diff --git a/Languages/PortugueseBrazilian/DefInjected/AbilityUser.AbilityDef/Abilities_Artifacts.xml b/Languages/PortugueseBrazilian/DefInjected/AbilityUser.AbilityDef/Abilities_Artifacts.xml
new file mode 100644
index 00000000..711e58ca
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/AbilityUser.AbilityDef/Abilities_Artifacts.xml
@@ -0,0 +1,12 @@
+
+
+
+ Devorar alma
+
+ Roube as características de outro peão.
+
+ Infundir Alma
+
+ Infundir características seladas em um peão semelhante ao humano.
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/AbilityUser.AbilityDef/Buildings_Magic_Production.xml b/Languages/PortugueseBrazilian/DefInjected/AbilityUser.AbilityDef/Buildings_Magic_Production.xml
new file mode 100644
index 00000000..a06f2b4a
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/AbilityUser.AbilityDef/Buildings_Magic_Production.xml
@@ -0,0 +1,8 @@
+
+
+
+ alvo secundário
+
+ verbo usado forjar replicação
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/ApparelLayerDef/TM_Apparel.xml b/Languages/PortugueseBrazilian/DefInjected/ApparelLayerDef/TM_Apparel.xml
new file mode 100644
index 00000000..330cef22
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/ApparelLayerDef/TM_Apparel.xml
@@ -0,0 +1,6 @@
+
+
+
+ capa
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/ApparelLayerDef/TM_Apparel_Artifacts.xml b/Languages/PortugueseBrazilian/DefInjected/ApparelLayerDef/TM_Apparel_Artifacts.xml
new file mode 100644
index 00000000..da5a9318
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/ApparelLayerDef/TM_Apparel_Artifacts.xml
@@ -0,0 +1,6 @@
+
+
+
+ artefato
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/BodyDef/Bodies_Elemental.xml b/Languages/PortugueseBrazilian/DefInjected/BodyDef/Bodies_Elemental.xml
new file mode 100644
index 00000000..4c292c83
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/BodyDef/Bodies_Elemental.xml
@@ -0,0 +1,6 @@
+
+
+
+ elementar
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/BodyDef/Bodies_Minion.xml b/Languages/PortugueseBrazilian/DefInjected/BodyDef/Bodies_Minion.xml
new file mode 100644
index 00000000..a4cf4e56
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/BodyDef/Bodies_Minion.xml
@@ -0,0 +1,6 @@
+
+
+
+ lacaio
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/BodyDef/Bodies_Sentinel.xml b/Languages/PortugueseBrazilian/DefInjected/BodyDef/Bodies_Sentinel.xml
new file mode 100644
index 00000000..6f083a06
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/BodyDef/Bodies_Sentinel.xml
@@ -0,0 +1,6 @@
+
+
+
+ sentinela
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/BodyDef/Bodies_Skeletal.xml b/Languages/PortugueseBrazilian/DefInjected/BodyDef/Bodies_Skeletal.xml
new file mode 100644
index 00000000..92f823e9
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/BodyDef/Bodies_Skeletal.xml
@@ -0,0 +1,94 @@
+
+
+
+ esquelético
+
+ Caixa torácica
+
+ ossos do pescoço
+
+ crânio
+
+ mandíbula
+
+ ombro esquerdo
+
+ clavícula esquerda
+
+ área do braço esquerdo
+
+ úmero esquerdo
+
+ raio esquerdo
+
+ ossos da mão esquerda
+
+ osso mindinho esquerdo
+
+ osso do dedo anular esquerdo
+
+ osso do dedo médio esquerdo
+
+ osso do dedo indicador esquerdo
+
+ osso do polegar esquerdo
+
+ ombro direito
+
+ clavícula direita
+
+ área do braço direito
+
+ úmero direito
+
+ raio direito
+
+ ossos da mão direita
+
+ osso mindinho direito
+
+ osso do dedo anular direito
+
+ osso do dedo médio direito
+
+ osso do dedo indicador direito
+
+ osso do polegar direito
+
+ perna esquerda
+
+ fémur esquerdo
+
+ tíbia esquerda
+
+ ossos do pé esquerdo
+
+ osso do dedão esquerdo
+
+ osso do quarto dedo do pé esquerdo
+
+ osso do dedo médio esquerdo
+
+ osso do segundo dedo do pé esquerdo
+
+ osso dedão do pé esquerdo
+
+ perna direita
+
+ fémur direito
+
+ tíbia direita
+
+ ossos do pé direito
+
+ osso do dedo do pé direito
+
+ osso do quarto dedo do pé direito
+
+ osso do dedo médio direito
+
+ osso do segundo dedo do pé direito
+
+ osso dedão do pé direito
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/BodyDef/Races_Demons.xml b/Languages/PortugueseBrazilian/DefInjected/BodyDef/Races_Demons.xml
new file mode 100644
index 00000000..bd857836
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/BodyDef/Races_Demons.xml
@@ -0,0 +1,6 @@
+
+
+
+ demônio
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/BodyDef/Summoned_Boomthings.xml b/Languages/PortugueseBrazilian/DefInjected/BodyDef/Summoned_Boomthings.xml
new file mode 100644
index 00000000..e2727234
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/BodyDef/Summoned_Boomthings.xml
@@ -0,0 +1,38 @@
+
+
+
+ animal quadrúpede
+
+ pulmão esquerdo
+
+ pulmão direito
+
+ rim esquerdo
+
+ rim direito
+
+ olho esquerdo
+
+ olho direito
+
+ orelha esquerda
+
+ orelha direita
+
+ perna esquerda dianteira
+
+ pata dianteira esquerda
+
+ perna direita dianteira
+
+ pata dianteira direita
+
+ perna esquerda traseira
+
+ pata traseira esquerda
+
+ perna direita traseira
+
+ pata traseira direita
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/BodyPartDef/Body_Parts_Demon.xml b/Languages/PortugueseBrazilian/DefInjected/BodyPartDef/Body_Parts_Demon.xml
new file mode 100644
index 00000000..aba8cc31
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/BodyPartDef/Body_Parts_Demon.xml
@@ -0,0 +1,58 @@
+
+
+
+ baú chapeado
+
+ espinha blindada
+
+ abdômen
+
+ baú chapeado
+
+ coração demoníaco
+
+ coração sombra
+
+ Caixa torácica
+
+ pulmão esquerdo
+
+ pulmão direito
+
+ cabeça
+
+ pescoço
+
+ máscara mortuária blindada
+
+ caveira blindada
+
+ cérebro
+
+ chifre do lado esquerdo
+
+ chifre superior esquerdo
+
+ chifre superior direito
+
+ chifre do lado direito
+
+ visão interior
+
+ sentido interno
+
+ mandíbulas
+
+ ASA esquerda
+
+ ASA direita
+
+ braço esquerdo
+
+ braço direito
+
+ perna esquerda
+
+ perna direita
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/BodyPartDef/Body_Parts_Elemental.xml b/Languages/PortugueseBrazilian/DefInjected/BodyPartDef/Body_Parts_Elemental.xml
new file mode 100644
index 00000000..6671c231
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/BodyPartDef/Body_Parts_Elemental.xml
@@ -0,0 +1,38 @@
+
+
+
+ corpo
+
+ cabeça
+
+ crânio
+
+ cérebro
+
+ coração
+
+ braço esquerdo
+
+ braço direito
+
+ buzina
+
+ olho
+
+ orelha esquerda
+
+ orelha direita
+
+ mandíbula
+
+ pescoço
+
+ coluna vertebral
+
+ abdômen
+
+ peito
+
+ base de movimento elementar
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/BodyPartDef/Body_Parts_Minion.xml b/Languages/PortugueseBrazilian/DefInjected/BodyPartDef/Body_Parts_Minion.xml
new file mode 100644
index 00000000..a4ece9bb
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/BodyPartDef/Body_Parts_Minion.xml
@@ -0,0 +1,24 @@
+
+
+
+ cabeça
+
+ cérebro
+
+ olho
+
+ chifre direito
+
+ chifre esquerdo
+
+ braço esquerdo
+
+ braço direito
+
+ boca
+
+ mandíbula
+
+ testemunho
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/BodyPartDef/Body_Parts_Sentinel.xml b/Languages/PortugueseBrazilian/DefInjected/BodyPartDef/Body_Parts_Sentinel.xml
new file mode 100644
index 00000000..9532e7f8
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/BodyPartDef/Body_Parts_Sentinel.xml
@@ -0,0 +1,36 @@
+
+
+
+ corpo
+
+ cabeça
+
+ crânio
+
+ cérebro
+
+ braço esquerdo
+
+ braço direito
+
+ olho esquerdo
+
+ olho direito
+
+ orelha esquerda
+
+ orelha direita
+
+ mandíbula
+
+ pescoço
+
+ coluna vertebral
+
+ abdômen
+
+ peito
+
+ pernas sentinela
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/BodyPartDef/Body_Parts_Skeletal.xml b/Languages/PortugueseBrazilian/DefInjected/BodyPartDef/Body_Parts_Skeletal.xml
new file mode 100644
index 00000000..da4bac5b
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/BodyPartDef/Body_Parts_Skeletal.xml
@@ -0,0 +1,26 @@
+
+
+
+ ombro
+
+ perna
+
+ pé
+
+ pescoço
+
+ cabeça
+
+ mandíbula
+
+ braço
+
+ mão
+
+ dedo
+
+ para
+
+ Caixa torácica
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/BodyPartDef/Summoned_Boomthings.xml b/Languages/PortugueseBrazilian/DefInjected/BodyPartDef/Summoned_Boomthings.xml
new file mode 100644
index 00000000..d10d0218
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/BodyPartDef/Summoned_Boomthings.xml
@@ -0,0 +1,44 @@
+
+
+
+ corpo
+
+ rabo
+
+ pata
+
+ cabeça
+
+ crânio
+
+ cérebro
+
+ olho
+
+ orelha
+
+ nariz
+
+ mandíbula
+
+ pescoço
+
+ Caixa torácica
+
+ coluna vertebral
+
+ perna
+
+ pé
+
+ coração
+
+ pulmão
+
+ rim
+
+ fígado
+
+ estômago
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/BodyPartGroupDef/Body_Parts_Demon.xml b/Languages/PortugueseBrazilian/DefInjected/BodyPartGroupDef/Body_Parts_Demon.xml
new file mode 100644
index 00000000..5dacce47
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/BodyPartGroupDef/Body_Parts_Demon.xml
@@ -0,0 +1,14 @@
+
+
+
+ chifres
+
+ asas
+
+ braço esquerdo
+
+ braço direito
+
+ pernas
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/BodyPartGroupDef/Body_Parts_Elemental.xml b/Languages/PortugueseBrazilian/DefInjected/BodyPartGroupDef/Body_Parts_Elemental.xml
new file mode 100644
index 00000000..7a1c7bfd
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/BodyPartGroupDef/Body_Parts_Elemental.xml
@@ -0,0 +1,10 @@
+
+
+
+ braço esquerdo
+
+ braço direito
+
+ buzina
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/BodyPartGroupDef/Body_Parts_Minion.xml b/Languages/PortugueseBrazilian/DefInjected/BodyPartGroupDef/Body_Parts_Minion.xml
new file mode 100644
index 00000000..f5fe519e
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/BodyPartGroupDef/Body_Parts_Minion.xml
@@ -0,0 +1,8 @@
+
+
+
+ chifres
+
+ dentes
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/BodyPartGroupDef/Body_Parts_Sentinel.xml b/Languages/PortugueseBrazilian/DefInjected/BodyPartGroupDef/Body_Parts_Sentinel.xml
new file mode 100644
index 00000000..13a641c2
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/BodyPartGroupDef/Body_Parts_Sentinel.xml
@@ -0,0 +1,8 @@
+
+
+
+ garras
+
+ dentes
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/BodyPartGroupDef/Summoned_Boomthings.xml b/Languages/PortugueseBrazilian/DefInjected/BodyPartGroupDef/Summoned_Boomthings.xml
new file mode 100644
index 00000000..5f5de7db
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/BodyPartGroupDef/Summoned_Boomthings.xml
@@ -0,0 +1,6 @@
+
+
+
+ dentes
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/ChemicalDef/ManaPotion.xml b/Languages/PortugueseBrazilian/DefInjected/ChemicalDef/ManaPotion.xml
new file mode 100644
index 00000000..82b0f0bb
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/ChemicalDef/ManaPotion.xml
@@ -0,0 +1,6 @@
+
+
+
+ poção de mana
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/ChemicalDef/TM_Plants.xml b/Languages/PortugueseBrazilian/DefInjected/ChemicalDef/TM_Plants.xml
new file mode 100644
index 00000000..962d40bc
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/ChemicalDef/TM_Plants.xml
@@ -0,0 +1,6 @@
+
+
+
+ syrrium
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/ConceptDef/Concepts_Magic.xml b/Languages/PortugueseBrazilian/DefInjected/ConceptDef/Concepts_Magic.xml
new file mode 100644
index 00000000..e82a9985
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/ConceptDef/Concepts_Magic.xml
@@ -0,0 +1,51 @@
+
+
+
+ Magia - Portais
+
+ 1. Apenas um mago Arcano treinado em magia de portal pode ativar um portal.
+ uma. A opção de ativar um portal só aparece quando o mago Arcano tem mana suficiente (70%) para a ativação.
+ b. Apenas um mapa ocupado ativamente por colonos pode ser selecionado.
+
+2. Uma vez ativado, qualquer mago pode carregar o portal; um portal deve ser cobrado para ser usado, mas qualquer peão pode usá-lo.
+ uma. Apenas um peão por vez pode usar o portal; cada peão drena o portal em 5% de sua energia máxima.
+ c. Todos os itens são transmitidos simultaneamente; o custo para transferir itens por meio de um portal é de 10% de sua energia máxima.
+
+3. Somente magos podem transferir itens ou desativar um portal. Um portal deve ser desativado antes de ser reativado com um novo destino.
+
+
+ Magia - Encantando
+
+ Encantador oferece aos magos a habilidade de imbuir armas e armaduras com aprimoramentos. Existem algumas coisas que você deve saber sobre encantamento:
+
+1. Somente magos podem encantar! O processo de encantamento requer mana, então os peões mundanos serão incapazes de equipar pedras encantadoras.
+
+2. Para encantar um item, sua colônia deve cumprir os seguintes pré-requisitos:
+ uma. Sua colônia deve ter uma bancada de lapidação de gemas, pesquise Encantamento no menu de pesquisa na guia Mágica.
+ b. Reúna magia crua; ele pode ser encontrado em qualquer pedra lavrável, cada ataque de mineração tem uma chance de descobrir magicyte bruto.
+ c. Crie pedras encantadoras na bancada de lapidação.
+
+3. Depois de criar uma joia encantada de sua escolha, você precisará de um mago para realizar o encantamento.
+ uma. Com um mago selecionado, clique com o botão direito na joia encantadora e selecione a opção de equipar a joia para encantamento
+ b. Quando o mago estiver segurando a gema, clique com o botão direito em qualquer arma ou aparelho que esteja no chão e escolha encantar. O mago que está realizando o encantamento não pode ser recrutado.
+
+
+ Magia - Encantando II
+
+ Encantando: Parte II
+
+4. Os encantamentos são permanentes e cada item pode conter um encantamento de cada tipo. Novos encantamentos do mesmo tipo substituirão os existentes
+encantamento. Encantar um item não aumenta o valor do item. Encantar um item consome a pedra preciosa encantadora. Há
+atualmente não há como extrair um encantamento de um item.
+
+5. Magicyte bruto (e pedras preciosas refinadas) também podem ser adquiridos de fornecedores selecionados. O processo de mineração profunda, infelizmente, filtra
+a chance de adquirir magicyte bruto desta maneira. Os usuários da "pedreira" podem adicionar magicyte aos minerais extraídos, o valor recomendado é de 0,4%
+
+6. Se você deseja soltar uma pedra encantada, selecione o mago segurando a gema encantadora, clique com o botão direito em qualquer quadrado aberto e selecione a opção do menu
+para soltar a gema.
+
+7. Os encantamentos de itens podem ser vistos em equipamentos individuais, selecionando o item no chão e usando a guia "Encantado". Os Encantamentos coletivos
+afetando um único peão pode ser visto na guia de saúde e um resumo dos encantamentos será exibido na guia de equipamento de um peão.
+
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/DamageDef/Hediffs_TMagic_Buffs.xml b/Languages/PortugueseBrazilian/DefInjected/DamageDef/Hediffs_TMagic_Buffs.xml
new file mode 100644
index 00000000..73940d07
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/DamageDef/Hediffs_TMagic_Buffs.xml
@@ -0,0 +1,10 @@
+
+
+
+ Sombra Arcana
+
+ Raio de esperança
+
+ Brisa Calmante
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/DamageDef/Hediffs_TMagic_Spells.xml b/Languages/PortugueseBrazilian/DefInjected/DamageDef/Hediffs_TMagic_Spells.xml
new file mode 100644
index 00000000..3fe54988
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/DamageDef/Hediffs_TMagic_Spells.xml
@@ -0,0 +1,22 @@
+
+
+
+ pedaço de gelo
+
+ geada
+
+ onde a explosão
+
+ bola de neve
+
+ Míssil Mágico
+
+ Holy Wrath
+
+ Relâmpago
+
+ Gancho
+
+ Relâmpago
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/DamageDef/TM_Damages.xml b/Languages/PortugueseBrazilian/DefInjected/DamageDef/TM_Damages.xml
new file mode 100644
index 00000000..24c0fbb3
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/DamageDef/TM_Damages.xml
@@ -0,0 +1,218 @@
+
+
+
+ Magia do fogo
+
+ {0} foi destruído por fogo elemental.
+
+ {0} foi picado por cacos de gelo.
+
+ encantamento de fogo
+
+ {0} foi queimado até a morte.
+
+ explosão de cadáver
+
+ {0} foi destruído por um cadáver explodindo.
+
+ Cleave
+
+ {0} foi cortado em dois por um golpe massivo.
+
+ {0} congelou até a morte.
+
+ Magia do fogo
+
+ {0} foi destruído por fogo elemental.
+
+ ataque de dragão
+
+ {0} foi morto por artes marciais: ataque do dragão
+
+ Psiônico
+
+ {0} foi destruído pelo poder psiônico.
+
+ toxina
+
+ {0} foi morto por toxina.
+
+ ataque de fase
+
+ {0} foi cortado em tiras.
+
+ Espírito
+
+ {0} foi drenado de espírito.
+
+ Ice Magic
+
+ {0} congelou até a morte em uma nevasca.
+
+ dano extra do ranger
+
+ {0} foi baleado até a morte.
+
+ {0} foi destruído por magia arcana.
+
+ Morte
+
+ {0} foi levado pela morte.
+
+ Tiros na Cabeça
+
+ {0} foi tirado com um tiro na cabeça.
+
+ Ice Magic
+
+ {0} congelou até a morte em uma nevasca.
+
+ encantamento de gelo
+
+ {0} congelou até a morte.
+
+ CQC
+
+ {0} foi derrotado em combate corpo a corpo.
+
+ Magia do fogo
+
+ {0} foi destruído por fogo elemental.
+
+ corte sangrento
+
+ {0} morreu por tirar muito sangue
+
+ ataque de tigre
+
+ {0} foi morto por artes marciais: ataque do tigre.
+
+ espectro arcano
+
+ {0} foi destruído por um espírito malicioso
+
+ violação de carga
+
+ {0} morreu em uma explosão.
+
+ {0} congelou até a morte.
+
+ {0} foi destruído por magia arcana.
+
+ Disparo desativado
+
+ {0} morreu de um tiro incapacitante...
+
+ Magia do fogo
+
+ {0} foi destruído por fogo elemental.
+
+ {0} foi destruído pelo poder sagrado.
+
+ {0} misteriosamente partiu.
+
+ Tormento
+
+ {0} foi consumido pela dor.
+
+ Redemoinho
+
+ {0} foi cortado.
+
+ {0} misteriosamente partiu.
+
+ luz avassaladora
+
+ {0} foi destruído pelo poder sagrado.
+
+ queimadura elétrica
+
+ {0} foi eletrocutado até a morte.
+
+ Magia do fogo
+
+ {0} foi destruído por fogo elemental.
+
+ {0} foi destruído por um raio elementar.
+
+ Ch'i burn
+
+ {0} foi dominado pela energia espiritual.
+
+ Firebolt
+
+ {0} foi consumido pelo fogo.
+
+ {0} foi dilacerado.
+
+ Aumento Mágico
+
+ {0} misteriosamente partiu.
+
+ Sombra
+
+ {0} foi consumido pela sombra.
+
+ energia mágica
+
+ {0} foi destruído por magia arcana.
+
+ queimadura de sangue
+
+ {0} foi queimado até a morte.
+
+ parafuso mortal
+
+ {0} foi consumido pela agonia.
+
+ Luz ardente
+
+ {0} foi derrotado em luz ardente.
+
+ Arcano
+
+ {0} foi destruído por poder arcano.
+
+ batida
+
+ {0} foi derrubado por artes marciais.
+
+ Poder resplandecente
+
+ {0} foi destruído por um poder ardente.
+
+ {0} misteriosamente partiu.
+
+ Poção
+
+ {0} sucumbiu ao veneno.
+
+ {0} foi destruído por um raio elementar.
+
+ golpe incapacitante
+
+ {0} morreu de trauma contuso...
+
+ Dor
+
+ {0} morreu de uma dor insuportável.
+
+ Disabled Shot
+
+ {0} morreu de um tiro incapacitante...
+
+ Magia do fogo
+
+ {0} foi destruído por fogo elemental.
+
+ distorção
+
+ {0} foi destruído.
+
+ tempestade de flechas
+
+ {0} foi baleado até a morte.
+
+ Curar (I)
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/FactionDef/Faction_Elemental.xml b/Languages/PortugueseBrazilian/DefInjected/FactionDef/Faction_Elemental.xml
new file mode 100644
index 00000000..17d842bc
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/FactionDef/Faction_Elemental.xml
@@ -0,0 +1,28 @@
+
+
+
+ Esquelético
+
+ Esqueletos e mortos-vivos criados por poder arcano.
+
+ esquelético
+
+ Esquelético
+
+ Elementar
+
+ Espíritos elementais convocados de seus planos de poder.
+
+ Elementais
+
+ Elementais
+
+ Ser convocado
+
+ Seres convocados de outras dimensões ou planos de existência usando poder arcano.
+
+ convocado
+
+ Convocado
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/FactionDef/Factions_Arcane.xml b/Languages/PortugueseBrazilian/DefInjected/FactionDef/Factions_Arcane.xml
new file mode 100644
index 00000000..b296e6b0
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/FactionDef/Factions_Arcane.xml
@@ -0,0 +1,12 @@
+
+
+
+ dobra arcana
+
+ Pouco se sabe sobre esta facção secreta. Eles possuem alguma tecnologia, mas não parecem depender dela. Eles trabalham com ferramentas simples e se defendem com armas de fogo.\n\nEles participam das questões práticas de comércio, confiança e sobrevivência, mas seu interesse principal não é claro.\n\nDe acordo com histórias de viajantes e informações coletadas de outras facções, eles tem conhecimento e uso de poderes e artefatos misteriosos.
+
+ videntes
+
+ Rei mago
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/GameConditionDef/GameConditions_Arcane.xml b/Languages/PortugueseBrazilian/DefInjected/GameConditionDef/GameConditions_Arcane.xml
new file mode 100644
index 00000000..1935fabd
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/GameConditionDef/GameConditions_Arcane.xml
@@ -0,0 +1,74 @@
+
+
+
+ onde drenar
+
+ O alinhamento celestial do planeta está causando uma diminuição no mana. Todas as criaturas sintonizadas com poderes mágicos perderão lentamente o poder.
+
+ A magia está voltando ao normal.
+
+ O alinhamento celestial do planeta está mudando, causando uma diminuição no mana.\n\nTodas as criaturas sintonizadas com poderes mágicos perderão mana lentamente.\n\nAs criaturas podem ficar fisicamente doentes se não tiverem mana restante.
+
+ onde está a onda
+
+ O alinhamento celestial do planeta está causando uma onda de mana. Todas as criaturas sintonizadas com poderes mágicos ganharão mana em uma taxa aumentada.
+
+ A magia está voltando ao normal.
+
+ O alinhamento celestial do planeta mudou, causando uma onda de mana. Todas as criaturas sintonizadas com poderes mágicos ganharão mana em uma taxa aumentada.
+
+ agressão elementar
+
+ Elementais hostis criaram uma brecha em seu mundo e estão se preparando para enviar equipes de assalto pela fenda!\n\nFendas causam caos na atmosfera conforme a energia vaza pela fenda para o seu mundo. Os seguintes efeitos ocorrem para cada elemento da fenda:\n\nFissura do fogo: chuvas de meteoros e ondas de calor.\n Fenda da Terra: fumaça tóxica e faz com que os animais fiquem furiosos\n Fenda do gelo: tempestades de granizo e rápido declínio da temperatura\n Fenda do ar: tempestades com raios
+
+ A fenda foi fechada.
+
+ Elementais hostis criaram uma brecha em seu mundo e estão se preparando para enviar equipes de assalto pela fenda!\n\nFendas causam caos na atmosfera conforme a energia vaza pela fenda para o seu mundo. Os seguintes efeitos ocorrem para cada elemento da fenda:\n\nFissura do fogo: chuvas de meteoros e ondas de calor.\n Fenda da Terra: gases tóxicos e faz com que os animais fiquem furiosos\nFenda do gelo: tempestades de granizo e rápido declínio da temperatura\nFenda do ar: tempestades com raios\n\nDestrua a fenda para acabar com este pesadelo!
+
+ Lich errante
+
+ Um antigo lich vagou pela área e está se preparando para atacar sua colônia.\n\nLichs são criaturas poderosas por si mesmas, mas sua verdadeira força reside em sua capacidade de criar mortos-vivos animados a partir dos cadáveres dos mortos.\n\nEste lich é um ser antigo que despreza toda a vida, e seu alegre bando de seres vivos até agora resistiu a ser extinto. Ele tentará ativamente encerrar sua história de sobrevivência criando uma horda de mortos-vivos para dominar suas defesas.\n\nO lich criará periodicamente novos guerreiros esqueletos para atacar a colônia; permitir que o lich complete um ritual perto de um cadáver exposto aumentará a chance de gigantes esqueletos serem criados. No final das contas, o lich atacará a própria colônia, se ondas de mortos-vivos forem incapazes de completar a tarefa primeiro.
+
+ O assalto do lich está acabando.
+
+ Um antigo lich vagou pela área e está se preparando para atacar sua colônia.\n\nLichs são criaturas poderosas por si mesmas, mas sua verdadeira força reside em sua capacidade de criar mortos-vivos animados a partir dos cadáveres dos mortos.\n\nEste lich é um ser antigo que despreza toda a vida, e seu alegre bando de seres vivos até agora resistiu a ser extinto. Ele tentará ativamente encerrar sua história de sobrevivência criando uma horda de mortos-vivos para dominar suas defesas.\n\nO lich criará periodicamente novos guerreiros esqueletos para atacar a colônia; permitir que o lich complete um ritual perto de um cadáver exposto aumentará a chance de gigantes esqueletos serem criados. No final das contas, o lich atacará a própria colônia, se ondas de mortos-vivos forem incapazes de completar a tarefa primeiro.
+
+ nuvens escuras
+
+ Uma sombra de mau presságio foi lançada sobre a terra; há uma presença sinistra na sombra escura dessas nuvens que amaldiçoa os vivos.
+
+ As nuvens escuras estão se dispersando.
+
+ Uma sombra de mau presságio foi lançada sobre a terra; há uma presença sinistra na sombra escura dessas nuvens que amaldiçoa os vivos.
+
+ Tempestade violenta
+
+ Existe uma energia maliciosa escondida dentro dessas nuvens escuras.
+
+ A violenta tempestade está diminuindo.
+
+ insanidade de predador
+
+ Um pulso psíquico enfurece predadores próximos ... e os empurra para humanos agressivos.
+
+ O pulso do predador desaparece.
+
+ Você enfureceu todos os predadores próximos e os concentrou em seus inimigos. Esteja avisado, os animais enfurecidos continuarão a caçar mesmo depois que seus inimigos forem embora.
+
+ benção divina
+
+ Um poder superior responde ao seu pedido de misericórdia.
+
+ A presença benevolente desaparece.
+
+ Seu pedido de misericórdia foi respondido por um poder superior. Várias bênçãos foram concedidas para contestar as doenças existentes.
+
+ ataque de demônio
+
+ O fim está próximo - demônios violentos estão atacando sua colônia!\nComo um arauto da desgraça iminente, fogo e cinzas começaram a cair dos céus.\n\nEstes seres infernais têm uma variedade de ataques e táticas desafiadoras.\nNo entanto, os demônios estão incapaz de permanecer neste reino por longos períodos e será forçado a retornar ao seu plano infernal em cerca de 3 horas. Derrote ou sobreviva a este pesadelo.\nHá muito pouco tempo para se preparar.\n\nBoa sorte!
+
+ Os demônios voltaram ao seu plano infernal.
+
+ O fim está próximo - demônios violentos estão atacando sua colônia!\nComo um arauto da desgraça iminente, fogo e cinzas começaram a cair dos céus.\n\nEstes seres infernais têm uma variedade de ataques e táticas desafiadoras.\nNo entanto, os demônios estão incapaz de permanecer neste reino por longos períodos e será forçado a retornar ao seu plano infernal em cerca de 3 horas. Derrote ou sobreviva a este pesadelo.\nHá muito pouco tempo para se preparar.\n\nBoa sorte!
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/HediffDef/HediffDef_TMagic_Hamstring.xml b/Languages/PortugueseBrazilian/DefInjected/HediffDef/HediffDef_TMagic_Hamstring.xml
new file mode 100644
index 00000000..2a9b1d03
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/HediffDef/HediffDef_TMagic_Hamstring.xml
@@ -0,0 +1,14 @@
+
+
+
+ Retardado
+
+ Reduz a velocidade de movimento.
+
+ I
+
+ II
+
+ III
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/HediffDef/HediffDef_TMagic_Poison.xml b/Languages/PortugueseBrazilian/DefInjected/HediffDef/HediffDef_TMagic_Poison.xml
new file mode 100644
index 00000000..17953011
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/HediffDef/HediffDef_TMagic_Poison.xml
@@ -0,0 +1,28 @@
+
+
+
+ Poção
+
+ Danos causados por veneno.
+
+ enfaixado
+
+ suturado
+
+ definir
+
+ murcha
+
+ murcha
+
+ Envenenado
+
+ Efeitos colaterais do veneno.
+
+ menor
+
+ moderado
+
+ principal
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/HediffDef/HediffDef_TMagic_SunderArmor.xml b/Languages/PortugueseBrazilian/DefInjected/HediffDef/HediffDef_TMagic_SunderArmor.xml
new file mode 100644
index 00000000..947e1087
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/HediffDef/HediffDef_TMagic_SunderArmor.xml
@@ -0,0 +1,14 @@
+
+
+
+ Sunder Armor
+
+ Reduz a classificação de armadura.
+
+ I
+
+ II
+
+ III
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/HediffDef/HediffDef_TMagic_Tranquilizer.xml b/Languages/PortugueseBrazilian/DefInjected/HediffDef/HediffDef_TMagic_Tranquilizer.xml
new file mode 100644
index 00000000..e5074c43
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/HediffDef/HediffDef_TMagic_Tranquilizer.xml
@@ -0,0 +1,24 @@
+
+
+
+ Sedado
+
+ Efeitos de um tranquilizante.
+
+ Retardado
+
+ Sedado
+
+ Paralítico
+
+ Retardado
+
+ Efeitos de uma habilidade que reduz a agilidade física e mental.
+
+ menor
+
+ principal
+
+ extremo
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/HediffDef/HediffDefs_DruidRegrowth.xml b/Languages/PortugueseBrazilian/DefInjected/HediffDef/HediffDefs_DruidRegrowth.xml
new file mode 100644
index 00000000..a2ccee0a
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/HediffDef/HediffDefs_DruidRegrowth.xml
@@ -0,0 +1,190 @@
+
+
+
+ Regrown estômago
+
+ O mágico entrelaçamento da natureza e da carne fará com que esta parte do corpo volte a crescer ao longo de vários dias.
+
+ formando
+
+ em desenvolvimento
+
+ crescer novamente
+
+ Toe Regrown
+
+ O mágico entrelaçamento da natureza e da carne fará com que esta parte do corpo volte a crescer ao longo de vários dias.
+
+ esboço do dedo do pé
+
+ crescer novamente
+
+ Dedo Regrown
+
+ O mágico entrelaçamento da natureza e da carne fará com que esta parte do corpo volte a crescer ao longo de vários dias.
+
+ esboço de dedo
+
+ crescer novamente
+
+ Fígado Regrido
+
+ O mágico entrelaçamento da natureza e da carne fará com que esta parte do corpo volte a crescer ao longo de vários dias.
+
+ formando
+
+ em desenvolvimento
+
+ crescer novamente
+
+ melhorada
+
+ Relatório de coluna
+
+ O mágico entrelaçamento da natureza e da carne se fundirá para formar uma espinha dorsal poderosa em vários dias.
+
+ formando
+
+ novo crescimento
+
+ Mensagem
+
+ entrelaçado
+
+ Braço Regrown
+
+ O mágico entrelaçamento da natureza e da carne fará com que esta parte do corpo volte a crescer ao longo de vários dias.
+
+ braço regenerado
+
+ toco
+
+ jovem
+
+ crescer novamente
+
+ selvagem
+
+ Mão Regrown
+
+ O mágico entrelaçamento da natureza e da carne fará com que esta parte do corpo volte a crescer ao longo de vários dias.
+
+ mão regenerada
+
+ toco
+
+ jovem
+
+ crescer novamente
+
+ selvagem
+
+ Perna Regrown
+
+ O mágico entrelaçamento da natureza e da carne fará com que esta parte do corpo volte a crescer ao longo de vários dias.
+
+ toco
+
+ jovem
+
+ crescer novamente
+
+ selvagem
+
+ Orelha Regrown
+
+ O mágico entrelaçamento da natureza e da carne fará com que esta parte do corpo volte a crescer ao longo de vários dias.
+
+ formando
+
+ em desenvolvimento
+
+ crescer novamente
+
+ melhorada
+
+ Heart of the Wild
+
+ O mágico entrelaçamento da natureza e da carne vai crescer novamente ou melhorar um coração ao longo de vários dias.
+
+ reformando
+
+ novo desenvolvimento
+
+ Mensagem
+
+ entrelaçado
+
+ coração da selva
+
+ Olho Regrown
+
+ O mágico entrelaçamento da natureza e da carne fará com que este olho volte a crescer ao longo de vários dias.
+
+ leitoso
+
+ nebuloso
+
+ crescer novamente
+
+ melhorada
+
+ Pé Regrown
+
+ O mágico entrelaçamento da natureza e da carne fará com que esta parte do corpo volte a crescer ao longo de vários dias.
+
+ toco
+
+ jovem
+
+ crescer novamente
+
+ selvagem
+
+ Regrown Lung
+
+ O mágico entrelaçamento da natureza e da carne fará com que esta parte do corpo volte a crescer ao longo de vários dias.
+
+ formando
+
+ em desenvolvimento
+
+ crescer novamente
+
+ melhorada
+
+ Mandíbula Regrown
+
+ O mágico entrelaçamento da natureza e da carne fará com que esta parte do corpo volte a crescer ao longo de vários dias.
+
+ formando
+
+ em desenvolvimento
+
+ crescer novamente
+
+ melhorada
+
+ Pedir Regrown
+
+ O mágico entrelaçamento da natureza e da carne fará com que esta parte do corpo volte a crescer ao longo de vários dias.
+
+ crescer novamente
+
+ formando
+
+ toco
+
+ Rim Regrown
+
+ O mágico entrelaçamento da natureza e da carne fará com que esta parte do corpo volte a crescer ao longo de vários dias.
+
+ formando
+
+ em desenvolvimento
+
+ crescer novamente
+
+ melhorada
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/HediffDef/Hediff_Def_TMagic_ArcaneWeakness.xml b/Languages/PortugueseBrazilian/DefInjected/HediffDef/Hediff_Def_TMagic_ArcaneWeakness.xml
new file mode 100644
index 00000000..50d9e71d
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/HediffDef/Hediff_Def_TMagic_ArcaneWeakness.xml
@@ -0,0 +1,18 @@
+
+
+
+ fraqueza arcana
+
+ Fraqueza Arcana é um subproduto do lançamento de habilidades mágicas. Habilidades menores com um custo de mana menor que 25 não incorrerão em Fraqueza Arcana. A quantidade de Fraqueza Arcana que afetará um mago é relativa ao custo de mana da habilidade.
+
+ enfraquecido
+
+ drenado
+
+ gravemente doente
+
+ catatônico
+
+ perto da morte
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/HediffDef/Hediff_Def_TMagic_Confused.xml b/Languages/PortugueseBrazilian/DefInjected/HediffDef/Hediff_Def_TMagic_Confused.xml
new file mode 100644
index 00000000..60d719a8
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/HediffDef/Hediff_Def_TMagic_Confused.xml
@@ -0,0 +1,10 @@
+
+
+
+ Confuso
+
+ Frequentemente faz com que um alvo fique confuso.
+
+ Vagando confuso
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/HediffDef/Hediff_Def_TMagic_ManaSickness.xml b/Languages/PortugueseBrazilian/DefInjected/HediffDef/Hediff_Def_TMagic_ManaSickness.xml
new file mode 100644
index 00000000..b25fb892
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/HediffDef/Hediff_Def_TMagic_ManaSickness.xml
@@ -0,0 +1,30 @@
+
+
+
+ doença misteriosa
+
+ Uma doença causada por magia contaminada.
+
+ menor
+
+ menor
+
+ moderado
+
+ principal
+
+ extremo
+
+ extremo
+
+ onde doença
+
+ A doença de mana afeta os magos quando eles têm 0 de mana e sua regeneração é negativa. A doença de Mana eventualmente matará um mago se não for revertida. Os jogadores podem avaliar a regeneração de mana de um mago na Aba Mágica enquanto passam o mouse sobre o valor de regeneração de Mana para exibir uma dica de ferramenta mostrando contribuidores afetando a regeneração de mana.
+
+ enfraquecido
+
+ doente
+
+ perto da morte
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/HediffDef/Hediff_Def_TMagic_Terror.xml b/Languages/PortugueseBrazilian/DefInjected/HediffDef/Hediff_Def_TMagic_Terror.xml
new file mode 100644
index 00000000..185d67fe
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/HediffDef/Hediff_Def_TMagic_Terror.xml
@@ -0,0 +1,14 @@
+
+
+
+ Terror
+
+ Uma demonstração bruta de poder mágico está induzindo medo neste peão.
+
+ Inquieto
+
+ Em pânico
+
+ Apavorado
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/HediffDef/Hediffs_ArcaneSingle_Buffs.xml b/Languages/PortugueseBrazilian/DefInjected/HediffDef/Hediffs_ArcaneSingle_Buffs.xml
new file mode 100644
index 00000000..92d4304a
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/HediffDef/Hediffs_ArcaneSingle_Buffs.xml
@@ -0,0 +1,120 @@
+
+
+
+ velocidade arcana
+
+ Poder arcano que aumenta a velocidade de movimento de um peão.
+
+ I
+
+ II
+
+ III
+
+ IV
+
+ V
+
+ destreza arcana
+
+ Poder arcano que aumenta a destreza (manipulação).
+
+ I
+
+ II
+
+ III
+
+ IV
+
+ V
+
+ oxigênio infundido
+
+ Poder arcano que aumenta a eficiência e capacidade de respiração.
+
+ I
+
+ II
+
+ III
+
+ IV
+
+ V
+
+ visão arcana
+
+ Poder arcano que aumenta a visão.
+
+ I
+
+ II
+
+ III
+
+ IV
+
+ V
+
+ arcano lento
+
+ Poder arcano que reduz o movimento.
+
+ I
+
+ II
+
+ III
+
+ IV
+
+ sobrecarregado
+
+ aleijado arcano
+
+ Poder arcano que reduz a destreza (manipulação).
+
+ I
+
+ II
+
+ III
+
+ IV
+
+ sobrecarregado
+
+ sufocamento arcano
+
+ Poder arcano que diminui a circulação do ar.
+
+ I
+
+ II
+
+ III
+
+ IV
+
+ sobrecarregado
+
+ cego arcano
+
+ Poder arcano que diminui a visão.
+
+ I
+
+ II
+
+ III
+
+ IV
+
+ sobrecarregado
+
+ Magicamente Mudo
+
+ Uma maldição que impede o uso de habilidades mágicas.
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/HediffDef/Hediffs_Artifacts.xml b/Languages/PortugueseBrazilian/DefInjected/HediffDef/Hediffs_Artifacts.xml
new file mode 100644
index 00000000..13911662
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/HediffDef/Hediffs_Artifacts.xml
@@ -0,0 +1,60 @@
+
+
+
+ Renovação
+
+ Melhora a qualidade do sono.
+
+ Impulso Psiônico
+
+ Aumenta a energia psiônica máxima disponível para um psiônico.
+
+ Bloqueando
+
+ Bloqueia ataques físicos; evita danos de ataques bloqueados com sucesso.
+
+ Saúde melhorada
+
+ Aumenta a cura natural.
+
+ Encontrando o caminho
+
+ Um talismã que estranhamente determina um caminho fácil através de qualquer obstáculo; ignora a penalidade de movimento para obstáculos e terreno.
+
+ Força da Pedra
+
+ Um encantamento que aumenta a manipulação.
+
+ Boost de ódio
+
+ Aumenta o ódio máximo disponível para um cavaleiro da morte.
+
+ Visão Escura
+
+ Melhora a visão e concede menor visão noturna.
+
+ Melhor
+
+ Conserta e conserta roupas e armas equipadas.
+
+ Bloqueio Deflectivo
+
+ Bloqueia ataques e pode desviar projéteis para inimigos próximos; evita danos de um ataque desviado com sucesso.
