-se entre duas aldeias vazias e aliadas com um dos " "seus movimentos." # #. [hides]: id=ambush #: data/core/macros/abilities.cfg:286 msgid "female^ambush" msgstr "emboscada" # #. [hides]: id=ambush #: data/core/macros/abilities.cfg:287 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 "" "Esta unidade pode-se esconder na floresta, e manter-se escondida dos seus " "inimigos.\n" "\n" "Unidades inimigas não podem ver ou atacar esta unidade quando ela está numa " "floresta, excepto se houverem unidades inimigas próximas à esta unidade. A " "primeira unidade inimiga que encontrar esta unidade imediatamente perde todo " "o resto do seu movimento." #. [hides]: id=burrow #: data/core/macros/abilities.cfg:306 msgid "burrow" msgstr "" # #. [hides]: id=burrow #: data/core/macros/abilities.cfg:307 #, fuzzy #| msgid "female^slow" msgid "female^burrow" msgstr "lenta" # #. [hides]: id=burrow #: data/core/macros/abilities.cfg:308 #, fuzzy #| 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." msgid "" "This unit can hide in forest or sand if it is resting (has not moved for a " "turn), and remain undetected by its enemies.\n" "\n" "Enemy units cannot see this unit while it is resting in forest or sand, " "except if they have units next to it. Any enemy unit that first discovers " "this unit immediately loses all its remaining movement." msgstr "" "Esta unidade pode-se esconder na floresta, e manter-se escondida dos seus " "inimigos.\n" "\n" "Unidades inimigas não podem ver ou atacar esta unidade quando ela está numa " "floresta, excepto se houverem unidades inimigas próximas à esta unidade. A " "primeira unidade inimiga que encontrar esta unidade imediatamente perde todo " "o resto do seu movimento." # #. [hides]: id=nightstalk #: data/core/macros/abilities.cfg:330 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 "" "A unidade torna-se invisível à noite.\n" "\n" "Unidades inimigas não podem ver ou atacar esta unidade à noite, excepto se " "estiverem adjacente a ela. A primeira unidade inimiga que encontrar esta " "unidade perde todo o resto de seu movimento." # #. [hides]: id=concealment #: data/core/macros/abilities.cfg:349 msgid "female^concealment" msgstr "camuflagem" # #. [hides]: id=concealment #: data/core/macros/abilities.cfg:350 #, fuzzy #| msgid "" #| "This unit can hide in villages (with the exception of water villages), " #| "and remain undetected by its enemies, except by those standing next to " #| "it.\n" #| "\n" #| "Enemy units cannot see this unit while it is in a village, except if they " #| "have units next to it. Any enemy unit that first discovers this unit " #| "immediately loses all its remaining movement." msgid "" "This unit can hide in villages, and remain undetected by its enemies, except " "by those standing next to it.\n" "\n" "Enemy units cannot see this unit while it is in a village, except if they " "have units next to it. Any enemy unit that first discovers this unit " "immediately loses all its remaining movement." msgstr "" "Esta unidade pode esconder-se em aldeias (com excepção das aldeias " "aquáticas), e manter-se quase indetectável aos inimigos, excepto aqueles que " "estiverem ao seu lado.\n" "\n" "Unidades inimigas não podem ver esta unidade quando está numa aldeia, " "excepto se tiverem unidades adjacentes a ela. Qualquer unidade inimiga que " "descobrir a existência desta unidade perde imediatamente todo o seu " "movimento." # #. [hides]: id=submerge #: data/core/macros/abilities.cfg:368 msgid "submerge" msgstr "submergir" # #. [hides]: id=submerge #: data/core/macros/abilities.cfg:369 msgid "female^submerge" msgstr "submergir" # #. [hides]: id=submerge #: data/core/macros/abilities.cfg:370 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 "" "Esta unidade pode-se esconder em águas profundas, e manter-se indetectável " "aos seus inimigos.\n" "\n" "Unidades inimigas não podem ver esta unidade quando está em águas profundas, " "a não ser que tenham alguma unidade adjacente a ela. Qualquer unidade " "inimiga que descubra a posição desta unidade perderá imediatamente todo o " "seu movimento." # #. [dummy]: id=feeding #: data/core/macros/abilities.cfg:390 msgid "female^feeding" msgstr "canibalismo" # #. [dummy]: id=feeding #: data/core/macros/abilities.cfg:391 msgid "" "This unit gains 1 hitpoint added to its maximum whenever it kills a unit, " "except units that are immune to plague." msgstr "" "Esta unidade ganha 1 ponto de vida acrescentado ao seu máximo sempre que " "matar uma unidade viva que não seja imune à praga." # #. [advancement]: id=amla_default #: data/core/macros/amla.cfg:10 msgid "Max HP bonus +3, Max XP +20%" msgstr "Bónus Máximo de PV +3, XP Máxima +20%" # #. [time]: id=midday #. [time]: id=midday_hour #: data/core/macros/schedules.cfg:37 data/core/macros/schedules.cfg:344 msgid "Midday" msgstr "Meio-dia" # #. [time]: id=midnight #. [time]: id=midnight_hour #: data/core/macros/schedules.cfg:79 data/core/macros/schedules.cfg:206 msgid "Midnight" msgstr "Meia-noite" # #. [time]: id=second_watch_hour1 #: data/core/macros/schedules.cfg:218 msgid "Second Watch — First Hour" msgstr "Segunda Vigia — Primeira Hora" # #. [time]: id=second_watch_hour2 #: data/core/macros/schedules.cfg:230 msgid "Second Watch — Second Hour" msgstr "Segunda Vigia — Segunda Hora" # #. [time]: id=second_watch_hour3 #: data/core/macros/schedules.cfg:242 msgid "Second Watch — Third Hour" msgstr "Segunda Vigia — Terceira Hora" # #. [time]: id=second_watch_hour4 #: data/core/macros/schedules.cfg:254 msgid "Second Watch — Fourth Hour" msgstr "Segunda Vigia — Quarta Hora" # #. [time]: id=second_watch_hour5 #: data/core/macros/schedules.cfg:266 msgid "Second Watch — Fifth Hour" msgstr "Segunda Vigia — Quinta Hora" # #. [time]: id=second_watch_hour6 #: data/core/macros/schedules.cfg:278 msgid "Second Watch — Sixth Hour" msgstr "Segunda Vigia — Sexta Hora" # #. [time]: id=morning_hour1 #: data/core/macros/schedules.cfg:302 msgid "Morning — First Hour" msgstr "Manhã — Primeira Hora" # #. [time]: id=morning_hour2 #: data/core/macros/schedules.cfg:314 msgid "Morning — Second Hour" msgstr "Manhã — Segunda Hora" # #. [time]: id=morning_hour3 #: data/core/macros/schedules.cfg:326 msgid "Morning — Third Hour" msgstr "Manhã — Terceira Hora" # #. [time]: id=morning_hour4 #: data/core/macros/schedules.cfg:335 msgid "Morning — Fourth Hour" msgstr "Manhã — Quarta Hora" # #. [time]: id=afternoon_hour1 #: data/core/macros/schedules.cfg:353 msgid "Afternoon — First Hour" msgstr "Tarde — Primeira Hora" # #. [time]: id=afternoon_hour2 #: data/core/macros/schedules.cfg:362 msgid "Afternoon — Second Hour" msgstr "Tarde — Segunda Hora" # #. [time]: id=afternoon_hour3 #: data/core/macros/schedules.cfg:371 msgid "Afternoon — Third Hour" msgstr "Tarde — Terceira Hora" # #. [time]: id=afternoon_hour4 #: data/core/macros/schedules.cfg:380 msgid "Afternoon — Fourth Hour" msgstr "Tarde — Quarta Hora" # #. [time]: id=afternoon_hour5 #: data/core/macros/schedules.cfg:389 msgid "Afternoon — Fifth Hour" msgstr "Tarde — Quinta Hora" # #. [time]: id=afternoon_hour6 #: data/core/macros/schedules.cfg:400 msgid "Afternoon — Sixth Hour" msgstr "Tarde — Sexta Hora" # #. [time]: id=first_watch_hour1 #: data/core/macros/schedules.cfg:423 msgid "First Watch — First Hour" msgstr "Primeira Vigia — Primeira Hora" # #. [time]: id=first_watch_hour2 #: data/core/macros/schedules.cfg:435 msgid "First Watch — Second Hour" msgstr "Primeira Vigia — Segunda Hora" # #. [time]: id=first_watch_hour3 #: data/core/macros/schedules.cfg:447 msgid "First Watch — Third Hour" msgstr "Primeira Vigia — Terceira Hora" # #. [time]: id=first_watch_hour4 #: data/core/macros/schedules.cfg:459 msgid "First Watch — Fourth Hour" msgstr "Primeira Vigia — Quarta Hora" #. [time]: id=dawn1 #: data/core/macros/schedules.cfg:514 msgid "First Dawn" msgstr "Primeira Madrugada" #. [time]: id=dawn2 #: data/core/macros/schedules.cfg:525 msgid "Second Dawn" msgstr "Segunda Madrugada" #. [time]: id=morning1 #: data/core/macros/schedules.cfg:536 msgid "First Morning" msgstr "Primeira Manhã" #. [time]: id=morning2 #: data/core/macros/schedules.cfg:548 msgid "Second Morning" msgstr "Segunda Manhã" #. [time]: id=midday1 #: data/core/macros/schedules.cfg:560 msgid "First Midday" msgstr "Primeira Meio-dia" #. [time]: id=midday2 #: data/core/macros/schedules.cfg:572 msgid "Second Midday" msgstr "Segundo Meio-dia" #. [time]: id=afternoon1 #: data/core/macros/schedules.cfg:584 msgid "First Afternoon" msgstr "Primeira Tarde" #. [time]: id=afternoon2 #: data/core/macros/schedules.cfg:596 msgid "Second Afternoon" msgstr "Segunda Tarde" #. [time]: id=dusk1 #: data/core/macros/schedules.cfg:608 msgid "First Dusk" msgstr "Primeiro Crépusculo" #. [time]: id=dusk2 #: data/core/macros/schedules.cfg:619 msgid "Second Dusk" msgstr "Segundo Crépusculo" #. [time]: id=short_dark #: data/core/macros/schedules.cfg:630 msgid "The Short Dark" msgstr "A longa escuridão" #. [time]: id=long_dark1 #: data/core/macros/schedules.cfg:642 msgid "The Long Dark (1)" msgstr "A longa escuridão (1)" #. [time]: id=long_dark2 #: data/core/macros/schedules.cfg:654 msgid "The Long Dark (2)" msgstr "A longa escuridão (2)" #. [time]: id=long_dark3 #: data/core/macros/schedules.cfg:666 msgid "The Long Dark (3)" msgstr "A longa escuridão (3)" #. [time]: id=long_dark4 #: data/core/macros/schedules.cfg:680 msgid "The Long Dark (4)" msgstr "A longa escuridão (4)" # #: data/core/macros/special-notes.cfg:9 #, fuzzy #| msgid "" #| " Spirits have very unusual resistances to damage, and move quite slowly " #| "over open water." msgid "" "Spirits have very unusual resistances to damage, and move quite slowly over " "open water." msgstr "" " Espíritos possuem resistências incomuns ao dano, e movem-se lentamente " "sobre a água." # #: data/core/macros/special-notes.cfg:12 #, fuzzy #| msgid "" #| " This unit’s arcane attack deals tremendous damage to magical creatures, " #| "and even some to mundane creatures." msgid "" "This unit’s arcane attack deals tremendous damage to magical creatures, and " "even some to mundane creatures." msgstr "" " O ataque arcano desta unidade causa uma grande quantidade de dano a " "criaturas mágicas, e mesmo a criaturas mundanas." # #: data/core/macros/special-notes.cfg:19 #, fuzzy #| msgid " This unit is capable of basic healing." msgid "This unit is capable of basic healing." msgstr "" " Esta unidade é capaz de sarar um pouco as feridas à aqueles ao seu redor." # #: data/core/macros/special-notes.cfg:22 #, fuzzy #| msgid " This unit is capable of rapid healing." msgid "This unit is capable of rapid healing." msgstr "" " Esta unidade é capaz de sarar rapidamente as feridas à aqueles ao seu redor." # #: data/core/macros/special-notes.cfg:25 #, fuzzy #| msgid "" #| " This unit is capable of healing those around it, and curing them of " #| "poison." msgid "" "This unit is capable of healing those around it, and curing them of poison." msgstr "" " Esta unidade é capaz de curar aqueles ao seu redor, e também de remover " "veneno." # #: data/core/macros/special-notes.cfg:28 #, fuzzy #| msgid "" #| " This unit is capable of neutralizing the effects of poison in units " #| "around it." msgid "" "This unit is capable of neutralizing the effects of poison in units around " "it." msgstr "" " Esta unidade é capaz de neutralizar o efeito de veneno nas unidades ao seu " "redor." # #: data/core/macros/special-notes.cfg:31 #, fuzzy #| msgid "" #| " This unit regenerates, which allows it to heal as though always " #| "stationed in a village." msgid "" "This unit regenerates, which allows it to heal as though always stationed in " "a village." msgstr "" " Esta unidade regenera, o que lhe permite curar-se como se sempre estivesse " "numa aldeia." # #: data/core/macros/special-notes.cfg:34 #, fuzzy #| msgid "" #| " The steadiness of this unit reduces damage from some attacks, but only " #| "while defending." msgid "" "The steadiness of this unit reduces damage from some attacks, but only while " "defending." msgstr "" " O posicionamento firme desta unidade reduz o dano causado por alguns " "ataques, mas apenas quando está a defender-se." # #: data/core/macros/special-notes.cfg:37 #, 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." 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 "" " A habilidade de liderança desta unidade faz com que unidades aliadas " "adjacentes a ela causem mais dano em combate. Isto só se aplica, porém, a " "unidades de nível mais baixo." # #: data/core/macros/special-notes.cfg:40 #, fuzzy #| msgid "" #| " This unit’s skill at skirmishing allows it to ignore enemies’ zones of " #| "control and thus move unhindered around them." msgid "" "This unit’s skill at skirmishing allows it to ignore enemies’ zones of " "control and thus move unhindered around them." msgstr "" " A habilidade de escaramuça desta unidade permite-lhe ignorar as zonas de " "controlo dos inimigos, de maneira a poder mover-se livremente por entre eles." # #: data/core/macros/special-notes.cfg:43 #, fuzzy #| msgid " Illumination increases the lighting level in adjacent areas." msgid "Illumination increases the lighting level in adjacent areas." msgstr "" " A habilidade de iluminação aumenta o nível de luminosidade nas regiões " "adjacentes." # #: data/core/macros/special-notes.cfg:46 #, fuzzy #| msgid "" #| " This unit can use one move to teleport between any two empty villages " #| "controlled by its side." msgid "" "This unit can use one move to teleport between any two empty villages " "controlled by its side." msgstr "" " Esta unidade pode mover-se entre quaisquer duas aldeias aliadas usando um " "ponto de movimento." # #: data/core/macros/special-notes.cfg:49 #, fuzzy #| msgid "" #| " In woodlands, this unit’s ambush skill renders it invisible to enemies " #| "unless it is immediately adjacent or has revealed itself by attacking." 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 "" " Em florestas, a habilidade de emboscada desta unidade torna-a invisível aos " "inimigos, a não ser que um deles esteja adjacente à unidade, ou que ela se " "tenha revelado, ao atacar." # #: data/core/macros/special-notes.cfg:52 #, fuzzy #| msgid "" #| " This unit is able to hide at night, leaving no trace of its presence." msgid "This unit is able to hide at night, leaving no trace of its presence." msgstr "" " Esta unidade pode-se esconder à noite, sem deixar traço da sua presença." # #: data/core/macros/special-notes.cfg:55 #, fuzzy #| 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." msgid "" "This unit can hide in villages (with the exception of water villages), and " "remain undetected by its enemies, except by those standing next to it." msgstr "" " Esta unidade pode-se ocultar em aldeias (com excepção de aldeias aquáticas) " "e permanecer invisível para os seus inimigos, excepto para aqueles que estão " "adjacentes." # #: data/core/macros/special-notes.cfg:58 #, fuzzy #| msgid "" #| " This unit can move unseen in deep water, requiring no air from the " #| "surface." msgid "" "This unit can move unseen in deep water, requiring no air from the surface." msgstr "" " Esta unidade pode-se mover despercebida em águas profundas, sem precisar " "voltar à superfície para respirar." # #: data/core/macros/special-notes.cfg:61 #, fuzzy #| msgid "" #| " This unit gains 1 hitpoint added to its maximum whenever it kills a " #| "living unit." msgid "" "This unit gains 1 hitpoint added to its maximum whenever it kills a living " "unit." msgstr "" " Esta unidade ganha 1 ponto de vida acrescentado ao seu máximo sempre que " "matar uma unidade viva." # #: data/core/macros/special-notes.cfg:64 #, fuzzy #| msgid "" #| " Whenever its berserk attack is used, this unit continues to push the " #| "attack until either it or its enemy lies dead." msgid "" "Whenever its berserk attack is used, this unit continues to push the attack " "until either it or its enemy lies dead." msgstr "" " Sempre que o seu ataque raivoso é usado, esta unidade continuará a atacar " "até que ela ou o seu adversário esteja morto." # #: data/core/macros/special-notes.cfg:67 #, 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." 