infinity_ui/language/L_pt_BR.LUA
uiStrings = {
	ABILITIES_BUTTON = "HABILIDADES",
	ABILITIES_TITLE = "Habilidades",
	ABILITY_LABEL = "Habilidade",
	ABJURATION_SCHOOL_TOKEN = "abjuração",
	ACCEPT_BUTTON = "ACEITAR",
	AC_LABEL = "CA",
	ACMOD_VS_CRUSHING = "<ACTOKEN> contra Esmagamento",
	ACMOD_VS_MISSILE = "<ACTOKEN> contra Projétil",
	ACMOD_VS_PIERCING = "<ACTOKEN> contra Perfuração",
	ACMOD_VS_SLASHING = "<ACTOKEN> contra Corte",
	ACTIONS_HELP = "Ative esta opção para ver mensagens de ação do personagem na janela de diálogo.",
	ACTIONS_LABEL = "Ações",
	ADD_BUTTON = "ADICIONAR",
	ADD_ENTRY_LABEL = "Adicionar Registro",
	ADD_SPELLS_CONTINGENCY_LABEL = "Adicionar feitiços à sua contingência",
	ADD_SPELLS_SEQUENCER_LABEL = "Adicionar feitiços ao teu sequenciador",
	ADD_SPELLS_TRIGGER_LABEL = "Adicionar feitiços para o teu gatilho",
	ADVANCED_BUTTON = "AVANÇADO",
	ALIGNMENT_BUTTON = "ALINHAMENTO",
	ALIGNMENT_TITLE = "Alinhamento",
	ALLOW_REFORM_LABEL = "Permitir Reforma da Equipe",
	ALLOW_REFORM_TOOLTIP = "Permite que a equipe seja modificada durante o jogo",
	ALWAYS_LABEL = "Sempre",
	AMBIENT_VOLUME_LABEL = "Volume do Ambiente",
	AMMUNITION_LABEL = "Munição",
	APPAREL_LABEL = "Traje",
	APPEARANCE_BUTTON = "APARÊNCIA",
	APPEARANCE_LABEL = "Aparência",
	APPEARANCE_TITLE = "Aparência",
	ARBITRATION_TITLE = "Mediação de Personagem",
	AREA_MAP_TITLE = "Mapa da Área",
	AREA_MAP_ZOOM_TRANSITION_DESCRIPTION = "Exibe uma breve transição ampliada ao abrir e fechar o mapa da área.",
	AREA_MAP_ZOOM_TRANSITION_LABEL = "Transição Ampliada do Mapa da Área",
	ARENA_MODE_BG2_LABEL = "Os Fossos Negros II",
	ARENA_MODE_LABEL = "The Black Pits",
	ARMOR_CLASS_LABEL = "Classe de Armadura",
	ASSIGN_KEYS_ACTIONS = "Ações",
	ASSIGN_KEYS_ACTIONS_BARDSONG = "Canção do Bardo",
	ASSIGN_KEYS_ACTIONS_CASTSPELL = "Lançar Feitiço",
	ASSIGN_KEYS_ACTIONS_DIALOG = "Diálogo",
	ASSIGN_KEYS_ACTIONS_EQUIPMELEEWEAPON = "Equipar Arma Corpo a Corpo",
	ASSIGN_KEYS_ACTIONS_EQUIPRANGEDWEAPON = "Equipar Arma à Distância",
	ASSIGN_KEYS_ACTIONS_FINDTRAPS = "Achar Armadilhas",
	ASSIGN_KEYS_ACTIONS_GROUPATTACK = "Ataque de Grupo",
	ASSIGN_KEYS_ACTIONS_GROUPSTOP = "Parada do Grupo",
	ASSIGN_KEYS_ACTIONS_GUARD = "Guardar",
	ASSIGN_KEYS_ACTIONS_SPECIALABILITIES = "Habilidades Especiais",
	ASSIGN_KEYS_ACTIONS_STEALTH = "Furtividade",
	ASSIGN_KEYS_ACTIONS_THIEVING = "Habilidades de Ladrão",
	ASSIGN_KEYS_ACTIONS_TURNUNDEAD = "Repelir Mortos-vivos",
	ASSIGN_KEYS_ACTIONS_USEITEM = "Usar Objeto",
	ASSIGN_KEYS_BUTTON = "ESPECIFICAR TECLAS",
	ASSIGN_KEYS_MAGESPELLS = "Feitiços de Mago",
	ASSIGN_KEYS_MISC = "Miscelânea",
	ASSIGN_KEYS_MISC_CHATWINDOW = "Janela de Diálogo",
	ASSIGN_KEYS_MISC_HARDPAUSE = "Pausa Forçada",
	ASSIGN_KEYS_MISC_HIDEINTERFACE = "Esconder Interface",
	ASSIGN_KEYS_MISC_LEFTINTERFACE = "Interface Esquerda",
	ASSIGN_KEYS_MISC_LOCATION = "Localização",
	ASSIGN_KEYS_MISC_QUICKLOAD = "Carregamento Rápido",
	ASSIGN_KEYS_MISC_QUICKSAVE = "Gravação Rápida",
	ASSIGN_KEYS_MISC_REST = "Descansar",
	ASSIGN_KEYS_MISC_RIGHTINTERFACE = "Interface Direita",
	ASSIGN_KEYS_MISC_SCROLLDOWN = "Scroll Down",
	ASSIGN_KEYS_MISC_SCROLLLEFT = "Scroll Left",
	ASSIGN_KEYS_MISC_SCROLLRIGHT = "Scroll Right",
	ASSIGN_KEYS_MISC_SCROLLUP = "Scroll Up",
	ASSIGN_KEYS_MISC_TOGGLEAI = "Ligar IA",
	ASSIGN_KEYS_PAGE = "Página",
	ASSIGN_KEYS_PAGE_AREAMAP = "Mapa da Área",
	ASSIGN_KEYS_PAGE_CHARACTERARBITRATION = "Mediação de Personagem",
	ASSIGN_KEYS_PAGE_CHARACTERINFORMATION = "Informação do Personagem",
	ASSIGN_KEYS_PAGE_INVENTORY = "Inventário",
	ASSIGN_KEYS_PAGE_JOURNAL = "Diário",
	ASSIGN_KEYS_PAGE_MAGESPELLS = "Feitiços de Mago",
	ASSIGN_KEYS_PAGE_OPTIONS = "Opções",
	ASSIGN_KEYS_PAGE_PRIESTSPELLS = "Feitiços de Sacerdote",
	ASSIGN_KEYS_PAGE_RETURNTOGAME = "Retornar ao Jogo",
	ASSIGN_KEYS_PRIESTSPELLS = "Feitiços de Sacerdote",
	ASSIGN_KEYS_QUICKSLOTS = "Compartimentos Rápidos",
	ASSIGN_KEYS_QUICKSLOTS_CHARACTER1 = "Personagem 1",
	ASSIGN_KEYS_QUICKSLOTS_CHARACTER2 = "Personagem 2",
	ASSIGN_KEYS_QUICKSLOTS_CHARACTER3 = "Personagem 3",
	ASSIGN_KEYS_QUICKSLOTS_CHARACTER4 = "Personagem 4",
	ASSIGN_KEYS_QUICKSLOTS_CHARACTER5 = "Personagem 5",
	ASSIGN_KEYS_QUICKSLOTS_CHARACTER6 = "Personagem 6",
	ASSIGN_KEYS_QUICKSLOTS_CHARACTERS12 = "Personagens 1 & 2",
	ASSIGN_KEYS_QUICKSLOTS_CHARACTERS123 = "Personagens 1,2,3",
	ASSIGN_KEYS_QUICKSLOTS_CHARACTERS34 = "Personagens 3 & 4",
	ASSIGN_KEYS_QUICKSLOTS_CHARACTERS456 = "Personagens 4,5,6",
	ASSIGN_KEYS_QUICKSLOTS_CHARACTERS56 = "Personagens 5 & 6",
	ASSIGN_KEYS_QUICKSLOTS_FORMATIONSLOT1 = "Espaço de Formação 1",
	ASSIGN_KEYS_QUICKSLOTS_FORMATIONSLOT2 = "Espaço de Formação 2",
	ASSIGN_KEYS_QUICKSLOTS_FORMATIONSLOT3 = "Espaço de Formação 3",
	ASSIGN_KEYS_QUICKSLOTS_FORMATIONSLOT4 = "Espaço de Formação 4",
	ASSIGN_KEYS_QUICKSLOTS_FORMATIONSLOT5 = "Espaço de Formação 5",
	ASSIGN_KEYS_QUICKSLOTS_ITEMSLOT1 = "Compartimento de Objeto 1",
	ASSIGN_KEYS_QUICKSLOTS_ITEMSLOT2 = "Compartimento de Objeto 2",
	ASSIGN_KEYS_QUICKSLOTS_ITEMSLOT3 = "Compartimento de Objeto 3",
	ASSIGN_KEYS_QUICKSLOTS_SELECTALL = "Selecionar Todos",
	ASSIGN_KEYS_QUICKSLOTS_SPELLSLOT1 = "Compartimento de Feitiço 1",
	ASSIGN_KEYS_QUICKSLOTS_SPELLSLOT2 = "Compartimento de Feitiço 2",
	ASSIGN_KEYS_QUICKSLOTS_SPELLSLOT3 = "Compartimento de Feitiço 3",
	ASSIGN_KEYS_QUICKSLOTS_WEAPONSLOT1 = "Compartimento de Arma 1",
	ASSIGN_KEYS_QUICKSLOTS_WEAPONSLOT2 = "Compartimento de Arma 2",
	ASSIGN_KEYS_QUICKSLOTS_WEAPONSLOT3 = "Compartimento de Arma 3",
	ASSIGN_KEYS_QUICKSLOTS_WEAPONSLOT4 = "Compartimento de Arma 4",
	ASSIGN_KEYS_QUICKSLOTS_ZOOMIN = "Ampliar",
	ASSIGN_KEYS_QUICKSLOTS_ZOOMOUT = "Reduzir",
	ASSIGN_KEYS_SUBTITLE = "SELECIONE UM VÍNCULO DE TECLA PARA MODIFICAR.",
	ASSIGN_KEYS_TITLE = "Especificar Teclas",
	AUTO_PAUSE_BUTTON = "AUTO-PAUSA",
	AUTO_PAUSE_TITLE = "Auto-Pausa",
	AUTO_USE_MAGIC_AMMO_DESCRIPTION = "Esta opção impedirá que os personagens troquem para uma arma corpo a corpo após gastarem uma pilha de projéteis de sua arma à distância que não tenha mais projéteis comuns. Os personagens somente trocarão para uma arma corpo a corpo depois que todas as suas pilhas de projéteis tiverem acabado.",
	AUTO_USE_MAGIC_AMMO_LABEL = "Impedir Ação Corpo a Corpo ao Término de Projéteis",
	BACK_BUTTON = "VOLTAR",
	BALDURS_GATE_BUTTON = "BALDUR'S GATE",
	BATTLE_CRIES_LABEL = "Gritos de Guerra",
	BEAMDOG_NET_BUTTON = "BEAMDOG.NET",
	BIOGRAPHY_BUTTON = "BIOGRAFIA",
	BIOGRAPHY_LABEL = "Biografia",
	BIOGRAPHY_TITLE = "Biografia do Personagem",
	BLACK_PITS_BUTTON = "THE BLACK PITS",
	BUTTON_LEARN = "APRENDER",
	BUTTON_UNLEARN = "APAGAR",
	BUY_BUTTON = "COMPRAR",
	BUY_SELL_TITLE = "Comprar e Vender",
	CANCEL_BUTTON = "CANCELAR",
	CENTER_MEMBER_LABEL = "Centralizar no Membro da Equipe",
	CHAIN_CONTINGENCY_TITLE = "Contingência em Cadeia",
	CHAPTER_LABEL = "Capítulo",
	CHARACTER_ATTACKED_LABEL = "Personagem Atacado",
	CHARACTER_DEATH_LABEL = "Morte do Personagem",
	CHARACTER_FILE_BUTTON = "ARQUIVO DE PERSONAGEM",
	CHARACTER_HIT_LABEL = "Personagem Atingido",
	CHARACTER_INJURED_LABEL = "Personagem Ferido",
	CHARACTER_LABEL = "Personagem",
	CHARACTER_SCRIPT_BLANK_SCRIPT = " ",
	CHARACTER_SCRIPT_NONE = "NENHUM",
	CHARACTER_SCRIPT_SMART_SCRIPT = "IA AVANÇADA",
	CHARACTER_SCRIPT_SMART_SCRIPT_DESCRIPTION = "Este roteiro lhe permite personalizar o comportamento do teu personagem através de várias configurações ajustáveis.",
	CHARACTER_SHEET_LABEL = "Registro do Personagem",
	CHARACTER_SOUNDS_LABEL = "Sons do Personagem",
	CHARACTER_SUBTITLES_LABEL = "Legendas do Personagem",
	CHARACTER_TARGET_DESTROYED = "Alvo do Personagem Destruído",
	CHARACTER_TITLE = "Personagem",
	CHARGEN_TITLE = "Geração de Personagem",
	CHARISMA_LABEL = "Carisma",
	CHOOSE_AMT_LABEL = "Escolher Quantidade",
	CHOOSE_PASSWORD_LABEL = "Senha do Jogo",
	CLASS_BUTTON = "CLASSE",
	CLASSIC_MARKERS_HELP = "Ative esta opção se você quiser restaurar os círculos de seleção clássicos e o marcador de movimento.",
	CLASSIC_MARKERS_LABEL = "Círculos de Seleção Clássicos",
	CLASS_KIT_TITLE = "Conjunto de Classe",
	CLASS_LABEL = "Classe",
	CLASS_TITLE = "Classe",
	CLEAR_BUTTON = "LIMPAR",
	CLOSE_CONTAINER_BUTTON = "FECHAR COMPARTIMENTO",
	CLOTHING_LABEL = "Roupa",
	CLOUD_STATE_UNDEFINED_NORMAL = "Estado Indefinido da gravação da nuvem.",
	COLOR_CHOICES_TITLE = "Escolhas de Cores",
	COLORED_MARKERS_HELP = "Os marcadores dos membros da equipe usam a cor primária de cada personagem ao invés do verde clássico.",
	COLORED_MARKERS_LABEL = "Marcadores de Seleção Coloridos",
	COLORS_BUTTON = "CORES",
	COMBAT_INFO_HELP = "Ative esta opção para ver mensagens de informação de combate na janela de diálogo.",
	COMBAT_INFO_LABEL = "Informação de Combate",
	COMBAT_STATS_LABEL = "Estatísticas de Combate",
	COMMAND_SOUNDS_BUTTON = "COMANDO DE SONS",
	CONDITION_LABEL = "Condição",
	CONDITION_NORMAL = "Condição",
	CONJURATION_SCHOOL_TOKEN = "conjuração",
	CONNECTION_CREATE_NEW_GAME_BUTTON = "Criar Novo Jogo",
	CONNECTION_DIRECT_CONNECTION_BUTTON = "Conexão Direta",
	CONNECTION_DIRECT_CONNECT_TOOLTIP = "Conecte-se diretamente a um jogo usando um endereço IP",
	CONNECTION_FINDING_DEVICES = "Localizando os dispositivos de rede neste anfitrião...",
	CONNECTION_LOAD_GAME_TOOLTIP = "Continue um jogo gravado de onde você parou",
	CONNECTION_LOCAL_NETWORK_GAME = "Jogo de Rede Local",
	CONNECTION_LOCAL_NETWORK_GAME_TOOLTIP = "Este jogo não aparecerá na lista de jogos online",
	CONNECTION_NEW_GAME_TOOLTIP = "Começar uma nova campanha do início",
	CONNECTION_NEW_OR_SAVED_GAME_TITLE = "Jogo Novo ou Gravado",
	CONNECTION_NO_FULL_GAMES_TOOLTIP = "Esconde todos os jogos que estão cheios",
	CONNECTION_NO_PASSWORDS_TOOLTIP = "Esconde todos os jogos protegidos por senha",
	CONNECTION_NOT_FULL_LABEL = "Incompleto",
	CONNECTION_NOT_PASSWORD_PROTECTED_LABEL = "Não Protegido por Senha",
	CONNECTION_PASSWORD_PROTECTED = "Protegido por Senha",
	CONNECTION_PASSWORD_PROTECTED_TOOLTIP = "Requer uma senha para se juntar",
	CONNECTION_REFRESH_TOOLTIP = "Atualiza a lista de jogos disponíveis",
	CONNECTION_SELECT_GAME_TYPE_LABEL = "Selecione o tipo de jogo para criar",
	CONNECTION_WAITING_FOR_SERVER = "AGUARDANDO POR INFORMAÇÃO DO SERVIDOR",
	CONSTITUTION_LABEL = "Constituição",
	CONTAINER_TITLE = "Compartimento",
	CONTINGENCY_BUTTON = "CONTINGÊNCIA",
	CONTINGENCY_TITLE = "Contingência",
	CONTINUE_BUTTON = "CONTINUAR",
	COST_LABEL = "Custo",
	CREATE_BUTTON = "CRIAR",
	CREATE_CHAR_BUTTON = "CRIAR PERSONAGEM",
	CREATEGAME_BUTTON = "CRIAR JOGO",
	CREATEGAME_TITLE = "Criar Jogo",
	CREATE_PARTY_BUTTON = "CRIAR EQUIPE",
	CREATE_PARTY_TITLE = "Criar Equipe",
	CREDITS_BUTTON = "CRÉDITOS",
	CREDITS_MOVIE_BUTTON = "Créditos do Original",
	CREDITS_TITLE = "Créditos",
	CURRENT_LABEL = "Atual",
	CURRENT_PLAYERS_LABEL = "Jogadores Atuais",
	CURRENT_SCRIPT_LABEL = "Roteiro Atual",
	CUSTOM_BUTTON = "PERSONALIZAR",
	CUSTOMIZE_BUTTON = "PERSONALIZAR",
	CUSTOMIZE_TITLE = "Personalizar Personagem",
	DAMAGE_LABEL = "Dano",
	DELETE_BUTTON = "APAGAR",
	DESCRIPTION_LABEL = "Descrição",
	DEXTERITY_LABEL = "Destreza",
	DIFFICULTY_DESCRIPTION = "Esta barra controla o nível de dificuldade do jogo. Estas são as opções:\nINSANA (extrema direita): Todos os oponentes causam o dobro do dano contra a equipe.\nDIFÍCIL (centro-direita): Todos os oponentes causam 50% a mais de dano contra e equipe.\nREGRAS BÁSICAS (centro): Regras do AD&D Segunda Edição. Pontos de Vida são aleatórios, membros da equipe podem morrer permanentemente, aprender feitiços pode falhar, e oponentes causam dano máximo.\nNORMAL (centro-esquerda): Todas as jogadas para Pontos de Vida são máximas, membros da equipe não podem morrer permanentemente, todos os feitiços são aprendidos automaticamente, os monstros causam 3/4 do dano contra a equipe.\nFÁCIL (extrema esquerda): Todas as jogadas para Pontos de Vida são máximas, membros da equipe ganham +6 de sorte e não podem morrer permanentemente, todos os feitiços são aprendidos automaticamente, os monstros causam metade do dano contra a equipe.",
	DIFFICULTY_DESCRIPTION_CORERULES = "Esta opção é feita para jogadores veteranos que são bem versados nas mecânicas do AD&D. Os inimigos causam dano total, lutam da melhor forma possível, e utilizam táticas de combate avançadas. Tipos de inimigos um pouco mais fortes aparecem. Grupos de inimigos se tornam mais variados.",
	DIFFICULTY_DESCRIPTION_CORERULES_BG2EE = "Esta opção é feita para jogadores veteranos que são bem versados nas mecânicas do AD&D. Os inimigos causam dano total, membros da equipe podem morrer permanentemente, e a cópia de feitiços pode falhar.",
	DIFFICULTY_DESCRIPTION_CORERULES_BGEE = "Esta opção é feita para jogadores veteranos que são bem versados nas mecânicas do AD&D. Os inimigos causam dano total, membros da equipe podem morrer permanentemente, e a cópia de feitiços pode falhar.",
	DIFFICULTY_DESCRIPTION_EASY = "A equipe ganha um bônus de +6 para sorte. Os inimigos vêm em menor número, usarão apenas seus feitiços e objetos mais fracos, e terão seu dano reduzido em 50%. Membros da equipe não podem morrer permanentemente, Pontos de Vida são rolados no máximo, e feitiços podem ser copiados para os livros de feitiço sem chance de falha.",
	DIFFICULTY_DESCRIPTION_EASY_BG2EE = "A equipe ganha um bônus de +6 para sorte. Os inimigos têm seu dano reduzido em 50%. Membros da equipe não podem morrer permanentemente, jogadas de Pontos de Vida são maximizadas, e feitiços podem ser copiados para os livros de feitiço sem chance de falha.",
	DIFFICULTY_DESCRIPTION_EASY_BGEE = "A equipe ganha um bônus de +6 para sorte. Os inimigos têm seu dano reduzido em 50%. Membros da equipe não podem morrer permanentemente, jogadas de Pontos de Vida são maximizadas, e feitiços podem ser copiados para os livros de feitiço sem chance de falha.",
	DIFFICULTY_DESCRIPTION_HARD = "Há mais inimigos e eles causam 50% mais dano. Tipos mais fortes de inimigos aparecem. Grupos de inimigos se tornam mais variados. Os inimigos lutam da melhor forma possível, e utilizam táticas de combate avançadas.",
	DIFFICULTY_DESCRIPTION_HARD_BG2EE = "Inimigos causam 50% mais dano. Tipos de inimigos mais fortes podem aparecer ocasionalmente.",
	DIFFICULTY_DESCRIPTION_HARD_BGEE = "Inimigos causam 50% mais dano.",
	DIFFICULTY_DESCRIPTION_INSANE = "Há muito mais inimigos e eles causam 100% mais dano. Inimigos significativamente mais fortes aparecem. Grupos de inimigos se tornam ainda mais variados. Inimigos lutam da melhor forma possível e utilizam táticas de combate avançadas.",
	DIFFICULTY_DESCRIPTION_INSANE_BG2EE = "Inimigos causam 100% mais dano. Tipos de inimigos mais fortes podem aparecer ocasionalmente.",
	DIFFICULTY_DESCRIPTION_INSANE_BGEE = "Inimigos causam 100% mais dano.",
	DIFFICULTY_DESCRIPTION_LEGACYOFBHAAL = "Os inimigos têm todos os benefícios da dificuldade Insana e também significativamente mais Pontos de Vida, PACA0 melhorado, melhores Jogadas de Salvamento e mais ataques por rodada. \nAVISO: A dificuldade Legado de Bhaal somente pode ser selecionada no começo do jogo e, uma vez selecionada, não pode ser alterada!",
	DIFFICULTY_DESCRIPTION_LEGACYOFBHAAL_BG2EE = "Os inimigos têm todos os benefícios da dificuldade Insana e também significativamente mais Pontos de Vida, PACA0 melhorado, melhores Jogadas de Salvamento e mais ataques por rodada. \nAVISO: A dificuldade Legado de Bhaal somente pode ser selecionada no começo do jogo e, uma vez selecionada, não pode ser alterada!",
	DIFFICULTY_DESCRIPTION_LEGACYOFBHAAL_BGEE = "Os inimigos têm todos os benefícios da dificuldade Insana e também significativamente mais Pontos de Vida, PACA0 melhorado, melhores Jogadas de Salvamento e mais ataques por rodada. \nAVISO: A dificuldade Legado de Bhaal somente pode ser selecionada no começo do jogo e, uma vez selecionada, não pode ser alterada!",
	DIFFICULTY_DESCRIPTION_NORMAL = "Inimigos causam 25% menos dano e não usam seus feitiços e objetos mais poderosos. Membros da equipe não podem morrer permanentemente, Pontos de Vida são rolados no máximo, e feitiços podem ser copiados para os livros de feitiço sem chance de falha.",
	DIFFICULTY_DESCRIPTION_NORMAL_BG2EE = "Inimigos causam 25% menos dano. Membros da equipe não podem morrer permanentemente, jogadas de Pontos de Vida são maximizadas, e feitiços podem ser copiados para os livros de feitiço sem chance de falha.",
	DIFFICULTY_DESCRIPTION_NORMAL_BGEE = "Inimigos causam 25% menos dano. Membros da equipe não podem morrer permanentemente, jogadas de Pontos de Vida são maximizadas, e feitiços podem ser copiados para os livros de feitiço sem chance de falha.",
	DIFFICULTY_DESCRIPTION_STORYMODE = "A equipe ganha todos os benefícios da dificuldade Fácil e não podem morrer em combate.",
	DIFFICULTY_DESCRIPTION_STORYMODE_BG2EE = "A equipe ganha todos os benefícios da dificuldade Fácil e não pode morrer em combate.",