+
+ Recuperação Arcana
+
+ Aumenta a taxa de recuperação de Fraqueza Arcana; não reduz a quantidade de Fraqueza Arcana adquirida.
+
+ Blood Boost
+
+ Aumenta o máximo de magia de sangue disponível para um mago de sangue.
+
+ Mind Ward
+
+ Um talismã único que ajuda um peão a compartimentar suas emoções para se recuperar rapidamente de um colapso mental.
+
+ Infusão de traço
+
+ Um peão ganhou características por meio de infusão mágica; isso afetará seu senso de identidade.
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/HediffDef/Hediffs_Bard.xml b/Languages/PortugueseBrazilian/DefInjected/HediffDef/Hediffs_Bard.xml
new file mode 100644
index 00000000..f5a0b96d
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/HediffDef/Hediffs_Bard.xml
@@ -0,0 +1,82 @@
+
+
+
+ Canção de ninar
+
+ Reduz a consciência de um peão.
+
+ I
+
+ II
+
+ III
+
+ IV
+
+ Inspirador
+
+ Faz com que outros ganhem inspirações.
+
+ Bardo
+
+ Divertido
+
+ Procura ativamente outros peões para animar e entreter.
+
+ Bardo
+
+ canto de batalha
+
+ Cantando um hino de batalha retumbante para estimular os aliados à vitória.
+
+ Bardo
+
+ Hino de batalha
+
+ Inspirado e energizado por um hino de batalha.
+
+ I
+
+ II
+
+ III
+
+ IV
+
+ V
+
+ VI
+
+ VII
+
+ VIII
+
+ IX
+
+ X
+
+ Discórdia
+
+ Sob coação mental.
+
+ névoa mental
+
+ distorção
+
+ instável
+
+ insanidade
+
+ Discórdia
+
+ Sob coação mental.
+
+ névoa mental
+
+ distorção
+
+ instável
+
+ sobrecarregado
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/HediffDef/Hediffs_BloodMage.xml b/Languages/PortugueseBrazilian/DefInjected/HediffDef/Hediffs_BloodMage.xml
new file mode 100644
index 00000000..3da2afbe
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/HediffDef/Hediffs_BloodMage.xml
@@ -0,0 +1,20 @@
+
+
+
+ Blood Magic
+
+ Explica o poder do sangue de um mago de sangue.
+
+ Hemorragia
+
+ Uma ferida horrenda causando sangramento maciço.
+
+ Drenagem de Sangue
+
+ Transfere sangue deste alvo para um mago de sangue. Cura feridas no processo.
+
+ Escudo de Sangue
+
+ Envolvido em uma bolha protetora de energia vital; a energia de cada golpe no Escudo de Sangue restaura a saúde do peão protegido.
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/HediffDef/Hediffs_Brightmage.xml b/Languages/PortugueseBrazilian/DefInjected/HediffDef/Hediffs_Brightmage.xml
new file mode 100644
index 00000000..8ea4766e
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/HediffDef/Hediffs_Brightmage.xml
@@ -0,0 +1,18 @@
+
+
+
+ Poder de luz
+
+ A quantidade de energia de luz armazenada disponível para um mago - atua como um catalisador para magia de luz.
+
+ Flash ofuscante
+
+ Dor, cegueira e desorientação por causa da luz intensa que afeta os órgãos sensoriais. Os peões desorientados são incapazes de distinguir os inimigos dos aliados.
+
+ visão turva
+
+ cego
+
+ desorientado
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/HediffDef/Hediffs_ChaosMage.xml b/Languages/PortugueseBrazilian/DefInjected/HediffDef/Hediffs_ChaosMage.xml
new file mode 100644
index 00000000..58ec93f7
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/HediffDef/Hediffs_ChaosMage.xml
@@ -0,0 +1,26 @@
+
+
+
+ Fluxo Caótico
+
+ Exercer o controle da realidade através da interpretação objetiva que resulta na ênfase da solidez física e mental de um Chaos Mage.
+
+ I
+
+ II
+
+ III
+
+ Mente Caótica
+
+ Exercer o controle da realidade através da interpretação objetiva que resulta na ênfase da solidez física e mental de um Chaos Mage.
+
+ pensamento
+
+ Caos Controlado
+
+ Exercer o controle da realidade através da interpretação objetiva que resulta na ênfase da solidez física e mental de um Chaos Mage.
+
+ CAOS
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/HediffDef/Hediffs_Chronomancer.xml b/Languages/PortugueseBrazilian/DefInjected/HediffDef/Hediffs_Chronomancer.xml
new file mode 100644
index 00000000..ec37c929
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/HediffDef/Hediffs_Chronomancer.xml
@@ -0,0 +1,58 @@
+
+
+
+ Envelhecimento
+
+ Um peão envelhece rapidamente. Quaisquer outras condições que afetem o peão também acelerarão suas tendências naturais. Os peões envelhecidos além de sua expectativa de vida normal são freqüentemente afetados por doenças ou condições relacionadas à idade.
+
+ I
+
+ II
+
+ III
+
+ IV
+
+ Envelhecimento reverso
+
+ Inverte rapidamente a idade de um peão. Quaisquer outras condições que afetem o peão também reverterão suas tendências naturais. As condições revertidas além do momento em que foram adquiridas deixarão de existir. Os peões revertidos antes do momento em que foram gerados também deixarão de existir.
+
+ I
+
+ II
+
+ III
+
+ IV
+
+ Envelhecimento reverso
+
+ Inverte rapidamente a idade de um peão. Quaisquer outras condições que afetem o peão também reverterão suas tendências naturais. As condições revertidas além do momento em que foram adquiridas deixarão de existir. Os peões revertidos antes do momento em que foram gerados também deixarão de existir.
+
+ I
+
+ II
+
+ III
+
+ IV
+
+ Predição
+
+ Permite a previsão de eventos ou ações futuras.
+
+Nota do administrador: esta habilidade prevê e atrasa qualquer evento. Alguns mods usam esses tipos de eventos como gatilhos para efeitos ou resultados; isso pode causar erros se a situação mudar e certos objetos, itens ou condições não forem mais válidos quando um evento previsto ocorrer.
+
+ I
+
+ II
+
+ III
+
+ IV
+
+ V
+
+ VI
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/HediffDef/Hediffs_Classless.xml b/Languages/PortugueseBrazilian/DefInjected/HediffDef/Hediffs_Classless.xml
new file mode 100644
index 00000000..4e0e7248
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/HediffDef/Hediffs_Classless.xml
@@ -0,0 +1,8 @@
+
+
+
+ Provocado!
+
+ Este peão foi provocado e concentrará seus ataques no peão ofensor.
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/HediffDef/Hediffs_Commander.xml b/Languages/PortugueseBrazilian/DefInjected/HediffDef/Hediffs_Commander.xml
new file mode 100644
index 00000000..a0dc83be
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/HediffDef/Hediffs_Commander.xml
@@ -0,0 +1,76 @@
+
+
+
+ Commissions Aura
+
+ Melhora a disponibilidade de provisões para peões próximos.
+
+ Aura do mestre de tarefas
+
+ Gerencia as tarefas e prioridades dos peões próximos, aumentando a diligência, mas reduzindo o humor.
+
+ Ordem Aura
+
+ Inspira peões próximos com carisma e liderança.
+
+ Alerta
+
+ Recebeu um pedido para revigorar os níveis de alerta.
+
+ Double Time
+
+ Recebeu um pedido para agir rapidamente.
+
+ Recuperando
+
+ Postura defensiva
+
+ Recebeu ordem para manter posição e lutar bravamente.
+
+ Escudo HTL
+
+ Maior fortaleza por receber a ordem de manter a linha.
+
+ Emocionalmente inspirado (I)
+
+ Inspirado por um comandante.
+
+ Comandante
+
+ Emocionalmente inspirado (II)
+
+ Inspirado por um comandante.
+
+ Emocionalmente inspirado (III)
+
+ Inspirado por um comandante.
+
+ Emocionalmente inspirado (IV)
+
+ Inspirado por um comandante.
+
+ Provisões
+
+ Suprimentos e informações adquiridos de um comandante.
+
+ I
+
+ II
+
+ III
+
+ IV
+
+ Mestre de Tarefas
+
+ Tarefas e prioridades são controladas por um comandante.
+
+ I
+
+ II
+
+ III
+
+ IV
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/HediffDef/Hediffs_DeathKnight.xml b/Languages/PortugueseBrazilian/DefInjected/HediffDef/Hediffs_DeathKnight.xml
new file mode 100644
index 00000000..3ddb8f13
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/HediffDef/Hediffs_DeathKnight.xml
@@ -0,0 +1,40 @@
+
+
+
+ Odiar
+
+ É responsável pela energia e habilidades únicas utilizadas por um cavaleiro da morte.
+
+ Odiar
+
+ É responsável pela energia e habilidades únicas utilizadas por um cavaleiro da morte.
+
+ Odiar
+
+ É responsável pela energia e habilidades únicas utilizadas por um cavaleiro da morte.
+
+ Odiar
+
+ É responsável pela energia e habilidades únicas utilizadas por um cavaleiro da morte.
+
+ Odiar
+
+ É responsável pela energia e habilidades únicas utilizadas por um cavaleiro da morte.
+
+ Odiar
+
+ É responsável pela energia e habilidades únicas utilizadas por um cavaleiro da morte.
+
+ Onda de medo
+
+ Afetado por um medo terrível e debilitante.
+
+ I
+
+ II
+
+ III
+
+ IV
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/HediffDef/Hediffs_DemonKin.xml b/Languages/PortugueseBrazilian/DefInjected/HediffDef/Hediffs_DemonKin.xml
new file mode 100644
index 00000000..fe7d92c0
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/HediffDef/Hediffs_DemonKin.xml
@@ -0,0 +1,210 @@
+
+
+
+ Sombra
+
+ Danos de sombra.
+
+ enfaixado
+
+ suturado
+
+ definir
+
+ murcha
+
+ desintegrado
+
+ Poço Gravitacional
+
+ Retardado por uma atração gravitacional não natural.
+
+ desacelerou
+
+ Soul Bond
+
+ Alma ligada a uma Súcubo.
+
+ I
+
+ II
+
+ III
+
+ IV
+
+ Soul Bond
+
+ Manter um contrato de ligação de alma com outro peão.
+
+ I
+
+ II
+
+ III
+
+ IV
+
+ Soul Bond
+
+ Alma ligada a um Warlock.
+
+ I
+
+ II
+
+ III
+
+ IV
+
+ Soul Bond
+
+ Manter um contrato com outro peão que liga sua alma à minha.
+
+ I
+
+ II
+
+ III
+
+ IV
+
+ Dominar I
+
+ Mentalmente dominado por um feiticeiro - reduz o estado mental e pode causar várias interrupções mentais.
+
+ jurídico
+
+ retirando
+
+ envelopando
+
+ muito pesado
+
+ Dominar II
+
+ Mentalmente dominado por um feiticeiro - reduz o estado mental e pode causar várias interrupções mentais.
+
+ jurídico
+
+ retirando
+
+ envelopando
+
+ muito pesado
+
+ Dominar III
+
+ Mentalmente dominado por um feiticeiro - reduz o estado mental e pode causar várias interrupções mentais.
+
+ jurídico
+
+ retirando
+
+ envelopando
+
+ muito pesado
+
+ Dominar IV
+
+ Mentalmente dominado por um feiticeiro - reduz o estado mental e pode causar várias interrupções mentais.
+
+ jurídico
+
+ retirando
+
+ envelopando
+
+ muito pesado
+
+ Dominar I
+
+ Sob os efeitos de uma dominatrix súcubo - atrapalha todas as ações físicas.
+
+ jurídico
+
+ retirando
+
+ envelopando
+
+ muito pesado
+
+ Dominar II
+
+ Sob os efeitos de uma dominatrix súcubo - atrapalha todas as ações físicas.
+
+ jurídico
+
+ retirando
+
+ envelopando
+
+ muito pesado
+
+ Dominar III
+
+ Sob os efeitos de uma dominatrix súcubo - atrapalha todas as ações físicas.
+
+ jurídico
+
+ retirando
+
+ envelopando
+
+ muito pesado
+
+ Dominar IV
+
+ Sob os efeitos de uma dominatrix súcubo - atrapalha todas as ações físicas.
+
+ jurídico
+
+ retirando
+
+ envelopando
+
+ muito pesado
+
+ Dreno de vitalidade
+
+ Esgotado fisicamente, mas mentalmente relaxado devido à intimidade com uma súcubo.
+
+ Succubus
+
+ Aumento de vitalidade
+
+ Impulso físico adquirido drenando a energia de um peão durante a intimidade.
+
+ Chamas Demoníacas
+
+ Chamas demoníacas que giram e se contorcem em torno da forma de um demônio.
+
+ Consumo de Alma
+
+ Chamas de destruição que nunca cessarão até que consumam a alma deste peão.
+
+ Desprezo do demônio
+
+ A transformação parcial de uma súcubo em demônio; concede maiores poderes físicos e absorve danos.
+
+ I
+
+ Desprezo do demônio
+
+ A transformação parcial de uma súcubo em demônio; concede maiores poderes físicos e absorve danos.
+
+ II
+
+ Desprezo do demônio
+
+ A transformação parcial de uma súcubo em demônio; concede maiores poderes físicos e absorve danos.
+
+ III
+
+ Desprezo do demônio
+
+ A transformação parcial de uma súcubo em demônio; concede maiores poderes físicos e absorve danos.
+
+ IV
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/HediffDef/Hediffs_Enchanter.xml b/Languages/PortugueseBrazilian/DefInjected/HediffDef/Hediffs_Enchanter.xml
new file mode 100644
index 00000000..12a9467f
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/HediffDef/Hediffs_Enchanter.xml
@@ -0,0 +1,88 @@
+
+
+
+ Corpo encantado
+
+ Criação de partes do corpo encantadas para aumentar a capacidade física.
+
+ Braço
+
+ Dois braços
+
+ Braços e Olhos
+
+ Braços e Olhos ++
+
+ Aura encantada
+
+ Um aspecto encantado envolve as qualidades de realce do peão consideradas para beleza, carinho e atração.
+
+ I
+
+ II
+
+ III
+
+ IV
+
+ Metamorfo
+
+ Melhora o poder de qualquer forma animal tomada por um metamorfo.
+
+ I
+
+ II
+
+ III
+
+ IV
+
+ Arma encantada
+
+ Encanta a arma atualmente equipada com fogo elemental que pode queimar ou atear fogo a um objeto. Este encantamento terminará se a arma for desequipada ou trocada.
+
+ Fogo (I)
+
+ Fogo (II)
+
+ Fogo (III)
+
+ Fogo (IV)
+
+ Arma encantada
+
+ Encanta a arma atualmente equipada com gelo elementar que causa congelamento. Este encantamento terminará se a arma for desequipada ou trocada.
+
+ Gelo (I)
+
+ Gelo (II)
+
+ Gelo (III)
+
+ Gelo (IV)
+
+ Arma encantada
+
+ Encanta a arma atualmente equipada com um raio elemental que envia ondas de choque impressionantes através de um objeto. Este encantamento terminará se a arma for desequipada ou trocada.
+
+ Atordoar (I)
+
+ Atordoar (II)
+
+ Atordoar (III)
+
+ Atordoar (IV)
+
+ Arma encantada
+
+ Encanta a arma atualmente equipada com um toque de escuridão que causa cegueira. Este encantamento terminará se a arma for desequipada ou trocada.
+
+ Escuro (I)
+
+ Escuro (II)
+
+ Escuro (III)
+
+ Escuro (IV)
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/HediffDef/Hediffs_Faceless.xml b/Languages/PortugueseBrazilian/DefInjected/HediffDef/Hediffs_Faceless.xml
new file mode 100644
index 00000000..d1fb2269
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/HediffDef/Hediffs_Faceless.xml
@@ -0,0 +1,88 @@
+
+
+
+ Decepção
+
+ Envolto em um disfarce inteligente para enganar os oponentes.
+
+ I
+
+ Decepção
+
+ Envolto em um disfarce inteligente para enganar os oponentes.
+
+ II
+
+ Decepção
+
+ Envolto em um disfarce inteligente para enganar os oponentes.
+
+ III
+
+ Decepção
+
+ Envolto em um disfarce inteligente para enganar os oponentes.
+
+ IV
+
+ Postura de Reversão
+
+ Volte a energia de ataque para o atacante.
+
+ I
+
+ Possuído
+
+ As ações estão sendo influenciadas por um mestre do engano.
+
+ I
+
+ Possuído
+
+ As ações estão sendo influenciadas por um mestre do engano.
+
+ II
+
+ Possuído
+
+ As ações estão sendo influenciadas por um mestre do engano.
+
+ III
+
+ Possuído
+
+ As ações estão sendo influenciadas por um mestre do engano.
+
+ IV
+
+ Possuído
+
+ As ações estão sendo influenciadas por um mestre do engano.
+
+ I
+
+ Possuído
+
+ As ações estão sendo influenciadas por um mestre do engano.
+
+ II
+
+ Possuído
+
+ As ações estão sendo influenciadas por um mestre do engano.
+
+ III
+
+ Possuído
+
+ As ações estão sendo influenciadas por um mestre do engano.
+
+ IV
+
+ desorientado
+
+ Desorientado após trocar de posição com outro peão.
+
+ I
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/HediffDef/Hediffs_FieldMedic.xml b/Languages/PortugueseBrazilian/DefInjected/HediffDef/Hediffs_FieldMedic.xml
new file mode 100644
index 00000000..84378d05
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/HediffDef/Hediffs_FieldMedic.xml
@@ -0,0 +1,36 @@
+
+
+
+ Suprimentos médicos
+
+ Contas para suprimentos médicos equipados por um médico de campo.
+
+ Emergência
+
+ Vou fazer o meu melhor.
+
+ I
+
+ Medigel
+
+ Medigel aumenta as taxas de cura e combate infecções.
+
+ I
+
+ Medicamentos de combate (analgésico)
+
+ Drogas de combate que reduzem a dor
+
+ Drogas de combate (movimento)
+
+ Combate as drogas que aumentam o movimento
+
+ Drogas de combate (conscientização)
+
+ Combate às drogas que aumentam a conscientização
+
+ Drogas de combate (precisão)
+
+ Drogas de combate que aumentam a precisão
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/HediffDef/Hediffs_Geomancer.xml b/Languages/PortugueseBrazilian/DefInjected/HediffDef/Hediffs_Geomancer.xml
new file mode 100644
index 00000000..bc1455ac
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/HediffDef/Hediffs_Geomancer.xml
@@ -0,0 +1,8 @@
+
+
+
+ Pele de pedra
+
+ Cada carga anula o dano de um único ataque.
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/HediffDef/Hediffs_Monk.xml b/Languages/PortugueseBrazilian/DefInjected/HediffDef/Hediffs_Monk.xml
new file mode 100644
index 00000000..4404f12a
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/HediffDef/Hediffs_Monk.xml
@@ -0,0 +1,20 @@
+
+
+
+ Ch'i
+
+ É responsável pela energia única utilizada por um Monge.
+
+ Mente sobre o corpo
+
+ Reforça a força física ao superar as limitações do corpo.
+
+ I
+
+ II
+
+ III
+
+ IV
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/HediffDef/Hediffs_Necro.xml b/Languages/PortugueseBrazilian/DefInjected/HediffDef/Hediffs_Necro.xml
new file mode 100644
index 00000000..23cbfecb
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/HediffDef/Hediffs_Necro.xml
@@ -0,0 +1,114 @@
+
+
+
+ Marca da Morte
+
+ Marcado pela morte, este peão é incapaz de se concentrar no presente devido ao foco em sua morte inevitável.
+
+ desajeitado
+
+ atrapalhado
+
+ amaldiçoado
+
+ parafuso mortal
+
+ Energia destrutiva que mata todas as coisas vivas.
+
+ enfaixado
+
+ suturado
+
+ definir
+
+ derreteu
+
+ derretido
+
+ Tormento
+
+ Dor induzida por energia escura.
+
+ enfaixado
+
+ suturado
+
+ definir
+
+ derreteu
+
+ derretido
+
+ Morto-vivo
+
+ Um peão animado por energia necrótica. Este peão não possui intenção própria e requer direção e energia contínuas de um necromante.
+
+ I
+
+ II
+
+ III
+
+ IV
+
+ Lich
+
+ Um peão que alcançou a imortalidade ao cortar sua conexão com o ciclo de vida e morte.
+
+ Morto-vivo
+
+ Morto-vivo
+
+ Um peão animado por energia necrótica. Este peão não possui intenção própria e requer direção e energia contínuas de um necromante.
+
+ I
+
+ II
+
+ III
+
+ IV
+
+ Marca da Morte
+
+ Marcado pela morte, este peão morrerá em breve e será reanimado como um morto-vivo. (não usado)
+
+ Atormentado
+
+ Atormentado dolorosamente por magia negra.
+
+ dor
+
+ agonia
+
+ tormento
+
+ Estágio do corpo
+
+ O estágio atual dos mortos-vivos.
+
+ Apodrecendo
+
+ Dessecado
+
+ Ossos frágeis
+
+ Ocorre quando exposto a temperaturas extremamente baixas e faz com que os ossos e ligamentos se tornem frágeis, o que reduz os movimentos e a manipulação. Mortos-vivos com esta condição requerem 50% de mana adicional para serem mantidos.
+
+ I
+
+ II
+
+ III
+
+ Escória
+
+ Ocorre quando exposto a temperaturas extremamente altas e faz com que a matéria orgânica se decomponha e até derreta. Mortos-vivos afetados por esta condição requerem 50% a mais de mana para manter.
+
+ I
+
+ II
+
+ III
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/HediffDef/Hediffs_Psionic.xml b/Languages/PortugueseBrazilian/DefInjected/HediffDef/Hediffs_Psionic.xml
new file mode 100644
index 00000000..af960c06
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/HediffDef/Hediffs_Psionic.xml
@@ -0,0 +1,70 @@
+
+
+
+ Psionic
+
+ Injury caused by psionic power.
+
+ bandaged
+
+ sutured
+
+ set
+
+ blasted off
+
+ blasted out
+
+ Psionic Energy
+
+ Accounts for the unique energy of a Psionic.
+
+ psionic speed
+
+ Enhanced speed through psionic augmentation.
+
+ I
+
+ psionic speed
+
+ Enhanced speed through psionic augmentation.
+
+ II
+
+ psionic speed
+
+ Enhanced speed through psionic augmentation.
+
+ III
+
+ psionic speed
+
+ Enhanced speed through psionic augmentation.
+
+ IV
+
+ psionic manipulation
+
+ Enhanced dexterity through psionic augmentation.
+
+ I
+
+ psionic manipulation
+
+ Enhanced dexterity through psionic augmentation.
+
+ II
+
+ psionic manipulation
+
+ Enhanced dexterity through psionic augmentation.
+
+ III
+
+ psionic manipulation
+
+ Enhanced dexterity through psionic augmentation.
+
+ IV
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/HediffDef/Hediffs_Shadow.xml b/Languages/PortugueseBrazilian/DefInjected/HediffDef/Hediffs_Shadow.xml
new file mode 100644
index 00000000..3cbc26a1
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/HediffDef/Hediffs_Shadow.xml
@@ -0,0 +1,40 @@
+
+
+
+ Shadow Cloak
+
+ Cloaked in shadows.
+
+ I
+
+ II
+
+ III
+
+ IV
+
+ V
+
+ Nightshade coating
+
+ Applies nightshade toxin to weapons and ammunition.
+
+ Haste
+
+ Attack rate is doubled.
+
+ Nightshade toxin
+
+ Afflicted with nightshade toxin causing blindness and difficulty breathing.
+
+ I
+
+ II
+
+ III
+
+ IV
+
+ V
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/HediffDef/Hediffs_Shaman.xml b/Languages/PortugueseBrazilian/DefInjected/HediffDef/Hediffs_Shaman.xml
new file mode 100644
index 00000000..0f97562f
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/HediffDef/Hediffs_Shaman.xml
@@ -0,0 +1,68 @@
+
+
+
+ Pain
+
+ An injury cursed with extreme pain.
+
+ bandaged
+
+ sutured
+
+ set
+
+ withered away
+
+ withered away
+
+ Enrage
+
+ Consume all positive emotions as fuel for physical power, the spell will fade once all happiness is burned off. While under this curse, a pawn is cannot be staggered, has increased pain resistance, attack speed, and melee damage.
+
+ I
+
+ II
+
+ III
+
+ IV
+
+ V
+
+ Hexed
+
+ Under the effects of a hex.
+
+ Unlucky
+
+ Cursed with dangerously bad luck.
+
+ Spirit Bond
+
+ Represents the bond this animal spirit shares with a shaman. Increases physical attributes and enhances healing.
+
+ I
+
+ II
+
+ III
+
+ IV
+
+ Crows Insight
+
+ Insight gained from the spirit crow - enhances research speed and psychic sensitivity.
+
+ I
+
+ II
+
+ III
+
+ IV
+
+ flying
+
+ Increased movement while flying.
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/HediffDef/Hediffs_Sustained.xml b/Languages/PortugueseBrazilian/DefInjected/HediffDef/Hediffs_Sustained.xml
new file mode 100644
index 00000000..b7bd365e
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/HediffDef/Hediffs_Sustained.xml
@@ -0,0 +1,76 @@
+
+
+
+ Gear Repair
+
+ Maintenance and care of equipment.
+
+ I
+
+ Inner Healing
+
+ Improves natural healing.
+
+ I
+
+ Heavy Blow
+
+ Increases damage dealt with each physical strike.
+
+ I
+
+ II
+
+ III
+
+ IV
+
+ Strong Back
+
+ Increases carrying capacity by 40 and inventory capacity by 50%.
+
+ I
+
+ II
+
+ III
+
+ Thick Skin
+
+ Hardens skin, making it tougher.
+
+ I
+
+ II
+
+ III
+
+ IV
+
+ Fighters Focus
+
+ Mental focus for fighters.
+
+ I
+
+ II
+
+ Sprint
+
+ Move faster.
+
+ I
+
+ II
+
+ III
+
+ IV
+
+ Burning Fury
+
+ Emits a shield of raw energy that both deflects attacks and inflicts harm on nearby enemies.
+
+ I
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/HediffDef/Hediffs_TMagic_Buffs.xml b/Languages/PortugueseBrazilian/DefInjected/HediffDef/Hediffs_TMagic_Buffs.xml
new file mode 100644
index 00000000..39feceec
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/HediffDef/Hediffs_TMagic_Buffs.xml
@@ -0,0 +1,408 @@
+
+
+
+ Soothing Breeze
+
+ A soothing presence that calms the spirit.
+
+ soothing breeze
+
+ Ray of Hope
+
+ An uplifting presence that enlivens the spirit.
+
+ Ray of hope
+
+ Ray of Hope
+
+ An uplifting presence that enlivens the spirit.
+
+ Shadow of hope
+
+ Magelight
+
+ A small light sustained by magic.
+
+ Arcane Shadow
+
+ A shadowy presence that precipitates action.
+
+ anxious
+
+ AMP
+
+ A burst of energy that amplifies physical attributes.
+
+ surging energy
+
+ Soothing Breeze
+
+ A soothing presence that calms the spirit.
+
+ soothing breeze
+
+ Ray of Hope
+
+ An uplifting presence that enlivens the spirit.
+
+ Beacon of hope
+
+ Arcane Shadow
+
+ A shadowy presence that precipitates action.
+
+ nervous
+
+ Inner Fire
+
+ Fortifies the spirit, giving the pawn increased endurance and resistances.
+
+ I
+
+ Ray of Hope
+
+ An uplifting presence that enlivens the spirit.
+
+ Glimmer of hope
+
+ Bestow Might
+
+ A mighty combat boon.
+
+ II
+
+ AMP
+
+ A burst of energy that amplifies physical attributes.
+
+ amped
+
+ Inner Fire
+
+ Fortifies the spirit, giving the pawn increased endurance and resistances.
+
+ II
+
+ Inner Fire
+
+ Fortifies the spirit, giving the pawn increased endurance and resistances.
+
+ III
+
+ Soothing Breeze
+
+ A soothing presence that calms the spirit.
+
+ soothing breeze
+
+ Bestow Might
+
+ A mighty combat boon.
+
+ IV
+
+ Blinded
+
+ Reduces sight.
+
+ blinded
+
+ II
+
+ III
+
+ AMP
+
+ A burst of energy that amplifies physical attributes.
+
+ pumped
+
+ Bestow Might
+
+ A mighty combat boon.
+
+ I
+
+ Soothing Breeze
+
+ A soothing presence that calms the spirit.
+
+ soothing breeze
+
+ Arcane Shadow
+
+ A shadowy presence that precipitates action.
+
+ distraught
+
+ Arcane Shadow
+
+ A shadowy presence that precipitates action.
+
+ Bestow Might
+
+ A mighty combat boon.
+
+ III
+
+ Inner Fire
+
+ Fortifies the spirit, giving the pawn increased endurance and resistances.
+
+ IV
+
+ Spell Mending
+
+ Rapidly repairs equipped apparel and weapons.
+
+ active
+
+ enhanced
+
+ Uncertain Future
+
+ Used to control mage promotions.
+
+ Soothing Aura
+
+ An aura that generates and bestows a soothing presence on nearby pawns.
+
+ I
+
+ II
+
+ III
+
+ IV
+
+ Aura of Warmth
+
+ An aura that generates and bestows warmth and confidence.
+
+ I
+
+ II
+
+ III
+
+ IV
+
+ Aura of Hope
+
+ An aura that generates and bestows an uplifting presence.
+
+ I
+
+ II
+
+ III
+
+ IV
+
+ Shadow Aura
+
+ An aura that generates and bestows a shadowy presence.
+
+ I
+
+ II
+
+ III
+
+ IV
+
+ Ranger Bond
+
+ Represents the bond this animal shares with a Ranger. Increases physical attributes and enhances healing.
+
+ I
+
+ II
+
+ III
+
+ IV
+
+ Shield
+
+ Absorbs damage.
+
+ Shield
+
+ Absorbs damage.
+
+ Sprint (I)
+
+ Increases movement.
+
+ Sprint (II)
+
+ Increases movement.
+
+ Sprint (III)
+
+ Increases movement.
+
+ Invulnerable
+
+ Prevents damage while active.
+
+ Invulnerable
+
+ Prevents damage while active.
+
+ Fortitude
+
+ Mitigates all damage by a set amount.
+
+ Mana Shield
+
+ Sacrifices magical energy to absorb damage.
+
+ Regeneration
+
+ Regenerates health and heals wounds over time. Each tick will restore health to an injury until the injury is healed.
+
+ Regeneration (I)
+
+ Regenerates health and heals wounds over time. Each tick will restore health to an injury until the injury is healed.
+
+ Regeneration (II)
+
+ Regenerates health and heals wounds over time. Each tick will restore health to an injury until the injury is healed.
+
+ Regeneration (III)
+
+ Regenerates health and heals wounds over time. Each tick will restore health to an injury until the injury is healed.
+
+ Bladedancer
+
+ Bladedancer stat boon.
+
+ I
+
+ II
+
+ III
+
+ IV
+
+ Bow Mastery
+
+ Ranger stat and bow enhancement boon.
+
+ I
+
+ II
+
+ III
+
+ IV
+
+ Resurrection weakness
+
+ Result of being resurrected through magic.
+
+ I
+
+ II
+
+ III
+
+ Returned from Death
+
+ The backlash resulting from reversing death.
+
+ I
+
+ II
+
+ III
+
+ Disease Immunity
+
+ Increases natural disease immunity rates.
+
+ I
+
+ Disease Immunity
+
+ Increases natural disease immunity rates.
+
+ II
+
+ Blur
+
+ Manipulates possibility to avoid damage.
+
+ Invisibility
+
+ Causes the affected pawn to become invisible and untargetable by nearby enemies.
+
+ I
+
+ Slow
+
+ Slowed limbs affected by frost.
+
+ frost
+
+ Heat Protection
+
+ A small boon that cools and increases resistance to high temperatures.
+
+ Cooler
+
+ Refreshed
+
+ Refreshes a pawn, reducing weariness.
+
+ Cooler
+
+ Cold Protection
+
+ A small boon that heats and increases resilience to cold temperatures
+
+ Heater
+
+ Shock Therapy
+
+ Trains the mind to improve behavior.
+
+ Power Node
+
+ Jolt
+
+ A small boon that increases physical energy.
+
+ I
+
+ II
+
+ III
+
+ Energy Regeneration
+
+ Increases energy regeneration rates as a multiple of the buff's severity.
+
+ SS Serum
+
+ A chemical enhancing physical abilities and magical resistance; reduces magical power and energy regeneration. The potency of the chemical increases in 3 stages and takes 100 days to fully mature. Pawns will recover consciousness 2 days after taking the serum.
+
+ Stage 0
+
+ Stage 1
+
+ Stage 2
+
+ Stage 3
+
+ Shadow Slayer Cloak
+
+ Shadow slayer cloaking field is active - performing actions that the predictive engine is unable to track will rapidly erode the cloaking field.
+
+ Haste
+
+ Attack rate is doubled.
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/HediffDef/Hediffs_TMagic_Enchantments.xml b/Languages/PortugueseBrazilian/DefInjected/HediffDef/Hediffs_TMagic_Enchantments.xml
new file mode 100644
index 00000000..adddb617
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/HediffDef/Hediffs_TMagic_Enchantments.xml
@@ -0,0 +1,88 @@
+
+
+
+ Max Energy:
+
+ Energy capacity enchantment.
+
+ Cool Down:
+
+ Enchantment that reduces the time to re-use an ability.
+
+ Energy Cost:
+
+ Enchantment that reduces the energy cost to use abilities.
+
+ Energy Regen:
+
+ Enchantment that increases the energy regeneration.
+
+ XP Gain:
+
+ Enchantment improves experience gain.
+
+ Ability Resistance:
+
+ Ability to resist magical effects and reduces damage from magical attacks.
+
+ Ability Power:
+
+ Increases the effects of abilities.
+
+ Arcalleum Cooldown
+
+ An enchantment that can instantly refresh the cooldown of an ability.
+
+ Max Mana:
+
+ Mana capacity enchantment.
+
+ Max Stamina:
+
+ Stamina capacity enchantment.
+
+ Ability CoolDown:
+
+ Enchantment that reduces the cooldown time of combat abilities.
+
+ Mana Cost:
+
+ Enchantment that modifies the mana cost of abilities.
+
+ Stamina Cost:
+
+ Enchantment that modifies the stamina cost of abilities.
+
+ Mana Regen:
+
+ Mana regeneration enchantment.
+
+ Stamina Regen:
+
+ Stamina regeneration enchantment.
+
+ Arcane Resistance:
+
+ Ability to resist magical effects and reduces damage from magical attacks.
+
+ Magic Bonus:
+
+ Increases the effects of magic abilities.
+
+ Combat Bonus:
+
+ Increases the effects of combat abilities.
+
+ Arcane Spectre
+
+ An enchantment that can add bonus spirit damage to any attack.
+
+ Phantom Shift
+
+ An enchantment that shifts all damage from an attack to the nether.
+
+ Fire Immunity
+
+ Can still take fire based damage, but can no longer catch fire.
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/HediffDef/Hediffs_TMagic_Spells.xml b/Languages/PortugueseBrazilian/DefInjected/HediffDef/Hediffs_TMagic_Spells.xml
new file mode 100644
index 00000000..41170c62
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/HediffDef/Hediffs_TMagic_Spells.xml
@@ -0,0 +1,336 @@
+
+
+
+ Claro
+
+ Energia destrutiva do domínio da luz.
+
+ enfaixado
+
+ suturado
+
+ definir
+
+ queimado
+
+ queimado
+
+ bola de neve
+
+ Gelo e neve compactados.
+
+ enfaixado
+
+ suturado
+
+ definir
+
+ congelado
+
+ Estilhaçado
+
+ geada
+
+ Raio de energia super-resfriado.
+
+ enfaixado
+
+ suturado
+
+ definir
+
+ congelado
+
+ Estilhaçado
+
+ Relâmpago
+
+ Um poderoso raio de eletricidade.
+
+ enfaixado
+
+ suturado
+
+ definir
+
+ derretido
+
+ queimado
+
+ desabilitando o tiro
+
+ Um projétil projetado para desativar em vez de matar.
+
+ bandaged
+
+ sutured
+
+ set
+
+ shot off
+
+ shot out
+
+ spirit cut
+
+ Spirit damage from a spectre.
+
+ bandaged
+
+ sutured
+
+ set
+
+ Cut off
+
+ Cut out
+
+ Grappling Hook
+
+ Pulls targets close.
+
+ bandaged
+
+ sutured
+
+ set
+
+ torn off
+
+ torn out
+
+ Blazing Power
+
+ Arcane power directed through a focusing vessel.
+
+ bandaged
+
+ sutured
+
+ set
+
+ destroyed
+
+ destroyed
+
+ Lightning
+
+ Ambient electrical discharge caused by condensing charged particles.
+
+ bandaged
+
+ sutured
+
+ set
+
+ melted
+
+ burned out
+
+ bloody cut
+
+ A deep cut that bleeds profusely.
+
+ bandaged
+
+ sutured
+
+ set
+
+ Cut off
+
+ Cut out
+
+ Holy Wrath
+
+ Belief made into destructive energy.
+
+ bandaged
+
+ sutured
+
+ set
+
+ burned off
+
+ burned out
+
+ iceshard
+
+ A projected bolt of ice formed with razor sharp edges.
+
+ bandaged
+
+ sutured
+
+ set
+
+ Shredded
+
+ Torn to shreds
+
+ mana explosion
+
+ Explosive release of contained mana.
+
+ bandaged
+
+ sutured
+
+ set
+
+ blasted off
+
+ burned out
+
+ Magic Missile
+
+ Arcane energy projected in small, focused bursts.
+
+ bandaged
+
+ sutured
+
+ set
+
+ sliced off
+
+ cut out
+
+ An attack powerful enough to shear through multiple objects.
+
+ bandaged
+
+ sutured
+
+ set
+
+ Sliced off
+
+ Sliced out
+
+ blizzard
+
+ A storm of ice and snow.
+
+ bandaged
+
+ sutured
+
+ set
+
+ frozen
+
+ shattered
+
+ Chi burn
+
+ Damage sustained from a burst of ch'i energy.
+
+ bandaged
+
+ sutured
+
+ set
+
+ burned
+
+ disintegrated
+
+ Spirit
+
+ Harmful spiritual energy.
+
+ bandaged
+
+ sutured
+
+ set
+
+ lifeless
+
+ lifeless
+
+ Firebolt
+
+ Projected bolt of elemental fire.
+
+ bandaged
+
+ sutured
+
+ set
+
+ burned
+
+ burned out
+
+ disabling blow
+
+ A melee blow meant to disable rather than kill.
+
+ bandaged
+
+ sutured
+
+ set
+
+ smashed
+
+ crushed
+
+ toxin
+
+ damage from toxins.
+
+ tended
+
+ tended
+
+ tended
+
+ destroyed
+
+ strike
+
+ A melee strike from a monk.
+
+ tended
+
+ sutured
+
+ set
+
+ broken
+
+ removed
+
+ Whirlwind Knockdown
+
+ Overwhelmed from a flurry of attacks.
+
+ bandaged
+
+ sutured
+
+ set
+
+ sliced off
+
+ cut out
+
+ arcane
+
+ Destructive arcane power
+
+ bandaged
+
+ sutured
+
+ set
+
+ blasted off
+
+ blasted out
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/HediffDef/Hediffs_Technomancer.xml b/Languages/PortugueseBrazilian/DefInjected/HediffDef/Hediffs_Technomancer.xml
new file mode 100644
index 00000000..c79ad308
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/HediffDef/Hediffs_Technomancer.xml
@@ -0,0 +1,160 @@
+
+
+
+ reprogrammed sensory mechanites
+
+ Sensory mechanites reprogrammed to cause less stress on the host.
+
+ mechanite augmentation (sensory)
+
+ mechanite augmentation (sensory)
+
+ reprogrammed fibrous mechanites
+
+ Fibrous mechanites reprogrammed to cause less stress on the host.
+
+ mechanite augmentation (physical)
+
+ mechanite augmentation (physical)
+
+ kinetic shield
+
+ A shield that redirects kinetic energy; the shield can be penetrated by a projectile with sufficient force.
+
+ kinetic shield
+
+ A shield that redirects kinetic energy; the shield can be penetrated by a projectile with sufficient force.
+
+ kinetic shield
+
+ A shield that redirects kinetic energy; the shield can be penetrated by a projectile with sufficient force.
+
+ kinetic shield
+
+ A shield that redirects kinetic energy; the shield can be penetrated by a projectile with sufficient force.
+
+ Techno Bit
+
+ A small, floating sphere that assists the Technomancer.
+
+ bit assist
+
+ Assistance provided by the Techno Bit.
+
+ I
+
+ II
+
+ III
+
+ IV
+
+ V
+
+ VI
+
+ VII
+
+ VIII
+
+ IX
+
+ X
+
+ XI
+
+ XII
+
+ XIII
+
+ XIV
+
+ XV
+
+ stim withdrawal
+
+ Withdrawal after the effects of the nano stim wear off.
+
+ overdrive
+
+ Overclocked electronics and machinery are performing at hazardous rates.
+
+ I
+
+ II
+
+ III
+
+ IV
+
+ overdrive
+
+ Overclocked electronics and machinery are performing at hazardous rates.
+
+ I
+
+ II
+
+ III
+
+ IV
+
+ overdrive
+
+ Overclocked electronics and machinery are performing at hazardous rates.
+
+ I
+
+ II
+
+ III
+
+ IV
+
+ overdrive
+
+ Overclocked electronics and machinery are performing at hazardous rates.
+
+ I
+
+ II
+
+ III
+
+ IV
+
+ nano stimulant
+
+ Combat enhancing stimulant; followed by a brief withdrawal period.
+
+ I
+
+ II
+
+ III
+
+ IV
+
+ V
+
+ VI
+
+ VII
+
+ VIII
+
+ IX
+
+ X
+
+ XI
+
+ XII
+
+ XIII
+
+ XIV
+
+ XV
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/HediffDef/ManaPotion.xml b/Languages/PortugueseBrazilian/DefInjected/HediffDef/ManaPotion.xml
new file mode 100644
index 00000000..8c856d6e
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/HediffDef/ManaPotion.xml
@@ -0,0 +1,18 @@
+
+
+
+ tolerância de poção de mana
+
+ Ajuste natural para normalizar os efeitos do consumo de mana líquido.