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 "" " Se houver um inimigo do alvo do lado oposto do alvo, esta unidade pode " "realizar um ataque sorrateiro, que causa o dobro do dano ao golpear o " "adversário pelas costas." # #: data/core/macros/special-notes.cfg:70 #, fuzzy #| msgid "" #| " Foes who lose their life to the plague will rise again in unlife, unless " #| "they are standing on a village." msgid "" "Foes who lose their life to the plague will rise again in unlife, unless " "they are standing on a village." msgstr "" " Oponentes que sejam mortos pela praga levantarão-se novamente para lutar " "como mortos-vivos, a menos que estejam numa aldeia." # #: data/core/macros/special-notes.cfg:73 #, fuzzy #| msgid "" #| " Foes who lose their life to the plague will rise again in unlife, unless " #| "they are standing on a village." msgid "" "Foes who lose their life to certain horrors of nature become nourishment for " "a rapidly growing larva, unless they are standing in a village." msgstr "" " Oponentes que sejam mortos pela praga levantarão-se novamente para lutar " "como mortos-vivos, a menos que estejam numa aldeia." # #: data/core/macros/special-notes.cfg:76 #, fuzzy #| msgid "" #| " This unit is able to slow its enemies, halving their movement speed and " #| "attack damage until they end a turn." msgid "" "This unit is able to slow its enemies, halving their movement speed and " "attack damage until they end a turn." msgstr "" " Esta unidade é capaz de deixar os seus inimigos atrasados, dividindo o seu " "movimento e dano de ataque à metade até o fim do seu turno." # #: data/core/macros/special-notes.cfg:79 #, fuzzy #| msgid "" #| " The ability to turn the living to stone makes this unit extremely " #| "dangerous." msgid "" "The ability to turn the living to stone makes this unit extremely dangerous." msgstr "" " A habilidade de transformar os vivos em pedra torna esta unidade " "extremamente perigosa." # #: data/core/macros/special-notes.cfg:82 #, fuzzy #| msgid "" #| " This unit’s marksmanship gives it a high chance of hitting targeted " #| "enemies, but only on the attack." msgid "" "This unit’s marksmanship gives it a high chance of hitting targeted enemies, " "but only on the attack." msgstr "" " A habilidade de precisão desta unidade dá-lhe uma alta hipótese de acertar " "nos inimigos, mas apenas quando está a atacar." # #: data/core/macros/special-notes.cfg:85 #, fuzzy #| msgid "" #| " This unit has magical attacks, which always have a high chance of " #| "hitting an opponent." msgid "" "This unit has magical attacks, which always have a high chance of hitting an " "opponent." msgstr "" " Os ataques desta unidade são mágicos, e têm sempre uma enorme hipótese de " "acertar um oponente." # #: data/core/macros/special-notes.cfg:88 #, fuzzy #| msgid "" #| " The swarming attacks of this unit become less deadly whenever its " #| "members are wounded." msgid "" "The swarming attacks of this unit become less deadly whenever its members " "are wounded." msgstr "" " Os ataques de enxame desta unidade tornam-se menos perigosos a medida que " "ela é ferida." # #: data/core/macros/special-notes.cfg:91 #, fuzzy #| msgid "" #| " Using a charging attack doubles both damage dealt and received; this " #| "does not affect defensive retaliation." msgid "" "Using a charging attack doubles both damage dealt and received; this does " "not affect defensive retaliation." msgstr "" " Usar um ataque de investida dobra tanto o dano causado como o recebido; " "Isso não se aplica para contra-ataques defensivos." # #: data/core/macros/special-notes.cfg:94 #, fuzzy #| msgid "" #| " During battle, this unit can drain life from victims to renew its own " #| "health." msgid "" "During battle, this unit can drain life from victims to renew its own health." msgstr "" " Durante a batalha, esta unidade pode drenar a força vital das suas vítimas, " "recuperando a sua própria energia." # #: data/core/macros/special-notes.cfg:97 #, fuzzy #| msgid "" #| " The length of this unit’s weapon allows it to strike first in melee, " #| "even in defense." msgid "" "The length of this unit’s weapon allows it to strike first in melee, even in " "defense." msgstr "" " O comprimento da arma desta unidade permite-lhe atacar primeiro em combate " "corpo a corpo, mesmo quando está a defender-se." # #: data/core/macros/special-notes.cfg:100 #, fuzzy #| 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." 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 "" " As vítimas do veneno desta unidade irão continuar tomar danos até que " "possam ser curadas numa aldeia ou por uma unidade com habilidades curar." #: data/core/macros/special-notes.cfg:103 msgid "" "This unit has a defense cap on certain terrain types — it cannot achieve a " "higher defense rating on mixed terrains with such terrain types." msgstr "" #. User-visible string, but only shown in the help pages of UMC units that haven't yet been updated to the 1.16 special notes format. #. Don't use markup in this, because it's shown by both Pango (in the sidebar's tooltips) and the GUI1 help browser (for unit descriptions). #: data/core/macros/special-notes.cfg:122 msgid "" "Special Notes (1.14-style, please update to the new list format to avoid " "duplicates):" msgstr "" # #. [trait]: id=loyal #: data/core/macros/traits.cfg:12 msgid "loyal" msgstr "leal" # #. [trait]: id=loyal #: data/core/macros/traits.cfg:13 msgid "female^loyal" msgstr "leal" # #. [trait]: id=loyal #: data/core/macros/traits.cfg:14 msgid "Zero upkeep" msgstr "Manutenção zero" # #. [trait]: id=loyal #: data/core/macros/traits.cfg:15 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" "Durante as campanhas, certas unidades podem optar por se aliar as tuas " "forças pela sua própria vontade. Estas unidades são marcadas como “Leais”. " "Embora possam precisar de pagamento para serem convocadas, nunca têm custo " "de manutenção. Isto pode fazer-as muito valiosas durante uma campanha longa, " "quando o ouro fica escasso. Esta caraterística nunca é dada a unidades " "recrutadas, por isso pode ser estupidez dispensar-as ou enviar-as à morte " "certa." # #. [trait]: id=loyal #: data/core/macros/traits.cfg:15 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 "" "Unidades text='Leais' não têm gastos. Muitas unidades têm " "um custo de manutenção ao fim de cada turno, o qual é equivalente ao seu " "nível, mas as unidades “Leais” não." # #. [trait]: id=undead #: data/core/macros/traits.cfg:56 msgid "female^undead" msgstr "morto-viva" # #. [trait]: id=undead #. [trait]: id=mechanical #. [trait]: id=elemental #: data/core/macros/traits.cfg:57 data/core/macros/traits.cfg:83 #: data/core/macros/traits.cfg:109 msgid "Immune to drain, poison, and plague" msgstr "Imune a drenar vida, veneno e praga" # #. [trait]: id=undead #: data/core/macros/traits.cfg:58 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" "Morto-Vivos geralmente têm “Morto-Vivo” como a sua única caraterística. Como " "já estão mortas, veneno não tem efeito contra elas. Isto pode ser valioso " "quando lidar com unidades que usam veneno junto com os seus ataques." # #. [trait]: id=undead #: data/core/macros/traits.cfg:58 msgid "" "text='Undead' units are immune to poison, drain, and plague." msgstr "" "Unidades text='Morto-Vivas' são imunes a veneno. Drenar e " "Praga também não têm efeito nelas." # #. [trait]: id=mechanical #: data/core/macros/traits.cfg:81 msgid "mechanical" msgstr "mecânico" # #. [trait]: id=mechanical #: data/core/macros/traits.cfg:82 msgid "female^mechanical" msgstr "mecânica" # #. [trait]: id=mechanical #: data/core/macros/traits.cfg:84 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 "" "\n" "\n" "Unidades mecânicas em geral têm “Mecânico” como a sua única caraterística. " "Como essas unidades não são seres vivos, drenar vida, veneno e praga não tem " "efeito nelas." # #. [trait]: id=mechanical #: data/core/macros/traits.cfg:84 msgid "" "text='Mechanical' units are immune to poison, drain, and " "plague." msgstr "" "Unidades text='mecânicas' são imunes a veneno. Além disso, " "Dreno e Praga também não tem efeito nelas." # #. [trait]: id=elemental #: data/core/macros/traits.cfg:107 msgid "elemental" msgstr "elementar" # #. [trait]: id=elemental #: data/core/macros/traits.cfg:108 msgid "female^elemental" msgstr "elementar" # #. [trait]: id=elemental #: data/core/macros/traits.cfg:110 msgid "" "\n" "\n" "Elemental units generally have elemental as their only trait. Since " "elemental units are energy-based beings, drain, poison, and plague have no " "effect upon them." msgstr "" "\n" "\n" "Unidades elementares em geral têm “Elementar” como a sua única " "caraterística. Como essas unidades são seres baseados de energia, drenar " "vida, veneno e praga não tem efeito nelas." # #. [trait]: id=elemental #: data/core/macros/traits.cfg:110 msgid "" "text='Elemental' units are immune to poison, drain, and " "plague." msgstr "" "Unidades text='elementares' são imunes a veneno. Além " "disso, Dreno e Praga também não tem efeito nelas." # #. [trait]: id=strong #: data/core/macros/traits.cfg:132 msgid "strong" msgstr "forte" # #. [trait]: id=strong #: data/core/macros/traits.cfg:133 msgid "female^strong" msgstr "forte" # #. [trait]: id=strong #: data/core/macros/traits.cfg:134 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" "Enquanto útil para qualquer unidade de combate corpo-a-corpo, “Forte” é mais " "efectivo para unidades com alto número de ataques como o Soldado Élfo. " "Unidades Fortes são úteis quando precisas de um pouco de dano extra para " "transformar um ataque numa morte certa." # #. [trait]: id=strong #: data/core/macros/traits.cfg:134 msgid "" "text='Strong' units do 1 more damage for every successful " "strike in melee combat, and have 1 additional hitpoint." msgstr "" "Unidades text='Fortes' causam mais 1 ponto de dano por cada " "golpe que acertam em combate corpo a corpo e têm mais 1 ponto de vida (PV)." # #. [trait]: id=dextrous #: data/core/macros/traits.cfg:153 msgid "dextrous" msgstr "hábil" # #. [trait]: id=dextrous #: data/core/macros/traits.cfg:154 msgid "female^dextrous" msgstr "hábil" # #. [trait]: id=dextrous #: data/core/macros/traits.cfg:155 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" "“Hábil” é uma caraterística só possuída pelos Elfos. O povo Elfo é conhecido " "pela sua graça e facilidade com o arco. Alguns, contudo, recebem um talento " "natural que excede a sua irmandade. Estes elfos causam 1 ponto adicional de " "dano com cada flecha." # #. [trait]: id=dextrous #: data/core/macros/traits.cfg:155 msgid "" "text='Dextrous' units do 1 more damage for every successful " "strike in ranged combat." msgstr "" "Unidades text='Hábeis' têm mais 1 ponto de dano por cada " "golpe bem sucedido no combate a distância." # #. [trait]: id=quick #: data/core/macros/traits.cfg:170 msgid "quick" msgstr "veloz" # #. [trait]: id=quick #: data/core/macros/traits.cfg:171 msgid "female^quick" msgstr "veloz" # #. [trait]: id=quick #: data/core/macros/traits.cfg:172 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" "Veloz é a mais notável caraterística, principalmente em unidades mais " "lentas, como trogloditas ou infantaria pesada. Unidades Velozes têm uma " "grande mobilidade em terrenos difíceis, e isso pode ser importante quando " "considerares mover as tuas forças. Por outro lado, essas unidades não são " "tão fortes comparadas com outras unidades sem esta caraterística, " "subsequentemente não são as melhores para ficarem em posições importantes." # #. [trait]: id=quick #: data/core/macros/traits.cfg:172 msgid "" "text='Quick' units have 1 extra movement point, but 5% less " "hitpoints than usual." msgstr "" "Unidades text='Velozes' têm 1 ponto de movimento extra, mas " "5% menos de pontos de vida (PV) que o normal." # #. [trait]: id=intelligent #: data/core/macros/traits.cfg:190 msgid "intelligent" msgstr "inteligente" # #. [trait]: id=intelligent #: data/core/macros/traits.cfg:191 msgid "female^intelligent" msgstr "inteligente" # #. [trait]: id=intelligent #: data/core/macros/traits.cfg:192 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" "Unidades text='Inteligentes' são muito úteis no começo de " "campanhas uma vez que podem avançar para níveis mais altos mais rapidamente. " "Mais tarde, já não são tão úteis porque após chegar ao Nível Máximo de " "Experiência (AMLA) não é significativo avançar de nível. Se possuíres muitas " "unidades no 'nível máximo', deves convocar unidades com outras " "caraterísticas." # #. [trait]: id=intelligent #: data/core/macros/traits.cfg:192 msgid "Intelligent units require 20% less experience than usual to advance." msgstr "" "Unidades inteligentes precisam menos 20% de experiência do que o normal para " "avançar." # #. [trait]: id=resilient #: data/core/macros/traits.cfg:206 msgid "resilient" msgstr "resistente" # #. [trait]: id=resilient #: data/core/macros/traits.cfg:207 msgid "female^resilient" msgstr "resistente" # #. [trait]: id=resilient #: data/core/macros/traits.cfg:208 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" "Unidades “Resistentes” podem ser úteis em qualquer parte de uma campanha, e " "isto é útil em qualquer unidade. “Resistência” é especialmente útil em " "unidades com alguma combinação de baixo pontos de vida (PV), boa defesa ou " "alta resistência. Unidades “resistentes” são úteis para assegurar posições " "estratégicas contra os teus oponentes." # #. [trait]: id=resilient #: data/core/macros/traits.cfg:208 msgid "" "text='Resilient' units have an additional 4 hitpoints, and " "gain 1 more per level." msgstr "" "Unidades text='Resistentes' têm mais 4 pontos de vida (PV) " "e mais 1 PV por nível do que o normal." # #. [trait]: id=healthy #: data/core/macros/traits.cfg:227 msgid "healthy" msgstr "saudável" # #. [trait]: id=healthy #: data/core/macros/traits.cfg:228 msgid "female^healthy" msgstr "saudável" #. [trait]: id=healthy #: data/core/macros/traits.cfg:230 msgid "" "\n" "\n" "text='Healthy' units have 1 additional hitpoint, and gain 1 " "more per level. They will also heal 2 hitpoints each turn, regardless of " "whether they engaged in combat the turn before." msgstr "" # #. [trait]: id=healthy #: data/core/macros/traits.cfg:230 msgid "" "Renowned for their vitality, some dwarves are sturdier than others and can " "rest even when traveling." msgstr "" "Conhecidos pela sua vitalidade, alguns anões são mais resistentes do que " "outros, e recuperam mais rapidamente mesmo durante longas caminhadas." # #. [trait]: id=fearless #: data/core/macros/traits.cfg:253 data/core/macros/traits.cfg:270 msgid "female^fearless" msgstr "corajosa" # #. [trait]: id=fearless #: data/core/macros/traits.cfg:254 data/core/macros/traits.cfg:271 msgid "Fights normally during unfavorable times of day/night" msgstr "Luta sem penalidades de noite ou dia" # #. [trait]: id=fearless #: data/core/macros/traits.cfg:255 data/core/macros/traits.cfg:272 msgid "Aversion to light and dark holds no sway over these brave individuals." msgstr "" "A luz e a escuridão não têm efeitos negativos nestes indivíduos corajosos." # #. [trait]: id=feral #: data/core/macros/traits.cfg:285 msgid "feral" msgstr "feroz" # #. [trait]: id=feral #: data/core/macros/traits.cfg:286 msgid "female^feral" msgstr "feroz" # #. [trait]: id=feral #: data/core/macros/traits.cfg:287 msgid "Receives only 50% defense in land-based villages" msgstr "Recebe apenas uma defesa de 50% em aldeias terrestres." # #. [trait]: id=feral #: data/core/macros/traits.cfg:288 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 "" "Habitações de seres conscientes não são facilmente utilizados para