	DIFFICULTY_DESCRIPTION_STORYMODE_BGEE = "A equipe ganha todos os benefícios da dificuldade Fácil e não pode morrer em combate.",
	DIFFICULTY_LABEL = "Dificuldade",
	DIFFICULTY_LABEL_CORERULES = "REGRAS BÁSICAS",
	DIFFICULTY_LABEL_CORERULES_MIXED = "Regras Básicas",
	DIFFICULTY_LABEL_EASY = "FÁCIL",
	DIFFICULTY_LABEL_EASY_MIXED = "Fácil",
	DIFFICULTY_LABEL_HARD = "DIFÍCIL",
	DIFFICULTY_LABEL_HARD_MIXED = "Difícil",
	DIFFICULTY_LABEL_INSANE = "INSANO",
	DIFFICULTY_LABEL_INSANE_MIXED = "Insano",
	DIFFICULTY_LABEL_LEGACYOFBHAAL = "LEGADO DE BHAAL",
	DIFFICULTY_LABEL_LEGACYOFBHAAL_MIXED = "Legado de Bhaal",
	DIFFICULTY_LABEL_NORMAL = "NORMAL",
	DIFFICULTY_LABEL_NORMAL_MIXED = "Normal",
	DIFFICULTY_LABEL_STORYMODE = "MODO ESTÓRIA",
	DIFFICULTY_LABEL_STORYMODE_MIXED = "Modo Estória",
	DIFFICULTY_TITLE = "Dificuldade",
	DIRECTX_LABEL = "Renderizador Alternativo",
	DISABLE_COSMETIC_ATTACKS_HELP = "Por definição, os personagens produzem animações de ataque durante uma rodada para simularem quedas e esquivas. Ative esta opção para mostrar animações de ataque apenas quando os personagens realmente estiverem atacando.",
	DISABLE_COSMETIC_ATTACKS_LABEL = "Desabilitar Ataques Cosméticos",
	DISPLAY_OPTIONS_LABEL = "Opções de Exibição",
	DITHER_ALWAYS_LABEL = "Transparecer Sempre",
	DIVINATION_SCHOOL_TOKEN = "adivinhação",
	DONATE_BUTTON = "DOAR",
	DONATE_TITLE = "Doar",
	DONE_BUTTON = "PRONTO",
	DONE_QUESTS_BUTTON = "MISSÕES FEITAS",
	DOWNLOADING_SAVE_NORMAL = "Baixando atualizações do arquivo gravado.",
	DRINK_LABEL = "Bebida",
	DRINKS_TITLE = "Bebidas",
	DUAL_CLASS_BUTTON = "CLASSE DUPLA",
	DUALCLASS_BUTTON = "CLASSE DUPLA",
	DUALCLASS_CONFIRMATION = "Você tem certeza de que quer duplicar a classe deste personagem?",
	DUALCLASS_LABEL = "Classe Dupla",
	DUALCLASS_TITLE = "Classe Dupla",
	EDIT_BUTTON = "EDITAR",
	EDIT_ENTRY_LABEL = "Editar Registro",
	ENABLE_CLOUD_DESCRIPTION = "Habilita o uso de jogos gravados do Steam Cloud.",
	ENABLE_CLOUD_LABEL = "Permitir Gravações na Nuvem",
	ENABLE_CONFIRMATION_HELP = "Com esta opção ativada, você será questionado para confirmar sua decisão de remover feitiços memorizados ou descansar em uma estalagem. Com esta opção desativada, nenhuma janela de confirmação aparecerá quando o personagem descansar em uma estalagem ou remover feitiços memorizados.",
	ENABLE_CONFIRMATION_LABEL = "Habilitar Confirmação",
	ENCHANTMENT_SCHOOL_TOKEN = "encantamento",
	END_OF_ROUND_LABEL = "Fim da Rodada",
	ENEMY_SIGHTED_LABEL = "Inimigo Avistado",
	ENTER_DONATION_LABEL = "Informar Doação",
	ENTER_NAME_LABEL = "Indique o Nome",
	ENTER_PASSWORD_LABEL = "Escreva a Senha do Jogo",
	ENTER_SAVE_LABEL = "Escreva Um Nome Para o Jogo Gravado",
	ENTER_SEARCH_TERM_NORMAL = "Digite um Termo de Busca",
	EQUIPMENT_COMPARISON_DESCRIPTION = "Exibe um comparativo entre o equipamento atual e o novo equipamento ao selecionar um objeto na tela do inventário e selecionar os retratos dos membros da equipe que se beneficiam do objeto selecionado.",
	EQUIPMENT_COMPARISON_LABEL = "Comparar Equipamento",
	EVOCATION_SCHOOL_TOKEN = "evocação",
	EXPANSION_BG2_LABEL = "Trono de Bhaal",
	EXPANSION_LABEL = "Siege of Dragonspear",
	EXPLORE_LABEL = "Explorar",
	EXPORT_BUTTON = "EXPORTAR",
	EXPORT_FILENAME_LABEL = "Exportar Arquivo:",
	EXPORT_TITLE = "Exportar Personagem",
	FEEDBACK_BUTTON = "INFORMAÇÃO",
	FEEDBACK_HELP = "Este painel controla a quantidade de informação visual que a interface do usuário fornece.",
	FEEDBACK_MESSAGES_LABEL = "Mensagens",
	FEEDBACK_TITLE = "Informação",
	FIGHTING_STYLES_LABEL = "Estilos de Luta",
	FONT_SIZE_LABEL = "Tamanho da Fonte",
	FULL_SCREEN_LABEL = "Tela Cheia",
	GAME_LABEL = "Jogo",
	GAME_NAME_LABEL = "Nome do Jogo",
	GAMEPLAY_BUTTON = "JOGABILIDADE",
	GAMEPLAY_DESCRIPTION = "Este painel controla várias opções de interface do usuário e de personalização do jogo.",
	GAMEPLAY_TITLE = "Jogabilidade",
	GAME_TYPE_LABEL = "Tipo de Jogo",
	GENDER_BUTTON = "GÊNERO",
	GENDER_TITLE = "Gênero",
	GIVE_GOLD_LABEL = "Dar Ouro",
	GIVE_XP_LABEL = "Dar EXP",
	GODBOW_LABEL = "Arco de Deus",
	GORE_DESCRIPTION = "Ative esta opção para animações de combate sanguinolentas.",
	GORE_LABEL = "Sangue",
	GRAPHICS_BUTTON = "GRÁFICOS",
	GRAPHICS_TITLE = "Gráficos",
	GREYSCALE_ON_PAUSE_LABEL = "Escala de Cinza na Pausa",
	GROUND_LABEL = "Chão",
	GROUP_INFRA_DESCRIPTION = "Ative esta opção se você quiser que a infravisão seja mostrada quando qualquer um dos personagens tiver infravisão. Se ela estiver desativada, a infravisão só será mostrada quando um personagem com infravisão for selecionado.",
	GROUP_INFRA_LABEL = "Infravisão de Grupo",
	GROUP_LABEL = "Grupo",
	HAIR_LABEL = "Cabelo",
	HARDWARE_CURSOR_LABEL = "Hardware do Cursor do Mouse",
	HATED_RACE_TITLE = "Inimigo Racial",
	HEALING_TITLE = "Cura",
	HEAL_ON_REST_DESCRIPTION = "Ative esta opção para lançar feitiços curativos repetidamente enquanto estiver descansando até todos estarem totalmente curados, senão os feitiços curativos atualmente memorizados serão lançados apenas uma vez durante o descanso. Esta opção não funciona em jogos multijogador.",
	HEAL_ON_REST_LABEL = "Descansar até Curar",
	HELPTUTORIAL_ARROWLEFT = "A Flecha da Esquerda move uma lista para a esquerda.",
	HELPTUTORIAL_ARROWRIGHT = "A Flecha da Direita move uma lista para a direita.",
	HELPTUTORIAL_ATTACK = "O botão Atacar faz os personagens selecionados atacarem a criatura selecionada com as armas que estiverem na mão.",
	HELPTUTORIAL_BARDSONG = "A Canção do Bardo continuará até que outra ação diversa de movimento é selecionada para o Bardo. Enquanto a canção é cantada, o moral e a sorte da equipe são aumentados.",
	HELPTUTORIAL_CASTSPELLS = "O botão Lançar Feitiços abre a lista de feitiços memorizados do sacerdote ou mago e estes podem lançar um feitiço dessa lista.",
	HELPTUTORIAL_CHARACTERARBITRATION = "O botão de Mediação de Personagem só aparece em jogos multijogador e permite ao anfitrião fazer alterações na configuração da equipe e nas permissões dos jogadores.",
	HELPTUTORIAL_CHARACTERPORTRAITS = "Retratos de Personagem podem ser usados para selecionar ou alvejar membros da equipe. O dano é mostrado como uma barra vermelha crescente nos retratos. Os ícones pequenos que aparecem para mostrar os efeitos de condições terão uma descrição no Registro do Personagem. Você também pode arrastar os retratos para reordenar a equipe.",
	HELPTUTORIAL_CHARACTERRECORD = "O botão Registro do Personagem trará os pontos de habilidades, PACA0, e outras características do personagem selecionado. Nessa tela você pode subir um personagem de nível se ele tiver ganhado pontos de experiência suficientes.",
	HELPTUTORIAL_CLOCK = "Você pode pausar o jogo a qualquer momento. Essa é uma parte muito importante da jogabilidade, pois os combates geralmente ficarão inadministráveis em tempo real. Quando isso acontecer, você pode pausar o jogo, dar ordens aos seus personagens, e então despausar para deixar a ação fluir.\n\nObservação: Durante o combate, você não conseguirá equipar ou remover a armadura do seu personagem. Mas você pode mudar as armas e outros objetos de proteção equipados, como escudos, amuletos, anéis e capas.",
	HELPTUTORIAL_CONFIGURATION = "Os botões de Configuração contém opções diversas para os jogadores selecionarem.",
	HELPTUTORIAL_DEFEND = "O botão Defender faz o personagem ou personagens selecionado(s) defenderem o alvo ou área selecionado(a), atacando quaisquer inimigos que alvejarem aquela criatura ou entrarem naquela área.",
	HELPTUTORIAL_DIALOG = "O botão de diálogo fará o personagem selecionado iniciar diálogo com a criatura alvejada.",
	HELPTUTORIAL_FINDTRAPS = "O modo Achar Armadilhas faz o personagem selecionado procurar e destacar armadilhas. Se você selecionar uma ação diversa de movimento para esse personagem, o modo é cancelado. Esse modo também ativa a habilidade Detectar Ilusão do Ladrão.",
	HELPTUTORIAL_HELP = "O botão Ajuda destacará outros botões na tela principal do jogo. Selecione qualquer botão destacado para receber informação sobre sua função.",
	HELPTUTORIAL_HIGHLIGHT = "O botão Destacar destaca todos os objetos na tela que podem ser manipulados, como baús, portas ou objetos no chão. Os pontos de vida dos membros da sua equipe também serão mostrados sobre suas cabeças.",
	HELPTUTORIAL_INVENTORY = "O botão Inventário abrirá o inventário do personagem selecionado. Nessa tela você podem organizar os objetos em sua mochila, bem como seus equipamentos.\n\nObservação: Se nenhum personagem estiver selecionado, o inventário do líder da equipe será exibido.",
	HELPTUTORIAL_JOURNAL = "O botão Diário abrirá o diário e os registros de missões que foram adicionados.",
	HELPTUTORIAL_MAGESPELLS = "O botão Feitiços de Mago traz o livro de feitiços do personagem selecionado, exibindo todos os feitiços de mago conhecidos do personagem e lhe permitindo selecionar feitiços para serem memorizados (se o personagem for um Mago).\n\nObservação: Esses feitiços não estarão disponíveis para lançamento até você ter descansado.",
	HELPTUTORIAL_MAP = "O botão Mapa trará o mapa da área atual. Da tela do Mapa você também pode ver o Mapa-múndi.\n\nObservação: Para viajar entre áreas, mova sua equipe para a saída da área.",
	HELPTUTORIAL_OPTIONS = "O botão Opções traz a tela de Opções, lhe permitindo gravar seu jogo, carregar uma gravação anterior, sair do jogo, ou fazer mudanças na jogabilidade, som e gráficos.",
	HELPTUTORIAL_PRIESTSPELLS = "O botão Pergaminho de Sacerdote traz os feitiços de sacerdote do personagem selecionado, lhe permitindo selecionar feitiços para serem memorizados.\n\nObservação: Esses feitiços não estarão disponíveis para lançamento até você ter descansado.",
	HELPTUTORIAL_QUICKFORMATION = "O botão Formação Rápida fará os membros da equipe irem para posições baseadas no formato da formação selecionada e na ordem da equipe.",
	HELPTUTORIAL_QUICKITEM = "Os compartimentos de Objeto Rápido correspondem aos compartimentos de objeto rápido da página de inventário. Esses objetos podem ser acessados facilmente durante o combate, da mesma forma que os compartimentos de Arma Rápida.\n\nObservação: Alguns compartimentos dos personagens podem estar permanentemente ocupados com joias ou pequenos animais.",
	HELPTUTORIAL_QUICKLOOT = "O botão Pilhagem Rápida mostrará objetos e ouro no chão próximos do personagem selecionado. Você pode pegar objetos da lista em vez de pilhá-los dos inimigos mortos.",
	HELPTUTORIAL_QUICKSAVE = "O botão Gravação Rápida cria uma gravação que é automaticamente chamada de \"Gravação Rápida\".\n\nObservação: Essas gravações podem ser sobrescritas por gravações rápidas futuras.",
	HELPTUTORIAL_QUICKSPELLS = "Os compartimentos de Feitiço Rápido podem ser configurados para lançarem um determinado feitiço da lista de feitiços memorizados.",
	HELPTUTORIAL_QUICKWEAPON = "Os compartimentos de Arma Rápida correspondem aos compartimentos de arma rápida da página de inventário. Carregue uma arma nesses compartimentos equipando-a no compartimento correspondente na tela do Inventário.",
	HELPTUTORIAL_REST = "Quando você seleciona Descansar, o tempo passará no jogo e seus personagens curarão e recuperarão feitiços memorizados. Personagens com feitiços de cura memorizados os lançarão automaticamente nos membros da equipe mais feridos antes de descansarem. Se você tiver selecionado a opção Descansar até Curar nas opções de Jogabilidade, seus personagens descansarão várias vezes seguidas até a sua equipe estar totalmente curada. Cuidado ao usar essa opção: se você tiver missões cronometradas, você poderá perdê-las!",
	HELPTUTORIAL_RETURNTOGAME = "O botão Voltar ao Jogo fará você voltar à tela principal do jogo.",
	HELPTUTORIAL_SELECT = "A Ferramenta de Seleção lhe permite arrastar uma caixa de seleção sobre um ou mais membros da equipe para selecioná-lo(s). Essa ferramenta também cancelará qualquer feitiço atualmente selecionado, bem como qualquer outra ação que exija a seleção de um alvo.",
	HELPTUTORIAL_SELECTALL = "O botão Selecionar Todos seleciona ou desmarca todos os membros da equipe. Isso inclui criaturas aliadas ou convocadas, se disponíveis.",
	HELPTUTORIAL_SHAPECHANGE = "O botão Transmutar faz um personagem transmutar.",
	HELPTUTORIAL_SPECIALABILITIES = "O botão Habilidades Especiais mostrará uma lista de habilidades que podem ser usadas pelo personagem selecionado (por exemplo, habilidades especiais de certas classes ou quaisquer habilidades especiais ganhadas pelos seus personagens durante o jogo).",
	HELPTUTORIAL_STEALTH = "Furtividade é uma mescla das habilidades Mover-se Silenciosamente e Esconder-se nas Sombras. Ladrões podem escolher esse modo e, se tiverem sucesso, se tornarem invisíveis. Se um ladrão estiver atrás de um alvo, seu próximo ataque, se bem-sucedido, será um golpe por trás que causa dano duplo, triplo ou quádruplo dependendo do nível do Ladrão. Andar sob a luz ou atacar pode fazer a Furtividade falhar. Mateiros também podem usar a habilidade Furtividade, mas não podem golpear por trás (com exceção do conjunto Espreitador).",
	HELPTUTORIAL_STOP = "O botão Parar cessará todas as ações atuais da equipe. Esse botão é útil se você perceber que seu personagem está indo em direção à uma armadilha que seu Ladrão encontrou.",
	HELPTUTORIAL_SWITCHTOCLERIC = "O botão Trocar para Sacerdote serve para personagens com acesso a feitiços de sacerdote e de mago trocarem a seleção de feitiços para os de sacerdote.",
	HELPTUTORIAL_SWITCHTOMAGE = "O botão Trocar para Mago serve para personagens com acesso a feitiços de sacerdote e de mago trocarem a seleção de feitiços para os de mago.",
	HELPTUTORIAL_THIEVING = "As ações de Ladrão incluem bater carteiras, abrir trancas, e remover armadilhas, dependendo do alvo escolhido.",
	HELPTUTORIAL_TOGGLEAI = "O botão de IA da Equipe controla se os membros da equipe se comportarão ou não de acordo com seus roteiros selecionados.",
	HELPTUTORIAL_TURNUNDEAD = "O modo Repelir Mortos-vivos continua a repelir mortos-vivos até que outra ação diferente de movimento seja selecionada. Clérigos nesse modo tentarão repelir mortos-vivos; se forem bem-sucedidos, os mortos-vivos fugirão por um tempo ou serão destruídos se o Clérigo for poderoso o bastante. Clérigos malignos que usam essa habilidade podem ganhar controle sobre alguns mortos-vivos.",
	HELPTUTORIAL_USEITEM = "O botão Usar Objeto lhe permitirá usar as habilidades especiais de quaisquer objetos que você tiver equipado, como capas, anéis e capacetes.",
	HIDE_DETAILS_BUTTON = "ESCONDER DETALHES",
	HIGH = "Alto",
	HIGHER = "Maior",
	HIGH_LEVEL_ABILITIES_BUTTON = "HABILIDADES",
	HIGH_LEVEL_ABILITIES_TITLE = "Habilidades",
	HIGHLIGHT_SPRITE_LABEL = "Destacar Imagem Selecionada",
	HIT_POINTS_LABEL = "Pontos de Vida",
	HP_LABEL = "PV",
	IDENTIFY_BUTTON = "IDENTIFICAR",
	IDENTIFY_TITLE = "Identificar",
	ILLUSION_SCHOOL_TOKEN = "ilusão",
	IMPORT_BUTTON = "IMPORTAR",
	IMPORT_CHARACTER_NORMAL = "Importar Personagem",
	IMPORT_GAME_BUTTON = "IMPORTAR JOGO",
	IMPORT_RULES_TOOLTIP = "Determina o que os jogadores podem trazer com eles quando importam um personagem",
	IMPORT_TITLE = "Importar",
	INFORMATION_BUTTON = "INFORMAÇÃO",
	INTELLIGENCE_LABEL = "Inteligência",
	INVENTORY_LABEL = "Inventário",
	INVENTORY_TITLE = "Inventário",
	ITEM_ABILITIES_TITLE = "Habilidades do Objeto",
	ITEM_TITLE = "Objeto",
	JEWELRY_LABEL = "Joias",
	JOIN_BUTTON = "JUNTAR-SE",
	JOIN_GAME_BUTTON = "JUNTAR-SE AO JOGO",
	JOIN_GAME_TITLE = "Juntar-se a Jogo",
	JOURNAL_BUTTON = "DIÁRIO",
	JOURNAL_LABEL = "Diário",
	JOURNAL_POPUPS_HELP = "Esta opção ativa ou desativa mensagens do diário que aparecem no topo da tela.",
	JOURNAL_POPUPS_LABEL = "Mensagens de Diário",
	JOURNAL_TITLE = "Diário",
	KEYBOARD_SCRLSPEED_DESCRIPTION = "Esta barra controla a velocidade com que a área se move em resposta aos atalhos do teclado.",
	KEYBOARD_SCRLSPEED_LABEL = "Velocidade de Rolagem do Teclado",
	KICK_BUTTON = "EXPULSAR JOGADOR",
	KIT_DESC_LABEL = "Descrição do Conjunto",
	KNOWN_ARCANE_LABEL = "Feitiços Arcanos Conhecidos",
	KNOWN_DIVINE_LABEL = "Feitiços Divinos Conhecidos",
	LANGUAGE_BUTTON = "LINGUAGEM",
	LANGUAGE_TITLE = "Linguagem",
	LEVEL_LABEL  = "Nível",
	LEVEL_UP_BUTTON = "SUBIR NÍVEL",
	LEVEL_UP_TITLE = "Subir Nível",
	LISTEN_JOIN_LABEL = "Ouvir Pedidos de União",
	LISTEN_JOIN_TOOLTIP = "Permite que novos jogadores se juntem à sessão de jogo",
	LOAD_BUTTON = "CARREGAR",
	LOAD_GAME_BUTTON = "CARREGAR JOGO",
	LOAD_TITLE = "Carregar",
	LOB_LABEL = "Legado de Bhaal",
	LOCATOR_FEEDBACK_HELP = "Esta barra controla o modo como as flechas de localização que indicam a direção de um personagem fora da tela aparecem.\n MÍNIMO: Nunca\n BAIXO: Personagem sofre danos\n MÉDIO: Personagem é selecionado\n ALTO:  Sempre.\n MÁXIMO: Sempre.",
	LOCATOR_FEEDBACK_LABEL = "Resposta do Localizador",
	LOG_HISTORY_TOOLTIP = "Registro de Mensagens",
	LOGOUT_BUTTON = "SAIR DO JOGO",
	LOOSE_ITEMS_LABEL = "Soltar Objetos",
	LORE_LABEL = "Conhecimento",