+
+ vício em poção de mana
+
+ O desejo de consumir poções de mana tornou-se uma necessidade.
+
+ cancelamento
+
+ arcano alto
+
+ A consciência aumenta ao consumir mana líquido.
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/HediffDef/TM_Inspirations.xml b/Languages/PortugueseBrazilian/DefInjected/HediffDef/TM_Inspirations.xml
new file mode 100644
index 00000000..8dc4f69e
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/HediffDef/TM_Inspirations.xml
@@ -0,0 +1,8 @@
+
+
+
+ Iluminado
+
+ A consciência aumentou como resultado da iluminação inspiradora.
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/HediffDef/TM_Mana.xml b/Languages/PortugueseBrazilian/DefInjected/HediffDef/TM_Mana.xml
new file mode 100644
index 00000000..5c77dd72
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/HediffDef/TM_Mana.xml
@@ -0,0 +1,10 @@
+
+
+
+ usuário mágico
+
+ Hediff necessário para usuários de magia.
+
+ escondido
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/HediffDef/TM_Maneuvers.xml b/Languages/PortugueseBrazilian/DefInjected/HediffDef/TM_Maneuvers.xml
new file mode 100644
index 00000000..4ac87df1
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/HediffDef/TM_Maneuvers.xml
@@ -0,0 +1,6 @@
+
+
+
+ clivagem
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/HediffDef/TM_Plants.xml b/Languages/PortugueseBrazilian/DefInjected/HediffDef/TM_Plants.xml
new file mode 100644
index 00000000..66ef55e4
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/HediffDef/TM_Plants.xml
@@ -0,0 +1,22 @@
+
+
+
+ vício de sírio
+
+ O desejo de sentir os efeitos do sírio tornou-se uma necessidade.
+
+ cancelamento
+
+ tolerância de sírio
+
+ Ajuste natural para normalizar os efeitos do consumo de pomanassyrrium condensado.
+
+ pomada sem
+
+ Relaxamento e sentidos aguçados por consumir pomana crua.
+
+ sentido de sírio
+
+ Sentidos aguçados resultantes do consumo de pomanassyrrium condensado.
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/HediffDef/TM_Stamina.xml b/Languages/PortugueseBrazilian/DefInjected/HediffDef/TM_Stamina.xml
new file mode 100644
index 00000000..f6d74c8e
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/HediffDef/TM_Stamina.xml
@@ -0,0 +1,10 @@
+
+
+
+ might user
+
+ Hediff required for might users.
+
+ hidden
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/IncidentDef/GameConditions_Arcane.xml b/Languages/PortugueseBrazilian/DefInjected/IncidentDef/GameConditions_Arcane.xml
new file mode 100644
index 00000000..b0f92b42
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/IncidentDef/GameConditions_Arcane.xml
@@ -0,0 +1,40 @@
+
+
+
+ mana drain
+
+ Mana drain
+
+ The planet's celestial alignment is shifting, causing an ebb in mana.\n\nAll creatures attuned with magical powers will slowly lose mana.\n\nCreatures may become physically ill if they have no mana remaining.
+
+ mana surge
+
+ Mana surge
+
+ The planet's celestial alignment has shifted, causing a surge in mana. All creatures attuned with magical powers will gain mana at an increased rate.
+
+ mana sickness
+
+ Mana sickness
+
+ {0} has gotten sick from {1}.\n\nEnsure you have a medical bed and a doctor. Make sure that {2} gets proper treatment and spends as much time in bed as possible. During this period {0} will be unable to gain mana.
+
+ elemental assault
+
+ Elemental assault
+
+ Hostile elementals have created a breach into your world and are preparing to send assault teams through the rift!\n\nRifts cause mayhem in the atmosphere as energy leaks through the rift into your world. The following effects occur for each rift element:\n\nFire Rift: meteor showers and heat waves.\nEarth Rift: toxic fumes and causes animals to go berserk\nIce Rift: hailstorms and rapid decline in temperature\nAir Rift: lightning storms\n\nDestroy the rift to end this nightmare!
+
+ Wandering lich
+
+ Wandering lich
+
+ An ancient lich has wandered into the area and is preparing to assault your colony.\n\nLichs are powerful creatures by themselves, but their true strength resides in their ability to create animated undead from the corpses of the deceased.\n\nThis lich is an ancient being that despises all life, and your merry band of living -things- has so far resisted being snuffed out. It will actively seek to end your story of survival by creating a horde of undead to overwhelm your defenses.\n\nThe lich will periodically create new skeleton warriors to attack the colony; allowing the lich to complete a ritual near an exposed corpse will increase the chance skeleton giants are created. Ultimately, the lich will assault the colony itself, if waves of undead are unable to complete the task first.
+
+ demon attack
+
+ Demon attack
+
+ The end is nigh - rampaging demons are attacking your colony!\nLike a herald to impending doom, fire and ash have begun falling from the skies.\n\nThese infernal beings have an assortment of attacks and challenging tactics.\nHowever, demons are unable to remain in this realm for extended periods and will be force to return to their hellish plane in about 3 hours. Defeat or outlast this nightmare.\nThere is very little time to prepare.\n\nGood luck!
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/InspirationDef/TM_Inspirations.xml b/Languages/PortugueseBrazilian/DefInjected/InspirationDef/TM_Inspirations.xml
new file mode 100644
index 00000000..b2d7e52b
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/InspirationDef/TM_Inspirations.xml
@@ -0,0 +1,74 @@
+
+
+
+ introspection
+
+ Inspiration: introspection
+
+ {0} has just been inspired. [PAWN_pronoun] will learn 2 times faster for the next 48 hours.
+
+ {0} is no longer inspired (introspection).
+
+ Inspired: Introspection
+
+ mana regeneration
+
+ Inspiration: mana regen
+
+ {0} has just been inspired. [PAWN_pronoun] will gain mana 2 times faster for the next 72 hours.
+
+ {0} is no longer inspired (mana regen).
+
+ Inspired: Mana regeneration
+
+ outgoing
+
+ Inspiration: social activity
+
+ {0} has just been inspired. [PAWN_pronoun] will be more socially active and will be more likely to have positive social interactions for the next 24 hours.
+
+ {0} is no longer inspired (social activity).
+
+ Inspired: Outgoing
+
+ mining frenzy
+
+ Inspiration: mining frenzy
+
+ {0} has just been inspired. [PAWN_pronoun] will mine 50% faster and yield 50% more resources during mining for the next 72 hours.
+
+ {0} is no longer inspired (mining frenzy).
+
+ Inspired: Mining Frenzy
+
+ farming frenzy
+
+ Inspiration: farming frenzy
+
+ {0} has just been inspired. [PAWN_pronoun] will harvest crops 50% faster with 50% more yield during plant cutting jobs for the next 72 hours.
+
+ {0} is no longer inspired (farming frenzy).
+
+ Inspired: Farming Frenzy
+
+ champion
+
+ Inspiration: champion
+
+ {0} has been heroically inspired. [PAWN_pronoun] dreams of being the champion in the stories told by bards and will live up to those expectations for the next 72 hours.
+
+ {0} is no longer inspired (champion).
+
+ Inspired: Champion
+
+ enlightened
+
+ Inspiration: enlightenment
+
+ {0} has entered a period of enlightenment. [PAWN_pronoun] consciousness will be significantly expanded for the next 72 hours.
+
+ {0} is no longer inspired (enlightenment).
+
+ Inspired: Enlightened
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/InteractionDef/TM_Interactions.xml b/Languages/PortugueseBrazilian/DefInjected/InteractionDef/TM_Interactions.xml
new file mode 100644
index 00000000..1b9de2f7
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/InteractionDef/TM_Interactions.xml
@@ -0,0 +1,28 @@
+
+
+
+ discussed magic theories and practices
+
+ r_logentry->Mentored [RECIPIENT_nameDef] in magic.
+
+ r_logentry->Learned magic theories from [INITIATOR_nameDef].
+
+ discussed combat techniques
+
+ r_logentry->Taught combat techniques to [RECIPIENT_nameDef].
+
+ r_logentry->Trained in combat by [INITIATOR_nameDef].
+
+ entertained
+
+ r_logentry->Entertained [RECIPIENT_nameDef].
+
+ r_logentry->Was entertained by [INITIATOR_nameDef].
+
+ entertained
+
+ r_logentry->Had an entertaining chat with [RECIPIENT_nameDef].
+
+ r_logentry->Had an entertaining chat with [INITIATOR_nameDef].
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/ItemCollectionGeneratorDef/ItemCollectionGenerators_Magic.xml b/Languages/PortugueseBrazilian/DefInjected/ItemCollectionGeneratorDef/ItemCollectionGenerators_Magic.xml
new file mode 100644
index 00000000..52487260
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/ItemCollectionGeneratorDef/ItemCollectionGenerators_Magic.xml
@@ -0,0 +1,6 @@
+
+
+
+ caravan request rewards
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/JobDef/Jobs_Casting.xml b/Languages/PortugueseBrazilian/DefInjected/JobDef/Jobs_Casting.xml
new file mode 100644
index 00000000..5f632029
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/JobDef/Jobs_Casting.xml
@@ -0,0 +1,8 @@
+
+
+
+ Using an ability
+
+ Using an ability
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/JobDef/Jobs_Enchanting.xml b/Languages/PortugueseBrazilian/DefInjected/JobDef/Jobs_Enchanting.xml
new file mode 100644
index 00000000..f0d38c5d
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/JobDef/Jobs_Enchanting.xml
@@ -0,0 +1,10 @@
+
+
+
+ unequipping TargetA from enchantment
+
+ equipping TargetA for enchanting
+
+ enchanting TargetA
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/JobDef/Jobs_Misc.xml b/Languages/PortugueseBrazilian/DefInjected/JobDef/Jobs_Misc.xml
new file mode 100644
index 00000000..58597104
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/JobDef/Jobs_Misc.xml
@@ -0,0 +1,34 @@
+
+
+
+ doing magic bill at TargetA.
+
+ preparing circle magic
+
+ placing poison trap
+
+ placing lightning trap
+
+ sleeping (lullaby)
+
+ entertaining
+
+ preparing attack
+
+ marking sacrifice
+
+ projecting psionic barrier
+
+ training and mentoring
+
+ waiting at location
+
+ deep meditation
+
+ motivating pawn
+
+ doing magic job
+
+ creating discord
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/JobDef/Jobs_Portal.xml b/Languages/PortugueseBrazilian/DefInjected/JobDef/Jobs_Portal.xml
new file mode 100644
index 00000000..ace55df8
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/JobDef/Jobs_Portal.xml
@@ -0,0 +1,14 @@
+
+
+
+ assigning portal destination.
+
+ using portal.
+
+ deactivating portal.
+
+ charging portal.
+
+ sending items through portal.
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/LifeStageDef/Races_SpiritAnimals.xml b/Languages/PortugueseBrazilian/DefInjected/LifeStageDef/Races_SpiritAnimals.xml
new file mode 100644
index 00000000..c04987eb
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/LifeStageDef/Races_SpiritAnimals.xml
@@ -0,0 +1,8 @@
+
+
+
+ flying
+
+ adult
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/LifeStageDef/Summoned_Lifestages.xml b/Languages/PortugueseBrazilian/DefInjected/LifeStageDef/Summoned_Lifestages.xml
new file mode 100644
index 00000000..ae08d29b
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/LifeStageDef/Summoned_Lifestages.xml
@@ -0,0 +1,30 @@
+
+
+
+ lesser elemental
+
+ elemental
+
+ greater elemental
+
+ minion
+
+ greater minion
+
+ demon
+
+ lesser demon
+
+ lesser sentinel
+
+ sentinel
+
+ greater sentinel
+
+ skeleton
+
+ giant skeleton
+
+ skeleton lich
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/ManeuverDef/Races_Demons.xml b/Languages/PortugueseBrazilian/DefInjected/ManeuverDef/Races_Demons.xml
new file mode 100644
index 00000000..6738f158
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/ManeuverDef/Races_Demons.xml
@@ -0,0 +1,8 @@
+
+
+
+ TorannMagic.Verb_ClawSweep
+
+ Cut
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/ManeuverDef/Races_Skeletal.xml b/Languages/PortugueseBrazilian/DefInjected/ManeuverDef/Races_Skeletal.xml
new file mode 100644
index 00000000..5a44009b
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/ManeuverDef/Races_Skeletal.xml
@@ -0,0 +1,12 @@
+
+
+
+ TorannMagic.Verb_ShadowBurn
+
+ Cut
+
+ TorannMagic.Verb_DeathGaze
+
+ Cut
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/ManeuverDef/Summoned_Boomthings.xml b/Languages/PortugueseBrazilian/DefInjected/ManeuverDef/Summoned_Boomthings.xml
new file mode 100644
index 00000000..5a35f6be
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/ManeuverDef/Summoned_Boomthings.xml
@@ -0,0 +1,8 @@
+
+
+
+ TorannMagic.Verb_Snuggle
+
+ Cut
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/ManeuverDef/TM_Maneuvers.xml b/Languages/PortugueseBrazilian/DefInjected/ManeuverDef/TM_Maneuvers.xml
new file mode 100644
index 00000000..7a11cc02
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/ManeuverDef/TM_Maneuvers.xml
@@ -0,0 +1,8 @@
+
+
+
+ TorannMagic.Verb_MeleeCleave
+
+ Cut
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/MentalStateDef/TM_MentalStates.xml b/Languages/PortugueseBrazilian/DefInjected/MentalStateDef/TM_MentalStates.xml
new file mode 100644
index 00000000..5120b38c
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/MentalStateDef/TM_MentalStates.xml
@@ -0,0 +1,32 @@
+
+
+
+ wandering in psychosis
+
+ {0} is no longer wandering in a psychotic state.
+
+ Mental state: Psychotic wandering
+
+ sad wandering
+
+ {0} is no longer wandering in sadness.
+
+ Mental state: Sad wandering
+
+ berserk
+
+ {0}'s berserk rage has come to an end.
+
+ Mental state: Berserk
+
+ panic fleeing
+
+ Mental state: Fleeing in panic
+
+ confused wandering
+
+ {0} is no longer confused.
+
+ Mental state: Confused and wandering
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/NeedDef/ManaPotion.xml b/Languages/PortugueseBrazilian/DefInjected/NeedDef/ManaPotion.xml
new file mode 100644
index 00000000..6fcf4203
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/NeedDef/ManaPotion.xml
@@ -0,0 +1,8 @@
+
+
+
+ mana potion
+
+ This person has become addicted to the chemicals and affects of mana potions and will suffer severe withdrawal symptoms if they don't continue consuming mana potions.
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/NeedDef/TM_Mana.xml b/Languages/PortugueseBrazilian/DefInjected/NeedDef/TM_Mana.xml
new file mode 100644
index 00000000..6ab4bb93
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/NeedDef/TM_Mana.xml
@@ -0,0 +1,8 @@
+
+
+
+ mana
+
+ Current mana level.
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/NeedDef/TM_Plants.xml b/Languages/PortugueseBrazilian/DefInjected/NeedDef/TM_Plants.xml
new file mode 100644
index 00000000..e4157ecc
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/NeedDef/TM_Plants.xml
@@ -0,0 +1,8 @@
+
+
+
+ syrrium
+
+ This person feels like they need syrrium to be the person they want to be; withdrawal is mostly self-inflicted doubt and insecurity, though it can also cause serious brain damage.
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/NeedDef/TM_Stamina.xml b/Languages/PortugueseBrazilian/DefInjected/NeedDef/TM_Stamina.xml
new file mode 100644
index 00000000..b22e3c32
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/NeedDef/TM_Stamina.xml
@@ -0,0 +1,8 @@
+
+
+
+ stamina
+
+ Current Stamina level.
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/NeedDef/TM_Travel.xml b/Languages/PortugueseBrazilian/DefInjected/NeedDef/TM_Travel.xml
new file mode 100644
index 00000000..c35768ea
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/NeedDef/TM_Travel.xml
@@ -0,0 +1,8 @@
+
+
+
+ travel
+
+ Travel is how much time a creature has spent away from a colony. It can be filled by sending the creature on a caravan.
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/PawnCapacityDef/PawnCapacity.xml b/Languages/PortugueseBrazilian/DefInjected/PawnCapacityDef/PawnCapacity.xml
new file mode 100644
index 00000000..dfe99ea5
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/PawnCapacityDef/PawnCapacity.xml
@@ -0,0 +1,6 @@
+
+
+
+ magic manipulation
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/PawnKindDef/PawnKind_Mage_Defs.xml b/Languages/PortugueseBrazilian/DefInjected/PawnKindDef/PawnKind_Mage_Defs.xml
new file mode 100644
index 00000000..8d9b46ef
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/PawnKindDef/PawnKind_Mage_Defs.xml
@@ -0,0 +1,12 @@
+
+
+
+ Guardsman
+
+ Seer Elite
+
+ Magic Protector
+
+ Seer Archer
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/PawnKindDef/Races_Demons.xml b/Languages/PortugueseBrazilian/DefInjected/PawnKindDef/Races_Demons.xml
new file mode 100644
index 00000000..0d2b67a3
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/PawnKindDef/Races_Demons.xml
@@ -0,0 +1,12 @@
+
+
+
+ demon
+
+ demon
+
+ lesser demon
+
+ demon
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/PawnKindDef/Races_DireWolf.xml b/Languages/PortugueseBrazilian/DefInjected/PawnKindDef/Races_DireWolf.xml
new file mode 100644
index 00000000..6ed66f91
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/PawnKindDef/Races_DireWolf.xml
@@ -0,0 +1,8 @@
+
+
+
+ dire wolf
+
+ dire wolf pup
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/PawnKindDef/Races_Elemental.xml b/Languages/PortugueseBrazilian/DefInjected/PawnKindDef/Races_Elemental.xml
new file mode 100644
index 00000000..3d7d6a37
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/PawnKindDef/Races_Elemental.xml
@@ -0,0 +1,52 @@
+
+
+
+ lesser earth elemental
+
+ lesser earth elemental
+
+ earth elemental
+
+ earth elemental
+
+ greater earth elemental
+
+ greater earth elemental
+
+ lesser fire elemental
+
+ lesser fire elemental
+
+ fire elemental
+
+ fire elemental
+
+ greater fire elemental
+
+ greater fire elemental
+
+ lesser water elemental
+
+ lesser water elemental
+
+ water elemental
+
+ water elemental
+
+ greater water elemental
+
+ greater water elemental
+
+ lesser wind elemental
+
+ lesser wind elemental
+
+ wind elemental
+
+ wind elemental
+
+ greater wind elemental
+
+ greater wind elemental
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/PawnKindDef/Races_Minion.xml b/Languages/PortugueseBrazilian/DefInjected/PawnKindDef/Races_Minion.xml
new file mode 100644
index 00000000..5bb401a3
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/PawnKindDef/Races_Minion.xml
@@ -0,0 +1,12 @@
+
+
+
+ minion
+
+ minion
+
+ greater minion
+
+ greater minion
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/PawnKindDef/Races_Sentinel.xml b/Languages/PortugueseBrazilian/DefInjected/PawnKindDef/Races_Sentinel.xml
new file mode 100644
index 00000000..b86f64ef
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/PawnKindDef/Races_Sentinel.xml
@@ -0,0 +1,16 @@
+
+
+
+ lesser sentinel
+
+ lesser sentinel
+
+ sentinel
+
+ sentinel
+
+ greater sentinel
+
+ greater sentinel
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/PawnKindDef/Races_Skeletal.xml b/Languages/PortugueseBrazilian/DefInjected/PawnKindDef/Races_Skeletal.xml
new file mode 100644
index 00000000..4244dec0
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/PawnKindDef/Races_Skeletal.xml
@@ -0,0 +1,16 @@
+
+
+
+ skeleton lich
+
+ skeleton lich
+
+ giant skeleton
+
+ giant skeleton
+
+ skeleton
+
+ skeleton
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/PawnKindDef/Races_SpiritAnimals.xml b/Languages/PortugueseBrazilian/DefInjected/PawnKindDef/Races_SpiritAnimals.xml
new file mode 100644
index 00000000..f796f9cb
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/PawnKindDef/Races_SpiritAnimals.xml
@@ -0,0 +1,18 @@
+
+
+
+ spirit bear
+
+ spirit mongoose
+
+ spirit crow
+
+ flight1
+
+ flight2
+
+ crow chick
+
+ crow fledgling
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/PawnKindDef/Races_SpiritWolf.xml b/Languages/PortugueseBrazilian/DefInjected/PawnKindDef/Races_SpiritWolf.xml
new file mode 100644
index 00000000..0bd83571
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/PawnKindDef/Races_SpiritWolf.xml
@@ -0,0 +1,6 @@
+
+
+
+ spirit wolf
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/PawnKindDef/Summoned_Boomthings.xml b/Languages/PortugueseBrazilian/DefInjected/PawnKindDef/Summoned_Boomthings.xml
new file mode 100644
index 00000000..30959b72
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/PawnKindDef/Summoned_Boomthings.xml
@@ -0,0 +1,6 @@
+
+
+
+ poppi
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/QuestScriptDef/Script_ArcaneBandits.xml b/Languages/PortugueseBrazilian/DefInjected/QuestScriptDef/Script_ArcaneBandits.xml
new file mode 100644
index 00000000..93b090a8
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/QuestScriptDef/Script_ArcaneBandits.xml
@@ -0,0 +1,28 @@
+
+
+
+ questName->[asker_nameDef]'s Arcane Bandits
+
+ questName->Arcane Bandit Camp of [enemyFaction_pawnsPlural]
+
+ questName->The Arcane Bandit Camp
+
+ questName->The Arcane Raider Camp
+
+ questName->Destroy the Arcane Bandits
+
+ questName->Helping [asker_nameDef] Protect Magical Artifacts
+
+ questDescription->[asker_nameFull], [asker_faction_leaderTitle] of [asker_faction_name], has sent us a message. Apparently, [siteFaction_pawnsPlural] have set up a nearby outpost and are threatening to attack the village unless the [asker_faction_name] village turns over their artifacts. The camp is controlled by [siteFaction_name].
+\n[asker_nameDef] is asking us to eliminate these vile hooligans, which means destroying them or chasing them from their outpost. [asker_label] says that [sitePart0_description].
+\nIf we succeed [asker_label] will send us some of the artifacts; [allRewardsDescriptions]
+
+ Quest expired: [resolvedQuestName]
+
+ The arcane bandits successfully pilfered the arcane artifacts from [asker_faction_name]. [asker_label] is displeased with you.
+
+ Quest failed: [resolvedQuestName]
+
+ After your botched assault, the arcane bandits immediately attacked and stole several artifacts. [asker_label] is disappointed in you.
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/RecipeDef/ActivateAbility_Item.xml b/Languages/PortugueseBrazilian/DefInjected/RecipeDef/ActivateAbility_Item.xml
new file mode 100644
index 00000000..644f1918
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/RecipeDef/ActivateAbility_Item.xml
@@ -0,0 +1,10 @@
+
+
+
+ administer shard of extraction
+
+ Extracts martial and arcane essence from a pawn. This is a single use item that will permanently remove a pawn's class and convert it into essence. Essence may be consumed to grant class experience. The shard is destroyed after the extraction process.
+
+ Using Shard of Extraction
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/RecipeDef/Recipe_Regrowth.xml b/Languages/PortugueseBrazilian/DefInjected/RecipeDef/Recipe_Regrowth.xml
new file mode 100644
index 00000000..1ddea66f
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/RecipeDef/Recipe_Regrowth.xml
@@ -0,0 +1,16 @@
+
+
+
+ regrow body part (Druid only, 90% mana required)
+
+ Use druidic powers to regrow body parts.
+
+ Regrowing body part.
+
+ regrow body part (Druid only, 90% mana required)
+
+ Use druidic powers to regrow body parts.
+
+ Regrowing body part.
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/RecipeDef/Recipes_ArcaneForge_Alternates.xml b/Languages/PortugueseBrazilian/DefInjected/RecipeDef/Recipes_ArcaneForge_Alternates.xml
new file mode 100644
index 00000000..66bcb714
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/RecipeDef/Recipes_ArcaneForge_Alternates.xml
@@ -0,0 +1,82 @@
+
+
+
+ elephant spear
+
+ The elephant spear is crafted using the tusks of an elephant, and is typically a status symbol reserved for head hunters or leaders of a tribe. The shaft is engraved with minor enchantments, further boosting the combat abilities of the user.
+
+This weapon is enchanted and provides additional benefits to trained mages and fighters:
+Max Energy: +10%
+Damage Boost: +10%
+Arcane Resistance: +20%
+
+ forging Elephant Spear
+
+ thrumbo axe
+
+ An axe crafted using thrumbo horns that are fused together with a clasp made from magicyte. This clasp stores arcane potential and transfers it as physical force when the axe is swung, allowing it to deliver mighty blows capable of cleaving through multiple opponents. The shaft is also etched with magical runes to augment the wielder's power.
+
+This weapon is enchanted and provides additional benefits to trained mages and fighters:
+Max Energy: +10%
+Damage Boost: +20%
+Arcane Resistance: +30%
+
+ forging Thrumbo Axe
+
+ thrumbo saber
+
+ A razor sharp blade forged from the horn of a thrumbo and infused with arcane energy. The thrumbo saber is lighter than metal blades and it's edge can cut through all but the thickest armor. Many masters of the blade favor this weapon as it is designed for speed and lethality. Further enchantments may also quicken the users, doubling their attack rate for a short period.
+
+This weapon is enchanted and provides additional benefits to trained mages and fighters:
+Ability Cooldown: -10%
+Damage Boost: +10%
+Haste on hit (25%)
+
+ forging Thrumbo Saber
+
+ elephant bow
+
+ A bow shaped from elephant tusks. The tusks are hallowed out to decrease rigidity and reduce weight and softened by soaking it in a magicyte compound that increases suppleness. The elephant bow offers significant improvements in range and accuracy for distant targets over the greatbow, though it is slightly more difficult to handle.
+
+The elephant bow is engraved with minor enchantments and is a preferred weapon by many experienced rangers and hunters.
+
+This weapon is enchanted and provides additional benefits to trained mages and fighters:
+Max Energy: +5%
+Energy Regen: +5%
+Damage Boost: +10%
+Ability Cooldown: -10%
+
+ forging elephant bow
+
+ Thrum Bow
+
+ A bow shaped from the horn of a Thrumbo. The horn is hallowed out to decrease the weight and softened by soaking it in a magicyte compound that adds a surprising suppleness to the horn. The bow is further enhanced with embedded enchantments and arcane engravings that travel the length of the bow. The bow is said to be almost sentient, able to determine the intended target through a mental link with the wielder. Arrows fired from this bow almost always hit their intended target. This effect does have a tendency to delude the users own capability, however.
+
+This weapon is enchanted and provides additional benefits to trained mages and fighters:
+Max Energy: +20%
+Energy Regen: +10%
+Damage Boost: +20%
+Ability Cooldown: -10%
+Class XP Gain: -20%
+
+ forging Thrum Bow
+
+ Forge replication
+
+ Storage data for details and designs of replicated objects.
+
+ replicating
+
+ Forge replication
+
+ Storage data for details and designs of replicated objects.
+
+ replicating
+
+ Infusing chunk with mana.
+
+ Infuse chunk
+
+ Infuses stone chunks with mana to create magicyte
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/RecipeDef/Recipes_Enchanting.xml b/Languages/PortugueseBrazilian/DefInjected/RecipeDef/Recipes_Enchanting.xml
new file mode 100644
index 00000000..2895b002
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/RecipeDef/Recipes_Enchanting.xml
@@ -0,0 +1,154 @@
+
+
+
+ minor gem of holding
+
+ Cut and refine raw magicyte into an enchanting gem able to maintain reserves of mana.
+
+ cut minor gem of holding
+
+ gem of holding
+
+ Cut and refine magicyte into an enchanting gem able to maintain reserves of mana.
+
+ cut gem of holding
+
+ major gem of holding
+
+ Cut and refine magicyte into an enchanting gem able to maintain reserves of mana.
+
+ cut major gem of holding
+
+ minor gem of acceleration
+
+ Cut and refine raw raw magicyte into an enchanting gem able to reduce the time before an ability can be used again.
+
+ cut minor gem of acceleration
+
+ gem of acceleration
+
+ Cut and refine magicyte into an enchanting gem able to reduce the time before an ability can be used again.
+
+ cut gem of acceleration
+
+ major gem of acceleration
+
+ Cut and refine magicyte into an enchanting gem able to reduce the time before an ability can be used again.
+
+ cut major gem of acceleration
+
+ minor gem of conservation
+
+ Cut and refine raw magicyte into an enchanting gem able to reduce the amount of mana required to use an ability.
+
+ cut minor gem of conservation
+
+ gem of conservation
+
+ Cut and refine magicyte into an enchanting gem able to reduce the amount of mana required to use an ability.
+
+ cut gem of conservation
+
+ major gem of conservation
+
+ Cut and refine magicyte into an enchanting gem able to reduce the amount of mana required to use an ability.
+
+ cut major gem of conservation
+
+ minor gem of regeneration
+
+ Cut and refine raw magicyte into an enchanting gem able to increase the rate mana is gained.
+
+ cut minor gem of regeneration
+
+ gem of regeneration
+
+ Cut and refine magicyte into an enchanting gem able to increase the rate mana is gained.
+
+ cut gem of regeneration
+
+ major gem of regeneration
+
+ Cut and refine magicyte into an enchanting gem able to increase the rate mana is gained.
+
+ cut major gem of regeneration
+
+ minor gem of learning
+
+ Cut and refine raw magicyte into an enchanting gem able to increase experience gained when using abilities.
+
+ cut minor gem of learning
+
+ gem of learning
+
+ Cut and refine magicyte into an enchanting gem able to increase experience gained when using abilities.
+
+ cut gem of learning
+
+ major gem of learning
+
+ Cut and refine magicyte into an enchanting gem able to increase experience gained when using abilities.
+
+ cut major gem of learning
+
+ minor gem of resistance
+
+ Cut and refine raw magicyte into an enchanting gem able to resist the effects of magical attacks.
+
+ cut minor gem of resistance
+
+ gem of resistance
+
+ Cut and refine magicyte into an enchanting gem able to resist the effects of magical attacks.
+
+ cut gem of resistance
+
+ major gem of resistance
+
+ Cut and refine magicyte into an enchanting gem able to resist the effects of magical attacks.
+
+ cut major gem of resistance
+
+ minor gem of force
+
+ Cut and refine raw magicyte into an enchanting gem able to increase the force of magical attacks.
+
+ cut minor gem of force
+
+ gem of force
+
+ Cut and refine magicyte into an enchanting gem able to increase the force of magical attacks.
+
+ cut gem of force
+
+ major gem of force
+
+ Cut and refine magicyte into an enchanting gem able to increase the force of magical attacks.
+
+ cut major gem of force
+
+ minor gem of wonder
+
+ Cut and refine raw magicyte into an enchanting gem able to harness all manner of enchantments.
+
+ cut minor gem of wonder
+
+ gem of wonder
+
+ Cut and refine magicyte into an enchanting gem able to harness all manner of enchantments.
+
+ cut gem of wonder
+
+ major gem of wonder
+
+ Cut and refine magicyte into an enchanting gem able to harness all manner of enchantments.
+
+ cut major gem of wonder
+
+ mana potion
+
+ Herbs are mixed with magicyte powder to produce 2 mana potions.
+
+ processing mana potion
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/RecipeDef/Recipes_Material.xml b/Languages/PortugueseBrazilian/DefInjected/RecipeDef/Recipes_Material.xml
new file mode 100644
index 00000000..4ad34b15
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/RecipeDef/Recipes_Material.xml
@@ -0,0 +1,16 @@
+
+
+
+ manaweave
+
+ Weave mana, magicyte, and cloth into manaweave
+
+ weaving mana
+
+ arcalleum
+
+ Meld steel, jade, silver and magicyte into arcalleum alloy
+
+ smelting arcalleum
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/RecipeDef/TM_Apparel_Artifacts.xml b/Languages/PortugueseBrazilian/DefInjected/RecipeDef/TM_Apparel_Artifacts.xml
new file mode 100644
index 00000000..47bd7f99
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/RecipeDef/TM_Apparel_Artifacts.xml
@@ -0,0 +1,10 @@
+
+
+
+ administer orb of the eternal
+
+ Applies the power of the Orb of the Eternal. This is a single use infusion of magical energy that will heal wounds, restore limbs, and cure diseases. The healing energy will target and heal the single worst health condition affecting someone at any given time.
+
+ Using Orb of the Eternal.
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/RecipeDef/TM_Plants.xml b/Languages/PortugueseBrazilian/DefInjected/RecipeDef/TM_Plants.xml
new file mode 100644
index 00000000..6f1db38e
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/RecipeDef/TM_Plants.xml
@@ -0,0 +1,10 @@
+
+
+
+ extract syrrium
+
+ Boils pomanasyrrium until the syrrium can be siphoned from the pomana mash.
+
+ Extracting syrrium.
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/ResearchProjectDef/Concepts_Magic.xml b/Languages/PortugueseBrazilian/DefInjected/ResearchProjectDef/Concepts_Magic.xml
new file mode 100644
index 00000000..fa71680d
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/ResearchProjectDef/Concepts_Magic.xml
@@ -0,0 +1,8 @@
+
+
+
+ Magic - Portals
+
+ Magic - Enchanting
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/ResearchProjectDef/ResearchProjects_Magic.xml b/Languages/PortugueseBrazilian/DefInjected/ResearchProjectDef/ResearchProjects_Magic.xml
new file mode 100644
index 00000000..046d2cc0
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/ResearchProjectDef/ResearchProjects_Magic.xml
@@ -0,0 +1,72 @@
+
+
+
+ arcane facilities
+
+ Opens research into various facilities and workbenches that enabled the creation of unique magical items and effects.
+
+ arcane fundamentals
+
+ Basic research on how arcane power is linked to the physical realm and to other mages.
+
+ Magic Circle
+
+ Advanced research on the geometry and symmetry of ley lines that enables magic users to combine their energy to create incredible effects.
+
+ Allows the construction of a portal - a powerful artifact that enables instant travel between colonies.\n\nRequires an Arcane Mage trained in Gateways to activate.
+
+ mana storage
+
+ Develops ways to store mana.
+
+ cultivation
+
+ Invest research into botany to gain an understanding of how to cultivate plants with properties relevant to magic and use their resources to supplement or fuel the arcane arts.
+
+ Arcane Forge
+
+ Develop the means of using arcane power to craft various items and equipment. Completion of this research will also reveal how to make Manaweave, a unique material that enhances arcane power.
+
+ Forge Replication
+
+ Enhances the Arcane Forge with a technique that allows it to extract the design from any craftable item and duplicate it at the forge.
+
+ Enables construction of the gemcutting bench and the crafting of tier I enchanting gems.
+
+ advanced enchanting
+
+ Enables crafting to tier II enchanting gems.
+
+ expert enchanting
+
+ Enables crafting of tier III enchanting gems.
+
+ magicyte refining
+
+ Experimental research that identifies ways to use magicyte to create magical items. Develops a recipe to create mana potions at the drug lab.
+
+ scribing
+
+ Develop the knowledge to mix ink with powdered magicyte and apply it through specially design press capable of reproducing scrolls and books that can contain the power of magic comprehension.
+
+ advanced scribing
+
+ Allows the use of higher quality material to develop more powerful books and scrolls.
+
+ master scribing
+
+ Allows the scribing of master spells.
+
+ arcane crafting
+
+ The first step in understanding the link between the arcane and physical. Enables construction of powerful gems of insight and magical equipment.
+
+ magical equipment
+
+ Applies knowledge of arcane crafting and enchantments to learn how to recreate equipment with more powerful magical properties.
+
+ arcane artifacts
+
+ Enables the recreation of arcane artifacts through extensive research combining knowledge of enchantments, ancient designs, runes, and rumors.
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/ResearchTabDef/ResearchTab_Magic.xml b/Languages/PortugueseBrazilian/DefInjected/ResearchTabDef/ResearchTab_Magic.xml
new file mode 100644
index 00000000..35b6c749
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/ResearchTabDef/ResearchTab_Magic.xml
@@ -0,0 +1,6 @@
+
+
+
+ Magic
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/SitePartDef/Site_Arcane.xml b/Languages/PortugueseBrazilian/DefInjected/SitePartDef/Site_Arcane.xml
new file mode 100644
index 00000000..3c9f88be
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/SitePartDef/Site_Arcane.xml
@@ -0,0 +1,8 @@
+
+
+
+ arcane bandit squad
+
+ Small group of bandits hunting for arcane artifacts.
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/StatDef/DamageArmorCategoryDefs.xml b/Languages/PortugueseBrazilian/DefInjected/StatDef/DamageArmorCategoryDefs.xml
new file mode 100644
index 00000000..0b6d1751
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/StatDef/DamageArmorCategoryDefs.xml
@@ -0,0 +1,12 @@
+
+
+
+ Armor - Harmony
+
+ Protection from alignment based attacks such as holy, shadow, or death magic.
+
+ Armor - Harmony
+
+ Protection from alignment based attacks such as holy, shadow, or death magic.