cobrir " "pelas criaturas selvagens menos inteligentes. Como resultado, unidades " "text='ferozes' recebem um máximo de 50% de defesa em " "qualquer aldeia terrestre, independentemente do terreno base." # #. [trait]: id=weak #: data/core/macros/traits.cfg:304 msgid "weak" msgstr "fraco" # #. [trait]: id=weak #: data/core/macros/traits.cfg:305 msgid "female^weak" msgstr "fraca" # #. [trait]: id=weak #: data/core/macros/traits.cfg:306 msgid "" "Units with the text='weak' trait receive a 1 point decrease " "in hitpoints and melee damage." msgstr "" "As unidades com a caraterística text='Fraco' recebem menos " "1 pontos de vida (PV) e no dano corpo a corpo." # #. [trait]: id=slow #: data/core/macros/traits.cfg:323 msgid "slow" msgstr "lento" # #. [trait]: id=slow #: data/core/macros/traits.cfg:324 msgid "female^slow" msgstr "lenta" # #. [trait]: id=slow #: data/core/macros/traits.cfg:325 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 "" "\n" "\n" "Grossos e desajeitados, gnomos lentos e outras espécies têm uma penalidade " "de movimento, mas são compensados com um suave acréscimo na resistência." # #. [trait]: id=slow #: data/core/macros/traits.cfg:325 msgid "" "text='Slow' units have 1 less movement point but 5% more " "hitpoints." msgstr "" "As unidades text='lentas' têm menos 1 ponto de movimento, " "mas mais 5% de pontos de vida (PV)." # #. [trait]: id=dim #: data/core/macros/traits.cfg:343 msgid "dim" msgstr "asno" # #. [trait]: id=dim #: data/core/macros/traits.cfg:344 msgid "female^dim" msgstr "asna" # #. [trait]: id=dim #: data/core/macros/traits.cfg:345 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 "" "\n" "\n" "Asno é uma caraterística comum entre gnomos e outras espécies menores. Há " "várias razões por essas espécies serem menores, e esta é uma delas." # #. [trait]: id=dim #: data/core/macros/traits.cfg:345 msgid "" "Units with trait text='dim' suffer a 20% increase in " "experience required to advance." msgstr "" "Unidades com a caraterística text='Asno' precisam de mais " "20% de experiência para evoluir." # #. [trait]: id=aged #: data/core/macros/traits.cfg:359 msgid "aged" msgstr "idoso" # #. [trait]: id=aged #: data/core/macros/traits.cfg:360 msgid "female^aged" msgstr "idosa" # #. [trait]: id=aged #: data/core/macros/traits.cfg:361 msgid "" "Units with the text='aged' trait have 8 hitpoints less and " "suffer from a 1 point decrease in movement and melee damage." msgstr "" "Unidades com a caraterística text='idoso' têm uma " "penalidade de 8 pontos de vida e menos 1 ponto de movimento e dano à curta " "distância." # #. [berserk]: id=berserk #: data/core/macros/weapon_specials.cfg:9 msgid "berserk" msgstr "raiva" # #. [berserk]: id=berserk #: data/core/macros/weapon_specials.cfg:10 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 "" "Sempre que usado ofensivamente ou defensivamente, este ataque mantém o " "combate até que um dos combatentes morra, ou 30 rondas de combate passaram." # #. [damage]: id=backstab #: data/core/macros/weapon_specials.cfg:22 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 "" "Este ataque causa o dobro de dano se uma unidade inimiga do alvo estiver do " "lado oposto deste, e se essa unidade não estiver incapacitada (p.ex. " "transformada em pedra)." # #. [plague]: id=plague({TYPE}), type={TYPE} #: data/core/macros/weapon_specials.cfg:42 msgid "" "When a unit is killed by a Plague attack, that unit is replaced with a unit " "on the same side as the unit with the Plague attack. This doesn’t work on " "Undead or units in villages." msgstr "" "Quando uma unidade é morta por um ataque de “Praga”, ela é substituída por " "um Cadáver Ambulante, pertencente a mesma equipa da unidade que a atacou com " "a Praga. Esta habilidade não funciona em Mortos-Vivos ou unidades em aldeias." # #. [slow]: id=slow #: data/core/macros/weapon_specials.cfg:65 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 "" "Este ataque deixa o alvo lento até o fim do seu turno. Atrasar divide o dano " "dos ataques do alvo por dois, e o seu custo de movimento é dobrado. Uma " "unidade atrasada terá um ícone com um caracol nas informações da barra " "lateral quando for selecionada." # #. [petrifies]: id=petrifies #: data/core/macros/weapon_specials.cfg:75 msgid "petrifies" msgstr "petrificar" # #. [petrifies]: id=petrifies #: data/core/macros/weapon_specials.cfg:76 msgid "" "This attack petrifies the target, turning it to stone. Units that have been " "petrified may not move or attack." msgstr "" "Este ataque transforma o alvo em pedra. Unidades petrificadas não se podem " "mover ou atacar." # #. [chance_to_hit]: id=marksman #: data/core/macros/weapon_specials.cfg:87 msgid "" "When used offensively, this attack always has at least a 60% chance to hit." msgstr "" "Quando usado ofensivamente, este ataque sempre tem uma hipótese de pelo " "menos 60% de acertar." #. [chance_to_hit]: id=deflect #: data/core/macros/weapon_specials.cfg:100 msgid "deflect" msgstr "" # #. [chance_to_hit]: id=deflect #: data/core/macros/weapon_specials.cfg:101 #, fuzzy #| msgid "" #| "When used offensively, this attack always has at least a 60% chance to " #| "hit." msgid "" "When used defensively, this attack reduces the opponent’s chance to hit by " "10%." msgstr "" "Quando usado ofensivamente, este ataque sempre tem uma hipótese de pelo " "menos 60% de acertar." #. [chance_to_hit]: id=deflect #: data/core/macros/weapon_specials.cfg:102 msgid "" "This unit’s defensive techniques reduce the chance of a successful enemy " "attack." msgstr "" # #. [chance_to_hit]: id=magical #: data/core/macros/weapon_specials.cfg:115 msgid "magical" msgstr "mágico" # #. [chance_to_hit]: id=magical #: data/core/macros/weapon_specials.cfg:116 msgid "" "This attack always has a 70% chance to hit regardless of the defensive " "ability of the unit being attacked." msgstr "" "Este ataque sempre tem uma hipótese de 70% em acertar, não importando a " "habilidade defensiva da unidade a ser atacada." # #. [swarm]: id=swarm #: data/core/macros/weapon_specials.cfg:128 msgid "swarm" msgstr "enxame" # #. [swarm]: id=swarm #: data/core/macros/weapon_specials.cfg:129 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 "" "O número de golpes deste ataque diminui quando a unidade é ferida. O número " "de golpes é proporcional à quantidade atual de pontos de vida (PV) da " "unidade em relação com os seus pontos de vida máximos. Por exemplo, uma " "unidade com 3/4 dos seus PV máximo terá 3/4 do número total de golpes." # #. [damage]: id=charge #: data/core/macros/weapon_specials.cfg:139 msgid "charge" msgstr "investida" # #. [damage]: id=charge #: data/core/macros/weapon_specials.cfg:140 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 "" "Este ataque causa o dobro de dano ao alvo. Ele também faz com que esta " "unidade tome o dobro de dano no contra-ataque do alvo." #. [damage]: id=absorb #: data/core/macros/weapon_specials.cfg:153 msgid "absorb" msgstr "" #. [damage]: id=absorb #: data/core/macros/weapon_specials.cfg:154 msgid "" "This attack puts the unit in good defensive position, and it absorbs some of " "the damage dealt by an enemy strike." msgstr "" #. [damage]: id=absorb #: data/core/macros/weapon_specials.cfg:155 msgid "" "This unit can block enemy strikes, so that it takes reduced damage when hit." msgstr "" # #. [drains]: id=drains #: data/core/macros/weapon_specials.cfg:167 msgid "" "This unit drains health from living units, healing itself for half the " "amount of damage it deals (rounded down)." msgstr "" "Esta unidade drena a energia de unidades vivas, recuperando um número de " "pontos de vida igual a metade do dano que ela causa (arredondado para baixo)." # #. [firststrike]: id=firststrike #: data/core/macros/weapon_specials.cfg:177 msgid "first strike" msgstr "iniciativa" # #. [firststrike]: id=firststrike #: data/core/macros/weapon_specials.cfg:178 msgid "" "This unit always strikes first with this attack, even if they are defending." msgstr "" "Esta unidade sempre ataca primeiro com este ataque, mesmo que esteja a " "defender-se." # #. [poison]: id=poison #: data/core/macros/weapon_specials.cfg:189 msgid "" "This attack poisons living targets. Poisoned units lose 8 HP every turn " "until they are cured or are reduced to 1 HP. Poison cannot, of itself, kill " "a unit." msgstr "" "Este ataque envenena alvos vivos. Unidades envenenadas perdem 8 pontos de " "vida (PV) cada turno até que sejam curadas ou fiquem só com 1 ponto de vida " "(PV). O veneno não pode, por si, matar uma unidade." #. [stun]: id=stun #: data/core/macros/weapon_specials.cfg:199 msgid "stun" msgstr "" #. [stun]: id=stun #: data/core/macros/weapon_specials.cfg:200 msgid "" "This attack hits so hard that the opponent is dazed and can no longer " "enforce a zone of control. The effect wears off on the opponent’s next turn." msgstr "" # #. [stun]: id=stun #: data/core/macros/weapon_specials.cfg:201 #, fuzzy #| msgid "" #| " This unit is able to slow its enemies, halving their movement speed and " #| "attack damage until they end a turn." msgid "" "This unit is able to stun its enemies, disrupting their zones of control." msgstr "" " Esta unidade é capaz de deixar os seus inimigos atrasados, dividindo o seu " "movimento e dano de ataque à metade até o fim do seu turno." #. [damage_type]: id=arcane_damage #: data/core/macros/weapon_specials.cfg:208 msgid "arcane" msgstr "" #. [damage_type]: id=arcane_damage #: data/core/macros/weapon_specials.cfg:209 msgid "" "This attack combines the arcane type with the type of weapon used so that " "resistance to the arcane type does not penalize the user." msgstr "" #. [damage_type]: id=arcane_damage #: data/core/macros/weapon_specials.cfg:210 msgid "" "This unit can use the arcane type when the opponent is particularly " "sensitive to it in relation to the weapon on which it is applied." msgstr "" #: data/core/units.cfg:4 msgid "" "Despite orcs’ reliance on raw strength, few of their children are destined " "to grow to possess any. Goblins are, despite their appearance, born as " "siblings to the orcs and members of the same race. While other races usually " "bear children singly or in pairs, orcs will have large litters of children " "all at once, causing their populations to explode. Within any litter, there " "will be only one or two who grow to the strength of a “true orc”, a few who " "are born slightly smaller and weaker, and the rest, often a full half of any " "litter, are much weaker and destined to be goblins. Almost as newborns the " "class system of orcish society is visible, with the weak put in their place " "by their stronger siblings. The stronger ones will routinely grab most of " "the food and thus grow stronger still, while their weaker siblings do not." msgstr "" # #. [race]: id=bats #: data/core/units.cfg:39 msgid "race^Bat" msgstr "Morcego" # #. [race]: id=bats #: data/core/units.cfg:40 msgid "race+female^Bat" msgstr "Morcego" # #. [race]: id=bats #: data/core/units.cfg:41 msgid "race^Bats" msgstr "Morcegos" # #. [race]: id=bats #: data/core/units.cfg:42 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 "" "Morcegos vêm em muitos formas e tamanhos, e a maioria são bastante " "inofensivos, alimentam-se de insectos e outros pequenos animais. As raças " "maiores e mais cruéis são conhecidas por representar uma ameaça para os " "humanos e outras raças, bem como o gado, especialmente quando encontrado em " "grupos. Tipicamente nocturnos, são frequentemente mantidos (e, " "ocasionalmente, domesticados) por aqueles que compartilham o seu amor da " "noite." # #. [race]: id=drake #: data/core/units.cfg:51 msgid "race^Drake" msgstr "Drago" # #. [race]: id=drake #: data/core/units.cfg:52 msgid "race+female^Drake" msgstr "Draga" # #. [race]: id=drake #: data/core/units.cfg:53 msgid "race^Drakes" msgstr "Dragos" #. [race]: id=drake #: data/core/units.cfg:54 #, fuzzy #| 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 — dominant who rules the society with an iron fist. Every " #| "drake is expected to earn their place in the strict hierarchy, to obey " #| "their superiors and command their inferiors. Entry to the ruling elite is " #| "only possible through challenging and defeating a superior in single " #| "combat, which is the way the hierarchy within the elite itself is " #| "established. The use of deception of any kind towards any fellow drake " #| "is, without exception, seen as cowardly and unacceptable.\n" #| "\n" #| "While their warlike nature and sense of territory drives them to defend " #| "their territories savagely, drakes rarely invade or trespass on areas " #| "already occupied by the other major races. Instead, they settle in " #| "unpopulated areas to establish their own territory there. They primarily " #| "feed on large game they hunt in the lowlands around their homes, but " #| "hatchlings and lower caste drakes are known to feed also on certain kinds " #| "of moss and fungi they cultivate deep in their caverns. Drakes value " #| "armor- and weapon-smithing, but neither know nor need other science and " #| "culture besides this. Nonetheless, the few implements they do fashion are " #| "almost unrivaled in quality, only matched by those produced in the finest " #| "Dwarvish foundries.\n" #| "\n" #| "Drakes hatch from eggs and usually live naturally between 20 to 30 years. " #| "Death in battle is the most preferred way for a drake to leave this " #| "world. Unlike the elder members of other races, drakes naturally grow " #| "more aggressive and reckless towards the ends of their natural lives, " #| "perhaps to help ensure their place in the heroic legends of their kind.\n" #| "\n" #| "
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." 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, 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 into 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 — dominant who rules the society with an iron fist. Every drake is " "expected to earn their place in the strict hierarchy, to obey their " "superiors and command their inferiors. Entry to the ruling elite is only " "possible through challenging and defeating a superior in single combat, " "which is the way the hierarchy within the elite itself is established. The " "use of deception of any kind towards any fellow drake is, without exception, " "seen as cowardly and unacceptable.\n" "\n" "While their warlike nature and sense of territory drives them to defend " "their territories savagely, drakes rarely invade or trespass on areas " "already occupied by the other major races. Instead, they settle in " "unpopulated areas to establish their own territory there. They primarily " "feed on large game they hunt in the lowlands around their homes, but " "hatchlings and lower caste drakes are known to feed also on certain kinds of " "moss and fungi they cultivate deep in their caverns. Drakes value armor- and " "weapon-smithing, but neither know nor need other science and culture besides " "this. Nonetheless, the few implements they do fashion are almost unrivaled " "in quality, only matched by those produced in the finest Dwarvish " "foundries.\n" "\n" "Drakes hatch from eggs and may live naturally for several decades, although " "some have been known to survive for longer. However, death in battle is the " "most preferred way for a drake to leave this world. As such, most drakes do " "not live to see the end of their natural lifespan.\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 "" "Dragos são criaturas de grande porte, com asas e cuspidores de fogo, que " "assemelham-se aos dragões verdadeiros. Em média, um adulto drago fica ao " "redor de três metros de altura e pesa facilmente mais do que um homem e um " "cavalo juntos. A sua pele é composta por escamas duras, resistentes a " "maioria dos a ataques físicos, salvo perfurantes e danos causados ​​pelo frio. " "A maioria dos dragos são capazes de voar e pode viajar longas distâncias " "rapidamente. No entanto, o seu peso enorme e volume limita a sua capacidade " "de voo um pouco, tornando-os desajeitados no ar. Sempre que possível, " "recorram às caraterísticas de terreno, tais como colinas, montanhas e " "árvores como pontos de lançamento, a fim de obter maior altura e velocidade. " "Felizmente para os seus inimigos, ainda são criaturas bastante desajeitadas " "e surpreendentemente lento em combate. Isto, combinado com o seu grande " "tamanho, torna-os alvos fáceis para aqueles que ousam atacar-os.\n" "\n" "Dragos são inerente-mente criaturas mágicas, com um misterioso fogo interno " "abastecendo as suas próprias vidas. Isso pode facilmente ser testemunhado " "quando um da sua espécie morre em combate, o seu fogo interno é liberado, " "queimando os seus restos mortais a cinzas. O seu fogo interno é também a sua " "maior fraqueza, que os torna extremamente vulneráveis ​​a ataques de frio. " "Apesar da sua natureza mágica, dragos são incapazes de canalizar magia de " "uma maneira controlada. Embora a magia impregnada no corpo de um drago " "permite a ele cuspir fogo e lhe dá vida, não têm controlo sobre as suas " "funções deliberadas desta magia.\n" "\n" "