	LOW = "Baixo",
	MAGE_BOOK_LABEL = "Livro do Mago",
	MAGE_SPELLS_TITLE = "Feitiços do Mago",
	MAIN_GAME_BG2_LABEL = "Sombras de Amn",
	MAIN_GAME_LABEL = "Baldur's Gate",
	MAIN_HAND_DAMAGE = "Dano da Mão Principal",
	MAIN_HAND_THAC0 = "PACA0 da Mão Principal",
	MAIN_MENU_BUTTON = "MENU PRINCIPAL",
	MAJOR_LABEL = "Principal",
	MARKER_FEEDBACK_HELP = "Esta barra controla o modo como os marcadores elípticos são desenhados sob as criaturas:\nMÍNIMO: Criaturas selecionadas.\nBAIXO: Criaturas e personagens selecionados.\nMÉDIO: Criaturas selecionadas e personagens selecionáveis.\nALTO: Criaturas selecionadas ou alvejadas e persongens selecionáveis.\nMAIOR: Criaturas hostis, selecionadas, alvejadas, e personagens selecionáveis.\nMÁXIMO: Todas as criaturas e personagens.",
	MARKER_FEEDBACK_LABEL = "Resposta do Marcador",
	MAX_HP_ON_LEVEL_DESCRIPTION = "Quando um personagem sobe de nível, esta opção determina se ele automaticamente consegue uma jogada máxima ao determinar Pontos de Vida adicionais. Quando desativada, o jogo segue as regras do AD&D.",
	MAX_HP_ON_LEVEL_LABEL = "PV Máximo ao Subir Nível",
	MAXIMUM = "Máximo",
	MEDIUM = "Médio",
	MEMORIZATION_COUNT_LABEL = "Contador de Memorização",
	MEMORIZE_BUTTON = "MEMORIZAR",
	MEMORIZED_LABEL = "Memorizados",
	MEMORIZE_LABEL = "Memorizar",
	MERCHANT_BUTTON = "COMERCIANTE",
	MINIMUM = "Mínimo",
	MINOR_LABEL = "Secundária",
	MINOR_SEQUENCER_TITLE = "Sequenciador Menor",
	MISC_HELP = "Ative esta opção para ver outros tipos de mensagens na janela de diálogo.",
	MISC_LABEL = "Miscelânia",
	MODIFIERS_LABEL = "modificadores",
	MODIFY_BUTTON = "MODIFICAR",
	MODIFY_CHARACTERS_BUTTON = "MODIFICAR PERSONAGENS",
	MOUSE_SCRLSPEED_DESCRIPTION = "Esta barra controla a velocidade com que a área se move em resposta ao movimento do mouse.",
	MOUSE_SCRLSPEED_LABEL = "Velocidade de Rolagem do Mouse",
	MOVEMENT_SOUNDS_LABEL = "Sons de Movimento de Personagem",
	MOVIES_BUTTON = "FILMES",
	MOVIES_TITLE = "Filmes",
	MOVIE_VOLUME_LABEL = "Volume dos Filmes",
	MP_CHAT_DESCRIPTION = "Mostra a caixa de diálogo nos jogos multijogador.",
	MP_CHAT_LABEL = "Janela de Diálogo Multijogador",
	MULTIPALYER_KICK_TOOLTIP = "Clique para remover este jogador do jogo",
	MULTIPALYER_PERMISSION_TOOLTIP = "Clique para ver ou mudar o que este jogador pode fazer",
	MULTIPLAYER_BUTTON = "MULTIJOGADOR",
	MULTIPLAYER_CANNOT_START = "Impossível começar o jogo sem que todos os personagens estejam prontos",
	MULTIPLAYER_CAN_PERFORM = "<PLAYER_NAME_1> pode realizar as seguintes ações:",
	MULTIPLAYER_CHANGE_PLAYER_BUTTON = "Trocar Jogador",
	MULTIPLAYER_CHAPTER_LABEL = "Capítulo:",
	MULTIPLAYER_CHAT_BAR_COLLAPSED = "Clique para ver diálogo multijogador",
	MULTIPLAYER_CHAT_BAR_EXPANDED = "Clique para esconder a caixa de diálogo multijogador",
	MULTIPLAYER_CHAT_LABEL = "Diálogo Multijogador",
	MULTIPLAYER_CHAT_RESIZE_TOOLTIP = "Clique e arraste para redimensionar o diálogo multijogador",
	MULTIPLAYER_CREATE_CHARACTER_MESSAGE = "Criar um personagem neste espaço",
	MULTIPLAYER_CREATING_CHARACTER_MESSAGE = "<PLAYER_NAME_1><SEPERATOR>está criando um personagem...",
	MULTIPLAYER_DEFAULT_PLAYER = "Jogador Padrão",
	MULTIPLAYER_DIFFICULTY_LABEL = "Dificuldade:",
	MULTIPLAYER_EDIT_CHAR_BUTTON = "Editar Personagem",
	MULTIPLAYER_EDIT_CONFIRM = "Editando",
	MULTIPLAYER_EMPTY_CHARACTER_MESSAGE = "Esta vaga de personagem está vazia",
	MULTIPLAYER_EMPTY_PLAYER = "Vazio",
	MULTIPLAYER_ENTER_GAME_NAME = "Nome do Jogo",
	MULTIPLAYER_ENTER_GAME_PASSWORD = "Escreva a Senha do Jogo",
	MULTIPLAYER_GAME_OPTIONS_BUTTON = "Opções do Jogo",
	MULTIPLAYER_GAME_WILL_NO_LONGER = "Esta sessão não mais ^0xff0000ff<SESSION_RULES>^-",
	MULTIPLAYER_GAME_WILL_NOW = "Esta sessão agora ^0xff00ff00<SESSION_RULES>^-",
	MULTIPLAYER_HAS_ADDED = "<PLAYER_NAME_1> adicionou <CHARACTER_NAME_1> à equipe",
	MULTIPLAYER_HAS_JOINED_THE_GAME = "<PLAYER_NAME_1> se juntou ao jogo",
	MULTIPLAYER_HAS_LEFT_THE_GAME = "<PLAYER_NAME_1> saiu do jogo",
	MULTIPLAYER_HAS_REMOVED = "<PLAYER_NAME_1> removeu <CHARACTER_NAME_1> da equipe",
	MULTIPLAYER_IMPORT_CHARACTER_RULES_LABEL = "Importar Regras do Personagem",
	MULTIPLAYER_IMPORT_CHARACTER_RULES_S = "Estatísticas",
	MULTIPLAYER_IMPORT_CHARACTER_RULES_SE = "Estatísticas, Experiência",
	MULTIPLAYER_IMPORT_CHARACTER_RULES_SEI = "Estatísticas, Experiência, Objetos",
	MULTIPLAYER_IMPORT_SETTINGS_CHANGE = "Personagens importados agora reterão: ^0xff00ff00<IMPORT_RULES>^-",
	MULTIPLAYER_IS_NO_LONGER_READY = "<CHARACTER_NAME_1> ^0xff000cffNão Está Mais Pronto!^-",
	MULTIPLAYER_IS_NOT_PERMITTED = "<PLAYER_NAME_1> não tem mais permissão para ^0xff0000ff<PERMISSION>^-",
	MULTIPLAYER_IS_NOW_PERMITTED = "<PLAYER_NAME_1> agora tem permissão para ^0xff00ff00<PERMISSION>^-",
	MULTIPLAYER_IS_READY_TO_START = "<CHARACTER_NAME_1> está ^0xff000cffPronto para Começar!^-",
	MULTIPLAYER_LOCATION_LABEL = "Localização:",
	MULTIPLAYER_LOCATION_NEW_GAME = "Localização: ^0xffffffffNew Game^-",
	MULTIPLAYER_NEW_GAME_LABEL = "Novo Jogo:",
	MULTIPLAYER_NOT_READY_MESSAGE = "Em Verificação",
	MULTIPLAYER_PERMISSIONS_DIALOGUE = "Iniciar Diálogo",
	MULTIPLAYER_PERMISSIONS_DIALOGUE_TOOLTIP = "Permite ao jogador entrar em conversas com personagens não-jogadores",
	MULTIPLAYER_PERMISSIONS_GOLD = "Gastar Ouro da Equipe",
	MULTIPLAYER_PERMISSIONS_GOLD_TOOLTIP = "Permite ao jogador gastar dinheiro nas lojas",
	MULTIPLAYER_PERMISSIONS_MODIFY = "Modificar Personagens",
	MULTIPLAYER_PERMISSIONS_MODIFY_TOOLTIP = "Permite ao jogador criar/modificar seu personagem antes de o jogo começar",
	MULTIPLAYER_PERMISSIONS_PAUSE = "Pausar Jogo",
	MULTIPLAYER_PERMISSIONS_PAUSE_TOOLTIP = "Permite aos jogadores pausarem o jogo sempre que quiserem",
	MULTIPLAYER_PERMISSIONS_TRAVEL = "Iniciar Viagem",
	MULTIPLAYER_PERMISSIONS_TRAVEL_TOOLTIP = "Permite ao jogador trazer o mapa-múndi e escolher um destino para a equipe viajar",
	MULTIPLAYER_PERMISSIONS_VIEW = "Ver Outros Registros do Personagem",
	MULTIPLAYER_PERMISSIONS_VIEW_TOOLTIP = "Permite ao jogador examinar informação e estatísticas de personagens que ele não controla",
	MULTIPLAYER_PLAYER_HOST = "(Anfitrião)",
	MULTIPLAYER_PLAYER_YOU = "(Você)",
	MULTIPLAYER_READY_BUTTON_OFF_TOOLTIP = "Clique para indicar que este personagem está Pronto para Jogar",
	MULTIPLAYER_READY_BUTTON_ON_TOOLTIP = "Clique para indicar que este personagem ainda não está pronto para jogar",
	MULTIPLAYER_READY_MESSAGE = "Pronto!",
	MULTIPLAYER_SAVED_GAME_LABEL = "Jogo Gravado:",
	MULTIPLAYER_SLOT_1_ASSIGNED_TO = "<PLAYER_NAME_1> atribuiu o Compartimento 1 para <PLAYER_NAME_2>",
	MULTIPLAYER_SLOT_2_ASSIGNED_TO = "<PLAYER_NAME_1> atribuiu Compartimento 2 para <PLAYER_NAME_2>",
	MULTIPLAYER_SLOT_3_ASSIGNED_TO = "<PLAYER_NAME_1> atribuiu Compartimento 3 para <PLAYER_NAME_2>",
	MULTIPLAYER_SLOT_4_ASSIGNED_TO = "<PLAYER_NAME_1> atribuiu o Compartimento 4 para <PLAYER_NAME_2>",
	MULTIPLAYER_SLOT_5_ASSIGNED_TO = "<PLAYER_NAME_1> atribuiu Compartimento 5 para <PLAYER_NAME_2>",
	MULTIPLAYER_SLOT_6_ASSIGNED_TO = "<PLAYER_NAME_1> atribuiu Compartimento 6 para <PLAYER_NAME_2>",
	MULTIPLAYER_TIME_PLAYED_LABEL = "Tempo Jogado:",
	MULTIPLAYER_TIME_PLAYED_NEW_GAME = "Tempo Jogado: ^0xffffffffNone^-",
	MULTIPLAYER_VIEW_DETAILS_BUTTON = "Ver Detalhes",
	MUSIC_VOLUME_LABEL = "Volume da Música",
	NAME_BUTTON = "NOME",
	NAME_LABEL = "Nome",
	NEAREST_NEIGHBOUR_DESCRIPTION = "Ative esta opção para renderizar animações de criaturas e feitiços através do método de Escala Próxima Proporcional. Desative esta opção para aplicar um método de Escala Linear, que suaviza as imagens e as torna um pouco mais desfocadas.",
	NEAREST_NEIGHBOUR_LABEL = "Escala Próxima Proporcional",
	NECROMANCY_SCHOOL_TOKEN = "necromancia",
	NEVER_LABEL = "Nunca",
	NEW_GAME_BUTTON = "NOVO JOGO",
	NEW_LABEL = "Novo",
	NEW_SAVE_LABEL = "Nova Gravação",
	NEXT_BUTTON = "PRÓXIMO",
	NEXT_LEVEL_LABEL = "Próximo Nível em",
	NO = "Não",
	NOBLE_BUTTON = "NOBRE",
	NO_BUTTON = "NÃO",
	NO_DAMAGE_INCREASE_DESCRIPTION = "Ativar esta opção impedirá os teus personagens de sofrerem mais dano em opções de dificuldade maiores que Regras Básicas. Inimigos adicionais aparecerão.",
	NO_DAMAGE_INCREASE_LABEL = "Sem Aumento de Dano Baseado na Dificuldade",
	NO_OBJECTIVE_NORMAL = "Sem Texto do Objetivo",
	NUM_ATTACKS_LABEL = "Ataques por Rodada",
	OBJECTIVE_FINISHED_NORMAL = "Concluída",
	OFF_HAND_DAMAGE = "Dano da Mão Secundária",
	OFFHAND_LABEL = "Segunda Mão",
	OFF_HAND_THAC0 = "PACA0 da Segunda Mão",
	OPEN_CONTAINER_BUTTON = "ABRIR COMPARTIMENTO",
	OPTIONS_BUTTON = "OPÇÕES",
	OPTIONS_TITLE = "Opções",
	OVERWRITE_BUTTON = "SOBRESCREVER",
	PARTY_SLOTS_LABEL = "Vagas da Equipe",
	PASSWORD_LABEL = "Senha",
	PASSWORD_REQUIRED_LABEL = "Senha Requerida",
	PEASANT_BUTTON = "CAMPONÊS",
	PERMISSIONS_BUTTON = "PERMISSÕES",
	PERMISSIONS_TITLE = "Permissões do Jogador",
	PLAYER_LABEL = "Jogador",
	PLAYER_NAME_LABEL = "Nome do Jogador",
	PLAYERS_LABEL = "Jogadores",
	PLAY_IMPORT_BUTTON = "JOGAR",
	PLAY_MOVIE_BUTTON = "REPRODUZIR",
	PLAY_SOUND_BUTTON = "REPRODUZIR",
	PREGENERATE_BUTTON = "PRÉ-GERAR PERSONAGEM",
	PRICE_LABEL = "Preço",
	PRIEST_SCROLL_TITLE = "Pergaminho do Sacerdote",
	PROFICIENCIES_LABEL = "Proficiências",
	PROF_SLOTS_LABEL = "Pontos de Proficiência",
	PURCHASE_CONTENT_BUTTON = "COMPRAR CONTEÚDO",
	QUESTS_BUTTON = "MISSÕES",
	QUESTS_LABEL = "Missões",
	QUICK_ITEMS_LABEL = "Objetos Rápidos",
	QUICK_WEAPONS_LABEL = "Armas Rápidas",
	QUIT_BUTTON = "SAIR",
	QUIT_GAME_BUTTON = "SAIR DO JOGO",
	QUIVER_LABEL = "Aljava",
	RACE_BUTTON = "RAÇA",
	RACE_TITLE = "Raça",
	READY_TO_LEVEL_LABEL = "Ganhou Nível",
	READY_TO_PLAY_LABEL = "Pronto para Jogar",
	RECALL_BUTTON = "RECUPERAR",
	RECENT_EVENTS_LABEL = "Eventos Recentes",
	RECENT_EVENTS_TITLE = "Eventos Recentes",
	REFORM_PARTY_BUTTON = "REFORMAR EQUIPE",
	REMOVE_BUTTON = "REMOVER",
	REMOVE_MEMBERS_LABEL = "Remover Membros da Equipe",
	RENT_BUTTON = "ALUGAR",
	REPLAY_BUTTON = "REPETIR",
	REPUTATION_LABEL = "Reputação",
	REROLL_BUTTON = "NOVAMENTE",
	RESISTANCES_LABEL = "Resistências",
	REST_BUTTON = "DESCANSAR",
	RETURN_GAME_BUTTON = "RETORNAR AO JOGO",
	REVERT_BUTTON = "REVERTER",
	ROOMS_TITLE = "Quartos",
	ROYAL_BUTTON = "REAL",
	RULES_LABEL = "Regras",
	RUMORS_LABEL = "Rumores",
	SAVE_BUTTON = "GRAVAR",
	SAVED_GAME_BUTTON = "JOGO GRAVADO",
	SAVE_GAME_BUTTON = "GRAVAR JOGO",
	SAVE_TITLE = "Gravar",
	SAVING_THROWS_LABEL = "Jogadas de Salvamento",
	SCALE_UI_LABEL = "Estender Interface do Usuário",
	SCRIPT_ATTACK_ENEMIES_DESCRIPTION = "O personagem atacará inimigos ao avistá-los.",
	SCRIPT_ATTACK_ENEMIES_LABEL = "Atacar Inimigos",
	SCRIPT_BUTTON = "ROTEIRO",
	SCRIPT_FIND_TRAPS_DESCRIPTION = "O personagem procurará por armadilhas e ilusões quando não estiver fazendo outras ações.",
	SCRIPT_FIND_TRAPS_LABEL = "Achar Armadilhas",
	SCRIPT_HIDE_IN_SHADOWS_DESCRIPTION = "O personagem se esconderá nas sombras quando imóvel.",
	SCRIPT_HIDE_IN_SHADOWS_LABEL = "Esconder-se nas Sombras",
	SCRIPT_SING_BATTLESONG_DESCRIPTION = "O personagem tocará uma canção de batalha ou realizará uma dança xamânica quando não estiver fazendo outras ações.",
	SCRIPT_SING_BATTLESONG_LABEL = "Cantar Canção do Bardo",
	SCRIPTS_TITLE = "Personalizar Roteiro",
	SCRIPT_TITLE = "Escolher Roteiro",
	SCRIPT_TURN_UNDEAD_DESCRIPTION = "O personagem repelirá mortos-vivos quando imóvel.",
	SCRIPT_TURN_UNDEAD_LABEL = "Repelir Mortos-vivos",
	SCRIPT_USE_DEFENSIVE_SPELLS_DESCRIPTION = "O personagem usará feitiços defensivos como Imagem Espelhada ou Pele de Pedra.",
	SCRIPT_USE_DEFENSIVE_SPELLS_LABEL = "Usar Feitiços Defensivos",
	SCRIPT_USE_ITEMS_DESCRIPTION = "O personagem usará objetos como poções e varas.",
	SCRIPT_USE_ITEMS_LABEL = "Usar Objetos",
	SCRIPT_USE_MELEE_WEAPONS_DESCRIPTION = "O personagem preferirá usar armas corpo a corpo como espadas ou maças.",
	SCRIPT_USE_MELEE_WEAPONS_LABEL = "Preferir Armas Corpo a Corpo",
	SCRIPT_USE_OFFENSIVE_SPELLS_DESCRIPTION = "O personagem usará feitiços ofensivos como Bola de Fogo ou Projétil Mágico.",
	SCRIPT_USE_OFFENSIVE_SPELLS_LABEL = "Usar Feitiços Ofensivos",
	SCRIPT_USE_RANGED_WEAPONS_DESCRIPTION = "O personagem preferirá usar armas à distância como arcos ou fundas.",
	SCRIPT_USE_RANGED_WEAPONS_LABEL = "Preferir Armas à Distância",
	SCRIPT_USE_SPECIAL_ABILITIES_DESCRIPTION = "O personagem usará habilidades especiais como Fúria ou Disparo Anunciado.",
	SCRIPT_USE_SPECIAL_ABILITIES_LABEL = "Usar Habilidades Especiais",
	SCROLL_BUTTON = "PERGAMINHO",
	SDL_0 = "",
	SDL_127 = "Delete",
	SDL_13 = "Voltar",
	SDL_27 = "Escape",
	SDL_32 = "Space",
	SDL_8 = "Backspace",
	SDL_9 = "Tab",
	SEARCHING_SAVE_NORMAL = "Procurando por atualizações do arquivo gravado.",
	SELDOM_LABEL = "Raramente",
	SELECT_CAMPAIGN_TITLE = "Selecionar Campanha",
	SELECTION_BUTTON = "SONS DE SELEÇÃO",
	SELECTION_TEXT_HELP = "Ative esta opção para ver texto de seleção de personagem na janela de diálogo.",
	SELECTION_TEXT_LABEL = "Texto de Seleção",
	SELECT_PLAYER_DESCRIPTION = "Selecione um jogador para este compartimento.",
	SELECT_PLAYER_TITLE = "Selecionar Jogador",
	SELL_BUTTON = "VENDER",
	SESSION_NAME_LABEL = "Nome da Sessão",
	SFX_VOLUME_LABEL = "Volume dos Efeitos Sonoros",
	SHOW_AOE_DESCRIPTION = "Mostra a área de efeito quando o personagem usar feitiços e objetos com área de efeito.",
	SHOW_AOE_LABEL = "Mostrar Área de Efeito",
	SHOW_BLACK_SPACE_DESCRIPTION = "Ative esta opção para permitir que o mapa da área ultrapasse o limite de interface do usuário.",
	SHOW_BLACK_SPACE_LABEL = "Permitir Navegação Fora da Área",
	SHOW_DETAILS_BUTTON = "MOSTRAR DETALHES",
	SHOW_HEALTHBAR_LABEL = "Mostrar Barras de Vida",
	SHOW_HP_LABEL = "Mostrar PV do Personagem",
	SHOW_SUBTITLES_LABEL = "Mostrar Legendas",
	SIEGE_OF_DRAGONSPEAR_BUTTON = "SIEGE OF DRAGONSPEAR",
	SIGN_IN_BUTTON = "REGISTRAR",
	SIGN_OUT_BUTTON = "SAIR",
	SINGLEPLAYER_BUTTON = "UM JOGADOR",
	SKILLS_BUTTON = "PERÍCIAS",
	SKILLS_LABEL = "Perícias",
	SKIN_LABEL = "Pele",
	SKIP_BUTTON = "PULAR",
	SOUND_BUTTON = "SOM",
	SOUND_DESCRIPTION = "Você pode escolher um dos conjuntos de sons listados para a voz do teu personagem. Clique no botão Tocar para ouvir exemplos do conjunto de som.",
	SOUNDS_BUTTON = "SONS",
	SOUND_TITLE = "Som",
	SPECIALIST_SPELL_REQ = "Selecione ao menos um feitiço da escola <SCHOOLTOKEN> para proceder",
	SPELL_BUTTON = "FEITIÇO",
	SPELL_CAST_LABEL = "Feitiço Lançado",
	SPELL_LABEL = "Feitiço",
	SPELL_MEMORIZATION_HELP = "Todo lançador de magia (exceto Feiticeiros e Xamãs) deve memorizar feitiços usando o botão Descansar no painel esquerdo depois de escolher seus feitiços nas páginas do Livro do Mago ou do Pergaminho do Sacerdote.",
	SPELLS_CAN_CAST_LABEL = "Feitiços Que Pode Lançar",
	SPELL_SEQUENCER_TITLE = "Sequenciador de Feitiço",
	SPELLS_LABEL = "Feitiços",
	SPELLS_PREPARED_LABEL = "Você tem os seguintes feitiços preparados.",
	SPELLS_REMAINING_NORMAL = "Feitiços Remanescentes",
	SPELL_TRIGGER_TITLE = "Gatilho de Feitiço",
	SPRITE_OUTLINE_LABEL = "Contornos das Imagens",
	START_GAME_BUTTON = "COMEÇAR JOGO",
	STATE_CHANGES_HELP = "Ative esta opção para ver mensagens de condição na janela de diálogo.",
	STATE_CHANGES_LABEL = "Mudanças de Estado",
	STATS_EXP_ITM_NORMAL = "Estatísticas, Experiência, Objetos",
	STATS_EXP_NORMAL = "Estatísticas, Experiência",
	STATS_LABEL = "Estatísticas",
	STATS_NORMAL = "Estatísticas",
	STATUS_EFFECTS_LABEL = "Efeitos de Condição",
	STEAL_BUTTON = "FURTAR",
	STORE_BUTTON = "GUARDAR",
	STORE_LABEL = "Loja",
	STRENGTH_LABEL = "Força",
	STRREF_GUI_DLC_CANCELLED = "Compra cancelada",
	STRREF_GUI_DLC_DOWNLOAD_TEXT = "Baixados <PERCENT_COMPLETE>%.",
	STRREF_GUI_DLC_DOWNLOAD_TIME_TEXT = "Baixados <PERCENT_COMPLETE>%, restam <TIME_REMAINING>.",
	STRREF_GUI_DLC_FAILED = "Falha na aquisição, por favor tente novamente",
	STRREF_GUI_DLC_IN_PROGRESS = "Processando compra",
	STRREF_GUI_DLC_INSTALLED = "instalado",
	STRREF_GUI_DLC_MISSING_CONTENT = "Não conseguimos carregar o conteúdo para <MISSING_CONTENT>. Se você ainda não o adquiriu, por favor o faça na loja.",
	STRREF_GUI_DLC_RESTORE_PURCHASES = "Restaurar Aquisições",
	STRREF_GUI_DLC_RESTORING_PURCHASES = "Restaurando aquisições",
	STRREF_GUI_DLC_RESTORING_PURCHASES_COMPLETE = "Aquisições restauradas",
	STRREF_GUI_DLC_SUCCESS = "Compra efetuada",
	STRREF_GUI_DLC_WAITING = "Esperando na loja",
	STRREF_GUI_LOWER_DLC_STORE = "loja",
	TARGET_LABEL = "Alvo",
	TARGET_NORMAL = "Alvo",
	TCP_IP_BUTTON = "TCP/IP",
	THAC0_LABEL = "PACA0",
	TO_BACKPACK_BUTTON = "PARA A MOCHILA",
	TO_CONTAINER_BUTTON = "PARA O COMPARTIMENTO",
	TO_HIT_ROLLS_HELP = "Ative esta opção para ver as jogadas de ataque \"para acertar\" de um personagem na janela de diálogo.",
	TO_HIT_ROLLS_LABEL = "Jogadas Para Acertar",
	TOOLTIP_CAMPAIGN_BG = "Jogar Baldur's Gate: Enhanced Edition",
	TOOLTIP_CAMPAIGN_SOD = "Jogar Baldur's Gate: Siege of Dragonspear",
	TOOLTIP_CAMPAIGN_TBP = "Jogar The Black Pits",