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/ThingCategoryDef/TM_Categories.xml b/Languages/PortugueseBrazilian/DefInjected/ThingCategoryDef/TM_Categories.xml
new file mode 100644
index 00000000..792c4ddc
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/ThingCategoryDef/TM_Categories.xml
@@ -0,0 +1,26 @@
+
+
+
+ Magic Items
+
+ skill books
+
+ scrolls
+
+ refined magicyte
+
+ magic equipment
+
+ magic artifacts
+
+ magic apparel
+
+ magic weapons
+
+ melee
+
+ ranged
+
+ magic foci
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/ThingDef/Abilities_Base.xml b/Languages/PortugueseBrazilian/DefInjected/ThingDef/Abilities_Base.xml
new file mode 100644
index 00000000..9c61c6dc
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/ThingDef/Abilities_Base.xml
@@ -0,0 +1,12 @@
+
+
+
+ flying object that does lots of stuff
+
+ default
+
+ flying object that spins
+
+ flying object that spins
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/ThingDef/Abilities_TMagic_Arcanist.xml b/Languages/PortugueseBrazilian/DefInjected/ThingDef/Abilities_TMagic_Arcanist.xml
new file mode 100644
index 00000000..c239aaa2
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/ThingDef/Abilities_TMagic_Arcanist.xml
@@ -0,0 +1,20 @@
+
+
+
+ Shadow
+
+ moving object
+
+ flying object
+
+ Teleport
+
+ fold reality
+
+ Magic Missile
+
+ Summon
+
+ Blink
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/ThingDef/Abilities_TMagic_Bard.xml b/Languages/PortugueseBrazilian/DefInjected/ThingDef/Abilities_TMagic_Bard.xml
new file mode 100644
index 00000000..daf19790
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/ThingDef/Abilities_TMagic_Bard.xml
@@ -0,0 +1,6 @@
+
+
+
+ bard projectile
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/ThingDef/Abilities_TMagic_Bladedancer.xml b/Languages/PortugueseBrazilian/DefInjected/ThingDef/Abilities_TMagic_Bladedancer.xml
new file mode 100644
index 00000000..508bcce0
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/ThingDef/Abilities_TMagic_Bladedancer.xml
@@ -0,0 +1,14 @@
+
+
+
+ Seismic Slash
+
+ Phase Strike
+
+ Body Training
+
+ Blade Spin
+
+ Blade focus
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/ThingDef/Abilities_TMagic_BloodMage.xml b/Languages/PortugueseBrazilian/DefInjected/ThingDef/Abilities_TMagic_BloodMage.xml
new file mode 100644
index 00000000..49b4d018
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/ThingDef/Abilities_TMagic_BloodMage.xml
@@ -0,0 +1,14 @@
+
+
+
+ Blood Moon projectile
+
+ BloodMoon projectile
+
+ Ignite blood
+
+ BloodMoon projectile
+
+ projectile bloodmoon
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/ThingDef/Abilities_TMagic_Brightmage.xml b/Languages/PortugueseBrazilian/DefInjected/ThingDef/Abilities_TMagic_Brightmage.xml
new file mode 100644
index 00000000..257481d5
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/ThingDef/Abilities_TMagic_Brightmage.xml
@@ -0,0 +1,30 @@
+
+
+
+ light skip
+
+ light lance
+
+ sunfire
+
+ light lancet
+
+ sunfire
+
+ sunfire
+
+ spirit of light
+
+ sunfire
+
+ mass light skip
+
+ create light
+
+ light lance
+
+ spirit of light
+
+ refraction
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/ThingDef/Abilities_TMagic_Chronomancer.xml b/Languages/PortugueseBrazilian/DefInjected/ThingDef/Abilities_TMagic_Chronomancer.xml
new file mode 100644
index 00000000..d650204e
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/ThingDef/Abilities_TMagic_Chronomancer.xml
@@ -0,0 +1,16 @@
+
+
+
+ time bubble
+
+ time bubble
+
+ time bubble
+
+ time bubble
+
+ time bubble
+
+ accelerate time
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/ThingDef/Abilities_TMagic_DeathKnight.xml b/Languages/PortugueseBrazilian/DefInjected/ThingDef/Abilities_TMagic_DeathKnight.xml
new file mode 100644
index 00000000..470339fc
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/ThingDef/Abilities_TMagic_DeathKnight.xml
@@ -0,0 +1,16 @@
+
+
+
+ Grave Blade
+
+ Grave Blade
+
+ spite
+
+ Grave Blade
+
+ Grave Blade
+
+ Wave of Fear
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/ThingDef/Abilities_TMagic_DemonKin.xml b/Languages/PortugueseBrazilian/DefInjected/ThingDef/Abilities_TMagic_DemonKin.xml
new file mode 100644
index 00000000..63371b36
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/ThingDef/Abilities_TMagic_DemonKin.xml
@@ -0,0 +1,30 @@
+
+
+
+ scorn
+
+ psychic shock
+
+ attraction
+
+ demon flames
+
+ summon demon
+
+ default projectile
+
+ repulsion
+
+ repulsion
+
+ repulsion
+
+ repulsion
+
+ flying object
+
+ shadow bolt
+
+ shadow bolt
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/ThingDef/Abilities_TMagic_Druid.xml b/Languages/PortugueseBrazilian/DefInjected/ThingDef/Abilities_TMagic_Druid.xml
new file mode 100644
index 00000000..d4065700
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/ThingDef/Abilities_TMagic_Druid.xml
@@ -0,0 +1,14 @@
+
+
+
+ cure disease
+
+ regrow limb
+
+ regenerate
+
+ beguile animal
+
+ poison
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/ThingDef/Abilities_TMagic_Elementals.xml b/Languages/PortugueseBrazilian/DefInjected/ThingDef/Abilities_TMagic_Elementals.xml
new file mode 100644
index 00000000..5e663fd7
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/ThingDef/Abilities_TMagic_Elementals.xml
@@ -0,0 +1,8 @@
+
+
+
+ elemental icebolt
+
+ elemental firebolt
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/ThingDef/Abilities_TMagic_Faceless.xml b/Languages/PortugueseBrazilian/DefInjected/ThingDef/Abilities_TMagic_Faceless.xml
new file mode 100644
index 00000000..a493ceec
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/ThingDef/Abilities_TMagic_Faceless.xml
@@ -0,0 +1,8 @@
+
+
+
+ invite projectile
+
+ possess projectile
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/ThingDef/Abilities_TMagic_FireMage.xml b/Languages/PortugueseBrazilian/DefInjected/ThingDef/Abilities_TMagic_FireMage.xml
new file mode 100644
index 00000000..0782958c
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/ThingDef/Abilities_TMagic_FireMage.xml
@@ -0,0 +1,14 @@
+
+
+
+ Ray of Hope
+
+ Fireclaw
+
+ fireball
+
+ Firebolt
+
+ Firestorm
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/ThingDef/Abilities_TMagic_Geomancer.xml b/Languages/PortugueseBrazilian/DefInjected/ThingDef/Abilities_TMagic_Geomancer.xml
new file mode 100644
index 00000000..86e5862b
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/ThingDef/Abilities_TMagic_Geomancer.xml
@@ -0,0 +1,18 @@
+
+
+
+ earthern hammer
+
+ encase projectile
+
+ encase projectile
+
+ encase projectile
+
+ sentinel projectile
+
+ encase projectile
+
+ default projectile
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/ThingDef/Abilities_TMagic_Gladiator.xml b/Languages/PortugueseBrazilian/DefInjected/ThingDef/Abilities_TMagic_Gladiator.xml
new file mode 100644
index 00000000..cbaff6d1
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/ThingDef/Abilities_TMagic_Gladiator.xml
@@ -0,0 +1,16 @@
+
+
+
+ Whirlwind
+
+ Sprint
+
+ flying object
+
+ Cleave
+
+ Fortitude
+
+ Grappling Hook
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/ThingDef/Abilities_TMagic_IceMage.xml b/Languages/PortugueseBrazilian/DefInjected/ThingDef/Abilities_TMagic_IceMage.xml
new file mode 100644
index 00000000..b30b958d
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/ThingDef/Abilities_TMagic_IceMage.xml
@@ -0,0 +1,16 @@
+
+
+
+ Frost Ray
+
+ Icebolt
+
+ Snowball
+
+ Rainmaker
+
+ Blizzard
+
+ Soothing Breeze
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/ThingDef/Abilities_TMagic_LightningMage.xml b/Languages/PortugueseBrazilian/DefInjected/ThingDef/Abilities_TMagic_LightningMage.xml
new file mode 100644
index 00000000..e1a297b2
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/ThingDef/Abilities_TMagic_LightningMage.xml
@@ -0,0 +1,16 @@
+
+
+
+ Lightning Cloud
+
+ Eye of the Storm
+
+ AMP
+
+ Lightning Storm
+
+ flying object
+
+ Lightning Bolt
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/ThingDef/Abilities_TMagic_Monk.xml b/Languages/PortugueseBrazilian/DefInjected/ThingDef/Abilities_TMagic_Monk.xml
new file mode 100644
index 00000000..a1ffedf2
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/ThingDef/Abilities_TMagic_Monk.xml
@@ -0,0 +1,10 @@
+
+
+
+ dragon strike
+
+ thunder strike
+
+ dragon strike
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/ThingDef/Abilities_TMagic_Necromancer.xml b/Languages/PortugueseBrazilian/DefInjected/ThingDef/Abilities_TMagic_Necromancer.xml
new file mode 100644
index 00000000..49ad6e18
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/ThingDef/Abilities_TMagic_Necromancer.xml
@@ -0,0 +1,24 @@
+
+
+
+ fog of torment
+
+ explosion
+
+ Death mark
+
+ corpse explosion
+
+ deathbolt
+
+ deathbolt
+
+ deathbolt
+
+ deathbolt
+
+ Raise undead
+
+ consume corpse
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/ThingDef/Abilities_TMagic_Paladin.xml b/Languages/PortugueseBrazilian/DefInjected/ThingDef/Abilities_TMagic_Paladin.xml
new file mode 100644
index 00000000..ddbfd491
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/ThingDef/Abilities_TMagic_Paladin.xml
@@ -0,0 +1,16 @@
+
+
+
+ Whirlwind
+
+ Heal
+
+ Shield
+
+ holy wrath
+
+ flying object
+
+ Overwhelm
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/ThingDef/Abilities_TMagic_Priest.xml b/Languages/PortugueseBrazilian/DefInjected/ThingDef/Abilities_TMagic_Priest.xml
new file mode 100644
index 00000000..f5ccbef5
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/ThingDef/Abilities_TMagic_Priest.xml
@@ -0,0 +1,16 @@
+
+
+
+ resurrection
+
+ healing circle
+
+ healing circle
+
+ healing circle
+
+ priest projectile
+
+ healing circle
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/ThingDef/Abilities_TMagic_Psionic.xml b/Languages/PortugueseBrazilian/DefInjected/ThingDef/Abilities_TMagic_Psionic.xml
new file mode 100644
index 00000000..d8dd0696
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/ThingDef/Abilities_TMagic_Psionic.xml
@@ -0,0 +1,22 @@
+
+
+
+ PsionicStorm
+
+ psionic leap
+
+ psionic dash
+
+ psionic dash
+
+ psionic projectile
+
+ psi storm
+
+ psionic barrier
+
+ psionic blast
+
+ psi storm
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/ThingDef/Abilities_TMagic_Ranger.xml b/Languages/PortugueseBrazilian/DefInjected/ThingDef/Abilities_TMagic_Ranger.xml
new file mode 100644
index 00000000..2be5983a
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/ThingDef/Abilities_TMagic_Ranger.xml
@@ -0,0 +1,8 @@
+
+
+
+ default ranger projectile
+
+ arrow storm
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/ThingDef/Abilities_TMagic_Shadow.xml b/Languages/PortugueseBrazilian/DefInjected/ThingDef/Abilities_TMagic_Shadow.xml
new file mode 100644
index 00000000..0f5490cf
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/ThingDef/Abilities_TMagic_Shadow.xml
@@ -0,0 +1,6 @@
+
+
+
+ Shadow strike
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/ThingDef/Abilities_TMagic_Shaman.xml b/Languages/PortugueseBrazilian/DefInjected/ThingDef/Abilities_TMagic_Shaman.xml
new file mode 100644
index 00000000..537d1117
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/ThingDef/Abilities_TMagic_Shaman.xml
@@ -0,0 +1,18 @@
+
+
+
+ spirit wolves
+
+ spirit wolves
+
+ spirit wolves
+
+ lightning
+
+ chain lightning
+
+ spirit wolves
+
+ spirit wolves
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/ThingDef/Abilities_TMagic_Sniper.xml b/Languages/PortugueseBrazilian/DefInjected/ThingDef/Abilities_TMagic_Sniper.xml
new file mode 100644
index 00000000..9e81e72e
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/ThingDef/Abilities_TMagic_Sniper.xml
@@ -0,0 +1,12 @@
+
+
+
+ Headshot
+
+ Anti-Armor
+
+ Disabling shot
+
+ Sniper focus
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/ThingDef/Abilities_TMagic_Standalone.xml b/Languages/PortugueseBrazilian/DefInjected/ThingDef/Abilities_TMagic_Standalone.xml
new file mode 100644
index 00000000..4e1670b0
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/ThingDef/Abilities_TMagic_Standalone.xml
@@ -0,0 +1,50 @@
+
+
+
+ charge battery
+
+ flight
+
+ EMP
+
+ spawn magical item
+
+ extinguish
+
+ Throwing Knife
+
+ flying object
+
+ Tempest strike
+
+ flying object
+
+ lightning
+
+ dirt devil
+
+ fertile lands
+
+ spawn magic heater
+
+ spawn magic cooler
+
+ siphon mana
+
+ smoke cloud
+
+ arcane bolt
+
+ spawn arcane power node
+
+ transfer mana
+
+ dry ground
+
+ moisturize ground
+
+ briar patch
+
+ spawn magic light
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/ThingDef/Abilities_TMagic_StandaloneWithSkills.xml b/Languages/PortugueseBrazilian/DefInjected/ThingDef/Abilities_TMagic_StandaloneWithSkills.xml
new file mode 100644
index 00000000..57900e13
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/ThingDef/Abilities_TMagic_StandaloneWithSkills.xml
@@ -0,0 +1,6 @@
+
+
+
+ explosion
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/ThingDef/Abilities_TMagic_Summoner.xml b/Languages/PortugueseBrazilian/DefInjected/ThingDef/Abilities_TMagic_Summoner.xml
new file mode 100644
index 00000000..e7e50bab
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/ThingDef/Abilities_TMagic_Summoner.xml
@@ -0,0 +1,14 @@
+
+
+
+ summon elemental
+
+ summon poppi
+
+ summon minion
+
+ summon explosive trap
+
+ summon defense pylon
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/ThingDef/Abilities_TMagic_SuperSoldier.xml b/Languages/PortugueseBrazilian/DefInjected/ThingDef/Abilities_TMagic_SuperSoldier.xml
new file mode 100644
index 00000000..3197e0c4
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/ThingDef/Abilities_TMagic_SuperSoldier.xml
@@ -0,0 +1,28 @@
+
+
+
+ buckshot pellet
+
+ shotgun spec weapon
+
+ A shotgun in the hands of a specialist.
+
+ weapon smash
+
+ Grenade
+
+ rifle spec weapon
+
+ A rifle in the hands of a specialist.
+
+ rifle stock
+
+ pistol spec weapon
+
+ A pistol in the hands of a specialist.
+
+ pistol whip
+
+ breaching charge
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/ThingDef/Abilities_TMagic_Sustained.xml b/Languages/PortugueseBrazilian/DefInjected/ThingDef/Abilities_TMagic_Sustained.xml
new file mode 100644
index 00000000..e68f4d57
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/ThingDef/Abilities_TMagic_Sustained.xml
@@ -0,0 +1,6 @@
+
+
+
+ sustained ability
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/ThingDef/Abilities_TMagic_Technomancer.xml b/Languages/PortugueseBrazilian/DefInjected/ThingDef/Abilities_TMagic_Technomancer.xml
new file mode 100644
index 00000000..37a4cb37
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/ThingDef/Abilities_TMagic_Technomancer.xml
@@ -0,0 +1,34 @@
+
+
+
+ techno weapon
+
+ A weapon modified by a technomancer
+
+ weapon smash
+
+ orbital strike
+
+ tech micro laser
+
+ orbital strike
+
+ sabotage projectile
+
+ elemental shot - ice
+
+ orbital strike
+
+ Mark-IV projectile
+
+ mini frag grenade
+
+ elemental shot - lightning
+
+ orbital strike
+
+ elemental shot - fire
+
+ mini frag grenade
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/ThingDef/ActivateAbility_Item.xml b/Languages/PortugueseBrazilian/DefInjected/ThingDef/ActivateAbility_Item.xml
new file mode 100644
index 00000000..63504a19
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/ThingDef/ActivateAbility_Item.xml
@@ -0,0 +1,30 @@
+
+
+
+ Use shard of extraction
+
+ Shard of Spirit Extraction
+
+ This mysterious shard is capable of extracting the martial or arcane talents of a pawn and converting it to essence. The shard is destroyed after use.
+
+*Note: this item completely removes a pawn's class and any associated abilities and skills. The pawn may learn another class following a spirit extraction.
+
+ Essence of Might
+
+ The essence of raw, martial skill. Absorbing the essence grants martial experience.
+
+ Use essence of might
+
+ Essence of Magic
+
+ The essence of raw, magical skill. Absorbing the essence grants arcane experience.
+
+ Use essence of magic
+
+ Scroll of Spirit Binding
+
+ This scroll may be used to change the shaman's spirit animal. The new bond will randomly select a new spirit type to bond.
+
+ Use
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/ThingDef/Building_ManaStorage.xml b/Languages/PortugueseBrazilian/DefInjected/ThingDef/Building_ManaStorage.xml
new file mode 100644
index 00000000..a9b5155e
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/ThingDef/Building_ManaStorage.xml
@@ -0,0 +1,24 @@
+
+
+
+ Arcane Capacitor
+
+ The Arcane Capacitor is able to store mana as a form of potential energy that mages can draw upon at a later time. Mages assigned to magic tasks will charge the battery until it reaches its set fill level. A mage will only perform this task if their mana level is above 90% of their maximum.
+
+The arcane capacitor will discharge mana to any undrafted pawn in range if the mana ratio of the capacitor is greater than 250% of the mage. Drafted mages will forcibly draw mana from the capacitor until the capacitor is empty or the mage has 90% or more mana.
+
+Some mana is lost during the discharging process.
+Efficiency: 71%
+
+ Dimensional Mana Pocket
+
+ The dimensional mana pocket stores a tremendous amount of mana and has a large distribution coverage area but is slower than the arcane capacitor to redistribute mana when it's needed
+
+Mages assigned to magic tasks will store mana in the dimensional pocket until it reaches its set fill level. A mage will only perform this task if their mana level is above 90% of their maximum.
+
+The dimensional pocket will discharge mana to any undrafted pawn in range if their mana is below 40% and to any drafted mage with mana lower than 80%.
+
+Some mana is lost during both the charging and discharging process.
+Efficiency: 80%
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/ThingDef/Building_Portal.xml b/Languages/PortugueseBrazilian/DefInjected/ThingDef/Building_Portal.xml
new file mode 100644
index 00000000..885aae21
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/ThingDef/Building_Portal.xml
@@ -0,0 +1,12 @@
+
+
+
+ Portal
+
+ Instant travel between two portals.
+
+ Elemental rift
+
+ rift caused by rogue elementals.
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/ThingDef/Buildings_Magic_Production.xml b/Languages/PortugueseBrazilian/DefInjected/ThingDef/Buildings_Magic_Production.xml
new file mode 100644
index 00000000..58d47207
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/ThingDef/Buildings_Magic_Production.xml
@@ -0,0 +1,56 @@
+
+
+
+ magic focal point
+
+ Arcane focal points are the byproduct of research into magical ley lines and arcane interconnectivity. The focal point allows a mage to visualize their connection to gaia and other other mages, allowing them greater interaction with nature, order, and chaos. The focal point can link the arcane power of two mages to perform powerful rituals.
+
+The type of material used in construction directly affects the quality of the magic circle.
+Stone (any): no bonuses
+Steel: no bonus
+Wood: no bonus
+Jade: success chance +15%
+Silver: refunds 15% of material cost
+Plasteel: event points +15%
+Gold: event points +10%, duration +15%, refunds 10% of material cost
+Uranium: duration and success chance +10%
+Arcalleum: success chance +10%, refunds 10% of mana cost
+
+*Admin note: the circle will fuel itself when it detects mages capable of performing the ritual. Mages can not be forced to work at the focal point, but will perform rituals when conditions are met.
+
+ gemcrafting table
+
+ A workbench used for refining enchanting stones
+
+ arcane forge
+
+ The arcane forge allows a mage to wield raw arcane power to create material objects.
+
+Scientifically, the arcane forge might be described as a matter fabricator, though the exact mechanics have yet to be determined. Only those possessing the ability to manipulate arcane power are able to use the arcane forge.
+
+Using the arcane forge dramatically increases crafting speed but consumes mana. Items of quality are determined by the mage's intelligence skill and class level.
+
+ scribing table
+
+ A printing press used to make books and scrolls.
+
+ magic circle
+
+ The magic circle is a construct that amplifies magic by aligning the physical and arcane into a focal point. While it may seem simple, the circle is outlined with elaborate runes and constructed with detailed precision.
+
+Mages can use the magic circle to augment their power or combine their energy with other mages to create unique, powerful effects. The circle may accomodate up to six mages.
+
+The type of material used in construction directly affects the quality of the magic circle.
+Stone (any): no bonuses
+Steel: no bonus
+Wood: no bonus
+Jade: success chance +30%
+Silver: refunds 25% of material cost
+Plasteel: event points +15%, duration +10%
+Gold: event points +20%, duration +20%, refunds 15% of material cost
+Uranium: duration and success chance +20%
+Arcalleum: success chance +15%, refunds 25% of mana cost
+
+*Admin note: the circle will fuel itself when it detects mages capable of performing the ritual.
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/ThingDef/Buildings_Summonable.xml b/Languages/PortugueseBrazilian/DefInjected/ThingDef/Buildings_Summonable.xml
new file mode 100644
index 00000000..3db1f345
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/ThingDef/Buildings_Summonable.xml
@@ -0,0 +1,68 @@
+
+
+
+ Teleport Pod (II)
+
+ Large flat cylinder used by warlocks to rapidly transport between locations.
+
+ Teleporter
+
+ A portal platform used to contain teleport pods.
+
+ portfuel
+
+ Arcane energy bottled for fuel. Used to charge portals.
+
+ Light Beam
+
+ Transportation along a beam of light.
+
+ This statue is made of stone and shaped to look like a terrifying creature. The statue is smaller than an average person and has the look of a rough cut and quality, though, you notice the eyes, ears, and claws seems to have finer detail.
+
+As you drawn near the statue, an eerie glint from the eyes of the stone sentinel seems to follow you, and you get the feeling that you are being watched.
+
+ magical heater
+
+ An active dimensional tap into the Plane of Fire that can be used to heat confined spaces. Can also be used for various cooking or cremating tasks. Remains as long as it is sustained by a mage.
+
+ Teleport Pod
+
+ Large flat cylinder used by warlocks to rapidly transport between locations.
+
+ magical cooler
+
+ An active dimensional tap into the Plane of Ice that can be used to cool confined spaces.
+
+ Arcane power node
+
+ An arcane energy node that provides power as long as it is sustained by a mage.
+
+ Teleporter (II)
+
+ A portal platform used to contain teleport pods.
+
+ magelight
+
+ A light source created by a mage.
+
+ Teleporter (I)
+
+ A portal platform used to contain teleport pods.
+
+ Teleporter (III)
+
+ A portal platform used to contain teleport pods.
+
+ sun light
+
+ A dimensional pocket emitting a continous source of light strong enough to grow crops.
+
+ Teleport Pod (I)
+
+ Large flat cylinder used by warlocks to rapidly transport between locations.
+
+ Teleport Pod (III)
+
+ Large flat cylinder used by warlocks to rapidly transport between locations.
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/ThingDef/Buildings_SummonedSecurity.xml b/Languages/PortugueseBrazilian/DefInjected/ThingDef/Buildings_SummonedSecurity.xml
new file mode 100644
index 00000000..ca711015
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/ThingDef/Buildings_SummonedSecurity.xml
@@ -0,0 +1,116 @@
+
+
+
+ Mark-IV
+
+ The Mark-IV is a deployable turret that provides the firepower of a heavy weapon system. It uses miniaturization to allow the user to easily transport the system when not in use. The key component of the Mark-IV is the matter converter that uses raw energy to repair and resupply the turret when in a miniaturized state, allowing a nominal energy to matter conversion. However, even using plasteel and hyperweave to strengthen the weapon system, the material was simply unable to withstand the pressure placed on it during the conversion process and was high susceptible to breakdown and component failure.
+
+Technomancers have since adapted the system and use their control over arcane energy to provide the turret with ammunition while deployed and energy for repairs and the miniaturization process.
+
+Due to its weight, the Mark-IV cannot be moved while deployed.
+
+ magical defense pylon (III)
+
+ A magical defense pylon. Created by materializing magical energy to form a base, and then channeling arcane current into a focal point that emits bursts of raw energy.
+
+ energy focus point
+
+ Focal point of an arcane defense pylon, capable of collecting and emitting bursts of raw magical energy.
+
+ Lightning Trap
+
+ A trap created by containing elemental lightning inside an arcane barrier; it releases it's bottled energy whenever an enemy disturbs a nearby arcane strand.
+
+ energy focus point
+
+ Focal point of an arcane defense pylon, capable of collecting and emitting bursts of raw magical energy.
+
+ Mana Mine
+
+ A powerful explosive created by compressing mana and matter. Tendrils of psychic power extend from the mine; when a victim disturbs the psychic strand, it collapses the containment field and detonates the mine. 4.7m explosive radius.
+
+ focused magical energy
+
+ 60mm mortar
+
+ magical defense pylon (II)
+
+ A magical defense pylon. Created by materializing magical energy to form a base, and then channeling arcane current into a focal point that emits bursts of raw energy.
+
+ Mana Mine
+
+ A powerful explosive created by compressing mana and matter. Tendrils of psychic power extend from the mine; when a victim disturbs the psychic strand, it collapses the containment field and detonates the mine. 2.9m explosive radius.
+
+ small rocket
+
+ Mark-IV
+
+ The Mark-IV is a deployable turret that provides the firepower of a heavy weapon system. It uses miniaturization to allow the user to easily transport the system when not in use. The key component of the Mark-IV is the matter converter that uses raw energy to repair and resupply the turret when in a miniaturized state, allowing a nominal energy to matter conversion. However, even using plasteel and hyperweave to strengthen the weapon system, the material was simply unable to withstand the pressure placed on it during the conversion process and was high susceptible to breakdown and component failure.
+
+Technomancers have since adapted the system and use their control over arcane energy to provide the turret with ammunition while deployed and energy for repairs and the miniaturization process.
+
+Due to its weight, the Mark-IV cannot be moved while deployed.
+
+ magical defense pylon
+
+ A magical defense pylon. Created by materializing magical energy to form a base, and then channeling arcane current into a focal point that emits bursts of raw energy.
+
+ HE shell
+
+ Mark-IV round
+
+ Earth Totem
+
+ A shamanic totem decorated with symmetric carvings and exudes a sense of solidarity. The totem's connection to the earth allows it to cause seismic waves that stagger nearby enemies.
+
+ Mark-IV
+
+ The Mark-IV is a deployable turret that provides the firepower of a heavy weapon system. It uses miniaturization to allow the user to easily transport the system when not in use. The key component of the Mark-IV is the matter converter that uses raw energy to repair and resupply the turret when in a miniaturized state, allowing a nominal energy to matter conversion. However, even using plasteel and hyperweave to strengthen the weapon system, the material was simply unable to withstand the pressure placed on it during the conversion process and was high susceptible to breakdown and component failure.
+
+Technomancers have since adapted the system and use their control over arcane energy to provide the turret with ammunition while deployed and energy for repairs and the miniaturization process.
+
+Due to its weight, the Mark-IV cannot be moved while deployed.
+
+ Healing Totem
+
+ A shamanic totem decorated with flowing, complimentary shapes. The healing totem is able to attract friendly spirits who will restore vigor and health to nearby allies.
+
+ arcane barrier
+
+ An impassable wall made from solidified arcane power. Provides protection or creates an impassable barrier.
+
+ Lightning Totem
+
+ A shamanic totem decorated with elaborate, eccentric carvings and crackling with elemental lightning.
+
+ energy focus point
+
+ Focal point of an arcane defense pylon, capable of collecting and emitting bursts of raw magical energy.
+
+ magical defense pylon (I)
+
+ A magical defense pylon. Created by materializing magical energy to form a base, and then channeling arcane current into a focal point that emits bursts of raw energy.
+
+ 60mm Mortar Tube
+
+ 60mm Mortar is a personally transportable and deployable indirect fire system. Due to the weight of the system, the shells are typically distributed for transport. The system is intended for indirect fire and only amateurs attempt to use the system for direct lay as it is both inaccurate and exposes the mortar-man.
+
+ The range and firepower of the system are limited compared to stationary systems due the containment capacity of the mortar tube and the blast cartridge.
+
+ Mark-IV weapon system
+
+ Mark-IV weapon system barrel and firing controls.
+
+ Mana Mine
+
+ A powerful explosive created by compressing mana and matter. Tendrils of psychic power extend from the mine; when a victim disturbs the psychic strand, it collapses the containment field and detonates the mine. 3.8m explosive radius.
+
+ energy focus point
+
+ Focal point of an arcane defense pylon, capable of collecting and emitting bursts of raw magical energy.
+
+ Poison Trap
+
+ A trap created from sticks and twine, it blends seamlessly with the terrain to the untrained eye, but is scented to be an unmistakable warning to animals. Particles of druidic poison are discharged into the air when a victim triggers the trap. The poison is toxic and serves to both injure and disable the victim.
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/ThingDef/Hediffs_TMagic_Spells.xml b/Languages/PortugueseBrazilian/DefInjected/ThingDef/Hediffs_TMagic_Spells.xml
new file mode 100644
index 00000000..d289c5e1
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/ThingDef/Hediffs_TMagic_Spells.xml
@@ -0,0 +1,8 @@
+
+
+
+ mana explosion
+
+ Explosive release of contained mana.
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/ThingDef/Item_EnchantmentStones.xml b/Languages/PortugueseBrazilian/DefInjected/ThingDef/Item_EnchantmentStones.xml
new file mode 100644
index 00000000..88b5022d
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/ThingDef/Item_EnchantmentStones.xml
@@ -0,0 +1,106 @@
+
+
+
+ Minor Arcane Gem of Holding
+
+ A magical stone that can be used by a mage to enchant an item with magical energy. Gazing into the stone gives the observer an eerie sense of vertigo, as if looking into a bottomless well. This gem can be used to imbue an item with magical potential, increasing the maximum energy of any mage or fighter wearing the item by 5%.
+
+ unrefined magicyte
+
+ A stone that seems to wrap itself in a dull, glassy surface, as if a mysterious power has cloaked itself in the center of the stone. Seemingly composed of the same stone it was cut from, this fairly unremarkable stone shimmers slightly, even in the dark, and it emits an energy signature that mages can detect when touching the stone.
+
+Raw Magicyte can be refined to make a variety of enchanting gems at the gemcutting table.
+
+ Arcane Gem of Holding
+
+ A magical stone that can be used by a mage to enchant an item with magical energy. Gazing into the stone gives the observer an eerie sense of vertigo, as if looking into a bottomless well. This gem can be used to imbue an item with magical potential, increasing the maximum energy of any mage or fighter wearing the item by 10%.
+
+ Minor Arcane Gem of Wonder
+
+ A magical stone that can be used by a mage to enchant an item with magical energy. This gem hums with intense power. This gem can be used to imbue an item with magical potential, granting minor bonuses to all enchantment categories.
+
+ Major Arcane Gem of Holding
+
+ A magical stone that can be used by a mage to enchant an item with magical energy. Gazing into the stone gives the observer an eerie sense of vertigo, as if looking into a bottomless well. This gem can be used to imbue an item with magical potential, increasing the maximum energy of any mage or fighter wearing the item by 15%.
+
+ Minor Arcane Gem of Acceleration
+
+ A magical stone that can be used by a mage to enchant an item with magical energy. When imbued into an item, this gem decreases the cooldown timer of any ability by 3%.
+
+ Major Arcane Gem of Learning
+
+ A magical stone that can be used by a mage to enchant an item with magical energy. When imbued into an item, this gem assists the wearer by storing a residual mimicry of the ability, allowing the wielder additional introspection and increasing XP gained by 15%.
+
+ Major Arcane Gem of Wonder
+
+ A magical stone that can be used by a mage to enchant an item with magical energy. This gem hums with intense power. This gem can be used to imbue an item with magical potential, granting major bonuses to all enchantment categories.
+
+ Arcane Gem of Wonder
+
+ A magical stone that can be used by a mage to enchant an item with magical energy. This gem hums with intense power. This gem can be used to imbue an item with magical potential, granting moderate bonuses to all enchantment categories.
+
+ Arcane Gem of Force
+
+ A magical stone that can be used by a mage to enchant an item with magical energy. When imbued into an item, this enchantment augments the force of an attack, increasing the damage output by 8%.
+
+ Major Arcane Gem of Regeneration
+
+ A magical stone that can be used by a mage to enchant an item with magical energy. This gem can be used to imbue an item, increasing the energy regeneration rate of any mage or fighter wearing the item by 15%.
+
+ Arcane Gem of Learning
+
+ A magical stone that can be used by a mage to enchant an item with magical energy. When imbued into an item, this gem assists the wearer by storing a residual mimicry of the ability, allowing the wielder additional introspection and increasing XP gained by 10%.
+
+ Arcane Gem of Acceleration
+
+ A magical stone that can be used by a mage to enchant an item with magical energy. When imbued into an item, this gem decreases the cooldown timer of any ability by 5%.
+
+ Major Arcane Gem of Resistance
+
+ A magical stone that can be used by a mage to enchant an item with magical energy. When imbued into an item, this gem creates a barrier that repels active arcane energy, reducing damage taken from arcane sources by 30%.
+
+ Minor Arcane Gem of Conservation
+
+ A magical stone that can be used by a mage to enchant an item with magical energy. When imbued into an item, this gem decreases the energy cost of any spell by 3%.
+
+ Minor Arcane Gem of Resistance
+
+ A magical stone that can be used by a mage to enchant an item with magical energy. When imbued into an item, this gem creates a barrier that repels active arcane energy, reducing damage taken from arcane sources by 10%.
+
+ Major Arcane Gem of Force
+
+ A magical stone that can be used by a mage to enchant an item with magical energy. When imbued into an item, this enchantment augments the force of an attack, increasing the damage output by 12%.
+
+ Arcane Gem of Regeneration
+
+ A magical stone that can be used by a mage to enchant an item with magical energy. This gem can be used to imbue an item, increasing the energy regeneration rate of any mage or fighter wearing the item by 10%.
+
+ Minor Arcane Gem of Force
+
+ A magical stone that can be used by a mage to enchant an item with magical energy. When imbued into an item, this enchantment augments the force of an attack, increasing the damage output by 4%.
+
+ Arcane Gem of Resistance
+
+ A magical stone that can be used by a mage to enchant an item with magical energy. When imbued into an item, this gem creates a barrier that repels active arcane energy, reducing damage taken from arcane sources by 20%.
+
+ Major Arcane Gem of Conservation
+
+ A magical stone that can be used by a mage to enchant an item with magical energy. When imbued into an item, this gem decreases the energy cost of any spell by 7%.
+
+ Minor Arcane Gem of Regeneration
+
+ A magical stone that can be used by a mage to enchant an item with magical energy. This gem can be used to imbue an item, increasing the energy regeneration rate of any mage or fighter wearing the item by 5%.
+
+ Arcane Gem of Conservation
+
+ A magical stone that can be used by a mage to enchant an item with magical energy. When imbued into an item, this gem decreases the energy cost of any spell by 5%.
+
+ Minor Arcane Gem of Learning
+
+ A magical stone that can be used by a mage to enchant an item with magical energy. When imbued into an item, this gem assists the wearer by storing a residual mimicry of the ability, allowing the wielder additional introspection and increasing XP gained by 5%.
+
+ Major Arcane Gem of Acceleration
+
+ A magical stone that can be used by a mage to enchant an item with magical energy. When imbued into an item, this gem decreases the cooldown timer of any ability by 7%.
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/ThingDef/Item_Resources.xml b/Languages/PortugueseBrazilian/DefInjected/ThingDef/Item_Resources.xml
new file mode 100644
index 00000000..5fa60f71
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/ThingDef/Item_Resources.xml
@@ -0,0 +1,24 @@
+
+
+
+ demonhide
+
+ The skin of a demon. This material is incredibly tough with a micro-porous material mesh able to rapidly diffuse heat and cushion impact blows better than most non-metals. The blood of a demon is resistant to magic and leather made from the hide of a demon absorbs some of this resistance. Any enchantments carved into demonhide are naturally augmented. There are only two downsides to this material - the first is that it can only be acquired from the carcass of a demon, which makes it both rare and costly; the second is that it makes a terrible insulator.
+
+ demonscale
+
+ Pried from the body of a demon, these scales offer a lightweight and versatile defense against all forms of attack. Demon scale excels as a natural barrier to magic and is an excellent inhibitor to heat and fire; a warrior with enough armor crafted from demon scale may even become immune to all but the most intense fire. Demon scale can be smelted, and weapons forged from this refined metal make excellent bladed weapons. Enchantments etched into demon scale equipment are naturally augmented.
+
+ arcalleum
+
+ A metal alloy consisting of steel, jade, silver and magicyte. Its unique composition gives it mystical properties that increased elasticity and creates reverberations of any magical energy transferred through it. The elasticity of the alloy makes it an excellent choice for blunt protection, but is sub-standard for use in bladed weapons. Arcalleum is difficult to create and requires a forge capable of liquefying and combining all ingredients of the alloy.
+
+ While arcalluem is sought after for its enhanced defensive properties, it is also prized by fighters and mages alike for its power to nullify the cooldown of any ability. Each kg of arcalleum worn increases the chance an ability cooldown is nullified after use by 1% (50% max).
+
+ manaweave
+
+ Manaweave is cloth that has been fused with magicyte and meticulously imbued with arcane symbols. Manaweave inherits many of the physical properties of cloth, but acquires an additional reactive response to physical force. What makes the fabric unique is its ability to act as a conductor of mana that enhances the effects of enchantments and naturally grants protection against light and dark magic.
+
+Extremely difficult and taxing to create, only a talented and knowledgeable mage can make this material.
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/ThingDef/Items_Regrowth.xml b/Languages/PortugueseBrazilian/DefInjected/ThingDef/Items_Regrowth.xml
new file mode 100644
index 00000000..2370bb8a
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/ThingDef/Items_Regrowth.xml
@@ -0,0 +1,8 @@
+
+
+
+ Seed of Regrowth
+
+ A seed required by a druid to begin the limb regrowth process. A druid must be trained in the art of regrowth to use this magical item successfully.
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/ThingDef/LearnAbility_Item.xml b/Languages/PortugueseBrazilian/DefInjected/ThingDef/LearnAbility_Item.xml
new file mode 100644
index 00000000..a56bb690
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/ThingDef/LearnAbility_Item.xml
@@ -0,0 +1,758 @@
+
+
+
+ Read
+
+ Torn Script: Demonology
+
+ Details the process to enter an agreement with a demon to gain power. This contract binds the patron, in a literal sense, with demonic essence that affects their genetic makeup. This binding affects males and females differently. Demons will only agree to the contract if the user is magically gifted.
+
+*Note scribbled at the bottom of the first page* This script is not clear on exactly what the demon gets out of the agreement... use with caution.
+
+This arcane script is incomplete and does not explain the full contract process; the result might not immediately provide full access to all abilities.
+
+ Read
+
+ Mage Spell: Spell Mending
+
+ Teaches a magic user how to reconstruct and repair worn equipment on a pawn.
+
+ Read
+
+ Combat Style: Monk
+
+ Teaches a physically adept pawn to hone their mind and body into a lethal weapon.
+
+ Read
+
+ Torn Script: Hemomancy
+
+ Teaches a gifted pawn how to become a hemomancer, or blood mage, and use the power of blood to fuel their magic.
+This arcane script is incomplete and the reader may not be able to learn some, or any, blood mage abilities.
+
+ Read
+
+ Arcane Script: ???
+
+ Teaches a gifted pawn how to harness magical powers...
+
+ Read
+
+ Arcane Tome: Chronomancer
+
+ Teaches a gifted pawn how to become a chronomancer, able to see and manipulate realities across time.
+
+ Read
+
+ Torn Script: Enchanter
+
+ Teaches a gifted pawn how to become an enchanter, able to manipulate matter and material to serve their purpose.
+This arcane script is incomplete and the reader may not be able to learn some, or any, enchanter abilities.
+
+ Read
+
+ Torn Script: Ice
+
+ Teaches a gifted pawn how to harness elemental ice and water.
+This arcane script is incomplete and the reader may not be able to learn some, or any, ice mage spells.
+
+ Read
+
+ Succubus Spell: Scorn
+
+ Teaches a succubus how to unleash the full malice harbored by their demon heart.
+
+ Read
+
+ Mage Spell: Rain
+
+ Teaches a magic user how to harness energy in the atmosphere to induce a brief rain.
+
+ Read
+
+ Mage Spell: Dirt Devil
+
+ Teaches a magic user how to create a whirlwind that seeks out and cleans filth inside the home area.
+
+ Read
+
+ Mage Spell: Teleport
+
+ Teaches a magic user how to manipulate energy using arcane dimensions, allowing the mage to create a portal for rapid transport.
+
+ Read
+
+ Fighter Skill: Thick Skin
+
+ Teaches a fighter class how to dedicate an allotment of stamina to increase armor values and temperature threshold.
+
+ Read
+
+ Torn Script: Fire
+
+ Teaches a gifted pawn how to harness elements of fire.
+This arcane script is incomplete and the reader may not be able to learn some, or any, fire spells.
+
+ Read
+
+ Combat Form: Faceless
+
+ Teaches a physically adept pawn how to adapt their form and fighting style to any situation.
+
+ Read
+
+ Arcane Tome: Technomancy
+
+ Teaches a gifted pawn in the ways of the Technomancer, able to see the connection between science and magic.
+
+ Read
+
+ Arcane Tome: Enchanter
+
+ Teaches a gifted pawn how to become an enchanter, able to manipulate matter and material to serve their purpose.
+
+ Read
+
+ Mage Spell: Heal
+
+ Teaches a magic user how to delicately manipulate arcane forces to heal injuries.
+
+ Read
+
+ Technomancer Spell: Overdrive
+
+ Teaches a technomancer user how to over-clock or bypass security features of mechanical, electrical, and robotic devices causing it to perform at a drastically increased rate for a short period.
+
+ Read
+
+ Combat Style: Ranger
+
+ Teaches a physically adept pawn how to train as a Ranger
+
+ Read
+
+ Mage Spell: Transfer Mana
+
+ Teaches a magic user how to transfer mana to another mage. If raw mana is infused into a non-mage recepient, their physical traits will be temporarily augmented.
+
+ Read
+
+ Torn Script: Priest
+
+ Teaches a gifted pawn how to confer powers of life and healing. Priests are incapable of violence and these skills will be disabled.
+This arcane script is incomplete and the reader may not be able to learn some, or any, priest spells.
+
+ Read
+
+ Lightning Spell: Charge Battery
+
+ Teaches a lightning mage how to charge a battery by infusing it with magical energy.
+Produces 400Wd adjusted by ability power.
+
+ Read
+
+ Mage Spell: Arcane Bolt
+
+ Teaches a magic user how to forcefully project arcane energy.
+
+ Use
+
+ Gem of Arcane Insight
+
+ Imbues the user with an arcane spirit, granting them the "magically gifted" trait.
+
+**Note: use of this item will replace a random trait if the user has more than 7 traits and cannot be used by a pawn with existing magic or fighter traits**
+
+ Read
+
+ Arcane Tome: Nature
+
+ Teaches a gifted pawn how to become a Druid.
+
+ Read
+
+ Torn Script: Necromancy
+
+ Teaches a gifted pawn how to manipulate forces of life and death. *Note: The necromancer may become a lich at a later stage, lichs are incapable of all activity except fighting and research. Many other magic classes dislike necromancers. Choose carefully.
+This arcane script is incomplete and the reader may not be able to learn some, or any, necromancer spells.
+
+ Read
+
+ Fire Spell: Dry Ground
+
+ Teaches a fire mage how to infuse the earth with heat, evaporating most of the water from a small patch of earth.
+
+ Read
+
+ Technomancer Spell: Mechanite Reprogramming
+
+ Teaches a technomancer how to reprogramming fibrous or sensory mechanites in a way that enhances the attributes of the host.
+
+ Read
+
+ Mage Spell: Smoke Cloud
+
+ Teaches a magic user how to ignite particles in the air to create a smokescreen, temporarily concealing a target area.
+
+ Read
+
+ Druid Spell: Fertile Lands
+
+ Teaches a druid how to bless an area of land with fertile growth.
+
+ Read
+
+ Torn Script: Bard
+
+ Teaches a gifted pawn how to become a professional bard. Bards are incapable of dumb labor and this work type will be disabled.
+This arcane script is incomplete and the reader may not be able to learn some, or any, bard abilities.
+
+ Read
+
+ Geomancer Spell: Meteor
+
+ Teaches a geomancer how to summon a massive meteor to bury an area in rock and debris.
+
+ Read
+
+ Priest Spell: Resurrection
+
+ Teaches a priest how to restore the spark of life to the recently deceased.
+
+ Read
+
+ Arcane Tome: Demonology
+
+ Details the process to enter an agreement with a demon to gain power. This contract binds the patron, in a literal sense, with demonic essence that affects their genetic makeup. This binding affects males and females differently. Demons will only agree to the contract if the user is magically gifted.
+
+*Note scribbled at the bottom of the first page* This script is not clear on exactly what the demon gets out of the agreement... use with caution.
+
+ Read
+
+ Torn Script: Brightmage
+
+ Teaches a gifted pawn how to become a brightmage. Brightmages manipulate the power of sunlight to create intense, destructive magic.
+
+ Read
+
+ Paladin Spell: Holy Wrath
+
+ Teaches a paladin how to call forth the wrath of the gods.
+
+ Read
+
+ Ice Spell: Blizzard
+
+ Teaches an ice mage how to call forth a blizzard to bury your foes in a hail of ice and snow.
+
+ Read
+
+ Holy Caster Spell: Shield Other
+
+ Teaches a holy caster (paladin, priest, etc) how to shield another from damage.