text='Sociedade'
\n" "Dragos são uma raça relativamente guerreira e as suas sociedades podem ser " "melhor descrito como sociedades de cultura marcial. O núcleo de uma tribo " "drago é um pequeno grupo de guerreiros chefiado por um veterano respeitado " "mutuamente — ou simplesmente temido — dominante que governa a sociedade com " "um punho de ferro. Cada drago deve para ganhar o seu lugar na hierarquia " "rígida, obedecer os seus superiores e comandar os seus inferiores. A entrada " "para a elite governante só é possível através do desafio e derrota de um " "superior num combate individual, que é a forma como a hierarquia dentro da " "própria elite está estabelecida. O uso de fraude de qualquer tipo em relação " "a qualquer drago companheiro é, sem excepção, visto como covarde e " "inaceitável.\n" "\n" "Embora a sua natureza guerreira e sentido de território leva-os a defender " "os seus territórios brutalmente, dragos raramente invadem ou trespassam " "áreas já ocupadas por outras raças maiores. Em vez disso, instalam-se em " "áreas despovoadas para estabelecer o seu próprio território . Essencialmente " "alimentam-se de animais grandes que caçam nas planícies em torno das suas " "casas, mas crias e dragos de castas menores também são conhecidos de se " "alimentar de certos de musgos e fungos que cultivam profundo nas suas " "cavernas. A única tecnologia de valor é a armadura e forja de armas, e nem " "sabem ou precisam de outra ciência e cultura para além desta. No entanto, a " "implementação que poucos fazem são quase inigualável em qualidade, apenas " "acompanhado por aqueles produzidos nas melhores fundições dos Anões.\n" "\n" "Dragos são eclodidos de ovos e geralmente vivem naturalmente entre 20 a 30 " "anos. A morte em batalha é a forma mais preferida para um drago deixar este " "mundo. Ao contrário dos membros mais velhos de outras raças, crescem " "naturalmente mais agressivos e imprudentes no fim das suas vidas naturais, " "talvez para ajudar a garantir o seu lugar nas lendas heróicas da sua " "espécie.\n" "\n" "
text='Geografia'
\n" "Os Dragos são provenientes de um arquipélago de ilhas vulcânicas chamada " "dst='morogor' text='Morogor' na dst='great_ocean' " "text='Grande Oceano'. A combinação de pressão populacional e da " "subsidência de muitas das ilhas tem causado que colónias de dragos se " "espalhassem para o dst='great_continent' text='Grande Continente'. Dragos tendem a fazer as suas casas em cavernas de montanha perto de " "vulcões para proteger os seus ovos, crias e forjas. Embora naturalmente " "preferem o calor, o fogo interno é mais do que capaz de sustentá-los, mesmo " "num clima relativamente frio, uma caraterística que lhes permitiu povoar até " "mesmo algumas das montanhas do extremo norte do Grande Continente." # #. [race]: id=dwarf #: data/core/units.cfg:87 msgid "race^Dwarf" msgstr "Anão" # #. [race]: id=dwarf #: data/core/units.cfg:88 msgid "race+female^Dwarf" msgstr "Anã" # #. [race]: id=dwarf #: data/core/units.cfg:89 msgid "race^Dwarves" msgstr "Anões" # #. [race]: id=dwarf #: data/core/units.cfg:90 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 "" "Os anões são uma raça famosa pelos seus mineiros, ferreiros, mercadores e " "guerreiros. Considerada a terceira raça mais velha do grande continente, " "depois dos elfos e trogloditas, o início da sua história é envolta em lendas " "misteriosas num tempo há muito esquecido, quando este povo começara a surgir " "das cavernas subterrâneas. Nada é sabido sobre a sua vida antes da chegada, " "ou a razão para terem ido para a superfície, mas tornaram-se parte essencial " "da história do continente desde então. Logo que emergiram do subsolo, os " "anões entraram em conflito com os habitantes originais da terra: os elfos. A " "razão original para esta disputa perdeu-se no tempo, mas as duas raças " "entraram, desde então, em três longas guerras, interrompidas por algumas " "décadas de paz. Durante estas guerras os anões não conseguiram desalojar os " "elfos das florestas profundas ao sul, mas cuidaram de consolidar a sua " "posição nas colinas e montanhas no norte do continente, conhecidas agora " "como as Terras do Norte. Desde então construíram fortificações fantásticas e " "povoações nas profundezas das montanhas e nos penhascos do seu território.\n" "\n" "Possivelmente devido ao seu isolamento, os anões geralmente são " "desconfiados, e até hostis, com as outras raças, particularmente os elfos. A " "única excepção a esse temperamento é para os humanos. Que pode ser datado " "deste a chegada dos humanos ao continente, liderados por Haldric I, que " "coincidiu com a chegada dos orcs. Os anões começam a aproximar-se dos " "humanos, principalmente os dissidentes e marginalizados do Reino de Wesnoth, " "que peregrinavam até as Terras do Norte. Entretanto, essa aproximação não " "era surpreendente, visto que os anões viam naquelas pobres criaturas, " "esquecidas pelos iguais, a própria história de perseguição que sofriam. Os " "anões tinham, também, muito a ganhar com essa parceria, visto que poderiam " "habitar locais que os anões não gostavam: planícies, florestas e pântanos, " "libertando os anões do compromisso de defender tais áreas.\n" "\n" "Anões são de pequena estatura para padrões humanos, mas não são, de forma " "alguma, frágeis. Os seus guerreiros, resistentes e potentes, são temidos e " "respeitados em todo o continente pelas suas proezas em batalha. Além disso, " "os anões são conhecidos pelas suas capacidades de cálculo e pela sua " "magníficas perícia no trabalho com ferramentas. Ferreiros anões são famosos " "pelas suas armas mortais e armaduras pesadas. Estes apetrechos não têm " "comparação, e, possivelmente, apenas comparáveis àqueles produzidos por " "armeiros dragos. A sua inteligência e curiosidade natural, também os fazem a " "raça mais tecnicamente avançada do continente. Uma das suas mais famosas, e " "temidas, descobertas fora um pó misterioso, que produz uma imensa explosão " "quando exposto ao fogo ou faíscas. Alguns guerreiros anões usam este pó para " "atirar pequenos objetos em velocidades tremendas. Dadas as suas inclinações " "tecnológicas e científicas, muitos anões tendem a desconfiar da magia. No " "entanto, alguns praticam uma forma de magia com base na gravação de runas. " "Chamados de mestres das runas, usam essas gravuras para encantar itens, a " "fim de aumentar certos aspetos da sua natureza." # #. [race]: id=elf #: data/core/units.cfg:107 msgid "race^Elf" msgstr "Elfo" # #. [race]: id=elf #: data/core/units.cfg:108 msgid "race+female^Elf" msgstr "Elfa" # #. [race]: id=elf #: data/core/units.cfg:109 msgid "race^Elves" msgstr "Elfos" #. [race]: id=elf #: data/core/units.cfg:111 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 " "at least a full two centuries. While some elves possessing a high magical " "aptitude have been known to live longer, most elves begin to grow physically " "frail at some point between 250 and 300 years of age and pass away rapidly " "thereafter.\n" "\n" "Most elves share an intense affection for unspoiled nature and find " "themselves uncomfortable in open, unvegetated places. 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 several millennia.\n" "\n" "
text='Magic'
\n" "While elves are fundamentally different creatures than the fabled fair folk, " "their magic has some connection to the faerie and is the source of their " "unusually keen senses as well as their long lives. Elven magic is split " "between two different paths, one focused on manipulation of the mundane or " "natural world, and one focused on divination into the arcane plane. More " "common is the the way of corporeal alteration, which has more tangible " "effects than its antithesis in the arcane. Though elven nature magic is ill-" "suited toward combat, its potent ability to harness earthly energies to " "nurture and protect is the primary reason for the effectiveness of elven " "healing as well as the beauty and vitality of their forests.\n" "\n" "Those who follow the mystic path are also well-regarded by other elves, but " "their motives and abilities are often unclear to those outside of their " "order. Some who venture far down the path of mysticism take on more faerie-" "like traits, gaining extraordinary insight and longevity, but also becoming " "sensitive to and even burned by the presence of cold iron.\n" "\n" "
text='Culture'
\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, often for sporting purposes. As a result, elves excel at archery, a " "craft that is readily and effectively applied to warfare. Elves are also " "renowned musicians, particularly skilled at wind and plucked string " "instruments in small ensembles. The Aeolian harps of the Aethenwood, for " "example, are crafted from the fine wood of Elven yew trees and are legendary " "for their soft, gentle tone.\n" "\n" "
text='Society'
\n" "Elvish society is roughly divided into three factions: a pseudo-military " "faction responsible for defending their forests, peaceful civilians who are " "usually craftsmen and artists, and healers and mystics who maintain the " "elves’ connection to the faerie. Responsible for governing these different " "aspects is the nobility, who are treated as servants to the broader social " "order, rather than as strict rulers of their people. The process for " "selecting these nobles differs between the various elven conclaves, with the " "governing council of Wesmere — the Ka’lian — being elected and the nobility " "in Lintanir usually being inherited.\n" "\n" "In times of strife, the hierarchy of command becomes more adaptable, with " "the ordinary aristocracy deferring to more war-minded marshals. By " "tradition, in both Wesmere and Lintanir, an enchantress from the order of " "elven mystics is also called upon to facilitate the transition of power." msgstr "" #. [race]: id=falcon #: data/core/units.cfg:137 msgid "race^Falcon" msgstr "Falcão" #. [race]: id=falcon #: data/core/units.cfg:138 msgid "race+female^Falcon" msgstr "Falcoa" #. [race]: id=falcon #: data/core/units.cfg:139 msgid "race^Falcons" msgstr "Falcões" #. [race]: id=falcon #: data/core/units.cfg:140 msgid "" "Falcons are birds of prey, noted for their exceptional speed and agility. " "Lighter and with less powerful talons than other raptors, falcons instead " "favor the use of their beak to kill their targets. Their keen eye and " "capacity for domestication makes them a populous and well-known creature, " "used both by nobles in sport, and by nomads or tribes who find them useful " "in hunting for food. Falcons occasionally find a role on the field of war as " "well, with certain falconers training their birds to distinguish between " "friend and foe, making them a useful asset to aid in an army’s charge." msgstr "" # #. [race]: id=goblin #: data/core/units.cfg:148 msgid "race^Goblin" msgstr "Gnomo" # #. [race]: id=goblin #: data/core/units.cfg:149 msgid "race+female^Goblin" msgstr "Gnomo" # #. [race]: id=goblin #: data/core/units.cfg:150 msgid "race^Goblins" msgstr "Gnomos" # #. [race]: id=goblin #: data/core/units.cfg:151 msgid "" "\n" "\n" "Goblins are puny and quite frail, rarely growing past the size and stature " "of a human child.\n" "\n" "Goblins are born into a lifetime of near-slavery to their larger kin, and " "used as sword-fodder in battle. They thrive in spite of their tragic fate; " "in part because they are so very numerous, and also because their brother " "orcs are well aware how dependent they are on the goblins. They perform the " "bulk of manual labor needed by the orcs, with the sole exception of jobs " "that require the brute strength of true orcs. Those the orcs revel in as " "proof of their prowess." msgstr "" "\n" "\n" "Gnomos são, apesar da sua aparência, nascidos como irmãos dos orcs e os " "membros da mesma raça. Enquanto outras raças normalmente têm filhos " "solitários ou em pares, os orcs têm ninhadas grandes de todos os filhos de " "uma só vez, fazendo com que as suas populações expludam rapidamente. Dentro " "de uma ninhada, haverá apenas um ou dois orcs verdadeiros, que vão crescer " "para o tamanho e a força da sua raça. Uns poucos irão ser meio-orcs, " "notavelmente mais fracos do que os seus irmãos mais velhos, e relegados a " "papéis secundários em combate, como o tiro com arco. O resto, muitas vezes, " "metade de um total de mais de uma ninhada, será formada por gnomos. Gnomos " "são insignificantes e bastante frágeis, raramente crescem além do tamanho e " "estatura de uma criança humana. Gnomos são levam uma vida de escravidão " "perto dos seus parentes maiores, e deitados fora na batalha. Prosperam, " "apesar do seu trágico destino, em parte porque são tão numerosos, e também " "porque os seus irmãos orcs estão bem conscientes quão dependentes são " "deles.\n" "\n" "Os gnomos executam a maior parte da mão-de-obra necessária para os orcs, com " "exceção dos postos de trabalho que exigem a força bruta de orcs verdadeiros. " "A eles os orcs deleitam-se como provas das suas proezas." # #. [race]: id=gryphon #: data/core/units.cfg:168 msgid "race^Gryphon" msgstr "Grifo" # #. [race]: id=gryphon #: data/core/units.cfg:169 msgid "race+female^Gryphon" msgstr "Grifo" # #. [race]: id=gryphon #: data/core/units.cfg:170 msgid "race^Gryphons" msgstr "Grifos" #. [race]: id=gryphon #: data/core/units.cfg:171 msgid "" "Gryphons are broad, powerful beasts with traits shared from both terrestrial " "predators and birds of prey. While occasionally tamed and ridden by the " "daring, gryphons are very territorial and aggressive, particularly regarding " "their nests.\n" "\n" "The means by which gryphons are able to fly despite their great weight has " "been a source of debate for centuries, but it remains as mysterious as their " "origins." msgstr "" # #. [race]: id=horse #: data/core/units.cfg:181 #, fuzzy #| msgid "race^Wose" msgid "race^Horse" msgstr "Silvano" # #. [race]: id=horse #: data/core/units.cfg:182 #, fuzzy #| msgid "race+female^Ogre" msgid "race+female^Horse" msgstr "Ogre" # #. [race]: id=horse #: data/core/units.cfg:183 #, fuzzy #| msgid "race^Woses" msgid "race^Horses" msgstr "Silvanos" #. [race]: id=horse #: data/core/units.cfg:184 msgid "" "Domesticated horses come in many shapes and sizes, from mighty war chargers, " "to sturdy draught horses or agile stock horses. While they are more fragile " "than many beasts, their speed and cunning allow feral horses to thrive in " "the wild, alongside their wild brethren.\n" "\n" "Horses have been an important part of many civilizations, so it is not " "surprising that there are many myths and stories centered around them. " "Winged horses, man-horse hybrids, and ghost horses have made their way into " "written history, though few can honestly claim to have seen such things." msgstr "" # #. [race]: id=human #: data/core/units.cfg:201 msgid "race^Human" msgstr "Humano" # #. [race]: id=human #: data/core/units.cfg:202 msgid "race+female^Human" msgstr "Humana" # #. [race]: id=human #: data/core/units.cfg:203 msgid "race^Humans" msgstr "Humanos" # #. [race]: id=human #: data/core/units.cfg:204 msgid "" "The race of men is an extremely diverse one. Although they originally came " "from the Old Continent, men have spread all over the world and split into " "many different cultures and races. Although they are not imbued with magic " "like other creatures, humans can learn to wield it and are able to learn " "more types than most others. They have no extra special abilities or " "aptitudes except their versatility and drive. While often at odds with other " "races, they can occasionally form alliances with the less aggressive races " "such as elves and dwarves. The less scrupulous among them do not shrink back " "from hiring orcish mercenaries, either. They have no natural enemies, " "although the majority of men, like most people of all races, have an " "instinctive dislike of the undead. Men are shorter than the elves, but " "taller still than dwarves. Their skin color can vary, from almost white to " "dark brown.\n" "\n" "