	TOOLTIP_DELAY_DESCRIPTION = "Esta barra controla o tempo que leva para uma dica aparecer sobre um controle. O valor máximo desativa as dicas.",
	TOOLTIP_DELAY_LABEL = "Atraso da Dica",
	TOTAL_ROLL_NORMAL = "Jogada Total",
	TRANSFER_ITEMS_TOOLTIP = "Transferir Objetos",
	TRANSMUTATION_SCHOOL_TOKEN = "alteração",
	TRAP_FOUND_LABEL = "Armadilha Encontrada",
	TRAVEL_BUTTON = "VIAJAR",
	TUTORIAL_BUTTON = "TUTORIAL",
	USER_BUTTON = "USUÁRIO",
	VENTURE_FORTH = "PROSSEGUIR",
	VISUAL_FEEDBACK_LABEL = "Informação Visual",
	VOICE_VOLUME_LABEL = "Volume da Voz",
	VOLUME_CONTROLS_LABEL = "Controles de Volume",
	WAITING_FOR_OTHER_PLAYERS = "AGUARDANDO POR OUTROS JOGADORES",
	WEAPONS_LABEL = "Armas",
	WEAPON_STYLE_BONUS_LABEL = "Bônus de Estilo de Arma Ativo",
	WEAPON_UNUSABLE_LABEL = "Arma Inutilizável",
	WEATHER_DESCRIPTION = "Habilite esta opção para ver os efeitos de tempo como chuva, neve e neblina.",
	WEATHER_LABEL = "Clima",
	WELCOME_LABEL = "Novos jogadores podem começar pelo tutorial.\n\nLute pela sua vida tentando escapar dos... Fossos Negros!\n\nJogue Baldur's Gate: Enhanced Edition.",
	WELCOME_NORMAL = "Bem-vindo(a) ao Baldur's Gate: Siege of Dragonspear, o pacote de expansão que preenche a lacuna entre o Baldur's Gate: Enhanced Edition e Baldur's Gate II: Enhanced Edition.\n\nSiege of Dragonspear continua a estória principal depois dos eventos de Baldur's Gate com novas áreas em um novo mapa. Você não precisa ter terminado Baldur's Gate para jogar Siege of Dragonspear, mas assim que começar esta campanha não será possível mais viajar para as áreas do Baldur's Gate.\n\nVocê pode mudar a campanha que selecionou clicando no ícone de campanha no menu principal. Você pode começar Siege of Dragonspear importando seu personagem ou mesmo a sua equipe inteira do Baldur's Gate, ou pode escolher criar um novo personagem.",
	WISDOM_LABEL = "Sabedoria",
	WORLD_MAP_BUTTON = "MAPA-MÚNDI",
	WORLDMAP_HIGHLIGHT_DESCRIPTION = "Ative esta opção para destacar o terreno acessível no mapa da área.",
	WORLDMAP_HIGHLIGHT_LABEL = "Mapa da Área",
	WORLD_MAP_NOTES_LABEL = "Observações do Mapa",
	WORLD_MAP_TITLE = "Mapa-múndi",
	WRITE_ENTRY_TEXT = "Escreva um registro para adicionar ao seu diário abaixo.",
	XP_LABEL = "EXP",
	YES = "Sim",
	YES_BUTTON = "SIM",
	ZOOM_LOCK_LABEL = "Trava de Ampliação",
	RG_UI_SETTINGS = "UI++ Settings",
	RG_MENU_CAMPAIGN = "Baldur's Gate EE Campaigns",
	RG_MENU_CAMPAIGN1 = "Baldur's Gate",
	RG_MENU_CAMPAIGN2 = "Siege of Dragonspear",
	RG_MENU_CAMPAIGN3 = "The Black Pits",
	RG_MENU_CAMPAIGN4 = "Shadows of Amn", 
	RG_MENU_CAMPAIGN5 = "Throne of Bhaal",
	RG_MENU_CAMPAIGN6 = "The Black Pits 2",
	RG_MENU_CAMPAIGN7 = "Icewind Dale",
	RG_MENU_CAMPAIGN8 = "Heart of Winter",
	RG_CG_MINROLL = 'Minimum roll',
	RG_CG_MINSTRMOD = 'Minimum strength modifier',
	RG_L_SORT_DEFA = 'Default sort',
	RG_L_SORT_TIME = 'Sort by Game Time',
	RG_L_SORT_NAME = 'Sort by Save Name',
	RG_L_CHARACTER = 'Character',
	RG_L_ROW_VIEW = 'Rows view',
	RG_L_TIL_VIEW = 'Tiles view',
	RG_SET_FREE_MSGBOX = "Unlock messagebox",
	RG_SET_MODERN_HUD = "Display modern HUD",
	RG_SET_HOTKEY_BUTT = "Enable hotkey buttons",
	RG_SET_BOTTOM_QLOOT = "Quickloot at the bottom",
	RG_SET_INV_SWAP = "Lock character on party inventory",
	RG_SET_SPACE_DLG = "Advance dialogue with space",
	RG_SET_QLOOT_ROWS = "Quickloot rows",
	RG_SET_SKIN = "UI Skin",
	RG_SET_EEEX_ZOOM = "EEex UI Zoom",
	RG_SET_FREE_MSGBOX_D = "Allows messagebox to be freely movable across the screen, by holding and dragging corners. Dragging sides of the messagebox also resizes it to any direction.",
	RG_SET_MODERN_HUD_D = "Rearranges HUD elements to the bottom of the screen.",
	RG_SET_HOTKEY_BUTT_D = "Additional buton appears on the screen, opening menu to assign hotkeys to buttons. The menu can also be opened by right-clicking any hotkey button. Any or all characters can also be assigned to hotkey, automatically selecting them before the hotkey triggers.",
	RG_SET_BOTTOM_QLOOT_D = "Switches Quickloot menu to the bottom left of the screen instead the default top left.",
	RG_SET_INV_SWAP_D = "In the inventory 'All party' mode, characters are switched when hovering over their inventories. With this option On, you can lock selected character, so it stays active while accessing any inventory.\nIMPORTANT NOTE! Hotkeys 1-6 must be assigned to character selections for party inventory to work.",
	RG_SET_SPACE_DLG_D = "Dialog can be advanced be pressing Space button. That is disabled by default.",
	RG_SET_QLOOT_ROWS_D = "Specify a number of Quickloot rows on the screen",
	RG_SET_SKIN_D = "Select UI Skin",
	RG_SET_EEEX_ZOOM_D = "EEEx feature. Zoom UI to preffered size.",
	RG_SET_DESC = "Advanced settings for UI++ mod personalization.",
	RG_SET_SKIN_SOD = 'Dragonspear Theme',
	RG_SET_SKIN_IWD = 'IWD:EE Theme',
	RG_SET_SKIN_BG1 = 'BG1 Theme',
	RG_SET_SKIN_BG2 = 'BG2 Theme',
	RG_LIBRARY_TITLE = 'Library',
	RG_LIBRARY = 'Library: ',
	RG_BOOKS = 'Books',
	RG_BEASTS = 'Beasts',
	RG_BOSSES = "Bosses",
	RG_BESTIARY_TITLE = 'Bestiary',
	RG_BESTIARY = 'Bestiary: ',
	RG_LOOTALL = "Loot all",
	RG_MM_REFRESH = 'Refresh',
	RG_SET_MODERN_HUD_R = 'Move actionbar to the right',
	RG_SET_MODERN_HUD_R_D = 'Moves actionbar to the bottom right side of the screen. This option is only allowed, when Modern HUD and Unlocked Messagebox options are active.',
	RG_CHEATSPELL = '* Select spell from the list and click on the character portrait to learn it.',
	RG_CHEATCOMMAND = '* Apply selected command by clicking on the character portrait.',
	RG_CHEATHISTORY = 'Lua History',
	RG_HB_CHOOSEKEY = 'Choose keybinded hotkey: ',
	RG_HB_CHOOSESEL = 'Choose portrait selection: ',
	RG_HB_CHOOSEPOR = 'Choose portrait selection: Portrait ',
	RG_HB_CHOOSENON = 'Choose portrait selection: No selection',
	RG_HB_NONE = 'None',
	RG_HB_ALL = 'All',
	RG_HB_DRAG = 'Unlock dragging',
	RG_JUNKBUTTON = 'Junk filter',
	RGB_DOGN = "Dog",
	RG_JOURNAL_MODE1 = "Small Journal",
	RG_JOURNAL_MODE2 = "Large Journal",
	RG_INV_MODE = "Inventory Mode",
	RG_HOTKEY_BUTT = "Hotkey Button",
	RG_WRITE_JOURNAL = "Write into journal",
	RG_B_LVL = "LVL",
	RG_B_HPS = "HP",
	RG_B_ACB = "AC",   
	RG_B_THA = "THAC0",
	RG_B_APR = "APR",  
	RG_B_STR = "STR",  
	RG_B_DEX = "DEX",  
	RG_B_CON = "CON",  
	RG_B_INT = "INT",  
	RG_B_WIS = "WIS",  
	RG_B_CHA = "CHA",  
	RG_SET_BEST_KOEF_D = "This option controls how fast are bestiary stats going to be revealed. Coefficient is multiplied by increasing variable against number of kills of the creature in the bestiary to allow for gradual revelation. Value Zero means instant revelation.",
	RG_SET_BEST_KOEF = "Bestiary Coef.",
	RG_SET_LARGE_PORT = "Large Portraits",
	RG_SET_LARGE_PORT_D = "Displays larger portraits on main gameplay screen, only works with classic HUD. Portraits may go outside screen when played with scaled or zoomed UI.",
	RG_SET_CENTER_QLOOT = "Quickloot in the center",
	RG_SET_CENTER_QLOOT_D = "Switches Quickloot menu to the center (top or bottom) of the screen instead the default left.",
	RG_RESET_BUTTON = "Reset Messagebox",
	--note these RG_ITM_COMP strings must be equal to those inside item description strings 
	RG_ITM_COMP_ST = "STATISTICS",
	RG_ITM_COMP_WE = "Weight",
	RG_ITM_COMP_RE = "Requires",
	RG_ITM_COMP_PR = "Proficiency Type: ",
	RG_ITM_COMP_DA = "Damage type: ",
	RG_ITM_COMP_TY = "Type: ",
	RG_SET_EEEX_PCEFF = "EEex enable PC Effects",
	RG_SET_EEEX_NPCBAR = "EEex show NPC bar",
	RG_SET_EEEX_PCEFF_D = "Spell effects are shown next to character portraits with an expiration timer progressbar.",
	RG_SET_EEEX_NPCBAR_D = "You must choose a key to enable this option. After the key is pressed on gameplay screen while cursor over a sprite, NPC bar is opened displaying various information about the creature. The bar can be further customized in its setting.",
	RG_NPCBAR_CLOSE = "Close NPC Bar",
	RG_NPCBAR_WEAPON = "Show Weapons on Portraits",
	RG_NPCBAR_CRE = "Show Creature Names",
	RG_NPCBAR_HP = "Show Hit points on Portraits",
	RG_NPCBAR_HPT = "Show HP Tresholds Only",
	RG_NPCBAR_EFF = "Show Effects on NPCs",
	RG_NPCBAR_ENEMY = "Show All Enemy Creatures",
	RG_NPCBAR_NEUTR = "Show All Neutral Creatures",
	RG_NPCBAR_ALLY = "Show All Allied Creatures",
	RG_NPCBAR_SELECT = "Show Selected Creature Only",
	RG_NPCBAR_INFO = "Show Information Box on Right Click",
	RG_NPCBAR_AREA = "Show Creatures in Entire Area",
	RG_NPCBAR_MINI = "Show Minimized Settings Bar",
	RG_NPCBAR_ALWAYS = "NPC Bar Always On",
	RG_NPCBAR_SETT = "NPC Bar Settings",
	RG_B3_DISABLE_OPTMIZE = "Automatic slot size optimization is recommended with 'Overlay Mode', as it can cover other UI elements. Do you really want to disable this option?",
}

BestiaryStrings = {
	RGG_SLIM = "Slime",
	RGG_LYCA = "Lycanthrope",
	RGG_GIAN = "Giant",
	RGG_MIST = "Mist",
	RGG_DROW = "Drow",
	RGG_MEPH = "Demon, Mephit",
	RGG_BASI = "Basilisk",
	RGG_BOSS = "Boss",
	RGG_DEMO = "Demon",
	RGG_UNDC = "Undead Ghoulish",
	RGG_UNDG = "Undead Greater",
	RGG_UNDS = "Undead Skeletal",
	RGG_UNDP = "Undead Spectral",
	RGG_BEAR = "Animal Bear",
	RGG_WOLF = "Animal Wolf",
	RGG_DOGN = "Animal Dog",
	RGG_BEET = "Animal Beetle",
	RGG_ANIM = "Animal",
	RGB_BEAR = "Bears are omnivorous, predatorial mammals most commonly found in forests and caves. Incredibly strong and fast for their size, bears hibernate throughout the winter and forage for food during the summer, and will attack hapless travellers who are foolish enough to stray too close to them.",
    RGB_WOLF = "The wolf is a very active, cunning carnivore, capable of surviving in nearly every climate. Shrouded in mystery and suspicion, they are viewed as vicious killers that slaughter men and animals alike for the lack of better things to do. The truth is that never in recorded history has a non-rabid or non-charmed wolf attacked any creature having an equal or higher intellect than itself. (The chance of encountering a rabid wolf that would attack anything is 1%, if a lone wolf is encountered.) Northern wolves exhibit colors from pure white, to grey, to black. Southern wolves are reddish and brown in color. Although fur coloration vary with climate, all wolves have various features in common. They are characterized by powerful jaws; wide strong teeth; bushy tails; tall, strong ears; and round pupils. Their eyes, a gold or amber color, seem to have an almost empathic ability. ",
    RGB_SLIM = "The oozes, slimes and jellies of the underworld are hideous, amorphous creatures that are the bane of all that lives, dissolving the weapons, armor, and flesh of their victims. A beast with no visible support within its gelatinous body. The acid touch of these creatures can vary from type to type, but all are deadly scavengers.",
    RGB_WYVE = "The wyvern is a large, winged lizard. While physically weaker and less intelligent than their dragon cousins, they can be fearsome due to their fast flying skills and stinging tails, which drip with a deadly, fast-acting venom. Unlike true dragons, wyverns only have a pair of hind legs instead of a set four. Their wingspan can get over 50 feet in length. And their tails are often quite long, comprising almost half of their bodies, yet very mobile. These ends in a thick cartilage knot with a stinger protruding out of it, not unlike that of a scorpion.",
    RGB_BASI = "Basilisks are massive, eight-legged reptilian creatures. While their bite is highly poisonous, their truly fearsome feature comes from their ability to instantly petrify any living being with their gaze. Areas where basilisks run rampant are easily recognized due to their tendency to leave their stone victims in their trail.",
	RGB_BASG = "The greater basilisk is a larger cousin of the more common reptilian horror, the ordinary basilisk. These monsters are typically used to guard treasure.\n\nBasilisks are massive, eight-legged reptilian creatures. While their bite is highly poisonous, their truly fearsome feature comes from their ability to instantly petrify any living being with their gaze. Areas where basilisks run rampant are easily recognized due to their tendency to leave their stone victims in their trail.",
    RGB_DOPP = "Dopplegangers are humanoid creatures with the ability to shapeshift. They are cunning in nature, being capable of near-perfectly imitating a chosen target after observing them for a sufficient amount of time. When exposed, their tough hides and sharp claws give them a means of self-defense in their natural form.",
    RGB_DOGG = "Smaller than wolves, the appearance of the wild dog varies from place to place. Most appear very wolflike, while others seem to combine the looks of a wolf and a jackal. Wild dogs fight as an organized pack. They favor small game, and attack men and human habitations only in times of great hunger. They are found almost anywhere, run in packs, and are led by the dominant male. The pack usually hunts a variety of game, even attacking deer or antelope. Pups are born in the spring. Wild dogs can be tamed if separated from their pack.",		
    RGB_ANKH = "Ankhegs are massive, insectoid monsters that burrow beneath the earth. While not actively malicious and valued for to their ability to aerate soil with their tunnelling, ankhegs are dangerous monsters due to their tough chitinous shells (which can be treated by skilled armorers to create plate mail), sharp claws, and projectile acidic spittle.",
    RGB_FLES = "A golem is an artificial humanoid body which is animated by an elemental spirit and under the control of its creator.\n\nThe flesh golem stands a head and a half taller than most humans and weighs almost 350 pounds. It is made from a ghoulish collection of stolen human body parts, stitched together to form a single composite human body. Its skin is the sickly green or yellow of partially decayed flesh. A flesh golem smells faintly of freshly dug earth and dead flesh. No natural animal, such as a dog, will willingly track a flesh golem. It wears whatever clothing its creator desires, usually just a ragged pair of trousers. It has no possessions, and no weapons. The golem can not speak, although it can emit a hoarse roar of sorts. It walks and moves with a stiff jointed gait, as if it is not in complete control over its body parts.",
    RGB_DRYA = "Dryads are beautiful, intelligent tree sprites. They are as elusive as they are alluring, however, and dryads are rarely seen unless taken by surprise - or they wish to be spotted. The dryad's exquisite features, delicate and finely chiseled, are much like an elf maiden's. Dryads have high cheek bones and amber, violet, or dark green eyes. A dryad's complexion and hair color changes with the seasons, presenting the sprite with natural camouflage. During the fall, a dryad's hair turns golden or red, and her skin subtly darkens from its usual light tan to more closely match her hair color. This enables her to blend with the falling leaves of autumn. In winter, both the dryad's hair and skin are white, like the snows that cover the oak groves. When encountered in a forest during fall or winter, a dryad is often mistaken for an attractive maid, probably of elvish descent. No one would mistake a dryad for an elf maid during the spring and summer, however. At these times of year, a dryad's skin is lightly tanned and her hair is green like the oak leaves around her. Dryads often appear clothed in a loose, simple garment. The clothing they wear is the color of the oak grove in the season they appear. They speak their own tongue, as well as the languages of elves, pixies, and sprites. Dryads can also speak with plants.",
    RGB_SIRI = "Sirines are beautiful, human-like females, at home in any aquatic environment. They have human skin tones ranging to a light yellow-green, and their hair can be almost any color, though silver and dark green are the most common. Sirines have beautiful figures and wear scanty clothing at best. Most sirines are antisocial, so they try to drive intruders away, with evil sirines taking stronger measures. Other sirines are hungry for social interaction, and try to lure male humans or demihumans to join them for a time. ",
    RGB_TASL = "Tasloi are long-legged, flat-headed humanoids. They walk in a crouching posture, touching their knuckles to the ground from time to time. Their skins are a lustrous green and are thinly covered with coarse black hair. Their eyes are similar to a cat's and are gold in color. Often they can be heard at night, speaking in their high, whispery voices. Tasloi speak their own tongue and can also speak the languages of monkeys and apes. About 5% of their kind have learned a pidgin common that they use when trading.",