+
+ Read
+
+ Mage Spell: EMP
+
+ Teaches a magic user how to generate an EMP burst at a target location.
+
+ Read
+
+ Torn Script: Nature
+
+ Teaches a gifted pawn how to harness elements of nature.
+This arcane script is incomplete and the reader may not be able to learn some, or any, druid spells.
+
+ Read
+
+ Summoner Spell: Summon Poppi
+
+ Teaches a summoner how to summon a band of cute and cuddly poppi.
+
+ Read
+
+ Technomancer Spell: Kinetic Shield
+
+ Teaches a technomancer user how to create a uni-directional force field around a target, capable of repelling inbound projectiles or increasing the velocity of outbound projectiles.
+
+ Read
+
+ Enchanter Spell: Blank Mind
+
+ Teaches an enchanter how to wipe memories and break a pawn out of a mental state or cause a long duration stun on enemies.
+
+ Read
+
+ Arcane Tome: Shaman
+
+ Teaches a gifted pawn how to become a shaman; a tribal leader focused on ritualistic magic to create powerful curses and enchantments, and extends their influence through totems.
+
+ Read
+
+ Lightning Spell: Eye of the Storm
+
+ Teaches a lightning mage how to contain the raw fury of a lightning storm into a small sphere and project it along a set path.
+
+ Read
+
+ Arcane Tome: Necromancer
+
+ Teaches a gifted pawn how to become a Necromancer. *Note: The necromancer may become a lich at a later stage, lichs are incapable of all activity except fighting and research. Many other magic classes dislike necromancers. Choose carefully.
+
+ Read
+
+ Arcane Tome: Earth
+
+ Teaches a gifted pawn mastery of the earth, combining and altering physical laws and its elements with the arcane.
+
+ Read
+
+ Torn Script: Paladin
+
+ Teaches a gifted pawn how to harness holy powers.
+This arcane script is incomplete and the reader may not be able to learn some, or any, holy spells.
+
+ Read
+
+ Blood Mage Spell: Blood Moon
+
+ Teaches a blood mage how to summon a vicious pack of blood demons.
+
+ Read
+
+ Arcane Tome: Power
+
+ Teaches a gifted pawn how to harness arcane powers.
+
+ Read
+
+ Mage Spell: Blink
+
+ Teaches a magic user how arcane forces are interconnected, allowing the mage to rapidly move short distances.
+
+ Read
+
+ Mage Spell: Lightning Trap
+
+ Teaches a magic user how to create a trap that discharges bolts of lightning.
+
+ Read
+
+ Mage Spell: Mana Shield
+
+ Teaches a magic user how to form a protective mana barrier to prevent physical harm.
+
+ Read
+
+ Bard Spell: Discord
+
+ Teaches a bard how to distort the mental harmony of a target pawn.
+
+ Read
+
+ Mage Spell: Siphon Mana
+
+ Teaches a magic user how to siphon mana from another mage. If used on a being that does not possess mana, their physical traits will be drained instead (no mana will be gained). Effect is potentially lethal in extreme cases.
+
+ Read
+
+ Mage Spell: Invisibility
+
+ Teaches a magic user how to manipulate light and become invisible.
+
+ Read
+
+ Mage Spell: Snap Freeze
+
+ Teaches a magic user how to remove all heat at a target location.
+
+ Read
+
+ Arcane Tome: Bard
+
+ Teaches a gifted pawn how to become a Bard. Bards are incapable of dumb labor and this work type will be disabled.
+
+ Read
+
+ Fighter Skill: Taunt
+
+ Teaches a fighter class how to taunt nearby enemies.
+
+ Read
+
+ Fighter Skill: Tempest Strike
+
+ Teaches a fighter class a technique to strike in rapid succession using their weapon.
+
+ Read
+
+ Arcane Spell: Gateway
+
+ Teaches an arcane mage how to fold reality in order to open a temporary window between colonies.
+
+ Read
+
+ Fighter Skill: Legion
+
+ Teaches a fighter how to replicate the combat abilities of another fighter class.
+
+ Read
+
+ Torn Script: Shaman
+
+ Teaches a gifted pawn how to become a shaman; a tribal leader focused on ritualistic magic to create powerful curses and enchantments, and extends their influence through totems.
+
+ Read
+
+ Mage Spell: Magic Cooler
+
+ Teaches an arcane user how to create a temporary window into the plane of ice, creating a temporary cooling source.
+
+ Read
+
+ Mage Spell: Sun Light
+
+ Teaches a magic user how to create a dimensional pocket that emits a steady stream of sunlight strong enough to grow plants. Sun Light must be sustained by the mage that creates it and will reduce maximum mana and mana regeneration rate.
+
+ Inject
+
+ Serum: Super Soldier
+
+ Inject a pawn with a serum that enhances their physical abilities. Incapacitates a pawn for a couple days while the serum takes affect and develops over several stages. The serum takes about 100 days to fully develop. Any pawn may take SS Serum, but only physically adept pawns may acquire the Super Soldier trait. This serum will reduce magical potency and potential.
+
+ Read
+
+ Mage Spell: Extinguish
+
+ Teaches a magic user how to remove the element of fire at a target location, dispersing fires.
+
+ Read
+
+ Fighter Skill: Sprint
+
+ Teaches a fighter class how to dedicate an allotment of stamina to sustain an increased movement rate.
+
+ Read
+
+ Arcane Tome: Shadow
+
+ In the dead of night, fear reveals itself in the blade's reflection - the shadow awakens.
+
+ Read
+
+ Torn Script: Summoning
+
+ Teaches a gifted pawn how to summon and interact with elements across dimensions.
+This arcane script is incomplete and the reader may not be able to learn some, or any, summoning spells.
+
+ Read
+
+ Combat Style: Sniper
+
+ Teaches a physically adept pawn how to train as a sniper.
+
+ Read
+
+ Fire Spell: Firestorm
+
+ Teaches a fire mage how to wield the full fury of the fire element to scorch the earth with a firestorm.
+
+ Read
+
+ Mage Spell: Blur
+
+ Teaches a magic user how to distort the light around their body.
+
+ Read
+
+ Torn Script: Chaos
+
+ Teaches a gifted pawn chaos tradition.
+
+ Read
+
+ Divine Tome: Paladin
+
+ Teaches a gifted pawn how to become a Paladin.
+
+ Read
+
+ Arcane Tome: Fire
+
+ Teaches a gifted pawn how to harness elements of fire.
+
+ Read
+
+ Fighter Skill: Fighters Focus
+
+ Teaches a fighter class how to dedicate an allotment of stamina to withstand greater mental and physical stress.
+
+ Read
+
+ Fighter Skill: Heavy Blow
+
+ Teaches a fighter class how to dedicate an allotment of stamina to increase the power of each attack.
+
+ Read
+
+ Fighter Skill: Pommel Strike
+
+ Teaches a fighter class how to perform a non-lethal blow to stun or knock-out a target.
+
+ Read
+
+ Druid Spell: Regrow Limb
+
+ Teaches a druid how to regrow limbs by combining nature, arcane powers, and medical science.
+
+ Read
+
+ Arcane Tome: Ice
+
+ Teaches a gifted pawn how to harness elemental ice and water.
+
+ Read
+
+ Torn Script: Geomancy
+
+ Teaches a gifted pawn to combine physical law, elements, and the arcane.
+This arcane script is incomplete and the reader may not be able to learn some, or any, geomancer abilities.
+
+ Read
+
+ Mage Spell: Magic Heater
+
+ Teaches a magic user how to create a temporary window into the plane of fire, creating a temporary heat source.
+
+ Read
+
+ Torn Script: Technomancy
+
+ Teaches a gifted pawn in the ways of the Technomancer, able to see the connection between science and magic.
+This arcane script is incomplete and the reader will not learn any supporting technomancer abilities, but may still select their primary technomancy path.
+
+ Read
+
+ Fighter Skill: Strong Back
+
+ Teaches a fighter class how to dedicate an allotment of stamina to increase carrying and inventory capacities.
+
+ Read
+
+ Combat Power: Psionic
+
+ Teaches a physically adept pawn how to harness psionic power.
+
+*there is a footnote at the bottom of the page etched in charcoal: "seems only those with high psychic sensitivity can learn to manipulate psionic energy... either that or find a way to jump start psychic activity"
+
+ Read
+
+ Enchanter Spell: Shapeshift
+
+ Teaches an enchanter how to perform shapeshifting on themselves without losing their identity.
+
+ Read
+
+ Ice Spell: Moisturize Ground
+
+ Teaches an ice mage how to infuse the earth with moisture and nutrients, transforming sand into usable soil.
+
+ Read
+
+ Arcane Tome: Priest
+
+ Teaches a gifted pawn how to become a Priest. Priests are incapable of violence and these skills will be disabled.
+
+ Read
+
+ Torn Script: Chronomancy
+
+ Teaches a gifted pawn how to become a chronomancer, able to see and manipulate realities across time.
+This arcane script is incomplete and the reader may not be able to learn some, or any, chronomancer abilities.
+
+ Read
+
+ Fighter Skill: Throwing Knife
+
+ Teaches a fighter class the Throwing Knife skill. Non-violent pawns cannot learn this skill.
+
+ Read
+
+ Fighter Skill: Gear Repair
+
+ Teaches a fighter class how to dedicate an allotment of stamina to maintaining and repairing worn equipment.
+
+ Read
+
+ Technomancer Spell: Orbital Strike
+
+ Teaches a technomancer how to access ancient satellites and orbital systems and use them to launch an orbital strike.
+
+ Read
+
+ Necromancer Spell: Lich Form
+
+ Teaches a necromancer how to transform into a lich.
+
+ Read
+
+ Mage Spell: Power Node
+
+ Teaches a magic user how to create a contained power node that converts arcane energy into electrical power. Place next to existing power grid. Supplies 600 power.
+
+ Read
+
+ Fighter Skill: Burning Fury
+
+ Teaches a fighter class how to activate the Burning Fury aura. Non-violent pawns cannot learn this skill.
+
+ Read
+
+ Fire Spell: Cauterize Wound
+
+ Teaches a fire mage how to use elemental fire to instantly clean and close wounds - may leave burn scars.
+
+ Read
+
+ Chronomancer Spell: Recall
+
+ Teaches a chronomancer how to recall their physical being to a past condition.
+
+ Read
+
+ Mage Spell: Ignite
+
+ Teaches a magic user how to concentrate heat at a target location.
+
+ Read
+
+ Torn Script: Power
+
+ Teaches a gifted pawn how to harness arcane powers.
+This arcane script is incomplete and the reader may not be able to learn some, or any, arcane spells.
+
+ Read
+
+ Arcane Tome: Brightmage
+
+ Teaches a gifted pawn how to become a brightmage. Brightmages manipulate the power of sunlight to create intense, destructive magic.
+
+ Use
+
+ Gem of Physical Insight
+
+ Imbues the user with the spirit of a warrior, granting them the "physically adept" trait.
+
+**Note: use of this item will replace a random trait if the user has more than 7 traits and cannot be used by a pawn with existing magic or fighter traits**
+
+ Read
+
+ Arcane Tome: Summoning
+
+ Teaches a gifted pawn how to become a Summoner.
+
+ Read
+
+ Combat Form: Gladiator
+
+ Teaches a physically adept pawn how to train in the Gladiator combat form.
+
+ Read
+
+ Combat Style: Commander
+
+ Teaches a physically adept pawn how to become a charismatic leader.
+
+ Read
+
+ Warlock Spell: Psychic Shock
+
+ Teaches a Warlock how to use his psychic powers to emit powerful psychic shock that overwhelms and reverberates from nearby pawn.
+
+ Read
+
+ Fighter Skill: Inner Healing
+
+ Teaches a fighter class how to dedicate an allotment of stamina and physical energy to increase healing rate and improve disease immunity.
+
+ Read
+
+ Brightmage Spell: Spirit Of Light
+
+ Teaches a Brightmage how to summon a Spirit of Light.
+
+ Read
+
+ Mage Spell: Mage Light
+
+ Teaches a magic user how to create a small orb of light.
+
+ Read
+
+ Combat Style: Bladedancer
+
+ Teaches a physically adept pawn how to train as a Bladedancer
+
+ Read
+
+ Shaman Spell: Guardian Spirit
+
+ Teaches a shaman how to call forth their guardian spirit.
+
+ Read
+
+ Arcane Tome: Lightning
+
+ Teaches a gifted pawn how to harness elements of lightning.
+
+ Read
+
+ Bard Spell: Battle Hymn
+
+ Teaches a bard how to perform Battle Hymn.
+
+ Read
+
+ Torn Script: Lightning
+
+ Teaches a gifted pawn how to harness elements of lightning.
+This arcane script is incomplete and the reader may not be able to learn some, or any, lightning spells.
+
+ Read
+
+ Combat Style: Death Knight
+
+ Teaches a physically adept pawn to embrace the inevitable and become a death knight.
+
+ Read
+
+ Arcane Tome: Chaos Mage
+
+ Teaches a gifted pawn how to become a chaos mage - adaptable to any and all classes of magic.
+
+ Read
+
+ Druid Spell: Briar Patch
+
+ Teaches a Druid how to rapidly grow a hazard made of thorny vines.
+
+ Read
+
+ Arcane Tome: Hemomancy
+
+ Teaches a gifted pawn how to become a hemomancer, or blood mage, and use the power of blood to fuel their magic.
+
+ Read
+
+ Mage Spell: Summon Minion
+
+ Teaches a magic user how to summon an otherworldly minion to assist in basic tasks.
+
+ Read
+
+ Technomancer Spell: Sabotage
+
+ Teaches a technomancer user how to create a feedback loop in almost any mechanic system, causing it to catastrophically malfunction.
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/ThingDef/MageWeapons.xml b/Languages/PortugueseBrazilian/DefInjected/ThingDef/MageWeapons.xml
new file mode 100644
index 00000000..9dbfa476
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/ThingDef/MageWeapons.xml
@@ -0,0 +1,217 @@
+
+
+
+ Wand of Lightning
+
+ A wand able to slowly convert nearby arcane energy into elemental lightning. Wands are used as focusing tools to harness innate power more than as a weapon itself.
+
+This weapon is enchanted and provides additional benefits to trained mages and fighters:
+Max Energy: +5%
+Energy Regen: +5%
+Damage Boost: +15%
+
+ wand
+
+ Elephant bow bolt
+
+ thrumbo axe
+
+ An axe crafted using thrumbo horns that are fused together with a clasp made from magicyte. This clasp stores arcane potential and transfers it as physical force when the axe is swung, allowing it to deliver mighty blows capable of cleaving through multiple opponents. The shaft is also etched with magical runes to augment the wielder's power.
+
+This weapon is enchanted and provides additional benefits to trained mages and fighters:
+Max Energy: +10%
+Damage Boost: +20%
+Arcane Resistance: +30%
+Cleaving Strike
+
+ handle
+
+ cleave
+
+ horns
+
+ Ring of Elemental Fire
+
+ An ancient artifact bound to the wielder allowing elemental currents to flow through the host. If the host is separated from the ring, the contract binding it to this realm is nullified, destroying the artifact.
+
+ elemental fist
+
+ Thrum Bow
+
+ A bow shaped from the horn of a Thrumbo. The horn is hallowed out to decrease the weight and softened by soaking it in a magicyte compound that adds a surprising suppleness to the horn. The bow is further enhanced with embedded enchantments and arcane engravings that travel the length of the bow. The bow is said to be almost sentient, able to determine the intended target through a mental link with the wielder. Arrows fired from this bow almost always hit their intended target. This effect does have a tendency to delude the users own capability, however.
+
+This weapon is enchanted and provides additional benefits to trained mages and fighters:
+Max Energy: +20%
+Energy Regen: +10%
+Damage Boost: +20%
+Ability Cooldown: -10%
+Class XP Gain: -20%
+
+ limb
+
+ elemental fire
+
+ Elephant Bow
+
+ A bow shaped from elephant tusks. The tusks are hallowed out to decrease rigidity and reduce weight and softened by soaking it in a magicyte compound that increases suppleness. The elephant bow offers significant improvements in range and accuracy for distant targets over the greatbow, though it is slightly more difficult to handle.
+
+The elephant bow is engraved with minor enchantments and is a preferred weapon by many experienced rangers and hunters.
+
+This weapon is enchanted and provides additional benefits to trained mages and fighters:
+Max Energy: +5%
+Energy Regen: +5%
+Damage Boost: +10%
+Ability Cooldown: -10%
+
+ limb
+
+ Wand of Ice
+
+ A wand able to slowly convert nearby arcane energy into elemental ice. Wands are used as focusing tools to harness innate power more than as a weapon itself.
+
+This weapon is enchanted and provides additional benefits to trained mages and fighters:
+Max Energy: +5%
+Energy Regen: +5%
+Damage Boost: +15%
+
+ wand
+
+ elephant tusk
+
+ This elephant tusk has been fashioned into a long knife useful in close combat for both piercing and slashing attacks. The hilt is wrapped in leather to and has a small counter-balance to improve handling, and the light weight of the blade allow for quick attacks. However, the low weight and softer blade make it a poor choice against a heavily armored opponent.
+
+ handle
+
+ point
+
+ edge
+
+ Thrum bow bolt
+
+ Staff of the Defender
+
+ A staff crafted from an ancient design bearing a palpable aura of wisdom. This staff is able to tap into the spirit realm and allow the wielder to communicate with their ancestral spirits who can manifest their power in the form of a physical barrier. The energy to perform this action comes from the spirits themselves and does not draw energy from the user, though the spirits require time to rest between requests.
+
+This weapon is enchanted and provides additional benefits to trained mages and fighters:
+Max Energy: +30%
+Energy Regen: +20%
+Arcane Resistance: +20%
+
+Augmentation adds ability: Arcane Barrier
+
+ rod
+
+ staff head
+
+ fire wand
+
+ Ruunbled
+
+ This a massive blade is etched in intricate runes from hilt to tip. It is forged in a material unknown to you, with a razor sharp edge and weighing only a fraction of what the size infers. Despite its size, the weapon is easy to handle, and practically hums with power. You can only fathom the origins of this weapon - perhaps crafted in ancient technologies that were lost to time or fabricated with some mysterious power. The only hint is small word written in a stylish script and imprinted into the hilt with the name "Ruunbled." You are not sure if this is a manufacturing company, the name of its maker, or the name of the blade itself. Whichever it is, there is no doubt that this weapon represents the pinnacle of its class.
+
+This weapon is enchanted and provides additional benefits to trained mages and fighters:
+Ability Cooldown: -20%
+Energy Costs: -20%
+Damage Boost: +25%
+Arcane Resistance: +25%
+Haste on hit (20%)
+Deflection (30%)
+Cleaving Strike
+
+ pommel
+
+ stab
+
+ edge
+
+ Staff of Blazing Power
+
+ A staff that creates a mental link with the wielder to harness focused energy that can be used to launch a stream of blazing projectiles or create a hardened barrier around the wielder that can deflect projectiles. Mages gain tremendous boosts to magical spells while wielding this staff but to a mundane pawn it is nothing but a blunt weapon.
+
+This weapon is enchanted and provides additional benefits to trained mages and fighters:
+Max Energy: +20%
+Energy Regen: +10%
+Damage Boost: +40%
+
+ rod
+
+ staff head
+
+ demon's fang
+
+ A deadly short blade that can inflict nightshade toxin. The Demon's Fang is light-weight with quick attacks and will benefit from the type of material used in it's crafting. However, the raw damage of this weapon is lower than other high-tier weapons. Due to the nature of it's crafting, it does benefit from several hefty enchantments that will augment it's user's skills.
+
+This weapon is enchanted and provides additional benefits to trained mages and fighters:
+Energy Costs: -10%
+Ability Cooldown: -15%
+Damage Boost: +25%
+Nightshade Toxin on hit (20%)
+
+ stab
+
+ edge
+
+ lightning wand
+
+ elemental lightning
+
+ elemental ice
+
+ ice wand
+
+ Ring of Elemental Lightning
+
+ An ancient artifact bound to the wielder allowing elemental currents to flow through the host. If the host is separated from the ring, the contract binding it to this realm is nullified, destroying the artifact.
+
+ elemental fist
+
+ elephant spear
+
+ The elephant spear is crafted using the tusks of an elephant, and is typically a status symbol reserved for head hunters or leaders of a tribe. The shaft is engraved with minor enchantments, further boosting the combat abilities of the user.
+
+This weapon is enchanted and provides additional benefits to trained mages and fighters:
+Max Energy: +10%
+Damage Boost: +10%
+Arcane Resistance: +20%
+
+ shaft
+
+ point
+
+ slash
+
+ blazing power
+
+ Ring of Elemental Ice
+
+ An ancient artifact bound to the wielder allowing elemental currents to flow through the host. If the host is separated from the ring, the contract binding it to this realm is nullified, destroying the artifact.
+
+ elemental fist
+
+ thrumbo saber
+
+ A razor sharp blade forged from the horn of a thrumbo and infused with arcane energy. The thrumbo saber is lighter than metal blades and it's edge can cut through all but the thickest armor. Many masters of the blade favor this weapon as it is designed for speed and lethality. Further enchantments may also quicken the users, doubling their attack rate for a short period.
+
+This weapon is enchanted and provides additional benefits to trained mages and fighters:
+Ability Cooldown: -10%
+Damage Boost: +10%
+Haste on hit (25%)
+
+ pommel
+
+ stab
+
+ edge
+
+ Wand of Fire
+
+ A wand able to slowly convert nearby arcane energy into elemental fire. Wands are used as focusing tools to harness innate power more than as a weapon itself.
+
+This weapon is enchanted and provides additional benefits to trained mages and fighters:
+Max Energy: +5%
+Energy Regen: +5%
+Damage Boost: +15%
+
+ wand
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/ThingDef/ManaPotion.xml b/Languages/PortugueseBrazilian/DefInjected/ThingDef/ManaPotion.xml
new file mode 100644
index 00000000..66b8f8ff
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/ThingDef/ManaPotion.xml
@@ -0,0 +1,12 @@
+
+
+
+ mana potion
+
+ A magical supplement that allows arcane users to rapidly recover mana. Mana potions work by acting as a natural suppressant to the bodies mana absorption resistances \n\nUsers are warned, bypassing natural resistances can cause mental and sensory damage.
+
+ Consume {0}
+
+ Consuming {0}.
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/ThingDef/MoteDefs.xml b/Languages/PortugueseBrazilian/DefInjected/ThingDef/MoteDefs.xml
new file mode 100644
index 00000000..6ec6f7d4
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/ThingDef/MoteDefs.xml
@@ -0,0 +1,10 @@
+
+
+
+ fog of torment
+
+ ranger poison trap
+
+ shadow fog
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/ThingDef/Races_Demons.xml b/Languages/PortugueseBrazilian/DefInjected/ThingDef/Races_Demons.xml
new file mode 100644
index 00000000..139e5b23
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/ThingDef/Races_Demons.xml
@@ -0,0 +1,24 @@
+
+
+
+ Lesser Demon
+
+ Released from the pits of hell, this lesser demon will unleash its unfettered malice upon any and all beings in its path. There is no reasoning or subjugating the demon; destroy it or be destroyed.
+
+ left claw
+
+ right claw
+
+ hoof
+
+ Demon
+
+ Released from the pits of hell, this demon will unleash its unfettered malice upon any and all beings in its path. There is no reasoning or subjugating the demon; destroy it or be destroyed.
+
+ left claw
+
+ right claw
+
+ hoof
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/ThingDef/Races_DireWolf.xml b/Languages/PortugueseBrazilian/DefInjected/ThingDef/Races_DireWolf.xml
new file mode 100644
index 00000000..ac8d02ba
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/ThingDef/Races_DireWolf.xml
@@ -0,0 +1,14 @@
+
+
+
+ dire wolf
+
+ Dire wolves roam the north in great packs and fear neither man nor megasloth. A savage predator armed with razor sharp teeth and a coat like steel thread, dire wolves are as fierce as any known creature. They are often tied to mythical lore and are said to possess a unique link to arcane powers.
+
+ left claw
+
+ right claw
+
+ head
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/ThingDef/Races_Elemental.xml b/Languages/PortugueseBrazilian/DefInjected/ThingDef/Races_Elemental.xml
new file mode 100644
index 00000000..4a537af1
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/ThingDef/Races_Elemental.xml
@@ -0,0 +1,124 @@
+
+
+
+ Lesser Wind Elemental
+
+ Air elementals are beings of living wind and possess unnatural speed and agility. The physical manifestation of the air elemental appears to rapidly shift; sometimes a hazy smoke, other times a biting whirlwind. The air currents seem to form an barely perceptible outline of a humanoid form. While lesser in nature, this elemental will rain vicious, stinging attacks upon its enemies.
+
+ left arm
+
+ right arm
+
+ horn
+
+ Water Elemental
+
+ Water elementals are creatures of living water. They embody the spirit of unbound patience and solitude. They appear as a swirling mass of water, sometimes seeming to take the shape of a creature or object with bits of flotsam occasionally surfacing. They are always in motion and seem to glide or sway when moving. The elemental before you appears almost serene, but you sense a hidden danger lurking just below the surface.
+
+ left arm
+
+ right arm
+
+ horn
+
+ Fire Elemental
+
+ Fire elementals are vicious creatures of living flame. They are quick and cruel in nature, specializing in destruction. The fire elemental appears to be a mixture of oily and molten substances wreathed in flames and ash, its skin is almost fluid looking, as if it is constantly melting and reforming. The creature bears what looks to be a wicked grin... enemies should be wary of playing with this fire.
+
+ left arm
+
+ right arm
+
+ horn
+
+ Earth Elemental
+
+ The earth elemental is a lumbering, stubborn creature made of living stone. Its hide appears to be made out of rock and crystal with patches of mud and soil where the joints should be. This creature is the most steadfast of all elementals, able to weather a storm of blows. This creature puts modern tanks to shame with its invincible skin.
+
+ left arm
+
+ right arm
+
+ horn
+
+ Greater Fire Elemental
+
+ Fire elementals are vicious creatures of living flame. They are quick and cruel in nature, knowing only destruction. The fire elemental appears to be a mixture of oily and molten substances wreathed in flames and ash. Its skin is almost fluid looking, as if it is constantly melting and reforming. Before you stands a prince of destruction, wearing a crown of flame upon its brow and its chest is adorned with plate of obsidian writhing in flames. It stares at you with its single, glinting eye ready to unleash its malice.
+
+ left arm
+
+ right arm
+
+ horn
+
+ Lesser Fire Elemental
+
+ Fire elementals are vicious creatures of living flame. They are quick and cruel in nature, specializing in destruction. The fire elemental appears to be a mixture of oily and molten substances wreathed in flames and ash, its skin is almost fluid looking, as if it is constantly melting and reforming. Lesser in nature, the glint in the eyes of this being are the only warning enemies will have before being consumed in its rage.
+
+ left arm
+
+ right arm
+
+ horn
+
+ Greater Water Elemental
+
+ Water elementals are creatures of living water. They embody the spirit of unbound patience and solitude. They appear as a swirling mass of water, sometimes seeming to take the shape of a creature or object with bits of flotsam occasionally surfacing. They are always in motion and seem to glide or sway when moving. This enormous elemental before you has whirlpools for eyes and moves like a crashing wave.
+
+ left arm
+
+ right arm
+
+ horn
+
+ Lesser Earth Elemental
+
+ The earth elemental is a lumbering, stubborn creature made of living stone. Its hide appears to be made out of rock and crystal with patches of mud and soil where the joints should be. This creature is the most steadfast of all elementals, able to weather a storm of blows. While this is a lesser elemental, it still dwarfs most humanoids and possesses a remarkable ability to defend its master.
+
+ left arm
+
+ right arm
+
+ horn
+
+ Greater Wind Elemental
+
+ Air elementals are beings of living wind and possess unnatural speed and agility. The physical manifestation of the air elemental appears to rapidly shift; sometimes a hazy smoke, other times a biting whirlwind. The air currents seem to form an barely perceptible outline of a humanoid form. There is no doubt that this elemental is a supreme being capable of unleashing the fury of a storm.
+
+ left arm
+
+ right arm
+
+ horn
+
+ Lesser Water Elemental
+
+ Water elementals are creatures of living water. They embody the spirit of unbound patience and solitude. They appear as a swirling mass of water, sometimes seeming to take the shape of a creature or object with bits of flotsam occasionally surfacing. They are always in motion and seem to glide or sway when moving. The creature before you is a smaller form, but will relentlessly overcome even the strongest opponent.
+
+ left arm
+
+ right arm
+
+ horn
+
+ Wind Elemental
+
+ Air elementals are beings of living wind and possess unnatural speed and agility. The physical manifestation of the air elemental appears to rapidly shift; sometimes a hazy smoke, other times a biting whirlwind. The air currents seem to form an barely perceptible outline of a humanoid form. This creature possesses the power of a storm and will not hesitate to bring it to bear on its enemies.
+
+ left arm
+
+ right arm
+
+ horn
+
+ Greater Earth Elemental
+
+ The earth elemental is a lumbering, stubborn monstrosity made of living stone. Its hide appears to be made out of rock and crystal with patches of mud and soil where the joints should be. Its mouth is a cavern and there appear to be small trees or shrubs growing atop its back as if it is wearing a cloak of vegetation. This creature is the most steadfast of all elementals, able to weather a storm of blows, and this elemental is a master of its element. The power of this creature will literally crush your foes, the only chance they have is to run.
+
+ left arm
+
+ right arm
+
+ horn
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/ThingDef/Races_Minion.xml b/Languages/PortugueseBrazilian/DefInjected/ThingDef/Races_Minion.xml
new file mode 100644
index 00000000..b3c6f859
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/ThingDef/Races_Minion.xml
@@ -0,0 +1,30 @@
+
+
+
+ minion
+
+ Minions are mischievous, lazy, cruel cowards that come from a miserable plane of existence. They appear as a floating meatball with a giant eye. They have stubby, little arms a mouth that seems transfixed in a nasty smile, and two or three horns.
+It's not clear how they float, though one can only assume it has something to do with the hot, putrid stench that follows them everywhere.
+Their usefulness is open for debate; they possess little in terms of combat ability and would sooner flee than fight. They -can- do simple tasks such as hauling and cleaning (though they seem to have a different definition of "clean"). However, it seems more likely to find them lounging near the television or smoking a joint (or both) than doing anything productive.
+They can be summoned by gullible... er, trained mages, and, in return for giving them a break from their "pit fiend of a boss," they are willing to "help out" around the place.
+Occasionally, they express the desire to hit things and can (usually) be convinced to hit some nearby rocks.
+If things get too tough for them or they get bored, they'll flee back to wherever they came.
+
+ horns
+
+ bite
+
+ greater minion
+
+ Minions are mischievous, lazy, cruel cowards that come from a miserable plane of existence. They appear as a floating meatball with a giant eye. They have stubby, little arms a mouth that seems transfixed in a nasty smile, and two or three horns.
+It's not clear how they float, though one can only assume it has something to do with the hot, putrid stench that follows them everywhere.
+Their usefulness is open for debate; they possess little in terms of combat ability and would sooner flee than fight. They -can- do simple tasks such as hauling and cleaning (though they seem to have a different definition of "clean"). However, it seems more likely to find them lounging near the television or smoking a joint (or both) than doing anything productive.
+They can be summoned by gullible... er, trained mages, and, in return for giving them a break from their "pit fiend of a boss," they are willing to "help out" around the place.
+Occasionally, they express the desire to hit things and can (usually) be convinced to hit some nearby rocks.
+If things get too tough for them or they get bored, they'll flee back to wherever they came.
+
+ horns
+
+ bite
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/ThingDef/Races_Sentinel.xml b/Languages/PortugueseBrazilian/DefInjected/ThingDef/Races_Sentinel.xml
new file mode 100644
index 00000000..564690ed
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/ThingDef/Races_Sentinel.xml
@@ -0,0 +1,30 @@
+
+
+
+ Sentinel
+
+ This once inanimate stone is now viciously defending its terrain. Limbs that once seemed fused together as the same stone are now mobile... and tearing through earth and flesh alike.
+
+ claws
+
+ teeth
+
+ Greater Sentinel
+
+ This once inanimate stone is now viciously defending its terrain. Limbs that once seemed fused together as the same stone are now mobile... and tearing through earth and flesh alike.
+
+ claws
+
+ teeth
+
+ Lesser Sentinel
+
+ This once inanimate stone is now viciously defending its terrain. Limbs that once seemed fused together as the same stone are now mobile... and tearing through earth and flesh alike.
+
+ claws
+
+ teeth
+
+ sentinel
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/ThingDef/Races_Skeletal.xml b/Languages/PortugueseBrazilian/DefInjected/ThingDef/Races_Skeletal.xml
new file mode 100644
index 00000000..5ca44872
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/ThingDef/Races_Skeletal.xml
@@ -0,0 +1,34 @@
+
+
+
+ Giant skeleton
+
+ An enormous skeleton; this abomination was either created from the bones of a giant creature or by combining the bones of lesser creatures. This skeleton is animated by necromancy and embodied by a vengeful spirit that has wandered the world for ages - long enough to develop a simple, single-minded hate for life.
+
+ left fist
+
+ right fist
+
+ teeth
+
+ Skeleton
+
+ Physical husks of creatures raised through the power of necromancy; their sole instinct is to obey their master and destroy all life.
+
+ left fist
+
+ right fist
+
+ teeth
+
+ skeleton lich
+
+ The withered and faded bones of an ancient lich embodied by the spirit of malevolence and hatred; whoever, or whatever, this being once was is no more; its sole purpose is to destroy all life and replace it with undeath.
+
+ left hand
+
+ right hand
+
+ death stare
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/ThingDef/Races_SpiritAnimals.xml b/Languages/PortugueseBrazilian/DefInjected/ThingDef/Races_SpiritAnimals.xml
new file mode 100644
index 00000000..7586ecf1
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/ThingDef/Races_SpiritAnimals.xml
@@ -0,0 +1,36 @@
+
+
+
+ spirit mongoose
+
+ The mongoose spirit animal is clever and adaptable. It represents an insatiable curiosity about the world around them while possessing the wherewithal to know to look before they leap. The mongoose uses their cunning and agility to quickly deliver lethal strikes against an enemy or swiftly deliver resources. The mongoose is also the most playful of spirit animals.
+
+ left claw
+
+ right claw
+
+ head
+
+ spirit crow
+
+ The crow is a spirit animal associated with life mysteries and magic. The spirit crow provides insight and means of supporting intentions. It is also a sign of fortune, though not always good fortune. If the crow has chosen you as your spirit or totem animal, it supports you in developing the power of sight, transformation, and connection with magic and will assist in these endeavors.
+
+ claws
+
+ beak
+
+ head
+
+ spirit bear
+
+ The spirit bear is emblematic of stability and strength. This animal has been admired throughout time as a powerful inspiration for those who need courage to stand up against adversity. The spirit bear is a powerful guide to support physical strength and constitution and will actively protect its young.
+
+ left paw
+
+ right paw
+
+ mauled
+
+ head
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/ThingDef/Races_SpiritWolf.xml b/Languages/PortugueseBrazilian/DefInjected/ThingDef/Races_SpiritWolf.xml
new file mode 100644
index 00000000..c24c3545
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/ThingDef/Races_SpiritWolf.xml
@@ -0,0 +1,14 @@
+
+
+
+ spirit wolf
+
+ Spirit wolves coalesce in the physical realm at the behest of a powerful shaman. Wolves are a dangerous mammal alone but are a force to be feared when hunting in a pack. The spirit wolf will fade back into the ether after a brief period or if it is defeated.
+
+ left claw
+
+ right claw
+
+ head
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/ThingDef/Skyfallers.xml b/Languages/PortugueseBrazilian/DefInjected/ThingDef/Skyfallers.xml
new file mode 100644
index 00000000..2d26671b
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/ThingDef/Skyfallers.xml
@@ -0,0 +1,26 @@
+
+
+
+ meteorite
+
+ scorn leaving
+
+ meteorite
+
+ blizzard(tiny)
+
+ arrow storm
+
+ meteorite
+
+ meteorite
+
+ light beam (leaving)
+
+ light beam (incoming)
+
+ scorn incoming
+
+ light pod
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/ThingDef/Summoned_Boomthings.xml b/Languages/PortugueseBrazilian/DefInjected/ThingDef/Summoned_Boomthings.xml
new file mode 100644
index 00000000..81df5ac8
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/ThingDef/Summoned_Boomthings.xml
@@ -0,0 +1,12 @@
+
+
+
+ leap
+
+ poppi
+
+ Deceptively harmless and impossibly cute, these little critters want nothing more than to bound into your arms and light up your life.
+
+ snuggle
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/ThingDef/TM_Apparel.xml b/Languages/PortugueseBrazilian/DefInjected/ThingDef/TM_Apparel.xml
new file mode 100644
index 00000000..b8c00a76
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/ThingDef/TM_Apparel.xml
@@ -0,0 +1,129 @@
+
+
+
+ Armor of the Valiant
+
+ A breastplate etched in holy symbols that is designed to protect vital areas without restricting movement. Said to have been worn by holy warriors of a bygone age who maintained peace with justice and compassion in equal measure. It is unknown what became of this order, though it is hard to believe it had anything to do with their skill in armor craft.
+
+Armor of the Valiant is enchanted and provides additional benefits to trained mages and fighters:
+Energy Costs: -10%
+Class XP Gain: +10%
+
+ Helm of the Valiant
+
+ A barbute shaped helm designed to maximize protection without restricting vision or voice. These helmets are a complementary piece to the Armor of the Valiant set and further enhance a wearers arcane capabilities while also providing noteworthy physical protection.
+
+Helm of the Valiant is enchanted and provides additional benefits to trained mages and fighters:
+Energy Costs: -5%
+Class XP Gain: +10%
+
+ Wizard Hat
+
+ A classic hat styled for any wizard or witch. This hat has secret carrying compartments and also has social and drug production bonuses.
+
+The Wizard Hat is enchanted and provides additional benefits to trained mages and fighters:
+Max Energy: +5%
+Arcane Power: +5%
+
+ Mage Robe
+
+ Robes worn by the heralds of magic. Wearers of this robe demonstrate a willingness to make physical sacrifices to increase their innate power.
+
+Mage robes are enchanted and provide additional benefits to trained mages and fighters:
+Max Energy: +17.5%
+Energy Regen: +10%
+Ability Cooldown: -15%
+Energy Costs: -15%
+Class XP Gain: +10%
+Arcane Res: +10%
+
+ Robes of the Archmage
+
+ Robes designed by a superior race that are meant for the highest class of magic users who are worthy of additional power and insight. These lightweight, flowing robes seem to propel the wearer as if carried by a great winged beast.
+
+Robes of the Archmage are enchanted and provide additional benefits to trained mages and fighters:
+Max Energy: +25
+Energy Regen: +25%
+Ability Cooldown: -20%
+Energy Costs: -10%
+Arcane Res: +15%
+Ability Damage: +20%
+
+ Dreamcatcher Buckskin
+
+ A patchwork buckskin of threaded leather adorned with animal memento and permeated with mystical energies. Primarily worn by tribal mystic leaders, the dreamcatcher buckskin represents the dream-like connection between nature and spirits.
+
+Mystics derive additional power from the symbolism of this outfit:
+Max Energy: +40
+Class XP Gain: +30%
+Arcane Res: +25%
+
+ Ancient Mail
+
+ Chain mail forged with an ancient design that provides above average physical defense. The design of the armor includes a symmetrical etching of arcane runes that bestow the wearer with enhanced power. Once crafted, these runes will attract an ancient spirit to embody the mail and grants the wearer a chance to cause additional arcane damage following any attack; however, this comes at a price - all abilities will require more energy to use, and the bearer is beset with nightmares that slowly break down mental resistances.
+
+Ancient mail is enchanted and provides additional benefits to trained mages and fighters:
+Max Energy: +8%
+Energy Regen: +10%
+Energy Costs: +15%
+Arcane Resistance: +20%
+
+Augmented by Arcane Spectre: 50% chance to deal 20% bonus damage
+
+ Arcane Hood
+
+ A hood preferred by mages for its magical properties, light weight, and comfort. The method of infusing fabric with enchantments prior to weaving the hood returns improved enchanting results.
+
+The Arcane Hood is enchanted and provides additional benefits to trained mages and fighters:
+Max Energy: +10%
+Energy Regen: +10%
+Arcane Resistance: +10%
+
+ Dreamcatcher Coronet
+
+ A patchwork headdress of animal leather topped with a majestic crown of antlers. This hood marks the bearer as the spiritual leader of a tribe. The dreamcatcher raiment is said to grant gifted users with the ability to view nature through the eyes of their spirit animal.
+
+Mystics derive additional power from the symbolism of this outfit:
+Max Energy: +25
+Class XP Gain: +20%
+Arcane Res: +20%
+
+ Paragon's Helm
+
+ A heavily enchanted helm meant to identify elite warriors of the Valiant.
+
+Paragon's Helm is enchanted and provides additional benefits to trained mages and fighters:
+Energy Costs: -5%
+Class XP Gain: +15%
+Max Energy: +5%
+Arcane Res: +10%
+
+ Cloak of Supremacy
+
+ A cloak heavily augmented by arcane power believed to have been first made for a black knight acting as the ambassador for an astral demon. The fabric is difficult to focus on in a way that can only be described as "visual noise" and the folds of cloth move in an unnatural way as if unrestrained by natural law. Those few who have worn this cloak in battle swear that it possesses a consciousness of its own and tell stories of the cloth shielding them from certain destruction. Others claim those observations were nothing but hallucinations by deranged fools. Because of these claims, it is rumored that the cloak possesses the ability to completely mitigate attacks against the wearer, but no one has been able to reproduce these results with any reliability.
+
+Robes of Supremacy are enchanted and provide additional benefits to trained mages and fighters:
+Max Energy: +40%
+Energy Regen: +40%
+Ability Cooldown: -20%
+
+Augmented by Phantom Shift: 20% chance to avoid an attack
+
+ Hood of Madness
+
+ A dark cowl that has a reputation of being cursed, though its magical properties are undeniable. Those who don this hood gain the ability to see manifestations of arcane energy and learn things they otherwise wouldn't. The hood's appearance and fear of revealed secrets lead most to distrust those who wear this hood. Likewise, those who see through the eyes of this hood begin to distrust those around them.