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 "" "A raça humana é extremamente diversificada. Embora originalmente tenham " "vindo do Velho Continente, os homens estão espalhados por todo o mundo e " "divididos em muitas culturas e raças diferentes. Embora não sejam imbuídos " "de magia como as outras criaturas, os humanos podem aprender a controlá-la e " "podem aprender mais tipos que a maioria das outras raças. Não têm " "habilidades especiais extras ou aptidões extraordinárias, excepto a sua " "versatilidade e energia. Embora muitas vezes em contradição com outras " "raças, podem, ocasionalmente, formar alianças com as raças menos agressivas, " "como os elfos e anões. E até os menos escrupulosos entre eles não hesitam em " "contratar mercenários orcs. Não têm inimigos naturais, embora a maioria dos " "homens, como a maioria das pessoas de todas as raças, tenham uma aversão " "instintiva aos morto-vivos. Os humanos são mais baixos que os elfos, mas " "mais altos que os anões. A sua cor da pele pode variar desde quase branca ao " "castanho-escuro.\n" "\n" "
text='Súbditos da Coroa'
\n" "Existem vários grupos humanos, mas a maioria dos que vivem no Grande " "Continente estão sob o comando da Coroa de Wesnoth. Os humanos chegaram ao " "continente de uma terra longe no oceano a Oeste, a Ilha Verde, e logo " "estabeleceram a sua capital na cidade de Weldyn. Nos séculos subsequentes " "fundaram numerosas cidades através do continente. Os soldados do Reino de " "Wesnoth protegem o país, formando a força militar mais organizada no mundo " "conhecido. Os seus guerreiros provêm das diversas províncias, deonde são " "recrutados ainda jovens.\n" "\n" "
text='As Tribos'
\n" "As províncias orientais de Wesnoth, conhecidas como “A Terra das Tribos”, " "têm uma geografia com mais planícies e colinas que a parte ocidental, que " "possui mais cidades. São lar das tribos dos Cavaleiros, que são aliados da " "Coroa, mas são autónomos e mantêm a sua própria identidade. Alguns " "consideram-os parte de um estado tributário, visto que enviam rações e " "soldados ao Reino em troca de proteção. Outros consideram-os iguais à metade " "ocidental de Wesnoth. Como seja, a parte oriental não recruta um exército " "como o ocidente faz. O treino para o combate faz parte do dia-a-dia das " "tribos, e os pais ensinam aos filhos a cavalgar, lutar e usar um arco desde " "cedo. Em geral, os guerreiros das tribos são menos organizados que o " "combatentes civilizados, porém as forças e fraquezas fazem com que um grupo " "complemente o outro." # #. [race]: id=dunefolk #: data/core/units.cfg:219 msgid "race^Dunefolk Human" msgstr "Habitante das Dunas" # #. [race]: id=dunefolk #: data/core/units.cfg:220 msgid "race+female^Dunefolk Human" msgstr "Habitante das Dunas" # #. [race]: id=dunefolk #: data/core/units.cfg:221 msgid "race+plural^Dunefolk" msgstr "Povo das Dunas" #. [race]: id=dunefolk #: data/core/units.cfg:223 msgid "" "An offshoot of a forgotten nomadic civilization, the Dunefolk lay claim to " "the river valleys and oases of the Sandy Wastes. How they came to inhabit " "this far corner of the Great Continent is unknown. Their legends tell of " "many long and perilous travels through far-flung lands, but the true origin " "of their people is a topic of endless and heated debate among even the most " "erudite of their scholars.\n" "\n" "Whatever their origin, the Dunefolk have thrived. Bustling cities stand " "proudly in the largest fertile regions. Skilled artisans, fine smiths, and " "wealthy merchants form the backbone of the urban economy. Each of these " "cities also enjoys a degree of independence less common in the more " "centralized nations to the north, many even maintaining their own standing " "armies. In times of need, however, each and all rally to a higher authority " "designated to protect the superior interest of the nation.\n" "\n" "Those who have not settled in these urban centers still adhere to the " "lifestyle of their ancestors, roaming the dunes and leading their herds from " "one watering hole to another. They are most active during the early hours of " "dawn and the onset of dusk, when the wastelands are neither too hot nor too " "cold. Their skill at moving through the sands is excellent even by Dunefolk " "standards. Although sometimes regarded with contempt by their city " "counterparts, they provide an invaluable service as mobile, light troops in " "war, or as escorts for trading caravans during times of peace.\n" "\n" "The Dunefolk’s inclination towards trade and exploration has allowed their " "cities to amass immense fortunes, a fact regarded both with admiration and " "envy by other races. Mutual interests have fostered cordial relations with " "neighboring Naga tribes, but more secretive races such as Drakes and Elves " "have always considered Dunefolk expeditions to be too intrusive, especially " "when they venture close to territorial boundaries. It is not uncommon for " "caravans to fall prey to troll ambushes in the mountains, something that has " "given rise to countless tales of unimaginable treasure amassed in hidden " "caves.\n" "\n" "As a result of living in hostile environments for centuries, the Dunefolk " "have developed rational methods of enquiry through which they continue to " "improve their understanding of the world. Their study of herbal medicine " "keeps their warriors and workers fresh and healthy. Their knowledge of " "alchemy allows them to tame fire and wield it as a deadly weapon in battle. " "At the same time, this analytical mindset has distanced them from magical " "arts; to the rational mind, magic is uncontrollable, unpredictable, and " "hence unreliable. For this reason, the Dunefolk especially loathe the " "perversions of necromancy and the dark arts, even more so than other races.\n" "\n" "The Dunefolk’s inquisitive and explorative nature does not preclude military " "strength. Not only do they field nimble light troops, cataphracts, and " "heavily armored infantry, but their keen knowledge of technology grants them " "a decisive advantage over their opponents. When facing the Dunefolk in " "battle, however, the most fearsome sight is certainly their deployment of " "ferocious and bizarre beasts. From the majestic Roc to the imposing Wyvern, " "their synergy with these creatures allows for great versatility in combat. " "The origins of this tradition likely lie in the heritage of the Dunefolk’s " "distant past in the exotic far corners of Irdya." msgstr "" # #. [race]: id=lizard #: data/core/units.cfg:244 msgid "race^Saurian" msgstr "Réptil" # #. [race]: id=lizard #: data/core/units.cfg:245 msgid "race+female^Saurian" msgstr "Réptil" # #. [race]: id=lizard #: data/core/units.cfg:246 msgid "race^Saurians" msgstr "Répteis" #. [race]: id=lizard #: data/core/units.cfg:247 msgid "" "Saurians are lizard-like creatures. Smaller and more slender than humans, " "they rarely stand taller than a ten year old child, though from tip of snout " "to end of tail a Saurian can be as long as the average man is tall. Light " "and nimble, the warriors prefer to fight as they hunt — slipping through " "enemy lines to target the weak and the injured while evading their " "attackers.\n" "\n" "
text='Society'
\n" "Saurians are very mysterious creatures due to their tendency to live in " "areas inhospitable to others, such as swamps. Fatalistic in the extreme, " "Saurians believe all the events in a life can be predicted by the use of a " "complex form of astrology.\n" "\n" "Saurian culture is sharply segregated between the genders. Within each " "gender the members compete, and through skill, determination, and reputation " "establish a clear pecking order, with a chief at the top. On those occasions " "when the two genders interact they do not contest for dominance; instead, " "the situation determines the dominant gender. The chief of the males is " "alpha within the clan's village or encampment while the chief of females is " "dominant anywhere else. This continues down the rank structure with each " "male or female being dominant over any member of the opposite gender with " "lower rank and submitting to members of the opposite gender with higher " "rank.\n" "\n" "The segregation and alternating gender-dominance of Saurian society is an " "outgrowth of their clearly defined gender roles. It is the responsibility of " "the female to hunt and find food, skills which ultimately train them to be " "warriors: the skirmishers, flankers, and ambushers other races so fear. " "Males, meanwhile, are responsible for guarding the clutch — the eggs left by " "the females. While this leaves time for the males to develop and hone the " "arts of astrology, healing, and magic, it also exposes them to significant " "danger, as they are stationary targets for a Saurian clan's number one enemy " "— other Saurian clans.\n" "\n" "New Saurian clans are started when the proper astrological signs are read. " "Called a “hatching,” each female indicated by the conjunction selects a " "group of individuals with lower rank and leave their source clan. Frequently " "all females with a specific trait will be indicated, causing multiple clans " "to “hatch” at the same time. Selection is a simple process: no group leaving " "can be larger than any other, all the groups together cannot be larger than " "the group being left, and higher ranking allows a female to overrule another " "female's choice of who they take.\n" "\n" "Because of their rapid population growth, frequent splits in clans, and the " "fact that cannibalism is not taboo, violence is one of the defining features " "of Saurian life. This limits the growth of the Saurian culture to fits and " "starts, as much of their knowledge is passed by oral tradition and their " "possessions must be mobile.\n" "\n" "
text='Geography'
\n" "Saurians can live in many different areas, though swamps are by far their " "most common habitat.\n" "\n" "
text='Biology'
\n" "Saurians live spectacularly short lives by comparison to most of the other " "races of Wesnoth, reaching full adulthood within three years and often dying " "by the time they are 10 to 15 years old. By far, the most common cause of " "death is violence. Saurian females produce clutches of about 20 eggs roughly " "once a year, which creates constant population pressure and would stress " "most carnivores' food supply. Hunters and scavengers, Saurians have " "extremely strong jaws and have a very powerful digestive system with highly " "acidic fluids, making them capable of eating and digesting all of their prey " "including skin, teeth, horns and bones. Further, they have no aversion to " "eating carrion and even committing cannibalism, which are both regular " "occurrences." msgstr "" # #. [race]: id=mechanical #: data/core/units.cfg:273 msgid "race^Mechanical" msgstr "Mecânico" # #. [race]: id=mechanical #: data/core/units.cfg:274 msgid "race+plural^Mechanical" msgstr "Mecânicos" # #. [race]: id=mechanical #: data/core/units.cfg:275 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 "" "Animados nem pela vida natural, nem pela necrómancia o termo " "text='mecânico' descreve um artefacto criado por um ser " "inteligente. A maior parte das coisas mecânicas não se move nem pensa por " "conta própria, mas alguns fazem isso como resultado do encantamento mágico." # #. [race]: id=merman #: data/core/units.cfg:284 msgid "race^Merman" msgstr "Ondim" # #. [race]: id=merman #: data/core/units.cfg:285 msgid "race^Mermaid" msgstr "Ondina" # #. [race]: id=merman #: data/core/units.cfg:286 msgid "race^Merfolk" msgstr "Aquáticos" # #. [race]: id=merman #: data/core/units.cfg:288 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 "" "Algo como uma fusão entre humanos e peixes, os aquáticos são uma raça " "enigmática com ambos os atributos humanóide e piscatória. Têm caudas fortes " "que prestam a um movimento rápido em qualquer ambiente aquático, enquanto as " "suas mãos hábeis e mentes inteligentes permitem um bom artesanato e " "fabricação de ferramentas. Semi-aquáticos por natureza, aquáticos podem " "respirar água e ar sem dificuldade. Apesar de serem capazes de sobreviver em " "terra, são muito mais rápidos e mais ágeis na água e raramente serão " "encontrados muito longe do oceano. São tipicamente cauteloso em terra seca, " "como são desajeitados e atrapalhados aí e esforçam-se muito por se mover em " "terrenos acidentados ou florestais." # #. [race]: id=monster #: data/core/units.cfg:296 msgid "race^Monster" msgstr "Monstro" # #. [race]: id=monster #: data/core/units.cfg:297 msgid "race+female^Monster" msgstr "Monstro" # #. [race]: id=monster #: data/core/units.cfg:298 msgid "race^Monsters" msgstr "Monstros" # #. [race]: id=monster #: data/core/units.cfg:299 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 "" "O termo “monstro” incorpora muitos animais horríveis que assombram as " "cavernas, desertos, profundezas do oceano, e outros climas do mundo. Também " "figuram em grande parte nos contos e pesadelos de seus habitantes." # #. [race]: id=naga #: data/core/units.cfg:306 msgid "race^Naga" msgstr "Naga" # #. [race]: id=naga #: data/core/units.cfg:307 msgid "race^Nagini" msgstr "Nagini" # #. [race]: id=naga #: data/core/units.cfg:308 msgid "race^Nagas" msgstr "Nagas" # #. [race]: id=naga #: data/core/units.cfg:309 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 "" "Os nagas serpentinas são uma das menos compreendidas raças do Grande " "Continente. Parte disso é devido à sua natureza xenófoba e parte é devido ao " "seu ambiente alienígena. Nagas são uma das raças capazes de uma mobilidade " "significativa na água, dando-lhes acesso a um mundo efectivamente proibido a " "habitantes de terra o que os ainda mais separa dos seres terrestres que " "evitam. Ainda assim, não são verdadeiras criaturas do mar, e a sua " "incapacidade de respirar água deixa-os ao temor do abismo. Vivem em áreas " "costeiras que lhes confere uma rota de fuga em terra contra habitantes das " "profundezas, mantendo-se fora do alcance de quem viaja a pé, asa, ou casco. " "Embora nagas são um tanto frágeis na forma, são muitas vezes mais rápido e " "mais ágeis do que os seus adversários. Às vezes encontram-se em desacordo " "com aquáticos quando os seus territórios se sobrepõem, mas nagas tendem a " "favorecer pântanos e rios, tanto quanto em águas abertas." # #. [race]: id=ogre #: data/core/units.cfg:317 msgid "race^Ogre" msgstr "Ogre" # #. [race]: id=ogre #: data/core/units.cfg:318 msgid "race+female^Ogre" msgstr "Ogre" # #. [race]: id=ogre #: data/core/units.cfg:319 msgid "race^Ogres" msgstr "Ogres" #. [race]: id=ogre #: data/core/units.cfg:320 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 "" "Ogres são uma raça selvagem e não civilizada que habita principalmente na " "região selvagem do Grande Continente. Fisicamente, assemelham-se aos humanos " "e orcs, mas são maiores e mais fortes. Até mesmo os seus jovens são pêra " "doce para a maioria dos homens. Ogres desconfiam da maioria das áreas " "povoadas e, geralmente, ou evitam-as ou são expulsos à força. Em vez disso, " "espreitam as zonas montanhosas nas bordas da civilização, onde bandidos " "ogres famintos proporcionam uma ameaça constante aos viajantes e caravanas. " "Enquanto os ogres não são particularmente inteligentes ou rápidos, a sua " "tenacidade e força física fazem deles um recurso valioso dos exércitos de " "outras raças. São especialmente valorizados pelos mais cruéis comandantes " "que não se importam da brutalidade dos ogres. Pouco se sabe sobre a sua " "biologia ou sociedade, se se pode realmente dizer que têm uma, mas deles é " "dito que atacam ao lado de lobos e outros animais. Se isto é um sinal de " "cooperação, domesticação, ou simplesmente oportunismo mútuo não é conhecido." # #. [race]: id=orc #: data/core/units.cfg:328 msgid "race^Orc" msgstr "Orc" # #. [race]: id=orc #: data/core/units.cfg:329 msgid "race+female^Orc" msgstr "Orc" # #. [race]: id=orc #: data/core/units.cfg:330 msgid "race^Orcs" msgstr "Orcs" # #. [race]: id=orc #: data/core/units.cfg:331 msgid "" "In appearance, orcs resemble humans but with some bestial features. They are " "taller, sturdier and stronger than humans. They are warlike, savage, and " "cruel by nature. Their blood is darker and thicker than that of humans, and " "they have little care for personal hygiene or their personal appearance. " "Although Orcs are violent even among themselves, they are pack-oriented; an " "orc never travels alone or lives in groups smaller than half a dozen.\n" "\n" "