    RGB_WEWO = "Werewolves are the most feared of the lycanthropes, men who can transform into wolflike beasts. They should not be confused with wolfweres - wolves who turn into men. Great enmity exists between werewolves and wolfweres. The human forms of werewolves have no distinguishing traits. The werewolf form is equally varied. Many have a bipedal form that is a hybrid of human and lupine features. These creatures are about 1-foot taller and stronger than their human forms. The bodies are fur-covered and have short tails, wolflike legs, and heads that are combinations in varying degrees of human and lupine features. A second form of hybrid is more wolflike, and may be mistaken for a large wolf when it runs on all four legs. This hybrid can also walk erect and has humanlike hands. Another type of werewolf (about 20%) looks exactly like a large wolf about the size of a bear. This creature has no human features, although the eyes may glow red in the dark. ",
    RGB_WOWE = "The wolfwere is an evil and hateful creature that delights in the brutal slaying of humans and demihumans alike. In many cases, the wolfwere is able to attack its victims with utter surprise because of its ability to assume the shape of a human of exceptional charisma. The wolfwere is able to assume a wide variety of shapes at will. Transformation from one form to another takes only a single round. Its true shape, and that in which it prefers to spend the vast majority of its time, is that of a large wolf. When in this state, it is almost indistinguishable from a dire wolf. When a wolfwere is attempting to lure humans or demihumans into an ambush, it will assume the shape of member of their race. Almost without exception, the new persona will not be of the same sex as the potential victim. Thus, a wolfwere which is stalking a male elf will transform itself into a female elf. In all cases, the newly disguised wolfwere will have exceptional physical beauty. ",
	RGB_XVAR = "Xvarts are a cruel, cowardly race of humanoids which live in hilly, cavernous regions. They occupy a place in humanoid society somewhere between goblins and kobolds. The small, bald, blueskinned creatures often act as intermediaries between these two races, usually dominating the latter. Although weak individually, they are extremely prolific, and are almost always encountered in large groups. ",
    RGB_ZOMB = "Among the lowest caliber of undead creatures, zombies are mindless animated corpses that exist in a state of perpetual hunger, shambling towards anything living with single-minded purpose. Despite being slow and weak, they are at their most dangerous when gathering in hordes.",
	RGB_HORB = "Battle Horror, a creation of ancient magics and arcane craftsmanship, strides through the darkness with an aura of silent menace and unyielding resolve. Forged from enchanted armor and animated by powerful spells, this spectral guardian embodies the timeless vigilance and unwavering loyalty of its creators. Clad in gleaming steel and adorned with mystic sigils, the Helmed Horror strikes fear into the hearts of those who dare to cross its path.",
	RGB_HORH = "The Helmed Horror, a creation of ancient magics and arcane craftsmanship, strides through the darkness with an aura of silent menace and unyielding resolve. Forged from enchanted armor and animated by powerful spells, this spectral guardian embodies the timeless vigilance and unwavering loyalty of its creators. Clad in gleaming steel and adorned with mystic sigils, the Helmed Horror strikes fear into the hearts of those who dare to cross its path.",
    RGB_INVI = "The invisible stalker is a creature from the elemental plane of Air. Those encountered on the Prime Material plane have almost always been summoned by wizards to fulfill a specific task. The true form of the invisible stalker is unknown. On the Material, Astral, or Ethereal planes, the invisible stalker can only be perceived as a shimmering air mass which looks much like the refraction effect caused by hot air passing in front of cold. Invisible stalkers understand the common speech of men, but can not speak it. They can converse only in their own language, which sounds much like the roaring and whooshing of a great wind storm. ",
    RGB_RATS = "The Rat, a ubiquitous creature of the darkened alleys and forgotten sewers, scurries with an aura of skittishness and primal survival instinct. Born from the teeming masses of urban sprawl and the decaying depths of ancient ruins, the Rat embodies the essence of scavenging and adaptability, its wiry form adorned with coarse fur and twitching whiskers. With its keen senses and nimble movements, the Rat navigates the hidden recesses of the world with cautious curiosity and wary vigilance.",
	RGB_BAND = "The Bandit, a lawless renegade of the open road, roams with an aura of reckless abandon and roguish charm. Born from the fringes of society and forged in the crucible of desperation, the Bandit embodies the essence of freedom and defiance, their rugged attire adorned with stolen trinkets and ill-gotten gains. With their cunning tactics and swift blades, the Bandit preys upon the unwary, striking fear into the hearts of travelers and merchants alike.",
	RGB_DROW = "Long ago, dark elves were part of the elven race that roamed the world's forests. Not long after they were created, though, the elves found themselves torn into rival factions - one following the tenets of evil, the other owning the ideals of good (or at least neutrality). A great civil war between the elves followed, and the selfish elves who followed the paths of evil and chaos were driven into the depths of the earth, into the bleak, lightless caverns and deep tunnels of the underworld. These dark elves became the drow. The drow no longer wish to live upon the surface of the earth. In fact, few who live on the surface ever see a drow. But the dark elves resent the elves and faeries who drove them away, and scheme against those that dwell in the sunlight.",
	RGB_ETTI = "Ettins, or two-headed giants, as they are often called, are vicious and unpredictable hunters that stalk by night and eat any meat they can catch. An ettin at first appears to be a stone or hill giant with two heads. On closer inspection, however, the creature's vast differences from the relatively civilized giant races become readily apparent. An ettin has pink to brownish skin, though it appears to be covered in a dark brown hide. This is because an ettin never bathes if it can help it, and is therefore usually encrusted with a thick layer of dirt and grime. An ettin's right head is always the dominant one, and the right arm and leg will likely appear slightly more muscular and well-developed than the left. An ettin wears only rough, untreated skins, which are dirty and unwashed. Obviously, ettins smell very bad, due to their complete lack of grooming habits -- good or bad.",
	RGB_GOBL = "These small, evil humanoids would be merely pests, if not for their great numbers. Goblins have flat faces, broad noses, pointed ears, wide mouths and small, sharp fangs. Their foreheads slope back, and their eyes are usually dull and glazed. They always walk upright, but their arms hang down almost to their knees. Their skin colors range from yellow through any shade of orange to a deep red. Usually a single tribe has members all of about the same color skin. Their eyes vary from bright red to a gleaming lemon yellow. They wear clothing of dark leather, tending toward dull soiled-looking colors. Goblin speech is harsh, and pitched higher than that of humans. In addition to their own language, some goblins can speak in the kobold, orc, and hobgoblin tongues. ",
	RGB_LIZA = "Typically only found in tropical regions, lizard men are primitive bipeds with a well developed social structure and advanced religious beliefs. Lizard men tribes are typically led by a lizard king who is significantly larger and more powerful than his kin. Lizard men do not come into conflict with humans often, but their fondness for the taste of human flesh often causes problems.",
	RGB_MINO = "Minotaurs are either cursed humans or the offspring of minotaurs and humans. They usually dwell in underground labyrinths, for they are not confused in these places, which gives them an advantage over their prey. Minotaurs are huge, well over 7 feet tall, and quite broad and muscular. They have the head of a bull but the body of a human male. Their fur is brown to black while their body coloring varies as would a normal human's. Clothing is minimal, usually a loin cloth or skirt. ",
	RGB_YUAN = "These creatures are rare, but extremely deadly opponents. Yuan-ti are an offshoot of a race which ruled Faerûn long before humanoids took control. With snakelike bodies and vaguely human limbs, yuan-ti hide in secret vaults until the time is right to strike out at their enemies. Yuan-ti are extremely intelligent foes with very sophisticated magical talents. They are known for their cunning minds, poisonous traps, and vile religious rituals.",
	RGB_MUMM = "Mummies are corpses native to dry desert areas, where the dead are entombed by a process known as mummification. When their tombs are disturbed, the corpses become animated into a weird unlife state, whose unholy hatred of life causes them to attack living things without mercy. Mummies are usually (but not always) clothed in rotting strips of linen. They stand between 5 and 7 feet tall and are supernaturally strong.",
	RGB_MUMG = "Also known as Anhktepot's Children, greater mummies are a powerful form of undead created when a high-level lawful evil priest of certain religions is mummified and charged with the guarding of a burial place. It can survive for centuries as the steadfast protector of its lair, killing all who would defile its holy resting place. Greater mummies look just like their more common cousins save that they are almost always adorned with (un)holy symbols and wear the vestments of their religious order. They give off an odor that is said to be reminiscent of a spice cupboard because of the herbs used in the embalming process that created them. Greater mummies are keenly intelligent and are able to communicate just as they did in life. Further, they have an inherent ability to telepathically command all normal mummies created by them. They have the ability to control other mummies, provided that they are not under the domination of another mummy, but this is possible only when verbal orders can be given. ",
	RGB_MYCO = "Myconids, or fungus men, are a race of intelligent fungi that live in the remote reaches of the Underdark. They are cautious creatures that deplore violence; myconids have no desire to conquer anybody and would prefer to be left alone. Myconids resemble walking toadstools in human form. Their flesh is bloated and spongy and varies in color from purple to gray. Their wide feet have vestigial toes and their pudgy hands have two stubby fingers and a thumb on either side. They have no spoken language.",
	RGB_ORCS = "Orcs are a species of aggressive mammalian carnivores that band together in tribes and survive by hunting and raiding. They are the hereditary enemies of goblins and hobgoblins, with whom they often compete for resources. Reasonably intelligent carnivores, orcs are constantly waging war against other races to maintain their tribes. These wars thin the weak predators from their tribes and gather resources for the next generation. Orcs have a reputation for being extremely powerful warriors. Wizards have tried to create orcish variants to take advantage of the race's natural ferocity and strength.",
	RGB_MIST = "The crimson death is a malevolent, vaporous creature that feeds on the bodily fluids of its victims. The body of the crimson death is a humanoid-shaped cloud of pale color. It is difficult to distinguish if seen against fog and nearly invisible to infravision. When the creature is fed, it develops a crimson flush that is easily visible by normal or infravision. The cloud possesses humanoid features. The fingers elongate into tentacles when it is feeding. Because of its behavior, sages believe that a Crimson Death Mist is the result of the actual death of a vampire. The crimson death's language is a barely audible series of whispers. It can communicate with other vaporous beings such as air elementals. It communicates with humanoids only if it is their captive.",
	RGB_SALA = "Beings from the Elemental Plane of Fire and the Paraelemental Plane of Ice, salamanders are large creatures with the upper bodies of men and the lower bodies of serpents. Salamanders are typically only found in extremely hot and extremely cold environments. As these beings are elemental-kin, they radiate small amounts of elemental energy at all times. They are selfish and cruel creatures that cannot abide being removed from their environment for an extended period of time.",
	RGB_GITH = "Githyanki are an ancient race descended from humans. They dwell upon the Astral plane but will often leave that plane to make war on other races. They are engaged in a lengthy war with the githzerai. Githyanki are strongly humanoid in appearance. They are approximately of human height but tend to be much more gaunt and long of limb. They have rough, yellow skin and gleaming black eyes that instantly betray their inhumanness. Like many demihuman races, their ears have sharp points and are serrated at the back. Dress for the githyanki is always an elaborate affair. Their baroque armor and weapons of war are decorated with feathers, beads, and precious metals and gems. Githyanki speak their own tongue, and no others.",
	RGB_BALO = "The greatest and most terrible of the true tanar'ri, the balors are the undisputed terrors of the Abyss. They are the very motivation behind the tanar'ri involvement in the Blood War. In every sense of the word, balors are the quintessential tanar'ri. They derive great pleasure from the suffering of others and go out of their way to torment lesser beings and cause them pain. Balors are repulsive and loathsome to behold. They are towering humanoids with deep, dark red skin. They have huge wings that propel them with unnatural speed and agility. They have long, wicked claws and grotesque fangs that drip with venom. Balors are commonly surrounded by searing flames.",
	RGB_MARI = "Bold and cunning, marilith are the generals and tacticians for the Blood War. Where the balors are the influence and energy behind the war effort, the marilith are the brains and tactics. Terrible to behold, these creatures have the bodies of giant snakes, with huge, green, scaly coils. From the waist up, they are beautiful, comely females. Besides her obvious snake body, the feature that reveals the true nature of this tanar'ri is her six arms. They are commonly adorned with precious jewelry and highly decorated weapons, marilith most often carry a different weapon in each of their six hands.",
	RGB_TANA = "Tanar'ri are, in the broadest terms, chaos and evil defined. The less intelligent often attack without question and fight until slain. True and greater tanar'ri often roam the Astral and Ethereal Planes -- their attention is attracted by those in an ethereal state.",
	RGB_PITF = "Pit fiends are the lords of the Nine Hells. They are the baatezu of the greatest power and the highest station. Pit fiends are found throughout the various layers of the Nine Hells, but are very rare on the upper layers. Wherever they are found, these mighty lords hold a position of great authority and power. They sometimes command vast legions consisting of dozens of complete armies, leading them into battle against the tanar'ri.",
	RGB_ABIS = "Abishai are common on the first and second layers of the Nine Hells, appearing much like gothic gargoyles. They are thin and reptilian with long, prehensile tails and great wings. There are three varieties of abishai. They are, in ascending order of station, black, green, and red. Abishai communicate with telepathy. Abishai are voracious and evil. They delight in tormenting those few natives of the Nine Hells that are lower in power.",	
	RGB_DOGW = "Generally large mastiffs or wolfhounds, they have keen senses of smell and hearing, making them adept at detecting intruders. Most war dogs are not usually vicious, and will rarely attack without cause. The status of war dogs varies greatly; some are loyal and beloved pets, some are watch dogs, others are hunting dogs, and some are trained for battle. ",