+
+The Hood of Madness is enchanted and provides additional benefits to trained mages and fighters:
+Class XP Gain: +30%
+Arcane Resistance: 30%
+
+ Wanderer's Cloak
+
+ A cloak designed for traveling mages that provides protection against the elements and improves energy recovery rates. The method of infusing arcane gemstones into the fabric during crafting yields unparalleled enchantment effectiveness.
+
+This cloak is enchanted and provides additional benefits to trained mages:
+Max Energy: +12%
+Ability Cooldown: -20%
+Arcane Resistance: +5%
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/ThingDef/TM_Apparel_Artifacts.xml b/Languages/PortugueseBrazilian/DefInjected/ThingDef/TM_Apparel_Artifacts.xml
new file mode 100644
index 00000000..5421aedc
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/ThingDef/TM_Apparel_Artifacts.xml
@@ -0,0 +1,143 @@
+
+
+
+ Orb Of Conviction
+
+ Also known as the Traitors Trinket, Orb of Insanity, and Mind Thief - the Orb of Conviction is a powerful and dangerous artifact. When filled with the conviction and magic of a caster, it can be used to press that conviction upon another.
+
+If successful, the target will immediately join the casters faction, but will be affected by psychic shock.
+
+Only the most powerful mages can direct the power of this artifact; even then, it will exact a heavy price. The orb will implode once the spell has been cast and can only be used once.
+
+ Ring of Knowledge
+
+ A ring enchanted with the essence of magicyte. This ring improves learning speed.
+
+ Ring of Malice
+
+ This ring gives off a dark aura and is perpetually cold to touch. The Ring of Malice increases the idle and maximum hate levels of a death knight.
+
+The Ring of Malice's power depends on the fame of its bearer and will grow with each wound taken or inflicted.
+
+ Mind Ward Pendant
+
+ A pendant enchanted with the essence of marble. This pendant improves its bearers mental state and provides a mental anchor. The pendant occasionally allows its bearer to break out of mental states.
+
+ Orb of Souls (filled)
+
+ The Orb of Souls is a powerful and dangerous artifact. This orb has absorbed traits and can be used to infuse these traits into a human-like pawn.
+
+Conflicting traits can never transfer into the target pawn. If the pawn possesses over 7 traits, then there is a 75% chance that a random, existing trait will be replaced with the trait being infused.
+
+The orb will implode and be destroyed once the traits have been released.
+
+ Amulet of Minor Protection
+
+ A pendant enchanted with the essence of iron. This pendant magically improves its wearers defenses.
+
+ Pendant of Mending
+
+ A pendant enchanted with the essence of slate. The slate pendant of mending will slowly recover the durability of all worn equipment.
+
+ Quicksilver Pendant
+
+ A pendant enchanted with silver essence. Known as a quicksilver pendant, this expensive artifact is said to grant increased agility to its wearer.
+
+ Necrotic Orb
+
+ An artifact that enhances the necrotic energy required to sustain the undead. The Necrotic Orb functions much like a battery; when equipped by a pawn that is sustaining undead, it absorbs energy from a necromancer as if it were an undead itself, however, it also reduces the total upkeep cost to sustain undead by 25%. When no energy is available from a necromancer, it will disperse energy to sustain undead.
+
+Only one orb may be equipped by a pawn. Orbs only take affect when equipped by a pawn sustaining undead.
+
+ Charm of Rest
+
+ A pendant enchanted with the essence of sandstone. This pendant improves its wearers quality of rest and prevents passerby's to disturb their slumber.
+
+ Amulet of Protection
+
+ A pendant enchanted with the essence of steel. This pendant magically improves its wearers defenses.
+
+ Bracers of Defense
+
+ Bracers crafted into hardened material that allow the wearer to block physical attacks. 40% block chance.
+
+Enchantments:
+Arcane Resistance 10%
+
+ Ring of Labor
+
+ A ring enchanted with the essence of granite. This ring grants the bearer increased carrying capacity and manipulation.
+
+ Ring of Blood
+
+ A ring inset with a dark stone; currents of deep red and black swirl beneath its surface. This type of ring was first created by an ancient vampire to increase blood reserves and can be used by a blood mage to store blood magic.
+
+The Ring of Blood's power depends on the fame of its bearer and will grow with each human downed or killed.
+
+ Bracers of Deflection
+
+ Bracers crafted into reactive material that allow the wearer to block attacks and deflect projectiles. 30% block chance, all blocked attacks are deflected against enemies within 8 cells.
+
+Enchantments:
+Arcane Resistance 10%
+
+ Ring of the Eternal Blue
+
+ A ring that seems to pulse with a soft blue light. This ring increases psychic sensitivity and reciprocates the psychic sensitivity of its bearer.
+
+The Ring of Eternal Blue will increase a psionic's energy proportionally with their psychic sensitivity.
+
+ Ring of the Pathfinder
+
+ A ring enchanted with the essence of wood. The wearer of this ring will not be slowed by terrain and has improved foraging while in a caravan.
+
+ Charm of Health
+
+ This charm improves the health of the bearer, granting improved immunity to diseases and helps wounds heal faster.
+
+ Use orb of the eternal
+
+ Orb of the Eternal
+
+ A single use infusion of magical energy prepared to heal wounds, restore limbs, and cure diseases. The healing energy will target and heal the single worst health condition affecting someone at any given time.
+
+Orbs of the Eternal have been used by mages, rulers, and the elite to prolong life. These orbs are valuable and rare due mostly to the secrecy surrounding the process of crafting an orb.
+
+ Cat Eye Pendant
+
+ A pendant enchanted with the essence of limestone. The wearer gains improved eyesight and can see in the dark. This pendant emits a soft glow.
+
+ Ring of Arcane Recovery
+
+ A ring enchanted with the essence of jade. This ring increases the rate its wearer recovers from arcane weakness.
+
+ Ring of Authority
+
+ A ring enchanted with the essence of gold. This ring increases the wearers negotiation skills.
+
+ Ring of Keen Intellect
+
+ A ring that expands the mind and heightens mental acuity but increases mental stress.
+
+Enchantments:
+XP Gain +25%
+
+ Orb of Souls (empty)
+
+ The Orb of Souls is a powerful and dangerous artifact. It requires no external power and can extract the soul of a pawn possessing traits.
+
+If successful, the Orb of Souls will absorb all traits from the target; the target will lose the absorbed traits. The process is almost always lethal.
+
+Once filled, the Orb of Souls can be used to transfers the absorbed traits into another human-like pawn.
+
+ Bracers of the Pacifist
+
+ These bracers appear to be little more than thin cloth wrapped in leather, but their unremarkable appearance is belied by remarkable power. This item can only be worn by a pawn that has rejected violence.
+
+Enchantments:
+Max Energy +40%
+Energy Regen +40%
+Arcane Resistance +50%
+Arcane Recovery - decreases time to recover from arcane weakness
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/ThingDef/TM_Base.xml b/Languages/PortugueseBrazilian/DefInjected/ThingDef/TM_Base.xml
new file mode 100644
index 00000000..7709767b
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/ThingDef/TM_Base.xml
@@ -0,0 +1,6 @@
+
+
+
+ unfinished gem
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/ThingDef/TM_Damages.xml b/Languages/PortugueseBrazilian/DefInjected/ThingDef/TM_Damages.xml
new file mode 100644
index 00000000..d55ba865
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/ThingDef/TM_Damages.xml
@@ -0,0 +1,14 @@
+
+
+
+ Fire Magic
+
+ Fire Magic
+
+ Ice Magic
+
+ Ice Magic
+
+ Fire Magic
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/ThingDef/TM_Plants.xml b/Languages/PortugueseBrazilian/DefInjected/ThingDef/TM_Plants.xml
new file mode 100644
index 00000000..0774ccd0
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/ThingDef/TM_Plants.xml
@@ -0,0 +1,40 @@
+
+
+
+ syrrium
+
+ Syrrium is distilled from pomana through a process boiling the mashed fruit which separates the syrrium from the pomana. Syrrium induces a much more intense effect than raw pomana when consumed. The chemical effects qualify the liquid as a drug and can cause mild chemical dependency, however, the its more addictive lure is when some begin to feel less capable without the drug and consume syrrium to maintain their confidence and mental balance.
+
+The claims that pomanasyrrium grant insight and clarity is disregarded by most as lore or fantasy, however, research into its chemistry has revealed that these effects are indeed real, at least for mages. The benefits of syrrium are considered the primary reason to cultivate pomanasyrrium. When properly refined, the effects of syrrium have been found to expand a mages access to mana, accelerating its ebb and flow, and decreasing the effort required when exerting arcane power. These effects will not stack with benefits gained by consuming the raw fruit.
+
+ Drink {0}
+
+ Drinking {0}.
+
+ pomanasyrrium bush
+
+ The pomanasyrrium plant is steeped in lore as having mythical properties to grant wisdom, insight, and clarity to those who consume its fruit. However, it is difficult to grow and does not the level of yield found in other cultivated plants so it is not favored by growers or farmers.
+
+The fruit it produces, known more commonly as pomona, can be consumed raw and is quite tasty but has a low nutrient value. Like ambrosia, it causes a slight euphoric sensation and promotes a sense of mental well-being.
+
+ Paracyte thornbush
+
+ The paracyte thornbush is a genetically engineered plant that absorbs mana through a process of arcane transpiration and collects it into a chrysalis. As the plant matures, the chrysalis hardens into magicyte which can be harvested. The rest of the plant consists of almost glass-like thorns and rigid stems.
+
+Paracyte is difficult to grow and only skilled herbalists are able to plant and harvest it safely, but for all it's difficulties, it has a delicate beauty and gives off an ethereal glow that reflects light along its crystalline edges.
+
+NOTE: Paracyte plants will lower mana regen for all mages on the map if the number of paracyte plants exceeds the soft cap. Check mod settings for the soft cap value. Paracyte plans have no effect on mana regen when the total count on the map is lower than the soft cap.
+
+ pomana fruit
+
+ A fist sized fruit with hues ranging from sunset orange to dusky violet, pomona is primarily considered a delicacy due to its commonality and is usually enjoyed raw as a desert. When consumed raw, it generates a mild euphoric sensation of mental well-being and has been found to open up mental pathways, expanding consciousness.
+
+ mashed pomana
+
+ A bitter and unappetizing byproduct when extracting syrrium from raw pomonasyrrium. This byproduct retains some nutritional value but is largely left for animal consumption or as a nutrient base for meals.
+
+ thorny vines
+
+ A hazard of tangled, woody shoots covered in wicked thorns that slow down anyone moving over them. The thorns are razor sharp and can pierce even thick clothing.
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/ThingDef/WriteAbility_Item.xml b/Languages/PortugueseBrazilian/DefInjected/ThingDef/WriteAbility_Item.xml
new file mode 100644
index 00000000..364c44c0
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/ThingDef/WriteAbility_Item.xml
@@ -0,0 +1,34 @@
+
+
+
+ Write
+
+ Unfinished Torn Script
+
+ An arcane script ready to be filled with the secrets of unlocking magical powers...
+
+Use a trained mage to record their arcane secrets in the book. The book can then be used to teach another, gifted pawn how to become the same class. Torn scripts will promote a gifted pawn to a magic class but will start with a random set of class abilities.
+
+Magically Gifted pawns can journal their theories and experiments in this book and learn to become a random magic class.
+
+ Write
+
+ Unfinished Martial Book
+
+ A book ready to be filled with the secrets of unlocking martial powers...
+
+Use a trained fighter to record their combat techniques in the book. The book can then be used to teach another pawn this combat technique.
+
+Physically adept pawns can journal their research and training in this book to develop the concepts of a random fighter class.
+
+ Write
+
+ Unfinished Arcane Book
+
+ A arcane tome ready to be filled with the secrets of unlocking magical powers...
+
+Use a trained mage to record their arcane secrets in the book. The book can then be used to teach another, gifted pawn how to become the same class. Arcane Tomes will promote a gifted pawn to a magic class and all class abilities except the master ability.
+
+Gifted pawns can journal their theories and experiments in this book and learn to become a random magic class.
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/ThoughtDef/Hediffs_Artifacts.xml b/Languages/PortugueseBrazilian/DefInjected/ThoughtDef/Hediffs_Artifacts.xml
new file mode 100644
index 00000000..369b969f
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/ThoughtDef/Hediffs_Artifacts.xml
@@ -0,0 +1,12 @@
+
+
+
+ mind ward
+
+ My mind is fortified against the troubles to come.
+
+ Absorbed traits
+
+ These changes make me feel like a stranger to myself, it's going to take some time to rediscover who I am.
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/ThoughtDef/Hediffs_ChaosMage.xml b/Languages/PortugueseBrazilian/DefInjected/ThoughtDef/Hediffs_ChaosMage.xml
new file mode 100644
index 00000000..af26fece
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/ThoughtDef/Hediffs_ChaosMage.xml
@@ -0,0 +1,8 @@
+
+
+
+ Chaotic
+
+ I felt the endless possibilities of magic when I allowed my mind to be unfettered by order.
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/ThoughtDef/Hediffs_Commander.xml b/Languages/PortugueseBrazilian/DefInjected/ThoughtDef/Hediffs_Commander.xml
new file mode 100644
index 00000000..b35f1110
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/ThoughtDef/Hediffs_Commander.xml
@@ -0,0 +1,24 @@
+
+
+
+ Charismatic pawn
+
+ I've been emotionally charged! I'm not sure what, but good things are bound to happen around such a charismatic commander.
+
+ Charismatic commander
+
+ I've been emotionally charged! Good things are bound to happen around such a charismatic commander, though it's not exactly clear how.
+
+ Charismatic leader
+
+ I've been emotionally charged! Good things are bound to happen around such a charismatic leader.
+
+ Charismatic visionary
+
+ I've been emotionally charged! Good things are bound to happen around such a charismatic visionary.
+
+ Task master
+
+ Every aspect of my life has become micro-managed; I barely have time to eat a decent meal.
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/ThoughtDef/Hediffs_DemonKin.xml b/Languages/PortugueseBrazilian/DefInjected/ThoughtDef/Hediffs_DemonKin.xml
new file mode 100644
index 00000000..e4f76141
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/ThoughtDef/Hediffs_DemonKin.xml
@@ -0,0 +1,16 @@
+
+
+
+ bliss (physical)
+
+ My pain is gone. I'm floating in a sea of euphoria.
+
+ bliss (mental)
+
+ My worries and concerns have been washed away. Things that used to concern me are now little more than distractions that float away in a haze of dreams and reality.
+
+ Vitality Drain
+
+ That succubus was amazing - my worries are a dull memory and I feel relaxed, even a little lethargic.
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/ThoughtDef/Hediffs_TMagic_Buffs.xml b/Languages/PortugueseBrazilian/DefInjected/ThoughtDef/Hediffs_TMagic_Buffs.xml
new file mode 100644
index 00000000..846cafb3
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/ThoughtDef/Hediffs_TMagic_Buffs.xml
@@ -0,0 +1,68 @@
+
+
+
+ soothing breeze
+
+ Something is having a calming affect on me, I'm thinking clearly and I'm wasting less energy fretting about senseless concerns.
+
+ soothing breeze
+
+ Something is having a calming affect on me, I'm thinking clearly and I'm wasting less energy fretting about senseless concerns.
+
+ soothing breeze
+
+ With the wind at my back, I feel calm, relaxed, and focused and have the energy to keep going.
+
+ soothing breeze
+
+ All distractions have been washed away, I am utterly focused and have the confidence to execute all tasks to perfection.
+
+ Shadow of hope
+
+ Where there's shadow, there's light
+
+ Glimmer of hope
+
+ I have this glimmer of hope that wasn't there before!
+
+ Ray of hope
+
+ Theres a ray of light breaking through this dark mood, I finally feel like we have a chance.
+
+ Beacon of hope
+
+ All the misfortune that's befallen us is being burned away by a brilliant light, I have a burst of energy and feel amazing!
+
+ pumped
+
+ I feel great. This is better than Go-Juice.
+
+ amped
+
+ This is amazing! I could run like the wind and fight like a lion - nothing can stop me!
+
+ surging energy
+
+ I'm surging with power, I feel unstoppable.
+
+ twitchy
+
+ Something feels off....
+
+ anxious
+
+ There's a tingling sensation at the back of my neck, like I'm always being watched... it's creepy.
+
+ nervous
+
+ I keep seeing something out of the corner of my eye, it feels like someone is right behind me and it has me on edge.
+
+ distraught
+
+ There's another presence next to me, assisting in everything I do. It knows what to do before I do. Am I possessed?!
+
+ blinded
+
+ There was a flash of light and what it revealed to me... I can't... I don't want to see anymore!
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/ThoughtDef/ManaPotion.xml b/Languages/PortugueseBrazilian/DefInjected/ThoughtDef/ManaPotion.xml
new file mode 100644
index 00000000..e956a220
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/ThoughtDef/ManaPotion.xml
@@ -0,0 +1,12 @@
+
+
+
+ mana surge
+
+ This power... it's overwhelming. I feel the power of the cosmos at my fingertips, but it's turning my bones to ash.
+
+ mana withdrawal
+
+ Ugh... everything is a blur. I can't seem to focus or control my body, I feel separated from reality. I need to feel mana flowing into my soul.
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/ThoughtDef/TM_Interactions.xml b/Languages/PortugueseBrazilian/DefInjected/ThoughtDef/TM_Interactions.xml
new file mode 100644
index 00000000..a4267f80
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/ThoughtDef/TM_Interactions.xml
@@ -0,0 +1,24 @@
+
+
+
+ gained arcane knowledge
+
+ I've been enlightened by words from a powerful mage, now I just have to apply this knowledge...
+
+ gained combat experience
+
+ A more experienced fighter has taught me how to improve my combat techniques.
+
+ entertained
+
+ This place isn't so bad; there are people here that make me forget about my worries and laugh a little.
+
+ social entertainment
+
+ I had a really fun time talking with others.
+
+ social interaction
+
+ I really like interacting with the people around here, it makes me happy to bring a little joy to others.
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/ThoughtDef/TM_Plants.xml b/Languages/PortugueseBrazilian/DefInjected/ThoughtDef/TM_Plants.xml
new file mode 100644
index 00000000..4765a186
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/ThoughtDef/TM_Plants.xml
@@ -0,0 +1,16 @@
+
+
+
+ pomana sense
+
+ My mind is relaxed and my thoughts are clear, I feel more aware and content with my place in the universe.
+
+ syrrium sense
+
+ My mind is relaxed and answers seem to flow to me as if I'm attuned to the universe.
+
+ syrrium withdrawal
+
+ My mind feels muddled. With syrrium I was brilliant, I'm sure everyone was impressed with my intellect. That's who I am, I need to have that!
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/ThoughtDef/TM_Travel.xml b/Languages/PortugueseBrazilian/DefInjected/ThoughtDef/TM_Travel.xml
new file mode 100644
index 00000000..d016da29
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/ThoughtDef/TM_Travel.xml
@@ -0,0 +1,12 @@
+
+
+
+ trapped
+
+ I've been stuck at this place forever. I need to get away from here and see the world!
+
+ adventuring
+
+ Nothing beats being on the road and seeing new places.
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/ThoughtDef/TM_WeatherDefs.xml b/Languages/PortugueseBrazilian/DefInjected/ThoughtDef/TM_WeatherDefs.xml
new file mode 100644
index 00000000..5a9d3148
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/ThoughtDef/TM_WeatherDefs.xml
@@ -0,0 +1,8 @@
+
+
+
+ healing rain
+
+ My pain is being washed away.
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/ThoughtDef/Thoughts_Memory.xml b/Languages/PortugueseBrazilian/DefInjected/ThoughtDef/Thoughts_Memory.xml
new file mode 100644
index 00000000..5aa3713c
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/ThoughtDef/Thoughts_Memory.xml
@@ -0,0 +1,56 @@
+
+
+
+ Empathy
+
+ I can feel the emotions of those around me.
+
+ bonded animal died
+
+ My faithful animal companion died. It feels like I've lost a piece of myself.
+
+ polymorphed!
+
+ I was polymorphed into a wild animal - and it was AMAZING!.
+
+ sold bonded animal
+
+ I allowed my animal companion to be sold into slavery. I won't soon be forgiven by the animal kingdom. (animal bonding disabled while this mood effect is active)
+
+ polymorphed against will
+
+ I was polymorphed and forced to exist in the body of an animal, how dehumanizing.
+
+ taking orders
+
+ Another pawn gave me orders. This could become annoying.
+
+ Empathy
+
+ I can't explain why I'm feeling these strong emotions.
+
+ clean slate
+
+ I can't remember the last few days, maybe that is for the best.
+
+ ate minion meat
+
+ I ate some disgusting mystery meat from a dead minion. It was mashed together with sludge and other decaying things I couldn't identify. Was that a fingernail? Gross.
+
+ ate cooked minion meat
+
+ I ate a meal cooked with minion meat. No amount of seasoning or spices could prevent the impression that I was eating something disgusting.
+
+ phantom limb
+
+ Are these body parts really mine? I feel like a guest in my own body.
+
+ pleasant dreams
+
+ My dreams are filled with memories and events that make me happy.
+
+ brightened day
+
+ A Spirit of Light brightened my day.
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/ThoughtDef/Thoughts_Minion.xml b/Languages/PortugueseBrazilian/DefInjected/ThoughtDef/Thoughts_Minion.xml
new file mode 100644
index 00000000..156a5798
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/ThoughtDef/Thoughts_Minion.xml
@@ -0,0 +1,8 @@
+
+
+
+ freed from pitboss
+
+ Finally free of my harsh taskmaster... now to relax a little.
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/ThoughtDef/Thoughts_Situation_TMagic.xml b/Languages/PortugueseBrazilian/DefInjected/ThoughtDef/Thoughts_Situation_TMagic.xml
new file mode 100644
index 00000000..20ab5622
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/ThoughtDef/Thoughts_Situation_TMagic.xml
@@ -0,0 +1,90 @@
+
+
+
+ undead
+
+ necromancer
+
+ boundless arrogance
+
+ lich
+
+ Self-righteous mage
+
+ Envious of succubus
+
+ Everyone pays attention to her because of her looks, doesn't anything else matter?
+
+ Unnatural beauty
+
+ She has an air of attraction that I'll never have... and I hate her for it.
+
+ Illusion of beauty
+
+ Experience in the arts of combat reveal the lie in her form and movement, but sometimes it's easier to just accept the deception
+
+ Devilishly attractive
+
+ I can tell she uses demonic powers to make herself more attractive, but that knowledge does little to diminish the effect
+
+ Alluring
+
+ There's something about her that is undeniably and overwhelmingly attractive
+
+ charming
+
+ Has a charming presence.
+
+ enchanting
+
+ Has an enchanting aura.
+
+ powerful allure
+
+ Has a powerful allure.
+
+ positively glamorous
+
+ Is positively glamorous.
+
+ third arm
+
+ Has a third arm... it's uncomfortable to look at and unnatural.
+
+ four arms
+
+ I don't care if those extra arms are magical, it's freakish.
+
+ strange growth
+
+ It goes beyond reason to simply start sprouting extra body parts; it seems like that third eye is always staring at me.
+
+ mutant
+
+ What's next, another head? This has gone too far.
+
+ admiring transhumanist
+
+ To be able to morph yourself into whatever you wish - what an amazing ability!
+
+ hateful body purist
+
+ What a freak, I think -it- is gross.
+
+ observed undead
+
+ I hate being next to the undead. I can't help but think... will that happen to me when I die?
+
+ demonhide {0}
+
+ Wearing apparel made with demonhide makes me feel more confident.
+
+ demonhide {0} (+1)
+
+ Demonhide clothing is a symbol of my elite status.
+
+ demonhide {0} (+2)
+
+ I'm clothed in the hide of a demon; my status and safety is guaranteed.
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/ToolCapacityDef/Races_Demons.xml b/Languages/PortugueseBrazilian/DefInjected/ToolCapacityDef/Races_Demons.xml
new file mode 100644
index 00000000..5fbd9cb6
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/ToolCapacityDef/Races_Demons.xml
@@ -0,0 +1,6 @@
+
+
+
+ claw rake
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/ToolCapacityDef/Races_Skeletal.xml b/Languages/PortugueseBrazilian/DefInjected/ToolCapacityDef/Races_Skeletal.xml
new file mode 100644
index 00000000..8eabf655
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/ToolCapacityDef/Races_Skeletal.xml
@@ -0,0 +1,8 @@
+
+
+
+ shadow burn
+
+ death stare
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/ToolCapacityDef/Summoned_Boomthings.xml b/Languages/PortugueseBrazilian/DefInjected/ToolCapacityDef/Summoned_Boomthings.xml
new file mode 100644
index 00000000..04e22d11
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/ToolCapacityDef/Summoned_Boomthings.xml
@@ -0,0 +1,6 @@
+
+
+
+ snuggling
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/ToolCapacityDef/TM_Maneuvers.xml b/Languages/PortugueseBrazilian/DefInjected/ToolCapacityDef/TM_Maneuvers.xml
new file mode 100644
index 00000000..a460a0f2
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/ToolCapacityDef/TM_Maneuvers.xml
@@ -0,0 +1,6 @@
+
+
+
+ cleaving
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/TorannMagic.MagicRecipeDef/MagicRecipes_MagicCircle.xml b/Languages/PortugueseBrazilian/DefInjected/TorannMagic.MagicRecipeDef/MagicRecipes_MagicCircle.xml
new file mode 100644
index 00000000..d519e3e9
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/TorannMagic.MagicRecipeDef/MagicRecipes_MagicCircle.xml
@@ -0,0 +1,195 @@
+
+
+
+ Alteration: psychic soothe
+
+ Create soothing psychic emanations
+Casters: 3
+Mana: 50 ea.
+Fail chance: 25%
+Fail backlash: 10
+
+ creating psychic soothe
+
+ Conjuration: summon demon *challenge*
+
+ Combat a demonic enemy
+Casters: 6
+Mana: 40 ea.
+Fail chance: 20%
+Fail backlash: 20
+
+ summoning demon
+
+ Alteration: cold snap
+
+ A cold snap envelops the map
+Casters: 3
+Mana: 50 ea.
+Fail chance: 5%
+Fail backlash: 0
+
+ summoning cold wave
+
+ Alteration: name of the wind
+
+ causes high wind speeds across the map for several days
+Casters: 1
+Mana: 40 ea.
+Fail chance: 10%
+Fail backlash: 6
+
+ summoning wind
+
+ Enchantment: predator's rage
+
+ Enrage predator beasts on the map and nudge their rage towards your enemies.
+Casters: 2
+Mana: 40 ea.
+Fail chance: 35%
+Fail backlash: 10
+
+ enraging predators
+
+ Alteration: nature's gift
+
+ Causes random events to occur
+Casters: 3
+Mana: 40 ea.
+Fail chance: 25%
+Fail backlash: 12
+
+ altering event chance
+
+ Enchantment: arcane augmentation
+
+ Applies numerous arcane buffs to colonists.
+Casters: 3
+Target max: 10
+Mana: 40 ea.
+Fail chance: 15%
+Fail backlash: 6
+
+ applying arcane augmentations
+
+ Alteration: heatwave
+
+ A heat wave envelops the map
+Casters: 3
+Mana: 50 ea.
+Fail chance: 5%
+Fail backlash: 0
+
+ summoning heat wave
+
+ Conjuration: summon wandering lich *challenge*
+
+ Draw the attention of a wandering lich
+Casters: 6
+Mana: 40 ea.
+Fail chance: 20%
+Fail backlash: 20
+
+ summoning lich
+
+ Enchantment: divine blessing
+
+ Beseech a higher power to show mercy to ailing pawns
+Casters: 3
+Mana: 60 ea.
+Fail chance: 40%
+Fail backlash: 0
+
+ seeking divine blessing
+
+ Alteration: call of the wild
+
+ Draws the attention of wild animals
+Casters: 2
+Mana: 60 ea.
+Fail chance: 20%
+Fail backlash: 12
+
+ altering event chance
+
+ Conjuration: giant skeleton
+
+ Creates a giant, animated skeleton from a pile of corpses; the skeleton will defend the colony for 5 days or until destroyed.
+Casters: 4
+Mana: 50 ea.
+Fail chance: 25%
+Fail backlash: 12
+
+ animating skeleton
+
+ Conjuration: mystic weapon
+
+ Summons a mystic weapon
+Casters: 3
+Mana: 60 ea.
+Fail chance: 50%
+Fail backlash: 10
+
+ summoning a mystic weapon
+
+ Alteration: healing rain
+
+ The map is washed in healing rain
+Casters: 1
+Mana: 60 ea.
+Fail chance: 20%
+Fail backlash: 10
+
+ forming healing rain
+
+ Alteration: terrestrial beacon
+
+ Alters the flight path of falling objects to land nearby
+Casters: 2
+Mana: 60 ea.
+Fail chance: 25%
+Fail backlash: 12
+
+ altering event chance
+
+ Enchantment: blight wildlife
+
+ Blights all wildlife with the plague.
+Casters: 3
+Mana: 40 ea.
+Fail chance: 15%
+Fail backlash: 6
+
+ hexing wildlife
+
+ Conjuration: skeleton
+
+ Creates an animated skeleton from a single corpses; the skeleton will defend the colony for 5 days or until destroyed.
+Casters: 1
+Mana: 50 ea.
+Fail chance: 10%
+Fail backlash: 8
+
+ animating skeleton
+
+ Conjuration: attract meteors
+
+ Causes multiple meteors to impact nearby
+Casters: 3
+Mana: 60 ea.
+Fail chance: 15%
+Fail backlash: 0
+
+ summoning meteors
+
+ Enchantment: arcane inspiration
+
+ searches arcane revelations for inspiration
+Casters: 1
+Mana: 50 ea.
+Fail chance: 15%
+Fail backlash: 6
+
+ delving into the arcane
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/TorannMagic.TMAbilityDef/Abilities_Artifacts.xml b/Languages/PortugueseBrazilian/DefInjected/TorannMagic.TMAbilityDef/Abilities_Artifacts.xml
new file mode 100644
index 00000000..3f1be41f
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/TorannMagic.TMAbilityDef/Abilities_Artifacts.xml
@@ -0,0 +1,10 @@
+
+
+
+ Conviction
+
+ Overpower a pawn with conviction to join your cause. This power will exact a heavy toll on the caster.
+
+Use of Conviction will destroy the orb.
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/TorannMagic.TMAbilityDef/Abilities_Base.xml b/Languages/PortugueseBrazilian/DefInjected/TorannMagic.TMAbilityDef/Abilities_Base.xml
new file mode 100644
index 00000000..3f5507ee
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/TorannMagic.TMAbilityDef/Abilities_Base.xml
@@ -0,0 +1,8 @@
+
+
+
+ secondary targeter
+
+ verb used in secondary targeting
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/TorannMagic.TMAbilityDef/Abilities_TMagic_Arcanist.xml b/Languages/PortugueseBrazilian/DefInjected/TorannMagic.TMAbilityDef/Abilities_TMagic_Arcanist.xml
new file mode 100644
index 00000000..3a544df5
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/TorannMagic.TMAbilityDef/Abilities_TMagic_Arcanist.xml
@@ -0,0 +1,162 @@
+
+
+
+ Shadow
+
+ Creates a shadow aura around the caster that periodically buffs an ally.
+
+Shadow: Arcane augmentation that assists the worker improving their physical capacity but causes a mood decrease.
+
+Application Frequency: 80-90s
+Duration: 1100-1250s
+Manipulation, Sight, Hearing, Talking: +25%
+Moving, Metabolism, Blood filtration: +20%
+Consciousness: +15%
+Mood decrease: -8
+
+Requires 40 mana to maintain and reduces mana regeneration by 30%; cast again to deactivate. The caster gains xp each time an ally is buffed.
+
+ Magic Missile
+
+ Fire a wave of magic missiles at enemies.
+
+Chance to confuse: 7%
+Casting time: 1.5s
+Range: 32
+Projectiles: 20 over 2.67s
+Damage: 6
+
+ Blink
+
+ Instantly moves the caster to the target location.
+
+Casting time: .3s
+Recharge time: 8s
+Range: 50
+
+ Blink
+
+ Instantly moves the caster to the target location.
+
+Casting time: .5s
+Recharge time: 10s
+Range: 30
+
+ Blink
+
+ Instantly moves the caster to the target location.
+
+Casting time: 0s
+Recharge time: 5s
+Range: 90
+
+ Shadow
+
+ Creates a shadow aura around the caster that periodically buffs an ally.
+
+Shadow: Arcane augmentation that assists the worker improving their physical capacity but causes a mood decrease.
+
+Application Frequency: 80-90s
+Duration: 1100-1250s
+Manipulation, Sight, Hearing, Talking: +25%
+Moving, Metabolism, Blood filtration: +15%
+Consciousness: +10%
+Mood decrease: -6
+
+Requires 40 mana to maintain and reduces mana regeneration by 30%; cast again to deactivate. The caster gains xp each time an ally is buffed.
+
+ Gateway
+
+ Folds reality to open a gateway to another player controlled location and instantly moves all pawns and items in a 7 cell radius around the target cell to the caster.
+
+ Summon
+
+ Summon objects to the casters location.
+
+Casting time: 2.5s
+Recharge time: 16s
+Range: 90
+
+ Magic Missile
+
+ Fire a wave of magic missiles at enemies.
+
+Chance to confuse: 9%
+Casting time: 1s
+Range: 36
+Projectiles: 24 over 2.4s
+Damage: 7
+
+ Summon
+
+ Summon objects to the casters location.
+
+Casting time: 2.4s
+Recharge time: 15s
+Range: 100
+
+ Blink
+
+ Instantly moves the caster to the target location.
+
+Casting time: .1s
+Recharge time: 6s
+Range: 70
+
+ Summon
+
+ Summon objects to the casters location.
+
+Casting time: 2.7s
+Recharge time: 18s
+Range: 80
+
+ Magic Missile
+
+ Fire a wave of magic missiles at enemies.
+
+Chance to confuse: 5%
+Casting time: 2s
+Range: 28
+Projectiles: 17 over 2.83s
+Damage: 5
+
+ Shadow
+
+ Creates a shadow aura around the caster that periodically buffs an ally.
+
+Shadow: Arcane augmentation that assists the worker improving their physical capacity but causes a mood decrease.
+
+Application Frequency: 80-90s
+Duration: 500-600s
+Manipulation, Sight, Hearing, Talking: +20%
+Moving, Consciousness, Metabolism, Blood filtration: +10%
+Mood decrease: -4
+
+Requires 40 mana to maintain and reduces mana regeneration by 30%; cast again to deactivate. The caster gains xp each time an ally is buffed.
+
+ Summon
+
+ Summon objects to the casters location.
+
+Casting time: 3s
+Recharge time: 20s
+Range: 70
+
+ Teleport
+
+ Mass teleport spell. Creates a temporary method of long range transport; be warned, the portal collapses after a brief period causing a feedback explosion at the point the portal was created.
+
+ Creates a shadow aura around the caster that periodically buffs an ally.
+
+Shadow: Arcane augmentation that assists the worker improving their physical capacity but causes a mood decrease.
+
+Application Frequency: 80-90s
+Duration: 500-600s
+Manipulation, Sight, Hearing, Blood filtration: +10%
+Moving, Consciousness: +5%
+Mood decrease: -3
+
+Requires 40 mana to maintain and reduces mana regeneration by 30%; cast again to deactivate. The caster gains xp each time an ally is buffed.
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/TorannMagic.TMAbilityDef/Abilities_TMagic_Bard.xml b/Languages/PortugueseBrazilian/DefInjected/TorannMagic.TMAbilityDef/Abilities_TMagic_Bard.xml
new file mode 100644
index 00000000..2ee065d7
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/TorannMagic.TMAbilityDef/Abilities_TMagic_Bard.xml
@@ -0,0 +1,57 @@
+
+
+
+ Entertain
+
+ Entertain fellow colonists using a variety of methods. This skill has two components, a passive skill and an active skill. The passive skill allows the bard to entertain other colonists in passing conversation.
+
+This command toggles the active skill on or off.
+
+Activating the ability casts a net over the colony and allows the bard to detect troubled pawns and attempt to entertain them. The bard will gain experience points as a mage when active entertaining is successful. Keeping this ability active reduces max mana by 30. The bard performs entertainment as a type of job, and will perform entertainment based on the priority of the "Warden" work type.
+
+ Inspire
+
+ The bard inspires other nearby pawns. This ability is always active.
+
+ Lullaby (II)
+
+ Projects an emotionally soothing wave that washes away concerns and consciousness that can put any creatures in the target area to sleep.
+
+ Lullaby (I)
+
+ Projects an emotionally soothing wave that washes away concerns and consciousness that can put any creatures in the target area to sleep.
+
+ Lullaby
+
+ Projects an emotionally soothing wave that washes away concerns and consciousness that can put any creatures in the target area to sleep. Does not work on mechanoids.
+
+ Battle Hymn
+
+ Play a rousing battle hymn to motivate and empower nearby allies. Each verse of the hymn adds to the effect and will further bolster the combat power of allies. Every verse consumes 9% additional mana (reduced through training).
+
+Battle Hymn has a small chance to cause inspirations that will further boost combat abilities.
+
+Use the skill to activate or deactivate the ability.
+
+ Bard Training
+
+ Hone the skills of a bard by undergoing training in performing arts, comedy, socializing, and inspiration. Each level will change the bard's trait to reflect their skill level.
+
+Ranks:
+Entertainer: Social impact +10%, Negotiation +20%, Trade +10%,
+Pain threshold -10%, carrying capacity -10, work speed -10%
+
+Performer: Social impact +20%, Negotiation +30%, Trade +15%,
+Pain threshold -12%, carrying capacity -15, work speed -12%
+
+Minstrel: Social impact +30%, Negotiation +35%, Trade +20%,
+Pain threshold -14%, carrying capacity -18, work speed -14%
+
+Bard: Social impact +35%, Negotiation +40%, Trade +25%,
+Pain threshold -15%, carrying capacity -20, work speed -15%
+
+ Lullaby
+
+ Projects an emotionally soothing wave that washes away concerns and consciousness that can put any creatures in the target area to sleep.
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/TorannMagic.TMAbilityDef/Abilities_TMagic_Bladedancer.xml b/Languages/PortugueseBrazilian/DefInjected/TorannMagic.TMAbilityDef/Abilities_TMagic_Bladedancer.xml
new file mode 100644
index 00000000..023d113c
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/TorannMagic.TMAbilityDef/Abilities_TMagic_Bladedancer.xml
@@ -0,0 +1,61 @@
+
+
+
+ Blade training
+
+ Training that improves technique and skill with melee weapons and raises the status of the bladedancer. Each level will change the trait of the bladedancer to reflect their skill level.
+
+Ranks:
+Bladesman: Speed +0.15c/s, MBT -3%, Hit chance +3%, Dodge +5%, Shooting Acc. -20%, Global Workspeed -10%
+Blademaster: Speed +0.2c/s, MBT -5%, Hit chance +6%, Dodge +10%, Shooting Acc. -25%, Global Workspeed -8%
+Bladedancer: Speed +0.3c/s, MBT -8%, Hit chance +10%, Dodge +15%, Shooting Acc. -28%, Global Workspeed -6%, Pain threshold +5%
+Legendary Bladedancer: Speed +0.4c/s, MBT -10%, Hit chance +15%, Dodge +20%, Shooting Acc. -30%, Global Workspeed -5%, Pain threshold +10%
+
+ Melds the bladedancer's razor focus with the edge of a blade to slip between reality, appearing at a chosen location to execute a vicious strike on unsuspecting enemies.
+
+Warmup: .3s
+Cooldown: 25s
+Range: 30
+
+ Body Training
+
+ Training that enhances physical capabilities.
+
+Level 0: Moving +10%, Manipulation +10%
+Level 1: Moving +15%, Manipulation +15%
+Level 2: Moving +20%, Manipulation +20%, Breathing +10%
+Level 3: Moving +25%, Manipulation +25%, Breathing +15%, Blood pumping +10%, Blood filtration +10%
+
+ Phase Strike (II)
+
+ Melds the bladedancer's razor focus with the edge of a blade to slip between reality, appearing at a chosen location to execute a vicious strike on unsuspecting enemies.
+
+Warmup: .1s
+Cooldown: 21s
+Range: 40
+
+ Phase Strike (I)
+
+ Melds the bladedancer's razor focus with the edge of a blade to slip between reality, appearing at a chosen location to execute a vicious strike on unsuspecting enemies.
+
+Warmup: .2s
+Cooldown: 23s
+Range: 35
+
+ Blade Spin
+
+ The blademaster seems to blur for a split second, striking all nearby targets in a flurry of steel.
+
+ Phase Strike (III)
+
+ Melds the bladedancer's razor focus with the edge of a blade to slip between reality, appearing at a chosen location to execute a vicious strike on unsuspecting enemies.
+
+Warmup: 0s
+Cooldown: 20s
+Range: 45
+
+ Seismic Slash
+
+ Harnessing the emotionless soul of the blade, the bladedancer unleashes a strike that rends the fabric of space along a line.
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/TorannMagic.TMAbilityDef/Abilities_TMagic_BloodMage.xml b/Languages/PortugueseBrazilian/DefInjected/TorannMagic.TMAbilityDef/Abilities_TMagic_BloodMage.xml
new file mode 100644
index 00000000..18193ab1
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/TorannMagic.TMAbilityDef/Abilities_TMagic_BloodMage.xml
@@ -0,0 +1,90 @@
+
+
+
+ Rend
+
+ Causes the victims blood to violently reject its host and erupt from multiple wounds, resulting in massive hemorrhaging.
+
+Range: 35
+Radius: 3
+Max Targets: 3
+Cooldown: 40
+Cast Time: 1.5s
+
+ Blood Shield
+
+ Surrounds a target in a barrier formed from the blood energy of the caster. The energy from the shield will slowly regenerate the pawn it is protecting. Any damage done to the shield disperses some of this energy but also causes a burst of healing on the protected pawn.