text='Society'
\n" "Almost every orc is a member of a tribe or a clan. Relations between " "neighboring tribes are usually violent, except in cases of a mutual enemy " "threatens their existence or prospects of great plunder override mutual " "animosity. Occasionally, a single strong chieftain may emerge to lead " "multiple tribes from time to time, usually through intimidation of " "followers. An orc tribe in times of peace tends to focus almost solely on " "strengthening itself in preparation for the next armed conflict. Orcs are " "known to possess a crude system of writing — usually in blood — although " "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.\n" "\n" msgstr "" "Na aparência, orcs são metade homens, metade feras. São mais altos, mais " "resistentes e mais fortes que os humanos. São guerreiros, selvagens e cruéis " "por natureza. O seu sangue é mais escuro e mais grosso do que o de humanos " "normais e têm pouco cuidado para a higiene pessoal ou da sua aparência " "pessoal. Embora Orcs sejam violentos, mesmo entre si, são orientados em " "bloco; um orc nunca viaja muito ou vive sozinho em grupos menores do que uma " "meia dúzia.\n" "\n" "
text='Sociedade'
\n" "Quase todos dos orcs é um membro de uma tribo ou um clã. Relações entre " "tribos vizinhas são geralmente violentos, salvo em caso de um inimigo comum " "ameaçar a sua existência ou a perspectiva de pilhagem grande substituem a " "animosidade mútua. Ocasionalmente, um chefe único forte podem emergir para " "liderar múltiplas tribos ao longo do tempo, geralmente por meio de " "intimidação dos seguidores. Uma tribo orc em tempos de paz tende-se a " "concentrar quase exclusivamente sobre o reforço para preparação para o " "próximo conflito armado. Orcs são conhecidas por possuir um sistema bruto de " "escrever — normalmente no sangue — embora seja mais comummente usado para " "insultos comerciais ou ameaças entre os líderes tribais.\n" "\n" "As sociedades de orcs não se baseiam em outra coisa senão a força; o poder " "faz o direito, e um líder conduz e sobrevive apenas enquanto ninguém " "consegue tomar o título dele. Uma luta constante pelo poder fervilha entre " "potenciais chefes tribais. Um líder orc raramente vive mais do que um " "punhado de anos para desfrutar da sua autoridade absoluta antes de ser morto " "pela sua posição — embora a história conhece algumas excepções notáveis. " "Orcs não detêm código de honra particular e enquanto a força é " "indiscutivelmente o método preferido de exibir poder, assassinato, " "envenenamento e traição são meios completamente viáveis para promover as " "suas próprias metas.\n" "\n" "Orcs vivem principalmente em áreas rurais, muitas vezes em encostas ou " "regiões montanhosas, às vezes em cavernas. Crescem sem culturas nem têm " "gado, mas são caçadores competentes, como resultado da sua estatura física e " "brutalidade. Devido ao seu grande número são capazes de caçar uma área " "praticamente limpa de qualquer coisa maior do que roedores num período " "relativamente curto de tempo. Devido a isso e a sua liderança instável, as " "tribos orc tendem a levar um estilo de vida semi-nómada, nunca se " "estabelecendo numa região por muito tempo. As tribos maiores podem " "estabelecer-se firmemente numa área por anos ou mesmo décadas e construir " "acampamentos grandes quase assemelhando-se à cidades, mas mesmo estes são " "facilmente desmontado ​​e abandonados se houver uma necessidade de mudar o " "local da horda.\n" "\n" "Os mais antigos orcs conhecidos têm sido cerca de 50 a 60 anos de idade, mas " "muito poucos nunca viveram para ver mais de duas ou três décadas antes de " "encontrar o seu fim seja na guerra ou pela mão de um dos seus parentes. Os " "mais antigos dos orcs são muitas vezes os xamãs, que são talvez os únicos " "que a maioria da sua espécie vê como sendo confiável e neutro. As origens " "deste costume são desconhecidos, como os xamãs não directamente contribuem " "muito para as sociedades orc mas apenas agem como conselheiros — não algo " "orcs tendem a tolerar outra forma. Xamãs são, em muitos aspectos o oposto da " "maioria dos outros orcs: eles são freqüentemente fisicamente murchos e " "frágeis e falta-lhes a habilidade em batalha. Apesar da sua dependência da " "força bruta, a qual quase todos os orcs estão destinados a aumentar para ter " "qualquer. Muitos orcs nascem menores e mais fracos do que o resto, e os " "recém-nascidos já são quase como colocados no seu lugar pelos seus irmãos " "mais fortes. Os mais fortes, rotineiramente, pegam a maioria dos alimentos " "e, assim, crescem ainda mais forte, enquanto os seus irmãos mais fracos não. " "Muitos destes indivíduos tendem a se especializar em outras habilidades, " "como tiro com arco ou o assassinato.\n" #. [race]: id=orc #: data/core/units.cfg:342 msgid "" "\n" "\n" "Orcs who were not the strongest of their litter tend to specialize in other " "skills, like archery or assassination." msgstr "" # #. [race]: id=raven #: data/core/units.cfg:351 #, fuzzy #| msgid "race^Dwarves" msgid "race^Raven" msgstr "Anões" # #. [race]: id=raven #: data/core/units.cfg:352 #, fuzzy #| msgid "race+female^Drake" msgid "race+female^Raven" msgstr "Draga" # #. [race]: id=raven #: data/core/units.cfg:353 #, fuzzy #| msgid "race^Dwarves" msgid "race^Ravens" msgstr "Anões" #. [race]: id=raven #: data/core/units.cfg:354 msgid "" "Ravens are general scavengers, often associating with hunters or predators " "in the hope of sharing in the kill. They do not have the powerful beak or " "claws of the gryphons or raptors, but can still be a threat because of their " "intelligence and ability to recognize any advantage.\n" "\n" "In the aftermath of a battle, the dead and wounded are a banquet for ravens, " "thus ravens are a nuisance for allies of the defeated but are seen by some " "victors as part of martial ceremonies. The violence and large numbers that " "characterize both orcs and humans bring these races into constant " "interaction with ravens in this context. For this reason, the birds have " "become characters in fables, parables, and superstitions related to war.\n" "\n" "As intelligent scavengers, ravens do not need war dead to survive. Some " "farmers struggle to keep ravens away from freshly sown seeds, but others are " "happy to have them around as sentries." msgstr "" # #. [race]: id=troll #: data/core/units.cfg:365 msgid "race^Troll" msgstr "Troglodita" # #. [race]: id=troll #: data/core/units.cfg:366 msgid "race+female^Troll" msgstr "Troglodita" # #. [race]: id=troll #: data/core/units.cfg:367 msgid "race^Trolls" msgstr "Trogloditas" # #. [race]: id=troll #: data/core/units.cfg:368 #, fuzzy #| 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 cannot even " #| "tell them apart, it is usually easy for an orcish band to convince a " #| "group of trolls that by joining them they get to exact revenge on those " #| "that have before hunted them. These new recruits are then directed to " #| "attack whoever the orcs themselves are currently in conflict with, " #| "whether previously a foe of the trolls or not, accumulating even more " #| "enemies for the misled trolls. The most common enemy of trolls are " #| "dwarves, and the animosity between these two races is ancient.\n" #| "\n" #| "
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." msgid "" "Trolls are ancient creatures, one of the oldest known races known to inhabit " "the Great Continent. They are large, slow, simple, and live extremely long " "lives inside deep caves or atop high mountains. The most unique " "characteristic of trolls is an internal vitality that sustains and heals " "them from within. As a result they live very different lives from almost any " "known creature. Trolls have few real needs: they require little food or " "water, and thus they have little incentive to pursue much besides protection " "from those who are hostile towards them. This in turn means they rarely have " "to worry about anything and can spend much of their time sleeping or in " "contemplation. Trolls have a curious affinity with nature. They do not " "relate with living things like elves do, but instead with earth and stone. " "They are also somewhat curious of their surroundings and many younger whelps " "even enjoy traveling and seeing the world. As trolls grow older they tend to " "become increasingly passive, gradually losing interest in their environment " "and spending more of their time sleeping in a quiet, familiar corner of " "their home cave. This is until they finally pass away as their bodies " "themselves slowly turn into lifeless statues of stone.\n" "\n" "Trolls are seen by many as being little more than yet another race of savage " "monsters. This common misconception is in part perpetuated by orcish " "successes in persuading trolls to join their armies. Because they are rather " "simple and do not understand the ways of other races or sometimes cannot " "even tell them apart, it is usually easy for an orcish band to convince a " "group of trolls that by joining them they get to exact revenge on those that " "have before hunted them. These new recruits are then directed to attack " "whoever the orcs themselves are currently in conflict with, whether " "previously a foe of the trolls or not, accumulating even more enemies for " "the misled trolls. The most common enemy of trolls are dwarves, and the " "animosity between these two races is ancient.\n" "\n" "
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 "" "Os trogloditas são criaturas ancestrais, uma das raças mais conhecidas que " "se conhece no Grande Continente. São grandes, lentos, de raciocino simples, " "e vivem exceptuais longas vidas dntro de cavernas profundas ou no topo das " "Montanhas. A caraterística que claramente sobressalta é a sua vitalidade " "interna que os sustenta e cura. Como resultado vivem bastante diferentes de " "quaisquer outra traça conhecida. Os trogloditas contentam-se com pouco: só " "comida e água, e portanto raramente perseguem os seus adversários se não for " "para proteção. Mas também significa que quase nunca cobiçam qualquer coisa e " "irão estar na maior parte a dormir ou a contemplar o mundo ao redor. Os " "trogloditas têm uma curiosa afinidade com a natureza. Não se relacionam " "tanto com ela como os elfos, mas têm grande admiração pelas rochas e a " "terra. São igualmente bastantes curiosos e as crias mais jovens gostam de " "viajar e conhecer o mundo vasto. Mas assim como envelhecem tornam-se cada " "vez mais passivos, e gradualmente perdem o seu interesse pelo meio ambiente " "e ficam mais tempo a dormir num canto tranquilo, calmo e familiar da sua " "caverna natal. E este estado prolonga-se porventura até que os seus corpos " "tornam-se estátuas sem vida.\n" "\n" "Trogloditas geralmente são vistos pelos outros por pouco mais que bestas " "selvagens e estúpidas. O que em parte provem do facto que os orcs conseguem " "persuadir-os a juntar-se nas suas batalhas. Porque são bastantes simples no " "seu raciocino e não percebem o modo de viver das outras raças (e as vezes " "nem se apercebem), normalmente é fácil aos orcs enganar-os e enviar-os para " "o campo de batalha para vingarem todas as maldades que os oponentes tenham " "feito aos trogloditas. Estes novos recrutas são enviados a quem quer que " "seja que os orcs estão a combater, seja adversário do trogloditas ou não, o " "que até leva a fazer mais inimigos dos trogloditas. Os inimigos mais comuns " "deles são os anões, e as disputas entre estas duas raças antigas é " "lendária.\n" "\n" "
text='Geografia'
\n" "Os trogloditas já vivem nas montanhas do Grande Continente por muito mais " "tempo que os anões que só migraram mais tarde para lá. Trogloditas são " "bastantes comuns nas montanhas do norte e leste de Wesnoth, e aonde os orcs " "poderão estar." # #. [race]: id=undead #: data/core/units.cfg:388 msgid "race^Undead" msgstr "Morto-Vivo" # #. [race]: id=undead #: data/core/units.cfg:389 msgid "race+female^Undead" msgstr "Morto-Viva" # #. [race]: id=undead #: data/core/units.cfg:390 msgid "race+plural^Undead" msgstr "Morto-Vivos" # #. [race]: id=undead #: data/core/units.cfg:391 #, fuzzy #| msgid "" #| "Undead are not really a single race of creatures, although often treated " #| "as such. Almost any dead creature can, by a sufficiently skilled " #| "necromancer, be reanimated and rise again in undeath. Undead are for the " #| "most part unnatural but mindless constructs, obeying whoever created them " #| "without question nor thought. A greater mystery of necromancy is in how " #| "constructs are sustained without continuous effort from the necromancer. " #| "An undead creature does not require the constant attention of the " #| "necromancer to command and sustain, but can work autonomously according " #| "to the commands of its master. Only rarely, perhaps once every few " #| "months, does the necromancer need to maintain his creation.\n" #| "\n" #| "Necromancy is almost solely limited to humans. Even the legends of " #| "magically apt races like elves and merfolk tell of very few of their kind " #| "who have ever delved in the dark arts. It is surmised that necromantic " #| "magic requires great adaptability and a flexible mind, extremes of which " #| "are most commonly found in humans. The ultimate goal of most necromancers " #| "is to turn the same art of preserving and imbuing life upon themselves, " #| "to alter themselves at whatever cost, to ultimately escape death by " #| "preserving their own mind and spirit.\n" #| "\n" #| "