	RGB_CATS = "A great cat is a redoubtable foe in battle and is surprised only on a 1. They are experts in stalking and often hunt in pairs or groups. They can leap 10 feet upward, and spring forward 30 feet to 50 feet to attack. If they strike successfully with both forepaws, their rear claws rake for 2-8 (2d4) points of damage per claw. The species ranges from the subarctic to the tropics, generally inhabiting wooded or covered terrain. They are nocturnal, solitary, graceful climbers and swimmers who are capable of sustained high speed. These animals rarely fight among themselves, but will protect their territories ferociously. They are also the most unpredictable and dangerous of the great cats, not hesitating to attack men. Their favorite prey includes cattle, wild pigs and deer. Females raise their 1-3 cubs alone. The cubs remain with their mother for several years. If encountered in the lair, there is a 25% chance that the cubs will be present. Feared by men, tigers are hunted aggressively, and are threatened by the destruction of forests. In the untamed wilderness, however, the tiger occupies the top predatory niche.",
	RGB_DUER = "Duergar, or gray dwarves, are a malevolent breed that exist at extreme depths underground. Duergar may be fighters, priests, thieves, or multi-classed fighter/priests, fighter/thieves, or priest/thieves. Thieves are proficient in the use of poison. Duergar appear to be emaciated, nasty-looking dwarves. Their complexions and hair range from medium to dark gray. They prefer drab clothing designed to blend into their environment. In their lairs, they may wear jewelry, although such pieces are kept dull. Duergar have infravision to 120 feet. They speak the duergar dialect of the dwarven tongue, undercommon (the trading language of subterranean cultures), and the silent speech employed by some subterranean creatures. Intelligent duergar may speak other languages as well. ",
	RGB_GIAN = "Fire giants are brutal, ruthless, and militaristic. They are tall, but squat, resembling huge dwarves. An adult male is 18 feet tall, has a 12 foot chest, and weighs about 7,500 pounds. Fire giants have coal black skin, flaming red or bright orange hair, and prognathous jaws that reveal dirty ivory or yellow teeth. They can live to be 350 years old. Warriors usually wear banded mail and round metal helmets. They carry their belongings in huge sacks. A typical fire giant's sack contains 2-5 (1d4+1) throwing rocks, the giant's wealth, a tinderbox, and 3-12 (3d4) common items. Everything they own is battered, filthy, and smelly, making it difficult to identify valuable items. All fire giants can speak the language of all giants and their own tongue.",
	RGB_MIMI = "Mimics are magically-created creatures with a hard rock-like outer shell that protects their soft inner organs. Mimics can alter their form and their pigmentation; they use this talent to lure victims into close range, where they attempt to feed on them. They usually appear in the form of treasure chests. There are two varieties, the smaller, more intelligent common mimic, and the larger, less intelligent killer mimic. Mimics are large. Common mimics occupy about 150 cubic feet (a 3' x 6' x 8' chest, or a large door frame). Killer mimics occupy about 200 cubic feet. Mimics' natural color is a speckled grey that resembles granite. Mimics can alter their pigmentation to resemble varieties of stone (such as marble), wood grain, and various metals (gold, silver, copper); it takes one round to make the desired alteration. They cannot lose mass in this transformation (they must remain the same size, though they may radically alter their dimensions). Common mimics have their own tongue (corruptions of the original language spoken by their wizard creators) and can also be taught to speak in common and other languages. Killer mimics are incapable of speech.",
	RGB_OROG = "Elite orcs, or orogs, are a race of great orcs, possibly mixed with ogre blood. Orogs range between 6 and 6 and a half feet tall. They are highly disciplined warriors and have their own standards and banners which they display prominently - it is usually easy to tell when orogs are present among common orcs. Orogs can be found at the vanguard of large orc armies, but rarely on patrol. There is a 10% chance that an orc tribe will have orogs, whose number equals 10% of the male population. (Thus a community of 3,000 male orcs has a 10% chance of having 300 additional orogs.) Small bands of elites (20-80 orogs) will hire themselves out as mercenaries.",
	RGB_SHAM = "Shambling mounds, or shamblers, appear to be heaps of rotting vegetation. They are actually an intelligent form of plant life, with a roughly humanoid shape, and a brain-like control center in its chest area. A shambler has a 6-foot girth on its lower half, tapering to about 2 feet at its head. Shambling mounds are found only in regions of dense rainfall and vegetation. Dismal swamps, marshes, and rain forests are their favorite living areas, but some wet, subterranean places also serve as shambler lairs. They are solitary beasts, rarely living in the same area with other shamblers - usually only in areas where the food source is constant, near famous ruins, or abandoned gold mines. Shamblers are almost totally silent and invisible in their natural surroundings; opponents suffer a -3 penalty to surprise rolls. A shambler often lies in a shallow bog, waiting for some creature to walk onto it, then it attacks. The creatures are excellent swimmers as well, and they have been known to sneak into the camps of unsuspecting travelers at night. ",
	RGB_SNAK = "Snakes are long, slender reptiles that can be found anywhere in the entire world, even in the coldest arctic regions. There are basically two types of snakes, in all manner of sizes. The poisonous snakes make up for their relatively smaller size with deadly venoms, while the larger constrictors squeeze their victims to death. Both types sleep for days after eating. All snakes shed their skin several times each year.",
	RGB_WIGH = "In ages long past, the word wight meant simply man. As the centuries have passed, though, it has come to be associated only with those undead that typically inhabit barrow mounds and catacombs. From a distance, wights can easily be mistaken for any number of humanoid races. Upon closer examination, however, their true nature becomes apparent. As undead creatures, wights are nightmarish reflections of their former selves, with cruel, burning eyes set in mummified flesh over a twisted skeleton with hands that end in sharp claws.",
	RGB_SHAD = "Shadow Druids are a druidic cult which believes that nature should drive out civilization with violence. They are active along the Sword Coast with bases of operations in the Cloakwood Forest and the Druid Grove. The druidic circle as a whole is led by the Shadow Archdruid, while 'First Druids' serve as the leaders of individual groves. They use extreme methods and violence to drive away civilization, using the ferocious powers of nature.",
	RGB_SHAT = "The Shadow Thieves are an organization that operate through agents all over Western Faerun among their many bases. Their head base is in the Athkatla Docks in the city of Athkatla, and their highest leader is Aran Linvail. They thrive in criminal activity.",
	RGB_COWL = "The Cowled Wizards is an organization that regulates the use of wizardly magic by the people in Athkatla. They place strict laws that ban unlicensed wizardly spells. The casting of one will lead to the arrest of those involved. If they resist, they will be killed. After they are arrested they go on trial in a building in the Athkatla Government, where the leader decides what sentence is applicable.",
	RGB_GLAB = "Of all the tanar'ri - demonic fiends that inhabit the Abyss of chaos and evil - few are as cunning as the doglike glabrezu. These are the chosen tempters of mortal minds, offering power and knowledge beyond the ken of even the most knowledgeable. Of course, this knowledge comes with a price. They're also brutal warriors, among the most dangerous creatures you have encountered. Tread carefully, both in body and mind.",
	RGB_CORN = "One of the highest-ranking levels of baatezu in all Baator, cornugons are those who have ascended through the ranks of their fellows by way of countless generations of betrayal, self-sacrifice, deception, and all manner of vices. Covered with tiny horns, wearing a huge pair of wings, and heavily-muscled, they look like stupid creatures and often play on that to their advantage - they are, in fact, deeply intelligent creatures, and there's no telling how deep their schemes might run.",
	RGB_ALUF = "The child of a tanar'ri and a human father, the alu-fiend is akin to a succubus in appearance. Some of them try to repress the evil within them; far more attempt to outdo their fiendish forebears in sheer evil and cruelty. You should know better than to trust a tanar'ri.",
	RGB_ERIN = "Erinyes are fierce baatezu whose heavenly appearance belie their wicked intentions. They are the furies of the Nine Hells, responsible for bringing infernal justice and vengeful retribution to mortals and devils alike. While most scholars of the planes consider erinyes to be among the lesser devils, their unique position in reporting directly to the Dark Eight meant that some consider them greater baatezu.",
	RGB_SUCU = "One of the tanar'ri, they are a devilish temptresses. When uncovered in her true form, a succubus appears as a stunningly beautiful woman of statuesque build and perfect figure, with flawless skin and red or raven-black hair, but also clawed fingers and large dark-hued or reddish bat-like wings mounted on their backs. Their eyes are said to smolder with sinister desire. Small horns or a tail might also be seen. Succubi stand on average around 6 feet tall and weighed 125 pounds. Demonic succubi are by far the most attractive of the otherwise-hideous tanar'ri, maybe even of all demons.",
	RGB_REDW = "The Red Wizards of Thay are a malevolent organization of wizards - a magocracy - that rules over the distant realm of Thay in the eastern reaches of Faerun, far from the lands of Baldur's Gate or Athkatla. These ruthless, cruel and power-hungry wizards seek to dominate all races and peoples of the world, with ploys to achieving this goal ranging from mercantile subversion to assassination to open-warfare. Their land neighbors Rashemen, and they have frequently invaded that realm in order to pursue their ambitions, but have been beaten back on every single occasion.",
	RGB_MONK = "Monks are warriors who pursue perfection through contemplation as well as action. They are versatile fighters, especially skilled in combat without weapons or armor. Though Monks cannot cast spells, they have a unique magic of their own: They channel a subtle energy, called ki, which allows them to perform amazing feats. The Monk's best known feat is their ability to stun an opponent with an unarmed blow.",
	RGB_MOND = "The Order of the Dark Moon is a secretive monastic order that follows the teachings of the dark goddess Shar. Monks of the Dark Moon use physical prowess, dark magic, and many different forms of deception to mask their activities and strike with deadly precision.",
	RGB_MONH = "The Heretic Monk, a renegade acolyte of forbidden doctrines and arcane secrets, moves with an aura of defiant zeal and mystical fervor. Cast out from the orthodox orders and branded as apostates, the Heretic Monks embody the essence of rebellion and spiritual exploration, their robes adorned with esoteric symbols and forbidden scriptures. With their unorthodox techniques and blasphemous rituals, the Heretic Monks challenge the established dogma and seek enlightenment through paths untrodden by their traditional brethren.",
	RGB_MONS = "The Monk of Shar, a shadowy disciple of darkness and harbinger of despair, moves with an aura of silent menace and infernal grace. Devoted to the Mistress of the Night and sworn to uphold her sinister tenets, the Monk of Shar embodies the essence of shadow and secrecy, their form cloaked in midnight hues and their movements shrouded in darkness. With their unholy strikes and eldritch abilities, the Monk of Shar strikes fear into the hearts of those who dare to oppose the will of their dark mistress.",
	RGB_BARB = "The Barbarian, a fierce warrior of untamed lands, charges into battle with an aura of primal fury and indomitable strength. Hailing from rugged landscapes and wild frontiers, the Barbarian embodies the essence of freedom and raw power, their muscular frame adorned with tribal markings and battle scars. With their mighty weapons and ferocious battle cries, the Barbarian strikes fear into the hearts of their foes and inspires awe in those who witness their unmatched prowess.",
	RGB_BATN = "Bats, the nocturnal denizens of the night sky, are often overlooked as mere pests or nuisances by those who dwell in the light. However, these winged creatures play a crucial role in the delicate balance of the natural world. With their leathery wings and keen echolocation, bats navigate the darkness with unparalleled grace and precision, hunting insects and pollinating flowers with equal efficiency.",
	RGB_BEET = "Giant beetles are similar to their more ordinary counterparts, but thousands of times larger -- with chewing mandibles and hard wings that provide substantial armor protection. Beetles have two pairs of wings and three pairs of legs. Fortunately, the wings of a giant beetle cannot be used to fly, and in most cases, its six bristly legs do not enable it to move as fast as a fleeing man. The hard, chitinous shell of several varieties of these beetles are brightly colored, and sometimes have value to art collectors. While their shells protect beetles as well as plate mail armor, it is difficult to craft armor from them, and a skilled alchemist would need to be brought in on the job. All beetles are basically unintelligent and always hungry. They will feed on virtually any form of organic material, including other sorts of beetles. They taste matter with their antennae, or feelers; if a substance tasted is organic, the beetle grasps it with its mandibles, crushes it, and eats it. Because of the thorough grinding of the mandibles, nothing eaten by giant beetles can be revived by anything short of a wish. Beetles do not hear or see well, and rely primarily on taste and feel.",	
	RGB_BEHO = "The beholder is the stuff of nightmares. This creature, also called the sphere of many eyes or the eye tyrant, appears as a large orb dominated by a central eye and a large toothy maw, has 10 smaller eyes on stalks sprouting from the top of the orb. Among adventurers, beholders are known as deadly adversaries. Equally deadly are a number of variant creatures known collectively as beholder-kin, including radical and related creatures, and an undead variety. These creatures are related in manners familial and arcane to the 'traditional' beholders, and share a number of features, including the deadly magical nature of their eyes. The most extreme of these creatures are called beholder abominations. The globular body of the beholder and its kin is supported by levitation, allowing it to float slowly about as it wills. Beholders and beholder-kin are usually solitary creatures, but there are reports of large communities of them surviving deep beneath the earth and in the void between the stars, under the dominion of hive mothers. All beholders speak their own language, which is also understood by all beholder-kin. In addition, they often speak the tongues of other lawful evil creatures.",
	RGB_DJIN = "Genies come from the elemental planes. There, among their own kind, they are have their own societies. Genies are sometimes encountered on the Prime Material plane and are often summoned specifically to perform some service for a powerful wizard or priest. All genies can travel to any of the elemental planes, as well as the Prime Material and Astral planes. Genies speak their own tongue and that of any intelligent beings they meet through a limited form of telepathy.  Djinn, the elemental genies of air, are majestic beings that soar through the skies on currents of wind and magic. Born from the swirling chaos of the Elemental Plane of Air, these powerful entities embody the essence of freedom and tempestuousness.",
	RGB_EFRE = "The efreet (singular: efreeti) are genies from the elemental plane of Fire. They are enemies of the djinn and attack them whenever they are encountered. A properly summoned or captured efreeti can be forced to serve for a maximum of 1,001 days, or it can be made to fulfill three wishes. Efreet are not willing servants and seek to pervert the intent of their masters by adhering to the letter of their commands. The efreet are said to be made of basalt, bronze, and solid flames. They are massive, solid creatures.", 