+
+A portion of damage absorbed by the shield will be inflicted on the caster due to the blood link - this includes the gradual healing. As long as the blood mage supporting the shield has blood magic power, any returned damage will detract from this blood power, but if the blood mage is out of blood magic power, returned damage will cause physical harm to the blood mage.
+
+Blood mages cannot form a blood shield on themselves.
+
+ Blood Moon II
+
+ Surrounds an area in blood magic, calling forth demons of rage and terror to prey on enemies within.
+
+ Blood Sacrifice
+
+ Combines blood and mana into a hybrid form of power used to perform blood magic. The use of blood sacrifice inflicts several deep cuts to allow ready access to blood and combines it with mana to generate an immediate amount of blood magic power.
+
+Blood mages can slowly generate blood magic power from open, bleeding wounds without the use of mana, and can also train to use fresh, exposed blood near them to fuel blood magic.
+
+A blood mage will slowly lose blood magic power when they are no longer bleeding.
+
+ Blood Moon I
+
+ Surrounds an area in blood magic, calling forth demons of rage and terror to prey on enemies within.
+
+ Blood Moon
+
+ Surrounds an area in blood magic, calling forth demons of rage and terror to prey on enemies within.
+
+ Blood For Blood
+
+ Curses a targets blood to heat and accelerate until it seeps from every pore of its victim. This curse has several affects.
+
+The blood that's expelled from the target becomes a mist that the caster absorbs as restorative energy and uses it to mend wounds and replenish blood reserves. This ability will slowly heal scars and other permanent injuries of the caster.
+
+The wounds and injuries of a target will also be healed as the blood exits their body. The target loses a portion of their blood each pulse and, like any wound, can result in incapacitation or death if they lose too much blood.
+
+The transfer and healing rate is increased for both caster and victim depending on how much the victim is bleeding. The effects are the same when used on friendly or enemy pawns, but will trigger an outrage if used to down or slay an allied or neutral pawn.
+
+ Blood Moon III
+
+ Surrounds an area in blood magic, calling forth demons of rage and terror to prey on enemies within.
+
+ Rend (II)
+
+ Causes the victims blood to violently reject its host and erupt from multiple wounds, resulting in massive hemorrhaging.
+
+Range: 41
+Radius: 4
+Max Targets: 5
+Cooldown: 20
+Cast Time: 1.1s
+
+ Rend
+
+ Causes the victims blood to violently reject its host and erupt from multiple wounds, resulting in massive hemorrhaging.
+
+Range: 44
+Radius: 5
+Max Targets: 5
+Cooldown: 10
+Cast Time: 1s
+
+ Rend I
+
+ Causes the victims blood to violently reject its host and erupt from multiple wounds, resulting in massive hemorrhaging.
+
+Range: 38
+Radius: 4
+Max Targets: 4
+Cooldown: 30
+Cast Time: 1.3s
+
+ Ignite Blood
+
+ Ignites and burns any exposed blood in an intense flash fire. Fire will continue to spread to nearby blood.
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/TorannMagic.TMAbilityDef/Abilities_TMagic_Brightmage.xml b/Languages/PortugueseBrazilian/DefInjected/TorannMagic.TMAbilityDef/Abilities_TMagic_Brightmage.xml
new file mode 100644
index 00000000..59c092c7
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/TorannMagic.TMAbilityDef/Abilities_TMagic_Brightmage.xml
@@ -0,0 +1,88 @@
+
+
+
+ Sunfire (III)
+
+ The target area is laced with burning slashes of light. This ability is empowered by stored light.
+
+Cast time: 2.2s
+Range: 65
+Cooldown: 45s
+Radius: 8
+Count: 16
+
+ Sunfire (I)
+
+ The target area is laced with burning slashes of light. This ability is empowered by stored light.
+
+Cast time: 2.7s
+Range: 55
+Cooldown: 55s
+Radius: 6
+Count: 14
+
+ Refraction
+
+ Creates a wall of light that affects projectiles as they pass through the wall. Enemy projectiles may be offset from their intended targets. Friendly projectiles may use a portion of the light energy to create a mirrored reflection of the projectile. The wall will last about 25 seconds or until it runs out of energy. This ability is empowered by stored light.
+
+ Light Burst
+
+ Creates flashes of light that blind and disorient pawns caught in the blast. Disoriented pawns will be unable to distinguish between friend and foe and may fire on nearby friendly pawns. This ability is empowered by stored light.
+
+ Light Skip
+
+ The caster rides a wave of light for near-instant travel. Neither the caster's position or target's position can be roofed.
+
+ Sunfire
+
+ The target area is laced with burning slashes of light. This ability is empowered by stored light.
+
+Cast time: 3s
+Range: 50
+Cooldown: 60s
+Radius: 5
+Count: 13
+
+ Equalize
+
+ Equalizes the light energy between the Spirit of Light and caster.
+
+ Mass Light Skip
+
+ The caster and all allies in a 5 cell radius rides waves of light for near-instant travel. Pawns under a roof will not be transported.
+
+ Spirit Of Light
+
+ Summons a Spirit of Light that aids and protects the caster. This ability requires 60 mana to sustain and reduces mana regeneration by 75%. Use this ability again to dismiss the spirit. The SoL is able to store light energy and uses light energy to perform actions.
+
+The Spirit of Light works autonomously to aid the caster and will perform the following actions:
+o Deflects attacks
+o Cauterizes wounds of downed pawns
+o Attacks enemies (only when drafted)
+o Improve mood of nearby allies
+o Create a burst of joy
+o Protects the caster's dreams
+
+ Create Light
+
+ Directs the Spirit of Light to create light at an area. This reduces the Spirit's light regeneration by 70%. Use this ability again at any location to dismiss the light.
+
+ Light Lance
+
+ Focus light into an intense beam that burns everything along its path. This ability is empowered by stored light.
+
+ Sunfire (II)
+
+ The target area is laced with burning slashes of light. This ability is empowered by stored light.
+
+Cast time: 2.4s
+Range: 60
+Cooldown: 50s
+Radius: 7
+Count: 15
+
+ Global Light Skip
+
+ The caster and all allies in a 5 cell radius rides waves of light for near-instant travel. Pawns under a roof will not be transported.
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/TorannMagic.TMAbilityDef/Abilities_TMagic_ChaosMage.xml b/Languages/PortugueseBrazilian/DefInjected/TorannMagic.TMAbilityDef/Abilities_TMagic_ChaosMage.xml
new file mode 100644
index 00000000..ffc820ec
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/TorannMagic.TMAbilityDef/Abilities_TMagic_ChaosMage.xml
@@ -0,0 +1,8 @@
+
+
+
+ Chaos Tradition
+
+ Chaos Tradition is the practice in which chaos mages redefines their thought process to exchange their available magic abilities. True to its name, the abilities learned cannot be controlled and will be randomly selected. Every ability cast by a chaos mage has a chance to be affected by arcane fluctuations.
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/TorannMagic.TMAbilityDef/Abilities_TMagic_Chronomancer.xml b/Languages/PortugueseBrazilian/DefInjected/TorannMagic.TMAbilityDef/Abilities_TMagic_Chronomancer.xml
new file mode 100644
index 00000000..31533d4c
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/TorannMagic.TMAbilityDef/Abilities_TMagic_Chronomancer.xml
@@ -0,0 +1,90 @@
+
+
+
+ Reverse Time
+
+ Reverse Time applies a field around the target where all physical matter reverses its natural decay. Reversing the effects of time is more difficult - it requires more energy than accelerating time and can only be applied to a single target at a time.
+
+When applied to inanimate objects, the effect is instant and will regenerate items and restore material to a previous state. Reverse Time can be used to restore rotting food, decaying equipment, and tainted material.
+
+Living tissue will resist instant change and requires a more gradual approach. Any living pawn affected will have decreased movement and manipulation speed and their biological aging will reverse. This can remove many ailments that were caused recently as the tissue is restored to a state prior to the ailment; this includes wounds, diseases, and age related ailments that occurred within the window of time reversal.
+
+Reverse Time can be dispelled by countering the effects with Accelerate Time.
+
+ Chronostatic Field (I)
+
+ Chronostatic Field (also referred to as a time bubble) places all living creatures within the effected area out of phase with the flow of time. Interaction with affected creatures is impossible until they are returned to the natural flow of time.
+
+Radius: 3.5
+Range: 44
+Cast time: .8s
+
+ Chronostatic Field
+
+ Chronostatic Field (also referred to as a time bubble) places all living creatures within the effected area out of phase with the flow of time. Interaction with affected creatures is impossible until they are returned to the natural flow of time.
+
+Radius: 3
+Range: 40
+Cast time: 1s
+
+ Chronostatic Field (III)
+
+ Chronostatic Field (also referred to as a time bubble) places all living creatures within the effected area out of phase with the flow of time. Interaction with affected creatures is impossible until they are returned to the natural flow of time.
+
+Radius: 4.5
+Range: 50
+Cast time: .5s
+
+ Alter Fate
+
+ Alter the flow of time to avoid predicted disasters. This ability relies on accurate Predictions to shape the future. Highly skilled chronomancers can revert environmental conditions even after they occur.
+
+Alter Fate is most effective against environmental conditions. This ability can backfire, however, causing the event to change, become more severe, or trigger the infamous "butterfly effect."
+
+ Accelerate Time
+
+ Accelerate Time applies a field around the target where all physical matter rapidly ages.
+
+When applied to inanimate objects, the effect is instant and will deteriorate items significantly; this can cause an item to disassemble into its base components. There is no area of effect for this function, only the object at the center will be affected.
+
+Living tissue will resist instant change, and requires a more gradual approach. Any living pawn affected will have increased movement and manipulation speed. Neutral elements (plants) will experience rapid growth.
+
+When use at a location or on a hostile enemy, all enemies in the area will be cursed with rapid aging. This will drain rest and energy from the target, accelerate other health conditions, and may inflict age related ailments.
+
+When used on friendly pawns, there is no area of effect, only the primary target will be affected. The aging process for friendly pawns is much more gradual, and may be canceled by Reverse Time.
+
+ Chronostatic Field (II)
+
+ Chronostatic Field (also referred to as a time bubble) places all living creatures within the effected area out of phase with the flow of time. Interaction with affected creatures is impossible until they are returned to the natural flow of time.
+
+Radius: 4
+Range: 48
+Cast time: .6s
+
+ Prediction
+
+ Enables Prediction - a conscious effort dedicated to deciphering future events. Prediction has two components.
+
+The first component is a self-awareness and intuition that makes the chronomancer uncannily difficult to harm, however, this splits the attention of the chronomancer and reduces their physical acuity and speed.
+
+The second component focuses on the prediction of significant events. Indicators such as flight of birds, a cloud of dust, a sound in the wind are highlighted to the chronomancer and woven together into a tapestry depicting a possible future.
+
+Neither method is infallible, but practice can improve the accuracy of prediction and reduce the focus required to sustain it.
+
+This ability reduces mana regeneration by 50%.
+
+ Recall
+
+ Returns the caster to a previous point in time. Cannot be used without an active time marker.
+
+ Time Mark
+
+ The chronomancer is able to capture their status at a specific point in time and return themselves to that point. This ability does not change time or affect anything else besides the chronomancer. The chronomancer will retain any memories they have at the time recall is activated; automated activation from a killing blow can inflict mental breaks since the chronomancer will remember their death.
+
+Recall has a limited effective span (~1 day) before the time marker expires and must be re-applied. When the time marker is active, max MP is reduced by 40 mana and mana regeneration is decreased by 30%.
+
+When set to autocast, the chronomancer will attempt to maintain a recall marker at all times - this does not affect activation triggers (downed/dead) which will always trigger if the skill is learned and time is marked.
+
+To maintain physical cohesion during a recall, the caster will retain all conditions with permanence (missing or added body parts, permanent injuries). All chronomancer spells are reset following a Recall except Recall itself.
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/TorannMagic.TMAbilityDef/Abilities_TMagic_Commander.xml b/Languages/PortugueseBrazilian/DefInjected/TorannMagic.TMAbilityDef/Abilities_TMagic_Commander.xml
new file mode 100644
index 00000000..51972807
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/TorannMagic.TMAbilityDef/Abilities_TMagic_Commander.xml
@@ -0,0 +1,160 @@
+
+
+
+ Move Out!
+
+ Issues the command for all nearby pawns to move out. Affected pawns will instantly gain increased movement and cannot be staggered or stunned. Pawns suffer reduced movement at the end of the command to recover their energy.
+
+Cooldown: 100s
+Max Targets: 14
+Range: 18
+
+Pawns may reject commands if the commander's social skill is below 10; a social skill of 5 would have a 50% chance to be rejected by each pawn in range.
+Commands cause a mood debuff; each command increases the severity of the debuff.
+Commands do not affect the commander.
+
+ Hold The Line!
+
+ Issues the command for all nearby pawns to hold the line. Affected pawns will gain damage resistance, pain tolerance, mental stability, and increased fire rate but will have reduced movement.
+
+Cooldown: 200s
+Max Targets: 7
+Range: 10
+
+Pawns may reject commands if the commander's social skill is below 10; a social skill of 5 would have a 50% chance to be rejected by each pawn in range.
+Commands cause a mood debuff; each command increases the severity of the debuff.
+Commands do not affect the commander.
+
+ Commander
+
+ Use ability to toggle the Commander Aura: improves the mood of all nearby pawns but decreases their productivity. While this aura is enabled, the Commander will seek out pawns that have broken down due to mental stress and give them a motivational speech to overcome a breakdown. Pawns that overcome a mental break in this manner will not gain Catharsis. This aura requires 80 stamina to maintain.
+
+ Task Master
+
+ Use ability to toggle the Task Master Aura: increases work speed, eating speed, and carrying capacity but causes pawns to be less social. Pawns under the scrutiny of a Task Master will acquire a mood penalty. This aura requires 70 stamina to maintain.
+
+ Stay Alert!
+
+ Issues the command for all nearby pawns to stay on high alert. Affected pawns will instantly gain rest and have increased sight.
+
+Cooldown: 100s
+Max Targets: 14
+Range: 18
+
+Pawns may reject commands if the commander's social skill is below 10; a social skill of 5 would have a 50% chance to be rejected by each pawn in range.
+Commands cause a mood debuff; each command increases the severity of the debuff.
+Commands do not affect the commander.
+
+ Move Out!
+
+ Issues the command for all nearby pawns to move out. Affected pawns will instantly gain increased movement and cannot be staggered or stunned. Pawns suffer reduced movement at the end of the command to recover their energy.
+
+Cooldown: 90s
+Max Targets: 15
+Range: 20
+
+Pawns may reject commands if the commander's social skill is below 10; a social skill of 5 would have a 50% chance to be rejected by each pawn in range.
+Commands cause a mood debuff; each command increases the severity of the debuff.
+Commands do not affect the commander.
+
+ Move Out!
+
+ Issues the command for all nearby pawns to move out. Affected pawns will instantly gain increased movement and cannot be staggered or stunned. Pawns suffer reduced movement at the end of the command to recover their energy.
+
+Cooldown: 110s
+Max Targets: 12
+Range: 16
+
+Pawns may reject commands if the commander's social skill is below 10; a social skill of 5 would have a 50% chance to be rejected by each pawn in range.
+Commands cause a mood debuff; each command increases the severity of the debuff.
+Commands do not affect the commander.
+
+ Hold The Line!
+
+ Issues the command for all nearby pawns to hold the line. Affected pawns will gain damage resistance, pain tolerance, mental stability, and increased fire rate but will have reduced movement.
+
+Cooldown: 150s
+Max Targets: 10
+Range: 15
+
+Pawns may reject commands if the commander's social skill is below 10; a social skill of 5 would have a 50% chance to be rejected by each pawn in range.
+Commands cause a mood debuff; each command increases the severity of the debuff.
+Commands do not affect the commander.
+
+ Stay Alert!
+
+ Issues the command for all nearby pawns to stay on high alert. Affected pawns will instantly gain rest and have increased sight.
+
+Cooldown: 110s
+Max Targets: 12
+Range: 16
+
+Pawns may reject commands if the commander's social skill is below 10; a social skill of 5 would have a 50% chance to be rejected by each pawn in range.
+Commands cause a mood debuff; each command increases the severity of the debuff.
+Commands do not affect the commander.
+
+ Provisioner
+
+ Use ability to toggle the Provisioner Aura: improves rest and reduces hunger of nearby pawns. Can be improved to repair equipment, increase natural healing rates, and boost energy regeneration. This aura requires 60 stamina to maintain.
+
+ Stay Alert!
+
+ Issues the command for all nearby pawns to stay on high alert. Affected pawns will instantly gain rest and have increased sight.
+
+Cooldown: 90s
+Max Targets: 15
+Range: 20
+
+Pawns may reject commands if the commander's social skill is below 10; a social skill of 5 would have a 50% chance to be rejected by each pawn in range.
+Commands cause a mood debuff; each command increases the severity of the debuff.
+Commands do not affect the commander.
+
+ Move Out!
+
+ Issues the command for all nearby pawns to move out. Affected pawns will instantly gain increased movement and prevents pawns from being staggered or stunned. Pawns have reduced movement at the end of the command to recover their energy.
+
+Cooldown: 120s
+Max Targets: 10
+Range: 14
+
+Pawns may reject commands if the commander's social skill is below 10; a social skill of 5 would have a 50% chance to be rejected by each pawn in range.
+Commands cause a mood debuff; each command increases the severity of the debuff.
+Commands do not affect the commander.
+
+ Hold The Line!
+
+ Issues the command for all nearby pawns to hold the line. Affected pawns will gain damage resistance, pain tolerance, mental stability, and increased fire rate but will have reduced movement.
+
+Cooldown: 160s
+Max Targets: 9
+Range: 14
+
+Pawns may reject commands if the commander's social skill is below 10; a social skill of 5 would have a 50% chance to be rejected by each pawn in range.
+Commands cause a mood debuff; each command increases the severity of the debuff.
+Commands do not affect the commander.
+
+ Stay Alert!
+
+ Issues the command for all nearby pawns to stay on high alert. Affected pawns will instantly gain rest and have increased sight.
+
+Cooldown: 120s
+Max Targets: 10
+Range: 14
+
+Pawns may reject commands if the commander's social skill is below 10; a social skill of 5 would have a 50% chance to be rejected by each pawn in range.
+Commands cause a mood debuff; each command increases the severity of the debuff.
+Commands do not affect the commander.
+
+ Hold The Line!
+
+ Issues the command for all nearby pawns to hold the line. Affected pawns will gain damage resistance, pain tolerance, mental stability, and increased fire rate but will have reduced movement.
+
+Cooldown: 180s
+Max Targets: 8
+Range: 12
+
+Pawns may reject commands if the commander's social skill is below 10; a social skill of 5 would have a 50% chance to be rejected by each pawn in range.
+Commands cause a mood debuff; each command increases the severity of the debuff.
+Commands do not affect the commander.
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/TorannMagic.TMAbilityDef/Abilities_TMagic_DeathKnight.xml b/Languages/PortugueseBrazilian/DefInjected/TorannMagic.TMAbilityDef/Abilities_TMagic_DeathKnight.xml
new file mode 100644
index 00000000..f2ceca7b
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/TorannMagic.TMAbilityDef/Abilities_TMagic_DeathKnight.xml
@@ -0,0 +1,90 @@
+
+
+
+ Life Steal
+
+ Leach spirit from enemies struck in melee combat to restore life and energy to the death knight.
+
+ Spite III
+
+ Release harnessed hatred and project a wave of spite at a target. Spite must have hate to be used.
+
+Cast time: .4s
+Cooldown : 2s
+Range: 30
+
+ Grave Blade II
+
+ Spirit blades strike from the grave.
+
+Range: 41
+Cast time: 1.2s
+Radius: 3.8
+
+ Grave Blade I
+
+ Spirit blades strike from the grave.
+
+Range: 38
+Cast time: 1.4s
+Radius: 3.4
+
+ Spite
+
+ Release harnessed hatred and project a wave of spite at a target. Spite must have hate to be used.
+
+Cast time: 1s
+Cooldown : 5s
+Range: 21
+
+ Wave of Fear
+
+ Release a wave of fear that sends enemies cowering. Wave of Fear also applies a significant debuff to dark/light defense, movement, and slows attack speeds.
+
+Hate is not required to use this ability, but it's effective range is greatly increased by hate levels.
+
+ Spite I
+
+ Release harnessed hatred and project a wave of spite at a target. Spite must have hate to be used.
+
+Cast time: .8s
+Cooldown : 4s
+Range: 24
+
+ Spite II
+
+ Release harnessed hatred and project a wave of spite at a target. Spite must have hate to be used.
+
+Cast time: .6s
+Cooldown : 3s
+Range: 27
+
+ Shroud of Darkness
+
+ The Shroud of Darkness is a cloak of tangible malice and fear that consumes nearby energy.
+
+The Shroud has many different functions and is a crucial component of the death knight's training. Foremost, the cloak provides a defensive bonus against all damage types and slightly increases weapon damage.
+
+It's also able to solidify and retaliate against an attack using spirit damage.
+
+Last, but not least, the Shroud is able to nullify projectiles near the death knight by consuming them in a void. Projectiles launched from less than 6 cells away will never be nullified.
+
+All of these functions are enhanced as hate levels grow and must have a sufficient level of hate to function at all.
+
+ Grave Blade III
+
+ Spirit blades strike from the grave.
+
+Range: 44
+Cast time: 1s
+Radius: 4.2
+
+ Grave Blade
+
+ Spirit blades strike from the grave.
+
+Range: 35
+Cast time: 1.6s
+Radius: 3.0
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/TorannMagic.TMAbilityDef/Abilities_TMagic_DemonKin.xml b/Languages/PortugueseBrazilian/DefInjected/TorannMagic.TMAbilityDef/Abilities_TMagic_DemonKin.xml
new file mode 100644
index 00000000..67a7d9ba
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/TorannMagic.TMAbilityDef/Abilities_TMagic_DemonKin.xml
@@ -0,0 +1,144 @@
+
+
+
+ SoulBond
+
+ Demons, or those possessing the power of a demon, can creates a soul bond (soul contract) with another pawn who will sustain (or host) the bond. The bond provides energy from the soul of the host to the demonkin, in exchange, the emotions of the host are washed away in bliss. The soul bond also creates a link that allows the demonkin to travel to, or summon, the host.
+
+The soul bond contract may be canceled at any time by the demonkin by re-using the ability on the current host. Creating a soul bond with another host will cancel any previous contracts. The contract will also end if either party dies or is destroyed.
+
+Succubi and Warlocks form distinct types of soul bonds - warlocks bonds are mentally reciprocal while a succubus bonds are physical in nature. Demonkin can only sustain a single bond; hosts can only sustain a single bond of each type (mental/physical).
+
+ Psychic Shock
+
+ The Warlock removes all mental barriers and projects a powerful wave of psychic energy. Any pawns caught in the wave will be bombarded by psychic power and will briefly be subjected to the will of the Warlock.
+
+The Warlock who will use the minds of others to propagate the psychic wave. The Warlock will also attempt to destroy the mind of any enemy touched by psychic energy. Being subjected to this mental assault will disorient pawns for a short period and may even disorient the warlock if he is affected by reflected psychic energy. Psychic Shock receives a bonus based on the psychic sensitivity of the warlock and may fail to affect pawns with reduced psychic sensitivity.
+
+ Shadow Call
+
+ Commands the soul of a bonded host to travel to your location.
+
+ Attraction
+
+ Creates a large shadow well that draws all nearby pawns into its center. Shadows will cling to any creature affected by Attraction, drastically reducing their movement speed for a short time.
+
+Cast time: 3s
+Range: 40
+Cooldown: 60
+
+ Attraction
+
+ Creates a large shadow well that draws all nearby pawns into its center. Shadows will cling to any creature affected by Attraction, drastically reducing their movement speed for a short time.
+
+Cast time: 2s
+Range: 55
+Cooldown: 45
+
+ Repulsion
+
+ The Warlock generates a burst of energy at a target cell with enough force to launch nearby creatures away from the center.
+
+Cast time: 1s
+Range: 40
+Cooldown: 30s
+Radius: 5
+
+ Repulsion
+
+ The Warlock generates a burst of energy at a target cell with enough force to launch nearby creatures away from the center.
+
+Cast time: .8s
+Range: 47
+Cooldown: 25s
+Radius: 6
+
+ Repulsion
+
+ The Warlock generates a burst of energy at a target cell with enough force to launch nearby creatures away from the center.
+
+Cast time: .5s
+Range: 60
+Cooldown: 15s
+Radius: 8
+
+ Shadow Bolt
+
+ Launches a Shadow Bolt. Any creature caught in its path is touched by the shadow. Upon impact, Shadow energy is released in a violent wave of darkness.
+
+Cast time: 1.8s
+Cooldown : 18s
+Range: 45
+
+ Shadow Bolt
+
+ Launches a Shadow Bolt. Any creature caught in its path is touched by the shadow. Upon impact, Shadow energy is released in a violent wave of darkness.
+
+Cast time: 1.6s
+Cooldown : 16s
+Range: 50
+
+ Summon Demon
+
+ Manifest true demonic power through the manipulation of both physical and mental soul bonds. This dark power exacts a heavy toll and its use should only be considered under dire circumstances.
+
+The summoning is initiated when a Succubus anchors the physical offering and is completed when a Warlock finalizes the terms of the demonic contract.
+
+ Repulsion
+
+ The Warlock generates a burst of energy at a target cell with enough force to launch nearby creatures away from the center.
+
+Cast time: .6s
+Range: 54
+Cooldown: 20s
+Radius: 7
+
+ Attraction
+
+ Creates a large shadow well that draws all nearby pawns into its center. Shadows will cling to any creature affected by Attraction, drastically reducing their movement speed for a short time.
+
+Cast time: 2.6s
+Range: 45
+Cooldown: 55
+
+ Scorn
+
+ The succubus uses her demonic powers to partially transform into a winged demon, launching herself towards a distant location to crush her foes in a torrent of dark fury.
+
+A succubus will retain her partial demon form for a short period after using this ability, granting her improved physical capacities and a damage shield.
+
+ Attraction
+
+ Creates a large shadow well that draws all nearby pawns into its center. Shadows will cling to any creature affected by Attraction, drastically reducing their movement speed for a short time.
+
+Cast time: 2.3s
+Range: 50
+Cooldown: 50
+
+ Shadow Step
+
+ Step through shadow to the location of your soul bonded host.
+
+ Shadow Bolt
+
+ Launches a Shadow Bolt. Any creature caught in its path is touched by the shadow. Upon impact, Shadow energy is released in a violent wave of darkness.
+
+Cast time: 2s
+Cooldown : 20s
+Range: 40
+
+ Shadow Bolt
+
+ Launches a Shadow Bolt. Any creature caught in its path is touched by the shadow. Upon impact, Shadow energy is released in a violent wave of darkness.
+
+Cast time: 1.5s
+Cooldown : 15s
+Range: 55
+
+ Dominate
+
+ Command the shadow to envelope your enemies in a living nightmare that will surround them in their greatest fears. Nearby enemies close enough to witness the fear in a dominated pawn may also succumb to fear and allow the shadow to dominate their own mind.
+
+Warlocks and Succubi dominate their foes in different ways. Warlocks will attempt to break the mind of their enemies, while a succubus will reduce the physical prowess of their victims.
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/TorannMagic.TMAbilityDef/Abilities_TMagic_Druid.xml b/Languages/PortugueseBrazilian/DefInjected/TorannMagic.TMAbilityDef/Abilities_TMagic_Druid.xml
new file mode 100644
index 00000000..3517053d
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/TorannMagic.TMAbilityDef/Abilities_TMagic_Druid.xml
@@ -0,0 +1,54 @@
+
+
+
+ Regenerate
+
+ Regeneration acts as a natural curative over time and will restore even grievous wounds with continued application. Base regeneration restores 4 health to 1 wound every 5 seconds. Only cures physical injuries and will not restore or heal destroyed body parts.
+
+ Fast acting toxin that works its way into the targets bloodstream. The more a target moves, the more lethal the poison becomes. Poison is ineffective against mechanoids.
+
+ Beguile Animal
+
+ Using mastery over nature, the druid can overwhelm the emotional state of animals. This ability is dual purposed - if the animal is in a calm state, it will incite the beast into a manhunter rage; if the animal is already enraged, it will pacify the beast. Will not work on animals that belong to a faction.
+
+Range: 65
+Recharge: 80s
+Max Targets: 4
+AoE Size: 7
+
+ Beguile Animal (I)
+
+ Using mastery over nature, the druid can overwhelm the emotional state of animals. This ability is dual purposed - if the animal is in a calm state, it will incite the beast into a manhunter rage; if the animal is already enraged, it will pacify the beast. Will not work on animals that belong to a faction.
+
+Range: 70
+Recharge: 75s
+Max Targets: 6
+AoE Size: 8
+
+ Beguile Animal (III)
+
+ Using mastery over nature, the druid can overwhelm the emotional state of animals. This ability is dual purposed - if the animal is in a calm state, it will incite the beast into a manhunter rage; if the animal is already enraged, it will pacify the beast. Will not work on animals that belong to a faction.
+
+Range: 80
+Recharge: 60s
+Max Targets: 7
+AoE Size: 10
+
+ Beguile Animal (II)
+
+ Using mastery over nature, the druid can overwhelm the emotional state of animals. This ability is dual purposed - if the animal is in a calm state, it will incite the beast into a manhunter rage; if the animal is already enraged, it will pacify the beast. Will not work on animals that belong to a faction.
+
+Range: 75
+Recharge: 68s
+Max Targets: 7
+AoE Size: 9
+
+ Cure Disease
+
+ Potential to cure most diseases and infections.
+
+ Regrowth
+
+ Creates the Seed of Life required to regrow body parts. Regrowth surgeries will only appear as an option when all components of regrowth are within resource zones: 1x Seed of Life , mana potions, and medicine, then select the body part to regrow in the patient's surgery tab. Ensure this druid (or another with this spell) performs the surgery and the druid has 90 mana or more at the time the surgery is performed.
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/TorannMagic.TMAbilityDef/Abilities_TMagic_Elementals.xml b/Languages/PortugueseBrazilian/DefInjected/TorannMagic.TMAbilityDef/Abilities_TMagic_Elementals.xml
new file mode 100644
index 00000000..a76f8ed3
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/TorannMagic.TMAbilityDef/Abilities_TMagic_Elementals.xml
@@ -0,0 +1,12 @@
+
+
+
+ elemental icebolt
+
+ Bolt of ice specially created to shatter into glass like shards upon impact, causing severe bleeding and damage in a small area.
+
+ Firebolt
+
+ Bolt of magic fire. Sets fire to the target.
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/TorannMagic.TMAbilityDef/Abilities_TMagic_Enchanter.xml b/Languages/PortugueseBrazilian/DefInjected/TorannMagic.TMAbilityDef/Abilities_TMagic_Enchanter.xml
new file mode 100644
index 00000000..5cfc6e4a
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/TorannMagic.TMAbilityDef/Abilities_TMagic_Enchanter.xml
@@ -0,0 +1,129 @@
+
+
+
+ Enchanted Aura
+
+ Radiates a charming aura that disarms social barriers and improves social interaction and opinions. This spell is sustained and reduces max mp by 20 and mana regeneration by 30%.
+
+Using this ability while the enchantment is active will dispel the enchantment. Only one enchantment type may be active at a given time.
+
+ Polymorph (I)
+
+ Transforms pawns in the target area into random beasts. The polymorphed creature will still retain enough of its original self to recognize, and be enraged by, its predicament. Allies can be controlled (drafted), but will still exhibit 'animal' behavior without a specific task.
+
+Allies may be polymorphed, but most will be upset by the altercation. Enchanters cannot use this method to polymorph themselves.
+
+Use of polymorph on a creature already affected by polymorph will end the existing polymorph enchantment. The polymorph enchantment is broken if the polymorph creature dies.
+
+When a target is polymorphed, their new form does not retain any pre-existing injuries, however, when they return to their original form they will have all their original injuries in addition to any injuries sustained while polymorphed.
+
+Max targets: 5
+Radius: 3
+Range: 38
+Cast time: 2.8s
+
+ Transmutate
+
+ Transmutates one material into another material of equal or greater value. The amount of new material created from the old material is based on the value of the old material; some material will be consumed in the conversion process.
+
+This ability only works on raw resources (silver, steel, furs, cloth, etc) and bricks by default, but can be upgraded to transmutate other material.
+
+Check skill descriptions for additional details.
+
+ Shapeshift
+
+ Shapeshift into a random creature. The enchanter will retain their sense of self and will retain control of their actions. Damage suffered while shape shifted will be transferred in equal proportions to the enchanter after returning to their original form.
+
+Shapeshifting is not without minor side effects; shapeshifting into an animal will cause the enchanter to inherit instincts and behavior of the animal, if they haven't been given specific instructions, they will wander or do other random tasks an animal would normally do.
+
+ Enchanted Body
+
+ Grows extra limbs to improve manipulation and increases fighting speed. This enchantment tends to make the enchanter look quite horrifying and can alarm other pawns. This spell is sustained and reduces max mp by 20 and mana regeneration by 30%.
+
+Using this ability while the enchantment is active will dispel the enchantment. Only one enchantment type may be active at a given time.
+
+*All Enchanted Body skills apply to Enchanted Aura
+
+ Enchant Weapon
+
+ Enchant a melee weapon equipped by a target pawn. Enchanted weapons gain elemental properties.
+
+Fire enchantment deals additional burn damage and may set the target on fire
+Ice enchantment reduces the efficiency of the struck bodypart
+Lightning enchantment may stun the enemy.
+Dark enchantment may blind the enemy.
+
+Enchanted weapons require an allotment of mana equal to the casting cost to sustain. The number of weapon enchantments is limited only by the enchanter mana capacity.
+
+The enchantment will only remain active as long as the pawn holds the enchanted weapon. If it is dropped or swapped for another weapon, the enchantment will disperse. Weapon enchantments only affect melee weapons.
+
+ Shapeshift: Dire Wolf
+
+ Shapeshift into a dire wolf. The enchanter will retain their sense of self and remain in control of most of their actions. Damage suffered while shape shifted will be transferred in equal proportions to the enchanter after returning to their original form.
+
+Shapeshifting is not without minor side effects; shapeshifting into an animal will cause the enchanter to inherit instincts and behavior of the animal, if they haven't been given specific instructions, they will wander or do other random tasks an animal would normally do.
+
+Dire wolves are unique animals with a special connection to magic. While in dire wolf form, enchanters can exert small quantities of magic to allow the dire wolf to briefly phase in and out of reality.
+
+ Polymorph
+
+ Transforms pawns in the target area into random beasts. The polymorphed creature will still retain enough of its original self to recognize, and be enraged by, its predicament. Allies can be controlled (drafted), but will still exhibit 'animal' behavior without a specific task.
+
+Allies may be polymorphed, but most will be upset by the altercation. Enchanters cannot use this method to polymorph themselves.
+
+Use of polymorph on a creature already affected by polymorph will end the existing polymorph enchantment. The polymorph enchantment is broken if the polymorph creature dies.
+
+When a target is polymorphed, their new form does not retain any pre-existing injuries, however, when they return to their original form they will have all their original injuries in addition to any injuries sustained while polymorphed.
+
+Max targets: 4
+Radius: 3
+Range: 36
+Cast time: 3s
+
+ Enchanter's Stone
+
+ Creates an artifact out of raw material and imbues it with magical properties. An enchanter can have as many artifacts as they wish, but each artifact reduces max MP by 20.
+
+The benefits of the artifact are granted to the pawn that has the item equipped. Artifacts have unique equipment slots.
+
+This ability is used on raw resources such as stone chunks, steel, or silver - see skill descriptions for a full list of resources that can be used to create an enchanter's stone.
+
+ Dismiss Enchanter Stone
+
+ Destroys the oldest enchanter's stone
+
+ Polymorph (II)
+
+ Transforms pawns in the target area into random beasts. The polymorphed creature will still retain enough of its original self to recognize, and be enraged by, its predicament. Allies can be controlled (drafted), but will still exhibit 'animal' behavior without a specific task.
+
+Allies may be polymorphed, but most will be upset by the altercation. Enchanters cannot use this method to polymorph themselves.
+
+Use of polymorph on a creature already affected by polymorph will end the existing polymorph enchantment. The polymorph enchantment is broken if the polymorph creature dies.
+
+When a target is polymorphed, their new form does not retain any pre-existing injuries, however, when they return to their original form they will have all their original injuries in addition to any injuries sustained while polymorphed.
+
+Max targets: 5
+Radius: 4
+Range: 40
+Cast time: 2.6s
+
+ Polymorph
+
+ Transforms pawns in the target area into random beasts. The polymorphed creature will still retain enough of its original self to recognize, and be enraged by, its predicament. Allies can be controlled (drafted), but will still exhibit 'animal' behavior without a specific task.
+
+Allies may be polymorphed, but most will be upset by the altercation. Enchanters cannot use this method to polymorph themselves.
+
+Use of polymorph on a creature already affected by polymorph will end the existing polymorph enchantment. The polymorph enchantment is broken if the polymorph creature dies.
+
+When a target is polymorphed, their new form does not retain any pre-existing injuries, however, when they return to their original form they will have all their original injuries in addition to any injuries sustained while polymorphed.
+
+Max targets: 6
+Radius: 4
+Range: 42
+Cast time: 2.4s
+
+ Dispel Weapon Enchantment
+
+ Removes all weapon enchantments maintained by this enchanter.
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/TorannMagic.TMAbilityDef/Abilities_TMagic_Faceless.xml b/Languages/PortugueseBrazilian/DefInjected/TorannMagic.TMAbilityDef/Abilities_TMagic_Faceless.xml
new file mode 100644
index 00000000..4466872e
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/TorannMagic.TMAbilityDef/Abilities_TMagic_Faceless.xml
@@ -0,0 +1,54 @@
+
+
+
+ Transpose
+
+ Swap places with a target pawn. The faceless and the target will be disoriented following transposition. The faceless will gain reversal for a short period.
+Cast time: .8s
+Range: 40
+Cooldown: 15
+
+ Transpose I
+
+ Swap places with a target pawn. The faceless and the target will be disoriented following transposition. The faceless will gain reversal for a short period.
+Cast time: .6s
+Range: 44
+Cooldown: 13
+
+ Possess
+
+ Like a puppet master, the faceless applies of the mind and body to cause extreme self-doubt on a target pawn - allowing them to control their target through mental suggestion and coercion.
+
+Nearby enemies are unlikely to immediately detect the possession unless they see suspicious activity. If detected, neutral and friendly factions will consider aggressive actions from a possessed pawn as an act of hostility.
+
+Only creatures with a human-like mind capable of self-doubt can be possessed.
+
+ Reversal
+
+ Reverses the kinetic energy of all melee and projectile attacks for a brief period. The faceless will take no damage from these attacks. Direct application and explosive attacks cannot be reversed.
+
+ Transpose II
+
+ Swap places with a target pawn. The faceless and the target will be disoriented following transposition. The faceless will gain reversal for a short period.
+Cast time: .4s
+Range: 47
+Cooldown: 11
+
+ Mimic
+
+ The faceless copies a random ability from a mage or fighter. Only one ability may be stored at a time. The ability is retained after use; reusing Mimic will replace the stored ability.
+
+ Deception
+
+ The faceless manipulates light and motion to make their form appear meaningless to any observer; on a subconscious level, any observer will cognitively dismiss the faceless as an unimportant, harmless object, essentially making the faceless invisible.
+
+Disguise will not fool any pawn that already sees the faceless as a threat.
+
+ Transpose III
+
+ Swap places with a target pawn. The faceless and the target will be disoriented following transposition. The faceless will gain reversal for a short period.
+Cast time: .2s
+Range: 50
+Cooldown: 9
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/TorannMagic.TMAbilityDef/Abilities_TMagic_FieldMedic.xml b/Languages/PortugueseBrazilian/DefInjected/TorannMagic.TMAbilityDef/Abilities_TMagic_FieldMedic.xml
new file mode 100644
index 00000000..614f9110
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/TorannMagic.TMAbilityDef/Abilities_TMagic_FieldMedic.xml
@@ -0,0 +1,34 @@
+
+
+
+ Emergency
+
+ The Field Medic rushes to aid their patients.
+
+The Field Medic gains increased base movement speed, tending speed and tending quality as well as reduced pain for a 30 seconds.
+
+ Medigel
+
+ Applies a healing gel to the wounds of a target that speeds recovery and fights infection. Wounds will be healed slowly over time. Medigel slightly reduces the pain of wounds.
+
+ Combat Drugs
+
+ Gives combat drugs to an ally
+
+The Field Medic throws a syringe of improvised combat drugs to an ally.
+The effects are always positive but may vary.
+
+ Resupply
+
+ Resupply the Field Medic's medical supplies.
+
+The Field Medic will use one item from target stockpile and convert it into personal medical supplies he can use to fuel his abilities.
+
+The amount of supply gained is equal to 20 times the medical potency of the item squared:
+medicine - 20 medical supplies
+herbal medicine - 4.9 medical supplies
+glitterworld medicine - 51.2 medical supplies
+
+The Field Medic can train to convert his equipment back into common medicine
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/TorannMagic.TMAbilityDef/Abilities_TMagic_FireMage.xml b/Languages/PortugueseBrazilian/DefInjected/TorannMagic.TMAbilityDef/Abilities_TMagic_FireMage.xml
new file mode 100644
index 00000000..6363f60b
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/TorannMagic.TMAbilityDef/Abilities_TMagic_FireMage.xml
@@ -0,0 +1,76 @@
+
+
+
+ Fireball
+
+ Throws a massive, slow moving fireball. Wreaks havoc and creates a fiery explosion at the target area.
+
+ Inner Fire
+
+ Creates an aura of warmth around the caster that periodically reinforces the spirit of an ally.
+
+Inner Fire: Arcane augmentation that kindles an inner fire, increasing a pawn's endurance and resistances.
+
+Application Frequency: 80-90s
+Duration: 200-223s
+Rest and hunger needs: -14%
+Natural healing: +25%
+Mental break resistance: +4%
+Cold resistance: +8c
+
+Requires 40 mana to maintain and reduces mana regeneration by 30%; cast again to deactivate. The caster gains xp each time an ally is buffed.