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." msgid "" "Undead are not really a single race of creatures, although often treated as " "such. Most ordinary creatures can, by a sufficiently skilled necromancer, be " "reanimated into constructs of varying character — resurrection of the " "physical form often results in a minion that obeys its master without " "question, while manifestation of a soul usually produces a servant with at " "least a modicum of thought. A great mystery of necromancy is how these " "constructs are sustained and controlled without continuous effort from the " "necromancer. Most dark magi do not provide constant attention or maintenance " "to their creations, instead allowing them a small degree of independence to " "function autonomously in line with the provided commands. However, when left " "unchecked, some undead gain enough sovereignty to break free from and even " "turn on their masters. Accordingly, while even lesser undead require " "periodic maintenance, this is especially true for more powerful undead, " "particularly greater spirits or death knights, who possess a high degree of " "inherent will. In these cases, necromancy becomes a battle of resolve " "between mage and minion. The necromancer must maintain a delicate balance " "between control over their servants and allotting them free will — the " "source of their individual powers.\n" "\n" "Necromancy is almost solely limited to humans. Even the legends of magically " "apt races like elves and merfolk tell of very few of their kind who have " "ever delved in the dark arts. It is surmised that necromantic magic requires " "great adaptability and a flexible mind, extremes of which are most commonly " "found in humans. The ultimate goal of most necromancers is to turn the same " "art of preserving and imbuing life upon themselves, to alter themselves at " "whatever cost, to ultimately escape death by preserving their own mind and " "spirit.\n" "\n" "
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 "" "Morto-vivos não são realmente uma única raça de criaturas, embora muitas " "vezes tratado como tal. Quase qualquer criatura morta pode, por um " "necrómante suficientemente qualificado, ser reanimada e ressuscitada como " "mortos-vivos. Mortos-vivos são construtivos na sua maior parte artificiais, " "mas irracionais, obedecendo a quem os criou sem questionar ou pensar. O " "maior mistério da necrómancia está na forma como as suas construções são " "sustentadas sem um esforço contínuo do necrómante. Um morto-vivo não requer " "a atenção constante do necrómante para comandar e sustentar, mas pode " "funcionar de forma autónoma de acordo com os comandos do seu mestre. Só " "raramente, talvez uma vez em alguns meses, tem o necrómante a necessidade de " "manter a sua criação.\n" "\n" "A necrómancia é quase exclusivamente limitada aos humanos. Mesmo as lendas " "das raças magicamente aptas como elfos e aquáticos contam de muito poucos da " "sua espécie que alguma vez aprofundaram nas artes negras. Supõe-se que a " "magia da necrómancia requer uma grande capacidade de adaptação e uma mente " "flexível, os extremos os quais são normalmente encontrados em humanos. O " "objetivo final da maioria dos necrómantes é transformar a mesma arte de " "preservar e imbuindo a vida em si mesmos, alterar-se a qualquer custo, para " "finalmente escapar da morte, preservando a sua própria mente e espírito.\n" "\n" "
text='Geografia'
\n" "Embora os senhores dos morto-vivos chegaram ao Continente Grande em números " "consideráveis ​​apenas na esteira da Haldric I, não foram completamente " "desconhecidos por elfos e anões antes disso." # #. [race]: id=wolf #: data/core/units.cfg:404 msgid "race^Wolf" msgstr "Lobo" # #. [race]: id=wolf #: data/core/units.cfg:405 msgid "race+female^Wolf" msgstr "Loba" # #. [race]: id=wolf #: data/core/units.cfg:406 msgid "race^Wolves" msgstr "Lobos" #. [race]: id=wolf #: data/core/units.cfg:407 msgid "" "Wolves are predatory canines encountered frequently in the wilderness. " "Quick, tough, and durable, a solitary wolf suffices to maim or kill " "civilians and untrained soldiers with ease, but it is their tendency to " "travel in packs and attack in an organized manner that makes them " "particularly fearsome to travelers. They tend to stay away from " "civilization, though, only occasionally venturing close to prey upon " "livestock." msgstr "" # #. [race]: id=wose #: data/core/units.cfg:416 msgid "race^Wose" msgstr "Silvano" # #. [race]: id=wose #: data/core/units.cfg:417 msgid "race^Woses" msgstr "Silvanos" # #. [race]: id=wose #: data/core/units.cfg:418 msgid "" "The mighty wose resides within the deepest forests of the known world. To " "the untrained eye, the wose appears to be nothing more than an oddly shaped, " "yet noble, tree. As guardians of the forest, the woses share a connection to " "the woodlands deeper than even the elves’. While the woses are a peaceful " "race, disturbance of the ancient forests, which they tend, will incite the " "wrath of nature itself. Woses are slow moving creatures that may spend " "centuries standing in one location undisturbed by the ebb and flow of time.\n" "\n" "Although they practice no magic of their own, the woses share a deep " "connection to faerie. What little is known of this ancient race comes from " "elvish scholars who believe that this mystical power, which the mightiest " "elves have dedicated their lives to master, is inherent to the wose. Though " "woses resemble them, they share no ancestry with trees. Woses are believed " "to be some of the oldest creatures in the world, perhaps even more ancient " "than the forests in which they dwell, and it is thought that the power of " "faerie has given these beings the eternal task of serving as wardens of the " "forest.\n" "\n" "Woses are not warlike in the least and are ill-accustomed to combat. They " "will however respond with indiscriminate violence in defense of their " "forested territory. Woses are slow moving and are vulnerable away from the " "woodlands. Due to their close connection with faerie, woses are particularly " "sensitive to the arcane. The hardwood that makes the wose nigh-impervious to " "physical assault has left it grievously vulnerable to flame. Their thick " "bark and ability to harness the power of faerie to regenerate quickly when " "injured allows the wose to survive an enemy onslaught long enough to respond " "with a crushing might belied by its peaceful, plodding nature. Within its " "forest home, the wose can disappear amongst the trees and ambush even the " "best-trained elvish scout.\n" "\n" "The life span of the wose is unknown, although the most ancient members of " "this race have lived many hundreds of years and have grown to massive " "heights. It is thought that unless a wose falls in battle, it will find no " "natural end. Content to pass the centuries standing like a sentry, " "uninterested in the goings-on of the civilized world, the wose will stir " "only to march to the defense of the natural world and the forests it calls " "home." msgstr "" "Os altivos Silvanos residem nas profundezas das florestas do mundo " "conhecido. À primeira vista podem confundir-se com árvores de porte algo " "peculiar, mas mesmo assim nobres. Como guardiões das florestas têm um maior " "conhecimento destas do que os próprios elfos. Enquanto os Silvanos são uma " "raça pacífica, disturbar-os na sua floresta ancestral, a qual protegem, será " "o mesmo que incentivar a fúria da própria natureza. São criaturas sem " "hábitos de pressa podendo passar séculos na mesma localização sem se " "importarem pela passagem do tempo.\n" "\n" "Apesar de não praticarem magia em si, partilham uma ligação intrínseca com o " "mundo das fadas. E do pouco que se sabe desta raça antiga provém dos " "estudiosos elfos que acreditam que este poder místico, ao qual dedicam uma " "vida inteira para o compreender, é inerente dos Silvanos. Apesar de " "parecerem com elas, não partilham nenhuma ligação com as árvores. Acredita-" "se que os Silvanos sejam uma das raças mais antigas do mundo, talvez até " "mais antiga do que as próprias florestas que são os seus lares, e pensa-se " "que seja o poder das fadas que os fez de pastores das árvores.\n" "\n" "Não são guerreiros e aliás, pouco aptos para o combate. Porém irão acudir " "com uma violência tremenda na defesa da sua floresta. São lentos e " "vulneráveis fora do seu habitat natural que são os bosques selvagens, e " "ainda mais por causa da sua natureza parcial de fada são algo sensíveis à " "magia arcana. Por outro lado, a sua constituição que se assemelha a madeira " "e que os faz extremamente resistentes a ataques físicos, dá-lhes poucas " "hipóteses contra as chamas. A sua pele espessa e a sua capacidade de invocar " "o poder das fadas para sarar as suas feridas dá-lhes o tempo suficiente para " "sobreviver o mais feroz dos ataques inimigos e responder em peso sobre os " "seus oponentes incrédulos. Quando entre as árvores das suas florestas " "natais, são capazes de camuflarem-se para desaparecer da vista até dos mais " "experientes exploradores elfos.\n" "\n" "Não se sabe nada sobre a idade de um Silvano, e os mais antigos entre eles " "já viveram inúmeros séculos e cresceram a alturas impressionantes, pelo que " "se crê que se não sucumbirem em batalha, não irão encontrar uma morte " "natural. Contentes de passarem os séculos imóveis que nem uma torre de " "vigia, sem interesse pelo mundo civilizado, estas criaturas invulgares irão " "apenas levantar-se para acudir as suas florestas sob ataque alheio." # #: data/lua/feeding.lua:30 data/lua/feeding.lua:43 msgid "+1 max HP" msgstr "PV max +1" #. [lua]: wesnoth.interface.game_display.unit_status #: data/lua/stun.lua:14 msgid "stunned: This unit is stunned. It cannot enforce its Zone of Control." msgstr "" # #. [lua]: on_hit #: data/lua/stun.lua:24 #, fuzzy #| msgid "female^undead" msgid "female^stunned" msgstr "morto-viva" #. [lua]: on_hit #: data/lua/stun.lua:26 msgid "stunned" msgstr "" # #: src/help/help.cpp:207 msgid "Close" msgstr "Fechar" #: src/help/help.cpp:211 msgid "Help" msgstr "" # #: src/help/help.cpp:263 src/help/help.cpp:267 #, fuzzy #| msgid "Parse error when parsing help text: " msgid "Parse error when parsing help text:" msgstr "Erro de formato ao ler o texto de ajuda: " #: src/help/help_topic_generators.cpp:63 msgid "Best of" msgstr "" #: src/help/help_topic_generators.cpp:63 msgid "Worst of" msgstr "" #: src/help/help_topic_generators.cpp:160 msgid "" "Villages allow any unit stationed therein to heal, or to be cured of poison." msgstr "" #. TRANSLATORS: special note for terrains such as the oasis; the only terrain in core with this property heals 8 hp just like a village. #. For the single-hitpoint variant, the wording is different because I assume the player will be more interested in the curing-poison part than the minimal healing. #: src/help/help_topic_generators.cpp:165 msgid "" "This terrain allows units to be cured of poison, or to heal a single " "hitpoint." msgid_plural "" "This terrain allows units to heal $amount hitpoints, or to be cured of " "poison, as if stationed in a village." msgstr[0] "" msgstr[1] "" #: src/help/help_topic_generators.cpp:172 msgid "" "This terrain is a castle — units can be recruited onto it from a connected " "keep." msgstr "" #. TRANSLATORS: The "this terrain is a castle" note will also be shown directly above this one. #: src/help/help_topic_generators.cpp:176 msgid "" "This terrain is a keep — a leader can recruit from this hex onto connected " "castle hexes." msgstr "" #. TRANSLATORS: Special note for a terrain, but none of the terrains in mainline do this. #: src/help/help_topic_generators.cpp:179 msgid "" "This unusual keep allows a leader to recruit while standing on it, but does " "not allow a leader on a connected keep to recruit onto this hex." msgstr "" # #: src/help/help_topic_generators.cpp:183 #: src/help/help_topic_generators.cpp:603 #, fuzzy #| msgid "" #| "\n" #| "\n" #| "Special Notes:" msgid "Special Notes:" msgstr "" "\n" "\n" "Notas Especiais:" # #: src/help/help_topic_generators.cpp:192 #, fuzzy #| msgid "Terrains" msgid "Base Terrain: " msgstr "Terrenos" #: src/help/help_topic_generators.cpp:212 msgid "Movement properties: " msgstr "" #: src/help/help_topic_generators.cpp:216 msgid "Defense properties: " msgstr "" #: src/help/help_topic_generators.cpp:296 msgid "Level" msgstr "" #: src/help/help_topic_generators.cpp:360 #, fuzzy #| msgid "Advancement" msgid "Advances from: " msgstr "Promoção" #: src/help/help_topic_generators.cpp:362 #, fuzzy #| msgid "Advancement" msgid "Advances to: " msgstr "Promoção" #: src/help/help_topic_generators.cpp:391 msgid "Base unit: " msgstr "" #: src/help/help_topic_generators.cpp:396 msgid "Base units: " msgstr "" #: src/help/help_topic_generators.cpp:414 msgid "Variations: " msgstr "" # #: src/help/help_topic_generators.cpp:438 #, fuzzy #| msgid "race^Merman" msgid "race^Miscellaneous" msgstr "Ondim" #: src/help/help_topic_generators.cpp:440 msgid "Race: " msgstr "" # #: src/help/help_topic_generators.cpp:510 #, fuzzy #| msgid "Abilities" msgid "Abilities: " msgstr "Habilidades" #: src/help/help_topic_generators.cpp:536 msgid "Ability Upgrades: " msgstr "" #. TRANSLATORS: This string is used in the help page of a single unit. If the translation #. uses spaces, use non-breaking spaces as appropriate for the target language to prevent #. unpleasant line breaks (issue #3256). #: src/help/help_topic_generators.cpp:566 msgid "HP:" msgstr "" #. TRANSLATORS: This string is used in the help page of a single unit. If the translation #. uses spaces, use non-breaking spaces as appropriate for the target language to prevent #. unpleasant line breaks (issue #3256). #: src/help/help_topic_generators.cpp:570 msgid "Moves:" msgstr "" #. TRANSLATORS: This string is used in the help page of a single unit. If the translation #. uses spaces, use non-breaking spaces as appropriate for the target language to prevent #. unpleasant line breaks (issue #3256). #: src/help/help_topic_generators.cpp:575 msgid "Vision:" msgstr "" #. TRANSLATORS: This string is used in the help page of a single unit. If the translation #. uses spaces, use non-breaking spaces as appropriate for the target language to prevent #. unpleasant line breaks (issue #3256). #: src/help/help_topic_generators.cpp:581 msgid "Jamming:" msgstr "" #. TRANSLATORS: This string is used in the help page of a single unit. If the translation #. uses spaces, use non-breaking spaces as appropriate for the target language to prevent #. unpleasant line breaks (issue #3256). #: src/help/help_topic_generators.cpp:586 msgid "Cost:" msgstr "" #. TRANSLATORS: This string is used in the help page of a single unit. If the translation #. uses spaces, use non-breaking spaces as appropriate for the target language to prevent #. unpleasant line breaks (issue #3256). #: src/help/help_topic_generators.cpp:590 msgid "Alignment:" msgstr "" #. TRANSLATORS: This string is used in the help page of a single unit. It uses #. non-breaking spaces to prevent unpleasant line breaks (issue #3256). In the #. translation use non-breaking spaces as appropriate for the target language. #: src/help/help_topic_generators.cpp:597 msgid "Required XP:" msgstr "" #: src/help/help_topic_generators.cpp:615 msgid "unit help^Attacks" msgstr "" #: src/help/help_topic_generators.cpp:622 msgid "unit help^Name" msgstr "" #: src/help/help_topic_generators.cpp:623 msgid "Strikes" msgstr "" #: src/help/help_topic_generators.cpp:624 msgid "Range" msgstr "" #: src/help/help_topic_generators.cpp:625 msgid "Type" msgstr "" # #: src/help/help_topic_generators.cpp:626 #, fuzzy #| msgid "Weapon Specials" msgid "Special" msgstr "Efeitos das Armas" #: src/help/help_topic_generators.cpp:701 msgid "Resistances" msgstr "" #: src/help/help_topic_generators.cpp:705 msgid "Attack Type" msgstr "" #: src/help/help_topic_generators.cpp:706 msgid "Resistance" msgstr "" # #: src/help/help_topic_generators.cpp:736 #, fuzzy #| msgid "Terrain Editor" msgid "Terrain Modifiers" msgstr "Editor de Terreno" # #: src/help/help_topic_generators.cpp:740 #, fuzzy #| msgid "Terrains" msgid "Terrain" msgstr "Terrenos" #: src/help/help_topic_generators.cpp:741 msgid "Defense" msgstr "" # #: src/help/help_topic_generators.cpp:742 #, fuzzy #| msgid "Movement" msgid "Movement Cost" msgstr "Movimento" #: src/help/help_topic_generators.cpp:746 msgid "Defense Cap" msgstr "" #: src/help/help_topic_generators.cpp:751 msgid "Vision Cost" msgstr "" #: src/help/help_topic_generators.cpp:755 msgid "Jamming Cost" msgstr "" # #, fuzzy #~| msgid "first strike" #~ msgid "first verse" #~ msgstr "iniciativa" #, fuzzy #~| msgid "Second Dusk" #~ msgid "second verse" #~ msgstr "Segundo Crépusculo" # #~ msgid "" #~ "This unit can lead your own units that are next to it, making them fight " #~ "better.