	RGB_ELEF = "From the heart of the elemental plane of fire, Fire Elementals manifest as living infernos, their ethereal forms flickering with an unbridled intensity. These beings embody the essence of fire itself, their presence marked by scorching heat that mirrors the ferocity of a blazing conflagration. Encounters with Fire Elementals are incandescent spectacles, where the very air shimmers with the intense energy they command. Amidst ancient sanctuaries or volcanic domains, adventurers may find themselves facing Fire Elementals. Battles with these living flames demand not only martial skill but also a strategic understanding of the unpredictable nature of elemental fire. In the arcane landscapes where secrets flicker like embers, the appearance of Fire Elementals signifies a convergence of elemental power and the ever-present threat of conflagration.",
	RGB_ELEE = "Forged from the bedrock of the elemental plane of earth, Earth Elementals rise as colossal embodiments of stone and soil. Within subterranean depths and ancient caverns, these entities command the solidity of the very ground adventurers tread. Encounters with Earth Elementals are battles against the enduring strength of the earth itself, where the very terrain becomes both weapon and shield.In the labyrinthine passages or buried ruins, adventurers may face Earth Elementals as silent guardians. These creatures can meld with the very earth, making them formidable opponents with an uncanny ability to control the battlefield. Engaging with Earth Elementals requires not only martial prowess but a strategic understanding of the solid ground on which the battle unfolds. In the subterranean realms where mysteries lie buried, the presence of Earth Elementals signifies a confrontation with the enduring forces of the earth.",
	RGB_ELEA = "Sweeping through the skies from the boundless reaches of the elemental plane of air, Air Elementals materialize as ethereal vortexes. These entities, comprised of swirling currents and debris, command the very atmosphere itself. Encounters with Air Elementals are graceful yet tumultuous dances, where the air becomes both ally and adversary. In the aerial expanses or mystical chambers where winds converge, adventurers may confront Air Elementals. These entities can manipulate the very air currents, creating a battlefield that challenges both ground-bound stability and aerial maneuverability. Engaging with Air Elementals requires not only mastery of combat but an understanding of the ever-shifting winds that define the atmospheric realms. In the vast skies of the world, where secrets soar high, the presence of Air Elementals signifies a dance with the untamed forces of the atmosphere.",
	RGB_ELEW = "Emerging from the depths of the elemental plane of water, Water Elementals undulate through aquatic realms with a fluid grace. These living torrents of water embody the ebb and flow of the ocean itself. Encounters with Water Elementals are fluid dances, where the boundaries between the physical and the aqueous become indistinct.Beneath the surface of mystical pools or hidden aquatic caverns, adventurers may encounter Water Elementals as guardians or denizens of submerged realms. Their fluid forms make them elusive adversaries, capable of manipulating water to drown foes or launch watery assaults. Engaging with Water Elementals requires not only mastery of combat but an understanding of the fluid dynamics that define the aquatic environments they inhabit. In the underwater tapestry of Baldur's Gate II, where secrets ripple beneath the surface, the presence of Water Elementals signifies a dance with the ever-shifting tides.",
	RGB_MINF = "The Mind Flayer, an abomination born of the darkest depths of the Underdark, moves through the shadows with a sinister aura of psychic power and eldritch knowledge. Its slimy, tentacled visage strikes fear into the hearts of those who behold it, while its malevolent intellect schemes and plots with cruel efficiency. Armed with psionic abilities and a hunger for the thoughts of others, the Mind Flayer preys upon the minds of sentient beings, twisting their thoughts and draining their very essence.",
	RGB_GOLS = "The Stone Golem, a towering colossus of animated rock and earth, stands as a sentinel of ancient power and enduring strength. Carved from solid stone and imbued with arcane energy, this formidable construct embodies the resilience and immovability of the mountains themselves. With its massive form and impassive visage, the Stone Golem strikes fear into the hearts of all who dare to challenge its domain.",
	RGB_GOLI = "The Iron Golem, a towering behemoth forged from molten metal and arcane enchantments, looms over its surroundings with an imposing presence. Crafted by master artisans and infused with powerful magic, this formidable construct epitomizes the fusion of artifice and sorcery. Its gleaming metallic form, wrought with intricate detail and formidable strength, strikes fear into the hearts of all who behold it.",
	RGB_GOLA = "The Adamantite Golem, a pinnacle of craftsmanship and arcane mastery, stands as a sentinel of unyielding resolve and indomitable strength. Fashioned from the rarest of metals and infused with the purest of magical energies, this towering construct embodies the epitome of durability and resilience. Its gleaming form, forged with precision and infused with ancient enchantments, radiates an aura of invincibility that commands respect and fear alike.",
	RGB_GOLF = "The Flesh Golem, a grotesque amalgamation of stitched-together body parts and dark sorcery, shambles forth with an eerie semblance of life. Created through unholy rituals and blasphemous experimentation, this abomination of flesh and bone embodies the horrors of the darkest recesses of the mind. Its stitched-together form, animated by forbidden necromantic energies, exudes an aura of dread that chills the very soul.",
	RGB_GOLC = "The Clay Golem, a massive construct molded from enchanted clay and animated by ancient sorcery, strides forward with a ponderous grace. Crafted by skilled artisans and imbued with powerful magic, this formidable guardian embodies the enduring strength and resilience of earth itself. Its massive form, sculpted with precision and infused with arcane energies, exudes an aura of stoic determination that commands respect and awe alike.",
	RGB_GOLM = "The Magic Golem, a marvel of arcane craftsmanship and mystical enchantment, strides forth with an aura of otherworldly power and ancient wisdom. Crafted by master artificers and infused with potent sorceries, this ethereal guardian embodies the convergence of magic and machinery. Its form, shimmering with arcane energy and adorned with intricate runes, radiates an aura of transcendent majesty that commands respect and reverence alike.",
	RGB_GOLD = "The Sand Golem, a towering figure sculpted from the shifting sands of the desert and imbued with ancient magic, strides forth with an eerie grace and silent determination. Fashioned by forgotten sorcerers and animated by the primal forces of the desert itself, this formidable guardian embodies the harsh beauty and unforgiving nature of the arid wasteland. Its towering form, composed of swirling sands and bound by mystical energies, exudes an aura of timeless wisdom and stoic resilience that commands respect and fear alike.",
	RGB_HARP = "Harpies are wicked avian beasts that prey upon nearly all creatures but prefer the flesh of humans and demihumans. Harpies have the bodies of vultures but the upper torsos and heads of women. Their human features are youthful, but hideous, with frayed unkempt hair and decaying teeth. A foul odor surrounds all harpies and that which they touch. Harpies never bathe nor clean themselves in any way. Their dress, if anything, is limited to tattered rags and shiny trinkets taken from previous victims. The language of harpies, in contrast to their enticing song, is a horrible collection of cackles and shrieks. Although there are instances of harpies which could speak the languages of other creatures, these are few and far between. ",
	RGB_JACK = "The jackalwere is a terrible and savage creature which preys on unsuspecting travelers and other demihumans that it can ambush. Its ability to alter its shape at will makes it a most dangerous foe. The jackalwere can be found in any of three forms, showing no preference for any one over the others. The first of these is that of a normal jackal. In this form it will often run and hunt with jackal packs. Its second form is a six foot tall, half-human/half-jackal hybrid which stands erect. In its third form, the jackalwere is physically indistinguishable from normal human beings. The exact physical characteristics of the jackalwere's human form varies according to the desires of the monster. ",
	RGB_REMO = "Remorhaz, sometimes known as polar worms, inhabit only chill arctic wastes. They are very aggressive predators that devour any animal matter, including humans, demihumans, and humanoids; they have even been known to attack frost giants. A remorhaz has a segmented body with a winged head and neck, standing on dozens of chitinous legs. Remorhaz have an ice blue color everywhere except on their backs, where a streak of white sets off the many protrusions located there. The size of a remorhaz varies betwwen 21 to 42 feet long. Their language consists of roaring, bellowing, and howling.",
	RGB_RAKS = "Rakshasas are malevolent fiends that stalk the material plane, their origins shrouded in dark and ancient lore. Possessing the cunning of a predator and the guile of a master manipulator, these fiends often take on humanoid forms to blend seamlessly among mortals. However, their true nature is revealed by their telltale features: the feral eyes of a beast, the razor-sharp claws of a predator, and the unmistakable aura of malevolence that surrounds them. Encounters with Rakshasas are often marked by deception and intrigue, as these fiends delight in toying with the lives and destinies of mortals. Masters of illusion and mind manipulation, they weave intricate webs of deceit to further their own sinister agendas. Despite their humanoid guise, Rakshasas are creatures of pure evil, their insatiable hunger for power and dominance driving them to commit unspeakable acts of cruelty and depravity.",
	RGB_SAHU = "Sahuagin are a vicious, predatory race of fish-men that live in warm coastal waters. They are highly organized and greatly enjoy raiding shore communities for food and sport. Typical sahuagins are blackish green on their backs, shading to green on their bellies, with black fins. Their great, staring eyes are deep, shining black. They have scaly skin, with webbed fingers and toes, and their mouths are filled with sharp fangs. About 1 in 216 sahuagin is a mutation with four usable arms. These specimens are usually black shading to gray. Females are indistinguishable from males, except that they are slightly smaller. Hatchlings are a light green color, but they darken and attain full growth approximately one to two months after hatching. Sahuagin speak their own tongue. ",
	RGB_SHAW = "Shadows are sinister undead creatures that lurk within the darkest recesses of the world, born from the remnants of departed souls and suffused with the essence of darkness. These incorporeal beings drift silently through the shadows, their amorphous forms barely visible against the dim light. With each passing moment, they hunger for the warmth of life, draining the vitality of those unfortunate enough to cross their path. Encounters with Shadows are chilling experiences, as their touch saps the strength and resilience of the living, leaving behind only cold emptiness. In the desolate crypts and haunted ruins where they dwell, Shadows are harbingers of fear and despair, their presence a reminder of the inevitability of mortality and the lingering specter of undeath. Only those armed with light and resolve can hope to withstand the numbing grasp of these spectral terrors.",
	RGB_BONF = "Bone fiends were a type of fiend that could be found in a number of the lower planes. They slashed at their foes with long, bladed arms that infected others with disease. They had inherent protection from the elements, physical harm, and even magic itself. They could only be harmed by magical weapons. Bone fiends were used as minions by some of the more powerful Bhaalspawn members of the Five. Both Abazigal and Yaga-Shura were known to keep them within their respective domains in Tethyr.",	
	RGB_CAMB = "The exact meaning of the term 'cambion' has differed over the years. Some sources stated a true cambion was the union of a planetouched woman (usually a tiefling) and a tanar'ri. They also further delineated this terminology to create 'noble cambions': marquis and baron cambions were similarly sired by a demon lord father and a female humanoid half-fiend.",	
	RGB_MAUR = "Maurezhi were tanar'ri demons with many marked similarities to ghouls. What made them particularly more dangerous was that by consuming the flesh of the recently deceased, they could absorb the experience and memories of their victims. The primary goal of a maurezhi was to kill and consume mortals of great physical prowess and intellect. In between their real targets, maurezhis snacked on the already deceased within graveyards in order to quench their need for flesh. They normally attempted to enter a Material Plane in order to begin their voracious work before returning to the Abyss far more powerful than they were before.",
	RGB_NABA = "Nabassus, otherwise known as death stealers,were aggressive tanar'ri demons that had strong connections to undeath and were eternally hungry for souls. They were unique among demons as the only ones that had to live on a foreign plane for a part of their lives, sent as they were to bring the terror of the Abyss to the Material Plane. Death stealers held a special enmity towards beings of the Material Plane, seemingly blaming the denizens for their exile from the Abyss. Although juvenile nabassus were not particularly treasure-hungry, adults had far greater greed and often sought treasures and prizes.",
	RGB_VELI = "Velithuu is a demon found in Watcher's Keep Compass Level. It has immunities common to most demons. In addition, it is immune to Backstab and +1 weapons and can innately see invisible creatures. It prefers to attack with lightning arrows with the shortbow, but its melee attacks can poison the target for 1 damage per second over 10s, unless they save vs Death with a -2 penalty.",
	RGB_DKNI = "A death knight is the horrifying corruption of a paladin or lawful good warrior cursed by the gods to its terrible form as punishment for betraying the code of honor it held in life. A death knight resembles a hulking knight, typically taller than 6 feet and weighing more than 300 pounds. Its face is a blackened skull covered with shards of shriveled, rotting flesh. It has two tiny, glowing orange-red pinpoints for eyes. Its armor is scorched black as if it had been in a fire. The demeanor of a death knight is so terrifying that even kender have been known to become frightened. A death knight's deep, chilling voice seems to echo from the depths of a bottomless cavern. A death knight converses in the language it spoke in its former life, as well as up to six additional languages. ",
	RGB_IMP1 = "Imps are diminutive creatures of an evil nature who roam the world and act as familiars for lawful evil wizards and priests. The average imp is a 2' humanoid with leathery, bat-like wings, a barbed tail, and sharp, twisted horns. Its skin is a dark red and its horns and jagged teeth are a gleaming white. The imp can polymorph itself into two other animal forms. The most commonly encountered alternate forms are those of a large spider, raven, giant rat, or goat. In such forms the imp is physically identical to a normal animal. ",
	RGB_QUAS = "The Quasit, a fiendish familiar bound to serve dark sorcerers and infernal masters, skitters through the shadows with an aura of malevolent glee and unholy mischief. Manifesting in the mortal realm through dark rituals and infernal pacts, the Quasit embodies the essence of demonic temptation and diabolic servitude, its impish form adorned with leathery wings and jagged claws. With its fiendish intellect and supernatural abilities, the Quasit serves as a constant companion and agent of chaos to those who dare to summon it.",
	RGB_DRAG = "The Dragon, an ancient and majestic creature of legend, soars through the skies with an aura of awe-inspiring power and primal majesty. Born from the primordial forces of creation and bound to the natural order of the world, the Dragon embodies the essence of raw elemental energy and draconic might, its massive form adorned with shimmering scales and formidable claws. With its draconic intellect and mastery of arcane magic, the Dragon commands respect and fear from all who behold its magnificent presence.",
	RGB_GOLE = "The Ice Golem, a towering sentinel of frozen fury, strides through blizzard-ridden landscapes with an aura of chilling majesty and elemental power. Crafted from the icy depths of glacial caverns and bound by ancient sorceries, the Ice Golem embodies the essence of winter's wrath, its crystalline form gleaming with frost and snow. With its colossal frame and icy fists, the Ice Golem strikes fear into the hearts of those who dare to trespass upon its frozen domain.",
	RGB_GOLB = "The bone golem is built from the previously animated bones of skeletal undead. These horrors stand roughly 6 feet tall and weight between 50 and 60 pounds. They are seldom armored and can easily be mistaken for undead, much to the dismay of those who make this error. Bone golems are no more intelligent than other forms of golem, so they will not employ clever tactics or strategies in combat. Their great power, however, makes them far deadlier than they initially appear to be. There is a 95% chance that those not familiar with the true nature of their opponent will mistake them for simple undead. ",
	RGB_GOLN = "The Brain Golem, a grotesque fusion of intellect and animating force, strides through arcane laboratories with an aura of eerie intellect and unnatural vitality. Crafted from the harvested minds of scholars and infused with the essence of eldritch energy, the Brain Golem embodies the essence of cerebral supremacy and arcane mastery, its form pulsating with arcane energy and pulsing with arcane energy. With its telepathic abilities and formidable mental prowess, the Brain Golem strikes fear into the hearts of those who dare to challenge its psychic might.",
	RGB_GOLJ = "The Juggernaut Golem, a colossal behemoth of unyielding might, thunders across the battlefield with an aura of unstoppable force and mechanical precision. Forged from the molten depths of ancient foundries and imbued with the essence of relentless determination, the Juggernaut Golem embodies the essence of destruction and mechanical supremacy, its massive frame adorned with reinforced plating and crackling energy. With its thunderous footsteps and pulverizing fists, the Juggernaut Golem strikes fear into the hearts of those who dare to stand in its path.",
	RGB_KUOT = "Kuo-toa are an ancient race of fish-men that dwells underground and harbors a deep hatred of surface dwellers and sunlight. A kuo-toan presents a cold and horrible appearance. A typical specimen looks much like a human body, albeit a paunchy one, covered in scales and topped with a fish's head. The huge fish eyes tend to swivel in different directions when observing an area or creature. The hands and feet are very long, with three fingers and an opposing digit, partially webbed. The legs and arms are short for the body size. Its coloration is pale grey, with undertones of tan or yellow in males only. The skin has a sheen from its slimy covering. The color darkens when the kuo-toan is angry and pales when it is badly frightened. A strong odor of dead fish follows it around. It wears no clothing, only leather harnesses for its weapons and gear. Typically, a kuo-toan warrior carries daggers, spears, shields, harpoons and weighted throwing nets.",
	RGB_MEPH = "Mephits are nasty little messengers created by powerful lower planes creatures. They are evil and malicious by nature and appear on the Prime Material Plane only to perform evil deeds. Six types of mephits are known: fire, ice, lava, mist, smoke, and steam. Each is created from the substance for which it is named. Mephits appear as thin, 5-foot humanoids with wings. Their faces have exaggerated features, including hooked noses, pointed ears, wide eyes, and protruding chins. Their skin continually oozes the stuff from which they were made. Mephits speak a common mephit tongue. ",
	RGB_TROL = "Inherently violent and aggressive, trolls frequently attack with little or no provocation. They attack humans and small human settlements regularly, destroying everything in their path. Trolls are not only feared for their large, powerful limbs, but for their ability to rapidly regenerate most wounds inflicted on them. Experienced adventurers carry fire and acid with them when expecting trolls.",
	RGB_LICH = "The lich is potentially the most powerful form of undead known to exist, and they are difficult, if not impossible, to destroy. Besides having the power of an undead wizard at their command, they store their life force in a secure location separate from their physical form. Destruction of their body is meaningless unless the container is found as well.",
	RGB_VAMP = "Of all the chaotic evil undead creatures that stalk the world, none is more dreadful than the vampire. Moving silently through the night, vampires prey upon the living without mercy or compassion. Unless deep underground, they must return to the coffins in which they pass the daylight hours, and even in the former case they must occasionally return to such to rest, for their power is renewed by contact with soil from their graves. One aspect that makes the vampire far more fearful than many of its undead kindred is its appearance. Unlike other undead creatures, the vampire can easily pass among normal men without drawing attention to itself for, although its facial features are sharp and feral, they do not seem inhuman. In many cases, a vampire's true nature is revealed only when it attacks. There are ways in which a vampire may be detected by the careful observer, however. Vampires cast no reflection in a glass, cast no shadows, and move in complete silence. ",
	RGB_YETI = "Sometimes confused with the abominable snowman, the yeti is a distant cousin to the great carnivorous apes of warmer climates. An adult yeti stands 8 feet tall and is covered in long, white fur. Their feet and hands are wide and flat, which helps to disperse their great weight (about 300 pounds) on treacherous snow fields. They travel on all fours like the apes, but fight very comfortably standing erect. Unlike most apes and gorillas, the yeti does not have an opposable toe on its feet. They wear no clothing or ornamentation. The spoor, or smell, of a yeti is very subtle in cold climates, but in confined or warm areas, they have a strong, musky odor. The eyes of a yeti are icy blue or almost colorless. Their claws and flesh are ivory white. Unlike many arctic creatures, the yeti does not have a thick layer of body fat to keep it warm. Instead, it relies upon the special properties of its thick, warm fur. It has a transparent second eyelid, which allows the creature to see in blowing snow, and prevents its eyes from freezing in extreme temperatures.",
	RGB_ELVE = "Elves tend to be shorter and slimmer than humans. Their features are finely chiseled and delicate, and they speak in melodic tones. Elves are looked upon as being frivolous and aloof. They concern themselves with natural beauty, dancing, frolicking, and other similar pursuits. Their humor is clever, as are their songs and poetry. There are six racial divisions of elves within the realms: gold elves, moon elves, wild elves, sea elves, dark elves (drow), and winged elves (avariel).",
	RGB_SOUL = "The Shattered Soul, a tormented specter of lost identity and fractured existence, drifts with an aura of haunting sorrow and spectral anguish. Born from the shattered remnants of a once-whole spirit and bound by the chains of unresolved trauma, the Shattered Soul embodies the essence of fragmented consciousness and spectral unrest, its ethereal form flickering with fractured memories and unresolved emotions. With its mournful wails and spectral manifestations, the Shattered Soul strikes fear into the hearts of those who dare to peer into the abyss of its fractured psyche.",
	RGB_CRUS = "The crusader warriors are fervent followers of Caelar Argent, the Shining Lady. They are devout believers in her cause, seeing themselves as righteous defenders of the realm against the forces of darkness. Clad in gleaming armor adorned with the symbol of their crusade, they march into battle with unwavering faith and determination. Trained in both martial combat and religious doctrine, they blend the skills of a seasoned warrior with the fervor of a religious zealot. These crusaders form the backbone of Caelar's army, ready to lay down their lives in service to her vision of a purified and righteous world.",
	RGB_HCAT = "The Hell Cat, a fiendish predator from the depths of the infernal realms, prowls through the shadows with an aura of malevolent grace and demonic fury. Born from the darkest pits of the Nine Hells and imbued with the essence of infernal power, the Hell Cat embodies the essence of predatory instinct and demonic savagery, its sleek form adorned with ebony fur and burning eyes. With its razor-sharp claws and fiery breath, the Hell Cat strikes fear into the hearts of those who dare to challenge its demonic might.",
	RGB_LEMU = "The least of the hordes of the lawful evil baatezu, lemures are the incarnate spirits of the truly evil. They are used as ballista-fodder for the Blood War, and are barely intelligent. You need magic weapons or holy items to hurt them, it seems, for their gelatinous flesh seals behind any wounds you might inflict.",
	RGB_GFEY = "Feyrs (pronounced 'fears') are created from the remnants of ordinary nightmares, mixed with residual magical energies, and unknowingly brought to life by the strong emotions of a large group of people. They are most commonly found in large cities that have a good number of mages, priests, and other spellcasters. Normal feyrs stalk the streets at night, seeking nothing more than to create havoc. Great feyrs, on the other hand, are the combination of lesser feyrs, and may be found anywhere, though they a much rarer than the common feyrs.",
	RGB_OROG = "Elite orcs, or orogs, are a race of great orcs, possibly mixed with ogre blood. Orogs range between 6 and 6½ feet tall. They are highly disciplined warriors and have their own standards and banners which they display prominently - it is usually easy to tell when orogs are present among common orcs. Orogs can be found at the vanguard of large orc armies, but rarely on patrol. There is a 10% chance that an orc tribe will have orogs, whose number equals 10% of the male population. (Thus a community of 3,000 male orcs has a 10% chance of having 300 additional orogs.) Small bands of elites (20-80 orogs) will hire themselves out as mercenaries. Orogs wear plate mail and have are much stronger than orcs. For every 20 orogs, there will also be one leader. Orogs use weaponry common to orcs, but will typically possess two weapons apiece. ",
	RGB_OTYU = "Otyughs (Aw-tee-ug), also known as the gulguthra, are terrifying creatures that lurk in heaps of dung and decay, waiting for something to disturb it. There are two varieties, the regular otyugh, and its larger, more intelligent offshoot, the neo-otyugh. They feed on dung and wastes from other dungeon creatures (gulguthra means 'dung eaters') but also enjoy an occasional snack of fresh meat. Otyughs have huge, bloated bodies covered with a rock-like skin that is brownish gray in color, which is in turn covered with dung. They stand on three thick legs that give them slow ground movement but enable them to pivot quickly. They have three eyes on a leaf-like stalk that moves quickly from side to side, enabling them to scan a large area. The eye stalk is also a receiver/transmitter for their telepathic abilities. Otyughs have a huge mouth with very sharp teeth in the center of their mass. They also have two tentacles with leaf-like ridges that they use to smash and grapple their opponents. The tentacles are covered with rough thorn-like projections. Neo-otyughs have smaller mouths than otyughs. ",
	RGB_DRBL = "The Drowned in Blood, a macabre undead entity born from the depths of tragic demise and ghastly transformation, lurks with an aura of haunting dread and insatiable hunger. Created from the tormented souls of those who met their end drowning in a sea of crimson, the Drowned in Blood embodies the essence of relentless pursuit and ravenous consumption, its grotesque form dripping with congealed gore and festering wounds. With its elongated claws and blood-stained maw, the Drowned in Blood instills terror in the hearts of those who cross its path.",
	RGB_BBAT = "The Bone Bat, a sinister creature of the night, glides with an aura of eerie grace and spectral chill. Born from the macabre fusion of necrotic energy and skeletal remains, the Bone Bat embodies the essence of nocturnal terror and undead menace, its skeletal form adorned with remnants of desiccated flesh and sharpened bone. With its hollow eye sockets gleaming with malevolent light and its leathery wings casting ominous shadows, the Bone Bat strikes fear into the hearts of those who dare to cross its path.",
	RGB_UMBE = "Residents of the Underdark, umber hulks are huge, incredibly powerful monsters with thick, scaly hides, sharp mandibles, and two sets of eyes. They use strong talons to shred through rock at a frightening speed, often taking unsuspecting miners by surprise. The most debilitating power of the umber hulk is its ability to cause confusion with its gaze. Many adventurers have made their final mistake by looking into the eyes of an umber hulk.",
	RGB_SLAV = "The Athkatlan Slaver, a sinister purveyor of human misery and depravity, prowls with an aura of vile corruption and ruthless exploitation. Residing in the seedy underbelly of the city of Athkatla, this unscrupulous individual embodies the essence of moral decay and callous indifference, their demeanor adorned with ostentatious wealth and the stench of cruelty. With their calculating gaze and iron grip, slavers strike fear into the hearts of the vulnerable, ensnaring them in chains of bondage and selling them into lives of servitude and suffering.",
	RGB_PIRA = "The Pirate, a swashbuckling marauder of the high seas, sails with an aura of daring adventure and salty bravado. Born from the untamed waters of the open ocean and tempered by the winds of fortune, the Pirate embodies the essence of freedom and lawless ambition, their weathered attire adorned with trinkets plundered from distant shores. With their cutlasses flashing and cannons roaring, Pirates strike fear into the hearts of sailors and merchants alike, their flag fluttering defiantly in the wind.",
	RGB_SOLD = "The Mercenary Soldier, a hardened warrior for hire, marches with an aura of stoic resolve and battle-hardened experience. Born from the crucible of conflict and tempered by the fires of war, the Mercenary Soldier embodies the essence of martial prowess and pragmatic survival, their armor adorned with the scars of countless battles and their weapons honed to a razor's edge. With their disciplined ranks and steely determination, Mercenary Soldiers strike fear into the hearts of their enemies and inspire confidence in their allies.",
	RGB_GIAF = "Like all evil giants, frost giants have a reputation for crudeness and stupidity. This reputation is deserved, but frost giants are crafty fighters. Frost giants have muscular, roughly human builds. The typical adult male is 21' tall and weighs about 8,000 pounds. Females are slightly shorter and lighter, but otherwise identical to males. Frost giants have snow-white or ivory skin. Their hair is light blue or dirty yellow, with matching eyes. They can live to be 250 years old.",
	RGB_GIAV = "Known as human behemoths, these human giants inhabit areas infested with hill giants and ogres. Verbeeg vary in height from 8½ to 10 feet tall, and weigh between 300 and 400 pounds. They are unusually thin for their height, although this does not inhibit their fighting ability. Some have minor deformities, such as club foot, uneven eyes, hair lips, etc. In all other respects they appear human, including skin, hair, and eye color. They wear as much protective clothing and armor as they can obtain, which isn't much. Usually they wear furs and hides with pieces of metal armor stitched into strategic places. They almost always carry shields and have the best weapons they can steal. Typically this means clubs and spears. ",
	RGB_GIAH = "Hill giants are selfish, cunning brutes who survive through hunting and by terrorizing and raiding nearby communities. Despite their low intelligence, they are capable fighters. Hill giants are oddly simian and barbaric in appearance, with overly long arms, stooped shoulders, and low foreheads. Even though they are the smallest of the giants, their limbs are more muscular and massive than those of the other giant races. The average hill giant is 16 feet tall and weighs about 4,500 pounds. Females have the same builds as males. Their skin color ranges from a light tan to a deep ruddy brown. Their hair is brown or black, and their eyes are black. Hill giants can live to be 200 years old. ",
	RGB_BOSS = "",
	RGB_COW1 = "What have you done, you monster!\n\n\n\n\n\n\n\n\n\n",
}