\n" #~ "\n" #~ "Adjacent own units of lower level will do more damage in battle. When a " #~ "unit adjacent to, of a lower level than, and on the same side as a unit " #~ "with Leadership engages in combat, its attacks do 25% more damage times " #~ "the difference in their levels." #~ msgstr "" #~ "Esta unidade pode liderar aliados adjacentes, fazendo-os lutar melhor.\n" #~ "\n" #~ "Unidades aliadas adjacentes de nível menor do que a unidade líder " #~ "causarão mais dano em batalha. Quando uma unidade da mesma equipa, de " #~ "nível mais baixo, e adjacente a uma unidade com liderança entra em " #~ "combate, os seus ataques têm mais 25%, vezes a diferença de nível, de " #~ "dano." # #~ msgid "The Battle for Wesnoth Help" #~ msgstr "Ajuda da Batalha por Wesnoth" # #, fuzzy #~| msgid " green if it hasn’t moved this turn," #~ msgid "• text='Green' if it hasn’t moved this turn." #~ msgstr " verde se a unidade ainda não se moveu neste turno," # #, fuzzy #~| msgid " yellow if it has moved, but could still move further or attack, or" #~ msgid "" #~ "• text='Yellow' if it has moved, but could still move " #~ "further or attack." #~ msgstr "" #~ " amarela se já se moveu, mas ainda pode mover mais um pouco ou atacar, ou" #~ msgid "TODO" #~ msgstr "PARA FAZER" #~ msgid "Item Tool" #~ msgstr "Ferramenta de Itens" #~ msgid "" #~ "Saves a list of music tracks defining a random playlist to the scenario.\n" #~ "\n" #~ "Have a look at the addon server for easy to use additional music tracks." #~ msgstr "" #~ "Grava uma lista de faixas de música, definindo assim uma lista de músicas " #~ "que serão todas de forma aleatória durante o cenário.\n" #~ "\n" #~ "Encontra no servidor addon mais faixas de música fáceis de implementar." #~ msgid "Editing Modes" #~ msgstr "Modos de edição" #~ msgid "Editor Tools" #~ msgstr "Ferramentas de edição" #, fuzzy #~| msgid "" #~| "The editor provides several tools for editing your maps and scenarios. " #~| "At all times, one of the editor tools is active. The active tool's " #~| "context determines the content of the editor palette and context menu.\n" #~| "\n" #~| "These following tools are provided:\n" #~| "\n" #~| "• dst='editor_tool_paint' text='Paint Tool'\n" #~| "• dst='editor_tool_fill' text='Fill Tool'\n" #~| "• dst='editor_tool_select' text='Select Tool'\n" #~| "• dst='editor_tool_paste' text='Paste Tool'\n" #~| "• dst='editor_tool_starting' text='Starting Tool'\n" #~| "• dst='editor_tool_label' text='Label Tool'\n" #~| "• dst='editor_tool_item' text='Item Tool'\n" #~| "• dst='editor_tool_soundsource' text='Soundsource Tool'\n" #~| "• dst='editor_tool_village' text='Village Tool'\n" #~| "• dst='editor_tool_unit' text='Unit Tool'\n" #~| "\n" #~ msgid "" #~ "The editor provides several tools for editing your maps and scenarios. At " #~ "all times, one of the editor tools is active. The active tool’s context " #~ "determines the content of the editor palette and context menu.\n" #~ "\n" #~ "These tools are available in both terrain-only mode and scenario mode:\n" #~ "\n" #~ "• dst='editor_tool_paint' text='Paint Tool'\n" #~ "• dst='editor_tool_fill' text='Fill Tool'\n" #~ "• dst='editor_tool_select' text='Select Tool'\n" #~ "• dst='editor_tool_paste' text='Paste Tool'\n" #~ "• dst='editor_tool_starting' text='Starting Locations Tool'\n" #~ "\n" #~ "These tools are only available in scenario mode:\n" #~ "\n" #~ "• dst='editor_tool_label' text='Label Tool'\n" #~ "• dst='editor_tool_item' text='Item Tool'\n" #~ "• dst='editor_tool_village' text='Village Tool'\n" #~ "• dst='editor_tool_unit' text='Unit Tool'" #~ msgstr "" #~ "O editor fornece várias ferramentas para editar os teus mapas e cenários. " #~ "Uma das ferramentas do editor está sempre activa. O contexto da " #~ "ferramenta activa determina o conteúdo da paleta do editor e do menu de " #~ "contexto.\n" #~ "\n" #~ "As seguintes ferramentas estão incluídas:\n" #~ "\n" #~ "• dst='editor_tool_paint' text='Ferramenta de desenho'\n" #~ "• dst='editor_tool_fill' text='Ferramenta de encher'\n" #~ "• dst='editor_tool_select' text='Ferramenta de seleção'\n" #~ "• dst='editor_tool_paste' text='Ferramenta de desenho'\n" #~ "• dst='editor_tool_starting' text='Ferramenta de definição de " #~ "posições iniciais'\n" #~ "• dst='editor_tool_label' text='Ferramenta de legendas'\n" #~ "• dst='editor_tool_item' text='Ferramenta de itens'\n" #~ "• dst='editor_tool_soundsource' text='Ferramenta de fonte sonora'\n" #~ "• dst='editor_tool_village' text='Ferramenta de controlo de " #~ "aldeias'\n" #~ "• dst='editor_tool_unit' text='Ferramenta de unidades'\n" #~ "\n" #~ msgid "Soundsource Tool" #~ msgstr "Ferramenta de fonte sonora" #~ msgid "" #~ "Places Soundsources on your maps!\n" #~ "\n" #~ "This tool has not been implemented yet." #~ msgstr "" #~ "Posiciona fontes sonoras nos teus mapas!\n" #~ "\n" #~ "Esta ferramenta ainda não foi implementada." # #~ msgid "Orbs" #~ msgstr "Esferas" # #~ 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 "" #~ "Por cima da barra de energia mostrada ao lado de cada unidade existe uma " #~ "esfera. Para as unidades que controlas, essa esfera é:" # #~ msgid "" #~ " red if it can no longer move or attack, or the user ended the unit’s " #~ "turn." #~ msgstr "" #~ " vermelha se já não se pode nem mover nem atacar, ou o utilizador " #~ "terminou o seu turno." # #~ msgid " blue if the unit is an ally you do not control." #~ msgstr " azul se a unidade é de um aliado que não controlas." # #~ msgid " Enemy units have no orb on top of their energy bar." #~ msgstr "" #~ " Unidades inimigas têm esferas vermelhas por cima das suas barras de " #~ "energia." # #~ msgid "" #~ "\n" #~ "Set or toggle player on side between human and AI player. The player/" #~ "client who controls that side needs to issue this command. If no second " #~ "parameter is supplied, toggle between human and AI. If it is ‘on’, set an " #~ "AI controller. If it is ‘off’ set a human controller. Defaults to the " #~ "currently active side if no parameter is supplied.\n" #~ "\n" #~ msgstr "" #~ "\n" #~ "Alterna ou define o controlador da equipa entre Humano e Computador. O " #~ "jogador/cliente que controla o lado em questão tem de escolher este " #~ "comando.O valor padrão é a da equipa ativa.\n" #~ "\n" # #~ 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 "" #~ "Comparados aos humanos, elfos são um pouco mais altos, mais ágeis e menos " #~ "resistentes. Normalmente têm orelhas ligeiramente pontiagudas, pele " #~ "pálida e cabelos loiros. Poucas diferenças entre humanos e elfos são tão " #~ "acentuadas como a vida anormalmente longa dos Elfos — a maioria, a não " #~ "ser reclamada por doença, acidente ou guerra, vive cerca de dois séculos " #~ "e meio. Enquanto alguns elfos que possuem uma grande aptidão mágica " #~ "conseguem adicionar cerca de um século à sua vida, a maioria de elfos " #~ "começa a ficar fisicamente frágil em algum ponto entre os 250 e 300 anos " #~ "de idade e morrem rapidamente (geralmente dentro de um ou dois anos) após " #~ "isso.\n" #~ "\n" #~ "Elfos são naturalmente imbuídos de magia num pequeno grau. Embora a " #~ "maioria não são capazes de canalizá-la directamente, a sua presença " #~ "latente atribui-lhes sentidos aguçados e longa vida. Muitos elfos têm " #~ "talentos derivados da magia, como uma mira aguçada ou invisibilidade, " #~ "permitindo-lhes realizar tarefas que a maioria dos seres normais jamais " #~ "poderia imaginar. Os elfos que aprendem a exercer esse poder de forma " #~ "mais geral, podem tornar-se realmente formidáveis na sua utilização. " #~ "Muitos optam por usar o seu dom para curar outros.\n" #~ "\n" #~ "Alguns elfos, aventurando-se profundamente pelos caminhos da magia e do " #~ "misticismo, tornam-se sensíveis à presença do ferro frio e podem até ser " #~ "queimados por ele. Lendas elfas contam em que como era muito comum num " #~ "passado distante.\n" #~ "\n" #~ "Elfos investem muito tempo a aperfeiçoar os seus talentos e habilidades. " #~ "Aqueles que não aderiram às artes mágicas tipicamente devotam o seu tempo " #~ "ao aperfeiçoamento das suas capacidades físicas. Como resultado, elfos " #~ "dominam a arte do arco e flecha, fazendo com que esta seja a sua " #~ "principal arma de guerra. A maioria das tropas elfas carregam um arco e " #~ "nenhuma outra raça pode rivalizar com os seus arqueiros em velocidade e " #~ "precisão. Todos os elfos também compartilham uma intensa afeição pela " #~ "natureza na sua forma inocenta. Muitas vezes sentem-se desconfortáveis em " #~ "espaços abertos sem vegetação. Vivem principalmente nas florestas do " #~ "grande continente, nos Bosques de Aethen, no sudoeste, em Wesmere no " #~ "noroeste, e na grande floresta do norte da qual a Floresta de Lintanir é " #~ "a margem sul.\n" #~ "\n" #~ "Elfos são a mais antiga raça do Continente, com possível exceção dos " #~ "trogloditas. Muitos dos seus assentamentos não podem ser datados, mas sem " #~ "dúvida existem há milénios." #~ msgid "Editor Brush" #~ msgstr "Pincel" #~ msgid "Terrain Clipboard" #~ msgstr "Área de transferência do terreno" #~ msgid "" #~ "Paint terrain tiles on the map.\n" #~ "\n" #~ "The paint tool utilizes the brushes and the terrain palette." #~ msgstr "" #~ "Desenhar peças de terreno no mapa.\n" #~ "\n" #~ "Esta ferramenta de desenho utiliza os pincéis e a paleta de terrenos." #~ msgid "" #~ "Fill continuous regions of terrain with a different one!\n" #~ "\n" #~ "The fill tool utilizes the terrain palette." #~ msgstr "" #~ "Enche regiões contínuas de terreno com um terreno diferente!\n" #~ "\n" #~ "Esta ferramenta de encher utiliza a paleta de terrenos." #~ msgid "" #~ "Selects a set of hex fields. The best tool ever!\n" #~ "\n" #~ "This tool utilizes the brushes." #~ msgstr "" #~ "Seleciona um conjunto de campos hexagonais. A melhor ferramenta de " #~ "sempre!\n" #~ "\n" #~ "Esta ferramenta utiliza os pincéis." #~ msgid "Paste Tool" #~ msgstr "Ferramenta de desenho" #~ msgid "Starting Tool" #~ msgstr "Ferramenta de definição de posições iniciais" #~ msgid "" #~ "Defines the side leader starting position\n" #~ "\n" #~ "This tool sets the side leaders' default starting locations, and named " #~ "special locations." #~ msgstr "" #~ "Define a posição inicial do líder de equipa\n" #~ "\n" #~ "Esta ferramente define as posições iniciais, por defeito, dos líderes de " #~ "equipa e de localizações especiais que tenham sido nomeadas." #~ msgid "" #~ "Wesnoth's Map and Scenario Editor allows users to create and edit the " #~ "maps on which every Wesnoth scenario takes place. It also provides a " #~ "limited set of features for setting up a basic scenario.\n" #~ "\n" #~ "The editor can be launched from the text='Map Editor'" #~ msgstr "" #~ "O Editor de Cenários e Mapas do Wesnoth permite aos utilizadores criarem " #~ "e editarem mapas de todos os cenários de Wesnoth. Também permite um " #~ "conjunto limitado de ferramentas que permitem criar um cenário básico.\n" #~ "\n" #~ "O editor pode ser iniciado a partir do text='Editor de Mapas'" # #~ msgid "" #~ " option at the title screen.\n" #~ "\n" #~ "
text='What you get'
" #~ msgstr "" #~ "opção na tela principal.\n" #~ "\n" #~ "\n" #~ "
text='O que recebes'
" #~ msgid "" #~ "\n" #~ "\n" #~ "
text='Pure Map Mode'
" #~ msgstr "" #~ "\n" #~ "\n" #~ "
text='Modo de editor de mapa puro'
" #~ msgid "The editor features two separate modes of operation:" #~ msgstr "O editor tem dois modos diferentes de funcionamento:" #~ msgid "" #~ "\n" #~ "\n" #~ "Allows only the composing of the terrain map itself and the definition of " #~ "leader starting positions." #~ msgstr "" #~ "\n" #~ "\n" #~ "Só permite a composição do terreno do mapa em si e a definição das " #~ "posições iniciais dos líderes." #~ msgid "" #~ "\n" #~ "How the information is saved depends on the loaded file:\n" #~ "\n" #~ "text='Native'" #~ msgstr "" #~ "\n" #~ "A forma como a informação é gravada depende do ficheiro carregado:\n" #~ "\n" #~ "text='Nativo'" #~ msgid "" #~ "\n" #~ "\n" #~ "
text='Scenario Mode'
" #~ msgstr "" #~ "\n" #~ "\n" #~ "
text='Modo de Cenário'
" #~ msgid "" #~ "\n" #~ "\n" #~ "The Scenario mode allows several extra tools to be used, such as the Unit " #~ "tool. At least one side must be defined in order to use these tools, " #~ "however.\n" #~ "\n" #~ "In this mode, terrain data is stored in the map_data attribute and saved " #~ "into a file with any applicable WML." #~ msgstr "" #~ "\n" #~ "\n" #~ "O modo de cenário permite o uso de várias ferramentas extra, tais como a " #~ "ferramenta de unidades. Porém, pelo menos uma equipa tem de ser definida " #~ "para que se possa utilizar estas ferramentas extra.\n" #~ "Neste modo, a informação sobre o terreno são guardados no atributo " #~ "map_data e gravados num ficheiro com qualquer WML que se aplique." #~ msgid "" #~ "The terrain editor's functionality is covered by the " #~ "dst='editor_tool_paint' text='Paint' and " #~ "dst='editor_tool_fill' text='Fill Tool'." #~ msgstr "" #~ "A funcionalidade do editor de terreno consiste nas ferramentas de " #~ "dst='editor_tool_paint' text='desenho' e de " #~ "dst='editor_tool_fill' text='encher'." #~ msgid "" #~ "The editor palette contains the applicable items you may use with the " #~ "currently selected tool. For example, the Paint tool will display a full " #~ "list of all available terrains, and the unit tool will provide a list of " #~ "available units." #~ msgstr "" #~ "A paleta de editor contém os itens disponíveis que podes usar com a " #~ "ferramenta que tens selecionada presentemente. Por exemplo, com a " #~ "ferramenta de desenho a paleta revela a lista completa de todos os " #~ "terrenos disponíveis e com a ferramenta de unidades a paleta revela a " #~ "lista completa de todas as unidades disponíveis. " #~ msgid "" #~ "Wesnoth stores its maps in human readable plain text files.\n" #~ "\n" #~ "A map file consists of rows with comma separated terrain code strings. " #~ "The files can be edited with a general purpose text editor like notepad.\n" #~ "\n" #~ "The only additional information provided by the map syntax are the " #~ "starting positions of the scenario's sides.\n" #~ "\n" #~ "Additional information, such as teams, custom events, and complex side " #~ "setups still need to be manually coded in WML." #~ msgstr "" #~ "O Wesnoth guarda os seus mapas em ficheiros simples de texto legíveis " #~ "para humanos (e não só computadores).\n" #~ "\n" #~ "Um ficheiro de mapa consiste em linhas, separadas por vírgulas, de " #~ "cadeias de caracteres que definem o terreno. Os ficheiros podem ser " #~ "editados com um qualquer editor de texto genérico, tal como o Bloco de " #~ "Notas.\n" #~ "\n" #~ "A única informação adicional que é fornecida pela sintaxe do mapa são as " #~ "posições iniciais das equipas do cenário.\n" #~ "\n" #~ "Outra informação, como equipas, eventos personalizados e definições " #~ "complexas das equipas, tem de ser programada manualmente em WML (Wesnoth " #~ "Markup Language)." #~ msgid "Scenario Format" #~ msgstr "Formato de cenário" #~ msgid "This race does not have a description yet." #~ msgstr "Esta raça ainda não tem qualquer descrição."