+
+ Inner Fire
+
+ Creates an aura of warmth around the caster that periodically reinforces the spirit of an ally.
+
+Inner Fire: Arcane augmentation that kindles an inner fire, increasing a pawn's endurance and resistances.
+
+Application Frequency: 80-90s
+Duration: 500-600s
+Rest and hunger needs: -17%
+Natural healing: +28%
+Mental break resistance: +4%
+Cold resistance: +9c
+
+Requires 40 mana to maintain and reduces mana regeneration by 30%; cast again to deactivate. The caster gains xp each time an ally is buffed.
+
+ Fireclaw
+
+ Create streaming tendrils of fire that rake across your enemies, leaving destruction and fire in its wake.
+
+ Inner Fire
+
+ Creates an aura of warmth around the caster that periodically reinforces the spirit of an ally.
+
+Inner Fire: Arcane augmentation that kindles an inner fire, increasing a pawn's endurance and resistances.
+
+Application Frequency: 80-90s
+Duration: 200-223s
+Rest and hunger needs: -10%
+Natural healing: +20%
+Mental break resistance: +3%
+Cold resistance: +6c
+
+Requires 40 mana to maintain and reduces mana regeneration by 30%; cast again to deactivate. The caster gains xp each time an ally is buffed.
+
+ Inner Fire
+
+ Creates an aura of warmth around the caster that periodically reinforces the spirit of an ally.
+
+Inner Fire: Arcane augmentation that kindles an inner fire, increasing a pawn's endurance and resistances.
+
+Application Frequency: 80-90s
+Duration: 500-600
+Rest and hunger needs: -20%
+Natural healing: +30%
+Mental break resistance: +5%
+Cold resistance: +10c
+
+Requires 40 mana to maintain and reduces mana regeneration by 30%; cast again to deactivate. The caster gains xp each time an ally is buffed.
+
+ Firestorm
+
+ Calls forth the full fury of elemental fire in a meteor storm of death and destruction.
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/TorannMagic.TMAbilityDef/Abilities_TMagic_Geomancer.xml b/Languages/PortugueseBrazilian/DefInjected/TorannMagic.TMAbilityDef/Abilities_TMagic_Geomancer.xml
new file mode 100644
index 00000000..23746070
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/TorannMagic.TMAbilityDef/Abilities_TMagic_Geomancer.xml
@@ -0,0 +1,106 @@
+
+
+
+ Meteor
+
+ Collects rock, dust, and debris from the atmosphere and space and forms it into a meteorite. The geomancer directs its descent to bury a target location.
+
+The core of the meteorite is always composed of valuable material.
+
+Radius: 2
+Cast time: 5s
+
+ Encase II
+
+ Encloses a target area in a ring of stone, effective at isolating sections of the battlefield.
+
+Radius: 5
+Range: 60
+Cast time: 1.1s
+
+ Earthern Hammer
+
+ The geomancer manipulates the laws of gravity to catapult massive stones from the surrounding earth. The amount of gravitational energy reversed is finite; nearby surface stones require minimal energy while subterranean stones require significantly more.
+
+The first, and every third stone after, will always be subterranean unless there is insufficient gravitational energy in which case the geomancer will attempt to use the remaining energy throwing nearby stones. The extreme shift in gravity will temporarily disorient the geomancer.
+
+ Earth Sprites
+
+ Calls forth earth sprites to transform the terrain. Sprites appear as flecks of light and can easily be missed by the inattentive, but they are diligent workers capable of breaking rock or stone down into its base component or increase the richness and fertility of soil.
+
+Once summoned, they will continue to work on the terrain, even moving to nearby area's, until dismissed by the geomancer. Earth sprites only understand basic instructions and will move randomly to a new area to continue their work; if no nearby area needs work, the summoning will end. If earth sprites are summoned into an area named "earth sprites" then they will only move to nearby cells within this area.
+
+In exchange for their efforts, earth sprites expect a steady and substantial supply of mana. If the geomancer fails to meet this request, the earth sprites will fade away. Each geomancer can only request the help of a single earth sprite, regardless of how much mana they have.
+
+ Encase
+
+ Encloses a target area in a ring of stone, effective at isolating sections of the battlefield.
+
+Radius: 3
+Range: 50
+Cast time: 1.5s
+
+ Dismiss Earth Sprites
+
+ Dismisses a active earth sprite.
+
+ Dispel Stoneskin
+
+ Dispels all instances of stoneskin maintained by this pawn.
+
+ Meteor III
+
+ Collects rock, dust, and debris from the atmosphere and space and forms it into a meteorite. The geomancer directs its descent to bury a target location.
+
+The core of the meteorite is always composed of valuable material.
+
+Radius: 5
+Cast time: 3.8s
+
+ Encase III
+
+ Encloses a target area in a ring of stone, effective at isolating sections of the battlefield.
+
+Radius: 6
+Range: 65
+Cast time: 1.0s
+
+ Encase I
+
+ Encloses a target area in a ring of stone, effective at isolating sections of the battlefield.
+
+Radius: 4
+Range: 55
+Cast time: 1.3s
+
+ Shatter Sentinel
+
+ All sentinels maintained by this pawn are shattered in a violent eruption.
+
+ Stoneskin
+
+ Applies stoneskin to the target pawn. Each charge of stoneskin absorbs a single attack, regardless of how powerful, or weak, the attack is. Stoneskin is an unsubstantial defense, meaning the defensive measures it employs are not physical and will not interfere with the combat capabilities of its ward.
+
+Stoneskin requires a constant reserve of mana to maintain, each application will reduce the casters maximum mana by 15. The caster can only maintain a limited number of stoneskin instances regardless of how much mana the caster has available.
+
+Applying stoneskin to a target that already has stoneskin will remove all charges of stoneskin on the target and dissipate the spell (returning mana reserves back to the caster).
+
+ Meteor II
+
+ Collects rock, dust, and debris from the atmosphere and space and forms it into a meteorite. The geomancer directs its descent to bury a target location.
+
+The core of the meteorite is always composed of valuable material.
+
+Radius: 4
+Cast time: 4.2s
+
+ Meteor I
+
+ Collects rock, dust, and debris from the atmosphere and space and forms it into a meteorite. The geomancer directs its descent to bury a target location.
+
+The core of the meteorite is always composed of valuable material.
+
+Radius: 3
+Cast time: 4.6s
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/TorannMagic.TMAbilityDef/Abilities_TMagic_Gladiator.xml b/Languages/PortugueseBrazilian/DefInjected/TorannMagic.TMAbilityDef/Abilities_TMagic_Gladiator.xml
new file mode 100644
index 00000000..a3b13d44
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/TorannMagic.TMAbilityDef/Abilities_TMagic_Gladiator.xml
@@ -0,0 +1,56 @@
+
+
+
+ Grapple
+
+ Forcefully hooks and yanks an opponent to the Gladiator, followed by a violent leg sweep, knocking the opponent down.
+
+Casting time: 1s
+Range: 15
+
+ Grapple
+
+ Forcefully hooks and yanks an opponent to the Gladiator, followed by a violent leg sweep, knocking the opponent down.
+
+Casting time: .4s
+Range: 20
+
+ Sprint
+
+ Activates or deactivates the sustained combat skill Sprint - greatly increases movement speed but causes exhaustion. Requires 30 Stamina to sustain and reduces stamina regen by 20%.
+
+ Grapple
+
+ Forcefully hooks and yanks an opponent to the Gladiator, followed by a violent leg sweep, knocking the opponent down.
+
+Casting time: .2s
+Range: 23
+
+ Sprint
+
+ Activates or deactivates the sustained combat skill Sprint - greatly increases movement speed but causes exhaustion. Requires 30 Stamina to sustain and reduces stamina regen by 20%.
+
+ Sprint
+
+ Activates or deactivates the sustained combat skill Sprint - greatly increases movement speed but causes exhaustion. Requires 30 Stamina to sustain and reduces stamina regen by 20%.
+
+ Sprint
+
+ Activates or deactivates the sustained combat skill Sprint - greatly increases movement speed but causes exhaustion. Requires 30 Stamina to sustain and reduces stamina regen by 20%.
+
+ Grapple
+
+ Forcefully hooks and yanks an opponent to the Gladiator, followed by a violent leg sweep, knocking the opponent down.
+Casting time: .6s
+Range: 17
+
+ Fortitude
+
+ Mitigates a set amount of damage each hit.
+Base mitigation: 5
+
+ The Gladiator launches into a frenzied attack, dancing forward in a furious whirlwind of steel and death.
+
+ Executes a powerful, sweeping blow that can strike multiple enemies adjacent to the target. As long as the gladiator has enough stamina, this ability works automatically whenever the gladiator performs a melee attack. Cleave chance is calculated from weapon mass - heavier weapons are more likely to cleave.
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/TorannMagic.TMAbilityDef/Abilities_TMagic_IceMage.xml b/Languages/PortugueseBrazilian/DefInjected/TorannMagic.TMAbilityDef/Abilities_TMagic_IceMage.xml
new file mode 100644
index 00000000..4a9af6bf
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/TorannMagic.TMAbilityDef/Abilities_TMagic_IceMage.xml
@@ -0,0 +1,108 @@
+
+
+
+ Blizzard
+
+ Calls forth a deadly blizzard to bury your enemies in ice.
+
+ Icebolt
+
+ Launches a bolt of ice specially created to shatter into glass-like shards upon impact, causing damage and severe bleeding.
+
+ Soothing Breeze
+
+ Creates a soothing aura around the caster that periodically buffs an ally.
+
+Soothing Breeze: Arcane augmentation that assists the worker, reducing pain and fatigue and increasing focus.
+
+Application Frequency: 80-90s
+Duration: 200-223s
+Consciousness: +12%
+Mood increase: +3
+Rest and pain: -12%
+
+Requires 40 mana to maintain and reduces mana regeneration by 30%; cast again to deactivate. The caster gains xp each time an ally is buffed.
+
+ Soothing Breeze
+
+ Creates a soothing aura around the caster that periodically buffs an ally.
+
+Soothing Breeze: Arcane augmentation that assists the worker, reducing pain and fatigue and increasing focus
+
+Application Frequency: 80-90s
+Duration: 500-600s
+Consciousness +14%
+Mood increase: +4
+Rest and pain: -14%
+
+Requires 40 mana to maintain and reduces mana regeneration by 30%; cast again to deactivate. The caster gains xp each time an ally is buffed.
+
+ Snowball
+
+ Launch a massive ball of ice and snow that damages and freezes a large area upon impact.
+
+ Soothing Breeze
+
+ Creates a soothing aura around the caster that periodically buffs an ally.
+
+Soothing Breeze: Arcane augmentation that assists the worker, reducing pain and fatigue and increasing focus.
+
+Application Frequency: 80-90s
+Duration: 200-223s
+Consciousness: +10%
+Mood increase: +2
+Rest and pain: -10%
+
+Requires 40 mana to maintain and reduces mana regeneration by 30%; cast again to deactivate. The caster gains xp each time an ally is buffed.
+
+ Rainmaker
+
+ Alters the conditions in the atmosphere causing it to rain. If it's already raining, this ability will stop the rain.
+
+ Frost Ray
+
+ Rapidly extending ray of super cooled particles that damages and freezes targets.
+
+Recharge time: 15s
+Range: 28
+Shots: 1
+
+ Soothing Breeze
+
+ Creates a soothing aura around the caster that periodically buffs an ally.
+
+Soothing Breeze: Arcane augmentation that assists the worker, reducing pain and fatigue and increasing focus
+
+Application Frequency: 80-90s
+Duration: 500-600s
+Consciousness: +15%
+Mood increase: +5
+Rest and pain: -15%
+
+Requires 40 mana to maintain and reduces mana regeneration by 30%; cast again to deactivate. The caster gains xp each time an ally is buffed.
+
+ Frost Ray
+
+ Rapidly extending ray of super cooled particles that damages and freezes targets.
+
+Recharge time: 10s
+Range: 34
+Shots: 3
+
+ Frost Ray
+
+ Rapidly extending ray of super cooled particles that damages and freezes targets.
+
+Recharge time: 12s
+Range: 30
+Shots: 1
+
+ Frost Ray
+
+ Rapidly extending ray of super cooled particles that damages and freezes targets.
+
+Recharge time: 10s
+Range: 32
+Shots: 2
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/TorannMagic.TMAbilityDef/Abilities_TMagic_LightningMage.xml b/Languages/PortugueseBrazilian/DefInjected/TorannMagic.TMAbilityDef/Abilities_TMagic_LightningMage.xml
new file mode 100644
index 00000000..8f97d9db
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/TorannMagic.TMAbilityDef/Abilities_TMagic_LightningMage.xml
@@ -0,0 +1,52 @@
+
+
+
+ AMP
+
+ Blessing: Augmented by Magical Power - aka "AMP." Short term augmentation that drastically increases physical capacity at the cost of increased stress on the body.
+
+Duration: 30-40s
+Physical capacity: ~+30%
+Physical demand: +40%
+Pain: -20%
+
+ Lightning Bolt
+
+ Launch a bolt of lightning to strike your target.
+
+ AMP
+
+ Blessing: Augmented by Magical Power - aka "AMP." Drastically increases physical capacity at the cost of increased stress on the body.
+
+Duration: 50-60s
+Physical capacity: ~+65%
+Physical demand: +60%
+Pain: -30%
+
+ Lightning Storm
+
+ Create a fierce, but uncontrolled, lightning storm over the target location.
+
+ Eye of the Storm
+
+ Release a ball of pure electrical energy that annihilates everything it its path.
+
+ AMP
+
+ Blessing: Augmented by Magical Power - aka "AMP." Drastically increases physical capacity at the cost of increased stress on the body.
+
+Duration: 30-40s
+Physical capacity: ~+50%
+Physical demand: +60%
+Pain: -20%
+
+ AMP
+
+ Blessing: Augmented by Magical Power - aka "AMP." Drastically increases physical capacity at the cost of increased stress on the body.
+
+Duration: 50-60s
+Physical capacity: ~+80%
+Physical demand: +100%
+Pain: -40%
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/TorannMagic.TMAbilityDef/Abilities_TMagic_Monk.xml b/Languages/PortugueseBrazilian/DefInjected/TorannMagic.TMAbilityDef/Abilities_TMagic_Monk.xml
new file mode 100644
index 00000000..12bed153
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/TorannMagic.TMAbilityDef/Abilities_TMagic_Monk.xml
@@ -0,0 +1,44 @@
+
+
+
+ A leap attack that allows the monk to rapidly close on an opponent.
+
+Activated ability (8 chi): leap through the air and deliver a powerful flying kick against an distant opponent. The closer an opponent is, the more damage Dragon Strike deals. If an opponent is within 5 cells, this attack will also knock the target back.
+
+Passive ability (10 stamina): performs a round-house kick that strikes multiple opponents. Dragon Strike has a chance to trigger on any normal attack when multiple enemies are near the target.
+
+ Mind Over Body
+
+ Mental conditioning that enhances the monk's control over their physical capabilities and improves resilience to both physical and mental stress. Damage mitigation is reduced by the weight (in kg) of armor worn.
+
+Mind Over Body is a passive buff that improves consciousness, moving, manipulation, melee hit chance, dodge chance, armor penetration, mental break and pain thresholds.
+
+ Thunder Strike
+
+ Supercharges an attack with enough ch'i to generate lightning.
+
+ Ch'i
+
+ Ch'i, or spirit, is the life force that resides in all living things. Monks cultivate and harness this force to perform their art. Balancing the rhythm and flow of Ch'i takes time and is generally gained through dedicated meditation.
+
+ Meditate
+
+ Meditation restores the life force of the monk and is a vital component of maintaining a strong level of Ch'i.
+
+Any physical or mental ailments must be purged before meditation can generate Ch'i. If the monk is afflicted (wounds, disease, poor mood, drug addictions), meditation will focus Ch'i in an effort to remove the affliction. Afflictions can only be purged while in a meditative state.
+
+ Ch'i Burst
+
+ Projects an enormous amount of ch'i into a target area, overloading and disrupting the energy of all pawns within the area of effect.
+
+Ch'i Burst will interrupt fighter and mage abilities and will cause harm based on the amount of energy disrupted. This affects chi, mana, blood magic, stamina, hate and psionic energy.
+
+Has a low chance to disrupt the mental state of any pawn. Can be resisted.
+
+ A melee attack that delivers multiple, rapid blows against a single opponent. Must be within melee range and unarmed to perform this attack.
+
+Activated ability (12 chi): delivers 4 attacks in rapid succession. Tiger Strike can be further trained to add additional attacks that can stun, drain energy, or deliver a precision strike that destroys vital organs.
+
+Passive ability (8 stamina): deliver multiple hits against an opponent; attacks may be any type (physical, stun, drain, vital) that is trained. Tiger Strike has a chance to trigger on any normal attack or itself.
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/TorannMagic.TMAbilityDef/Abilities_TMagic_Necromancer.xml b/Languages/PortugueseBrazilian/DefInjected/TorannMagic.TMAbilityDef/Abilities_TMagic_Necromancer.xml
new file mode 100644
index 00000000..120025b2
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/TorannMagic.TMAbilityDef/Abilities_TMagic_Necromancer.xml
@@ -0,0 +1,177 @@
+
+
+
+ Death Mark (II)
+
+ Mark a victim with a curse that causes their life to flash before their eyes. Cursed victims will lose focus and the will to fight, reducing the attack rate. Marking targets for death empowers Death Bolt. Does not work on mechanoids.
+
+Max Targets: 6
+Cast Time: 2s
+Cooldown: 60s
+Range: 42
+
+ Corpse Explosion (III)
+
+ Mixes arcane energy with chemicals inside a corpse or undead to cause the body to explode after a short delay. Equipment will not automatically be consumed by the explosion, but may be destroyed in the explosion.
+
+Mana Cost: 25%
+Range: 70
+Cooldown: 4s
+Cast time: .5s
+
+ Dismiss Undead
+
+ Dismisses an undead.
+
+ Consume Corpse (II)
+
+ Consume a corpse or undead to replenish mana. Apparel, items, and equipment remain behind but all material belonging to the corpse is consumed (meat/leather)
+
+Mana Cost: 2%
+Range: 70
+Cooldown: 16s
+Cast Time: 1.5s
+
+ Death Mark (I)
+
+ Mark a victim with a curse that causes their life to flash before their eyes. Cursed victims will lose focus and the will to fight, reducing the attack rate. Marking targets for death empowers Death Bolt. Does not work on mechanoids.
+
+Max Targets: 5
+Cast Time: 2.5s
+Cooldown: 90s
+Range: 38
+
+ Fog of Torment
+
+ Creates a fog that causes pain and suffering to every living creature within. Undead within the fog are slowly healed and suffer no penalties from the fog.
+
+ Corpse Explosion (I)
+
+ Mixes arcane energy with chemicals inside a corpse or undead to cause the body to explode after a short delay. Equipment will not automatically be consumed by the explosion, but may be destroyed in the explosion.
+
+Mana Cost: 22%
+Range: 50
+Cooldown: 7s
+Cast time: 1.5s
+
+ Consume Corpse
+
+ Consume a corpse or undead to replenish mana. Apparel, items, and equipment remain behind but all material belonging to the corpse is consumed (meat/leather)
+
+Mana Cost: 3%
+Range: 50
+Cooldown: 20s
+Cast Time: 2s
+
+ Corpse Explosion (II)
+
+ Mixes arcane energy with chemicals inside a corpse or undead to cause the body to explode after a short delay. Equipment will not automatically be consumed by the explosion, but may be destroyed in the explosion.
+
+Mana Cost: 24%
+Range: 60
+Cooldown: 5s
+Cast time: 1s
+
+ Consume Corpse (I)
+
+ Consume a corpse or undead to replenish mana. Apparel, items, and equipment remain behind but all material belonging to the corpse is consumed (meat/leather)
+
+Mana Cost: 2.5%
+Range: 60
+Cooldown: 18s
+Cast Time: 1.8s
+
+ Mixes arcane energy with chemicals inside a corpse or undead to cause the body to explode after a short delay. Equipment will not automatically be consumed by the explosion, but may be destroyed in the explosion.
+
+Mana Cost: 20%
+Range: 40
+Cooldown: 10s
+Cast time: 2s
+
+ Death Bolt (III)
+
+ Launches bolts of power carrying the anguish of the dead; causes intense pain to any living creatures caught in the blast.
+
+Explosion Radius: 2.4m
+Cooldown: 12s
+Bolts: 3
+Range: 50
+
+ Death Bolt (II)
+
+ Launches bolts of power carrying the anguish of the dead; causes intense pain to any living creatures caught in the blast.
+
+Explosion Radius: 2m
+Cooldown: 13s
+Bolts: 3
+Range 40
+
+ Death Bolt (I)
+
+ Launches bolts of power carrying the anguish of the dead; causes intense pain to any living creatures caught in the blast.
+
+Explosion Radius: 2m
+Cooldown: 14s
+Bolts: 2
+Range 40
+
+ Raise Undead
+
+ Raise undead from corpses. Only works on biological creatures that were once living.
+
+Undead will remain under the Necromancers control indefinitely. Each undead human will incur a mana upkeep cost of 30% of base mana regeneration. Undead animals incur an upkeep cost of 15% for every 100 combat power.
+
+There is no limit to the number of undead a necromancer may control, however, when the necromancer no longer has mana to maintain undead, they will automatically be consumed until the number of active undead is reduced to a manageable amount.
+
+ Death Mark (III)
+
+ Mark a victim with a curse that causes their life to flash before their eyes. Cursed victims will lose focus and the will to fight, reducing the attack rate. Marking targets for death empowers Death Bolt. Does not work on mechanoids.
+
+Max Targets: 7
+Cast Time: 1.8s
+Cooldown: 45s
+Range: 46
+
+ Lich Form
+
+ Transforms the necromancer into an undead lich gaining an immortal existence and arcane power. Once used, there is no return.
+
+Benefits:
+Maximum Mana: +50
+Mana Regeneration: +50%
+Gains unnatural immunities to diseases, resistances to damage, health regeneration, and no longer needs food or rest.
+Gains ability: Flight
+Gains ability: Death Bolt
+
+Penalties:
+Can no longer perform work involving Caring, Social, Animals, Firefighting, Artistic, or Dumb Labor.
+Loses all passion for work except fighting and research.
+Reduced learning speed by 40% and global work speed by 75%
+Movement speed: -2.0 c/s
+
+ Death Mark
+
+ Mark a victim with a curse that causes their life to flash before their eyes. Cursed victims will lose focus and the will to fight, reducing the attack rate. Marking targets for death empowers Death Bolt. Does not work on mechanoids.
+
+Max Targets: 4
+Cast Time: 3s
+Cooldown: 120s
+Range: 34
+
+ Consume Corpse (III)
+
+ Consume a corpse or undead to replenish mana. Apparel, items, and equipment remain behind but all material belonging to the corpse is consumed (meat/leather)
+
+Mana Cost: 1.5%
+Range: 80
+Cooldown: 15s
+Cast Time: 1.2s
+
+ Launches bolts of power carrying the anguish of the dead; causes intense pain to any living creatures caught in the blast.
+
+Explosion Radius: 1.6m
+Cooldown: 15s
+Bolts: 2
+Range: 40
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/TorannMagic.TMAbilityDef/Abilities_TMagic_Paladin.xml b/Languages/PortugueseBrazilian/DefInjected/TorannMagic.TMAbilityDef/Abilities_TMagic_Paladin.xml
new file mode 100644
index 00000000..07a4fec5
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/TorannMagic.TMAbilityDef/Abilities_TMagic_Paladin.xml
@@ -0,0 +1,93 @@
+
+
+
+ Valiant Charge
+
+ The Paladin is flies with the wings of an angel to fly to a distant location, shattering the ground with holy power upon landing.
+
+ Holy power is unleashed from the paladin, overwhelming the physical and mental senses of any nearby creatures.
+
+ Ray of Hope
+
+ Creates an aura of hope around the caster that periodically buffs an ally.
+
+Ray of Hope: Arcane augmentation that assists the worker, improving their physical capacities and mood
+
+Application Frequency: 80-90s
+Duration: 500-600s
+Manipulation, Moving: +22%
+Mood increase: +5
+
+Requires 40 mana to maintain and reduces mana regeneration by 30%; cast again to deactivate. The caster gains xp each time an ally is buffed.
+
+ Shield
+
+ Protects the paladin from damage for 50s or until the shield is broken.
+Absorbs up to 150 damage.
+Reduces recharge to 25s.
+
+ Ray of Hope
+
+ Creates an aura of hope around the caster that periodically buffs an ally.
+
+Ray of Hope: Arcane augmentation that assists the worker, improving their physical capacities and mood
+
+Application Frequency: 80-90s
+Duration: 500-600s
+Manipulation, Moving: +20%
+Mood increase: +5
+
+Requires 40 mana to maintain and reduces mana regeneration by 30%; cast again to deactivate. The caster gains xp each time an ally is buffed.
+
+ Shield
+
+ Protects the paladin from damage for 50s or until the shield is broken.
+Absorbs up to 135 damage.
+Reduces recharge to 27s.
+
+ Ray of Hope
+
+ Creates an aura of hope around the caster that periodically buffs an ally.
+
+Ray of Hope: Arcane augmentation that assists the worker, improving their physical capacities and mood
+
+Application Frequency: 80-90s
+Duration: 200-223s
+Manipulation, Moving: +18%
+Mood increase: +4
+
+Requires 40 mana to maintain and reduces mana regeneration by 30%; cast again to deactivate. The caster gains xp each time an ally is buffed.
+
+ Shield
+
+ Protects the paladin from damage for 50s or until the shield is broken.
+Absorbs up to 100 damage.
+
+ Holy Wrath
+
+ Calls forth holy wrath upon the land.
+
+ Heal
+
+ Invokes holy power to heal the wounds of a target. Base heal restores 8 health for up to 3 wounds. Cannot heal injuries of missing bodyparts.
+
+ Ray of Hope
+
+ Creates an aura of hope around the caster that periodically buffs an ally.
+
+Ray of Hope: Arcane augmentation that assists the worker, improving their physical capacities and mood
+
+Application Frequency: 80-90s
+Duration: 200-223s
+Manipulation, Moving: +15%
+Mood increase: +3
+
+Requires 40 mana to maintain and reduces mana regeneration by 30%; cast again to deactivate. The caster gains xp each time an ally is buffed.
+
+ Shield
+
+ Protects the paladin from damage for 50s or until the shield is broken.
+Absorbs up to 125 damage.
+Reduces recharge to 30s.
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/TorannMagic.TMAbilityDef/Abilities_TMagic_Priest.xml b/Languages/PortugueseBrazilian/DefInjected/TorannMagic.TMAbilityDef/Abilities_TMagic_Priest.xml
new file mode 100644
index 00000000..b9d9d584
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/TorannMagic.TMAbilityDef/Abilities_TMagic_Priest.xml
@@ -0,0 +1,80 @@
+
+
+
+ Resurrection
+
+ Resurrection restores the life of a recently deceased pawn. This places an immense demand on the Priest and resurrected pawn and both will be weak for several days while their strength recovers. Resurrection comes at a price; the resurrected pawn will forfeit up to 35% of their skills and may develop detrimental health conditions.
+
+ Bestow Might (I)
+
+ Blesses a single target with greatly increased physical power.
+
+Duration: 50-60s
+Physical capacity: +60%
+Physical demand: +60%
+Pain: -50%
+
+ Healing Circle
+
+ Creates a field of light that heals friendly pawns within. Base ability heals 1 wound by 10 health for each pawn healed. Cannot heal injuries of missing bodyparts.
+
+Circle radius: 3
+Range: 30
+
+ Bestow Might (II)
+
+ Blesses a single target with greatly increased physical power.
+
+Duration: 50-60s
+Physical capacity: +80%
+Physical demand: +70%
+Pain: -60%
+
+ Healing Circle (II)
+
+ Creates a field of light that heals friendly pawns within. Base ability heals 1 wound by 10 health for each pawn healed. Cannot heal injuries of missing bodyparts.
+
+Circle radius: 5.5
+Range: 40
+
+ Bestow Might
+
+ Blesses a single target with greatly increased physical power.
+
+Duration: 30-40s
+Physical capacity: +40%
+Physical demand: +50%
+Pain: -40%
+
+ Purify
+
+ Invokes holy power to purify scars on the body, mind, and soul.
+
+ Healing Circle (I)
+
+ Creates a field of light that heals friendly pawns within. Base ability heals 1 wound by 10 health for each pawn healed. Cannot heal injuries of missing bodyparts.
+
+Circle radius: 4
+Range: 35
+
+ Advanced Heal
+
+ Invokes holy power to greatly heal the wounds of a target. Base heal restores 14 health for up to 3 wounds. Will immediately seal the bleeding of wounds from missing bodyparts.
+
+ Healing Circle (III)
+
+ Creates a field of light that heals friendly pawns within. Base ability heals 1 wound by 10 health for each pawn healed. Cannot heal injuries of missing bodyparts.
+
+Circle radius: 7
+Range: 45
+
+ Bestow Might (III)
+
+ Blesses a single target with greatly increased physical power.
+
+Duration: 100-115s
+Physical capacity: ~+100%
+Physical demand: +100%
+Pain: -70%
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/TorannMagic.TMAbilityDef/Abilities_TMagic_Psionic.xml b/Languages/PortugueseBrazilian/DefInjected/TorannMagic.TMAbilityDef/Abilities_TMagic_Psionic.xml
new file mode 100644
index 00000000..42bc9258
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/TorannMagic.TMAbilityDef/Abilities_TMagic_Psionic.xml
@@ -0,0 +1,62 @@
+
+
+
+ Psionic Blast III
+
+ Projects volatile psionic energy that creates a small detonation when it collides with a physical object. Up to five bursts may be projected, depending on how much energy is available to the psionic.
+
+Cast time: .8s
+Cooldown: 6s
+Range: 46
+
+ Psionic Storm
+
+ The Psionic lets down all mental barriers and unleashes their unrestrained psionic power. Due to the nature of this attack, the psionic will expend a tremendous amount of energy and will be left vulnerable, unable to exert psionic power, for a period following the attack.
+
+ Psionic Augmentation
+
+ Psionic power is a physical manifestation of mental energy in the form of kinetic or potential energy. A Psionic is able to utilize this power most efficiently by directing it throughout their body to reinforce physical action.
+
+A well trained psionic is able to achieve incredible physical feats using a blend of psionic and physical strength. Psionic augmentation becomes second nature and occurs naturally both in and out of combat.
+
+ Psionic Blast II
+
+ Projects volatile psionic energy that creates a small detonation when it collides with a physical object. Up to five bursts may be projected, depending on how much energy is available to the psionic.
+
+Cast time: 1.2s
+Cooldown: 8s
+Range: 40
+
+ Psionic Dash
+
+ The Psionic infuses their body with an overwhelming amount of energy and uses it to propel themselves in a rapid burst of movement. Each step emits shockwaves of energy.
+
+ Psionic Barrier
+
+ The Psionic forms a psychic barrier that repels kinetic energy in a small area around the user. Using this ability requires constant concentration in order to maintain the barrier and the Psionic will be unable to perform any other action while this is active.
+
+This ability requires 2 points to level.
+
+ Psionic Barrier
+
+ The Psionic forms a psychic barrier that repels kinetic energy in a small area around the user. Using this ability requires constant concentration in order to maintain the barrier and the Psionic will be unable to perform any other action while this is active.
+
+This barrier can be projected to a designation location.
+
+ Psionic Blast
+
+ Projects volatile psionic energy that creates a small detonation when it collides with a physical object. Up to five bursts may be projected, depending on how much energy is available to the psionic.
+
+Cast time: 2s
+Cooldown: 12s
+Range: 28
+
+ Psionic Blast I
+
+ Projects volatile psionic energy that creates a small detonation when it collides with a physical object. Up to five bursts may be projected, depending on how much energy is available to the psionic.
+
+Cast time: 1.6s
+Cooldown: 10s
+Range: 34
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/TorannMagic.TMAbilityDef/Abilities_TMagic_Ranger.xml b/Languages/PortugueseBrazilian/DefInjected/TorannMagic.TMAbilityDef/Abilities_TMagic_Ranger.xml
new file mode 100644
index 00000000..76284ebb
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/TorannMagic.TMAbilityDef/Abilities_TMagic_Ranger.xml
@@ -0,0 +1,57 @@
+
+
+
+ Arrow Storm (I)
+
+ Fire a volley of 6 arrows at a target.
+Range: 34
+
+ Animal Bond
+
+ At home in the wild, the ranger is able to form a bond with creatures of the wild.
+
+Rangers are only able to form a single bond and maintaining the bond reduces the ranger's max stamina by 30; making a new bond breaks an existing bond and will cause the animal with a broken bond to leave forever. Failed attempts may cause the animal to turn manhunter. When using animal bond on the bonded animal may allow the animal to remain in the colony - the chance the animal remains is based on its wildness and how long it had a bond with the ranger.
+
+The increase in physical capability applies to the animal kin only, in return, the bonded animal will assist the ranger in whatever capacity the animal is capable.
+A bond can be removed by using this ability on a bonded creature.
+
+ Arrow Storm (II)
+
+ Fire a rapid volley of 7 arrows at a target.
+Range: 36
+
+ Ranger Training
+
+ Training that the ranger's professional skills. Each level will increase the ranger trait to reflect the skill of the ranger.
+
+Ranks:
+Woodsman: Speed +0.15c/s, Aiming Delay -15%, Immunity Gain +20%, Comf. Temperature +-10C., Toxic Sensitivity -10%
+Tame and train animal +5%, butchering speed +5%, smelting and construction speed -10%
+
+Hunter: Speed +0.2c/s, Aiming Delay -20%, Immunity Gain +25%, Comf. Temperature +-15C., Toxic Sensitivity -15%
+Tame and train animal +8%, butchering speed +10%, smelting and construction speed -15%
+
+Scout: Speed +0.25c/s, Aiming Delay -30%, Immunity Gain +30%, Comf. Temperature +-18C., Toxic Sensitivity -20%
+Tame and train animal +10%, butchering speed +15%, smelting and construction speed -18%
+
+Ranger: Speed +0.3c/s, Aiming Delay -40%, Immunity Gain +35%, Comf. Temperature +-25C., Toxic Sensitivity -25%
+Tame and train animal +12%, butchering speed +20%, smelting and construction speed -20%
+
+ Bow Training
+
+ Training that increases damage and accuracy when using a bow.
+
+Level 0: Hearing and Sight +20%, +20% bow damage
+Level 1: Hearing and Sight +40%, +40% bow damage
+Level 2: Hearing and Sight +60%, Breathing +15%, +60% bow damage
+Level 3: Hearing and Sight +80%, Breathing +25%, Blood filtration +10%, +80% bow damage
+
+ Fire a volley of 5 arrows at a target.
+Range: 32
+
+ Arrow Storm (III)
+
+ Fire a rapid volley of 8 arrows at a target.
+Range: 38
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/TorannMagic.TMAbilityDef/Abilities_TMagic_Shadow.xml b/Languages/PortugueseBrazilian/DefInjected/TorannMagic.TMAbilityDef/Abilities_TMagic_Shadow.xml
new file mode 100644
index 00000000..0ca4eb50
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/TorannMagic.TMAbilityDef/Abilities_TMagic_Shadow.xml
@@ -0,0 +1,22 @@
+
+
+
+ Veil of Shadows
+
+ Throw a concoction that cloaks the caster and surrounding area in smoke and shadows. Caster gains Cloak of Shadows (invisibility). The shadow cloud will prevent targeting from automated system and reduces the accuracy of ranged attacks by 60%.
+
+ Shadow Strike
+
+ Instantly moves the attacker behind the target and delivers a devastating, single target attack. The attacker gains 5s of haste. The attacker will return to the location they initiated the attack after 5 seconds. This attack may perform critical hits for 3x damage - chance decreases as the weapon gets heavier. Ranged weapons will never deliver critical hits.
+
+ Shadow Walk
+
+ Move unseen to instantly reappear in the shadow of another pawn.
+
+ Nightshade
+
+ Coat your weapons or projectiles in nightshade toxin. Each attack will apply a portion of the nightshade toxin. Ranged attacks apply toxin 40% as efficiently as melee attacks. Affected victims suffer from hallucinations and shortness of breath and will take organ damage if toxicity levels become severe.
+
+This ability requires 30 stamina to maintain and reduces stamina regeneration by 50%.
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/TorannMagic.TMAbilityDef/Abilities_TMagic_Shaman.xml b/Languages/PortugueseBrazilian/DefInjected/TorannMagic.TMAbilityDef/Abilities_TMagic_Shaman.xml
new file mode 100644
index 00000000..882b8187
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/TorannMagic.TMAbilityDef/Abilities_TMagic_Shaman.xml
@@ -0,0 +1,126 @@
+
+
+
+ Totem: Healing
+
+ Creates a healing totem at the target location. Lasts 1 game hour and periodically heals nearby pawns.
+
+ Spirit Wolves (II)
+
+ Manifests a pack of spirit wolves. Spirit wolves apply spirit damage which ignores armor and stuns.
+
+Range: 60
+Cast time: 2.5s
+Cooldown: 100s
+
+ Totems
+
+ Totems are a form of magic that anchors an elemental spirit to the physical world allowing it to influence objects near the totem. This ability increases control over all types of totems.
+
+ Dismiss Guardian Spirit
+
+ Releases the guardian spirit to return to the spirit realm.
+
+ Spirit Wolves
+
+ Manifests a pack of spirit wolves. Spirit wolves apply spirit damage which ignores armor and stuns.
+
+Range: 50
+Cast time: 3s
+Cooldown: 120s
+
+ Spirit Wolves (III)
+
+ Manifests a pack of spirit wolves. Spirit wolves apply spirit damage which ignores armor and stuns.
+
+Range: 65
+Cast time: 2.4s
+Cooldown: 90s
+
+ Enrage
+
+ Places a hex on a target that causes their emotions (Mood) to become fuel for battle rage. The hex will burn itself out once all emotions have been consumed. Hostile targets will immediately become berserk if their mind is susceptible.
+
+An enraged pawn gains increased movement and manipulation, increased pain resistance, cannot be staggered, and increases melee damage by the percent equal to the severity of enrage (20-50% damage bonus).
+
+ Chain Lightning
+
+ A powerful bolt of lightning that forks after striking its first target.
+
+ Totem: Earth
+
+ Creates an earth totem at the target location. Lasts 1 game hour and causes tremors every 3-4 seconds that stagger all pawns within 5 cells.
+
+ Totem: Lightning
+
+ Creates a lightning totem at the target location. Lasts 1 game hr and discharges electrical bolts at enemies within 40m every 2-3 seconds.
+
+ Hex
+
+ Hex (II) - places a hex on pawns, additional effects may be applied to hexed targets. Wears off after 6 game hours.
+
+Max targets: 5
+Radius: 3
+Range: 40
+Cast time: .8s
+
+ Spirit Wolves (I)
+
+ Manifests a pack of spirit wolves. Spirit wolves apply spirit damage which ignores armor and stuns.
+
+Range: 55
+Cast time: 2.7s
+Cooldown: 110s
+
+ Hex
+
+ Hex (I) - places a hex on pawns, additional effects may be applied to hexed targets. Wears off after 6 game hours.
+
+Max targets: 4
+Radius: 3
+Range: 36
+Cast time: 1s
+
+ Mental Assault (Hex)
+
+ Causes all hexed targets to experience a dramatic and, potentially, overwhelming surge of emotions.
+
+ Critical Fail (Hex)
+
+ Places a short lived curse on all hexed targets that causes extremely bad luck.
+
+ Guardian Spirit
+
+ Summons a guardian spirit. Guardian spirits manifest as powerful animals with unique strengths and abilities.
+
+Spirit Bear - represents defense and fortitude; will issue a challenging roar against any that think to ignore this dangerous beast
+
+Spirit Mongoose - represents cunning and agility; able to slip through the spirit realm to deliver a lethal, hidden attack
+
+Spirit Crow - represents magic and insight; will place a hex on enemies and enhances the wisdom of its ward
+
+Once determined, a guardian spirit type remains the same, however, this can be forcibly changed using a scroll of spirit binding.
+
+ Pain (Hex)
+
+ All hexed pawns suffer extreme pain.
+
+ Hex
+
+ Hex (III) - places a hex on pawns, additional effects may be applied to hexed targets. Wears off after 6 game hours.
+
+Max targets: 5
+Radius: 4
+Range: 43
+Cast time: .7s
+
+ Hex
+
+ Hex (IV) - places a hex on pawns, additional effects may be applied to hexed targets. Wears off after 6 game hours.
+
+Max targets: 6
+Radius: 4
+Range: 45
+Cast time: .6s
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/TorannMagic.TMAbilityDef/Abilities_TMagic_Sniper.xml b/Languages/PortugueseBrazilian/DefInjected/TorannMagic.TMAbilityDef/Abilities_TMagic_Sniper.xml
new file mode 100644
index 00000000..c0be51e9
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/TorannMagic.TMAbilityDef/Abilities_TMagic_Sniper.xml
@@ -0,0 +1,56 @@
+
+
+
+ Disabling Shot (II)
+
+ A shot that aims to disable the opponent rather than kill. The sniper fires non-lethal rounds that release a jolt of electricity, briefly paralyzing the target for several seconds. Armored targets are unaffected.
+
+Range: 25
+Firing Delay: 2.1s
+Recharge 41s
+
+ Sniper Training
+
+ Training that improves technique and status as sniper. Each level will change the trait of the sniper to reflect their skill level.
+
+Ranks:
+Sharpshooter: Speed +0.1c/s, Aiming Delay -10%, Shooting Acc. +2%, Research and work speed -10%, tame and train animal -10%
+Sniper: Speed +0.15c/s, Aiming Delay -15%, Shooting Acc. +4%, Research and work speed -13%, tame and train animal -13%
+Master Sniper: Speed +0.2c/s, Aiming Delay -22%, Shooting Acc. +6%, Research and work speed -15%, tame and train animal -15%
+Legendary Sniper: Speed +0.25c/s, Aiming Delay -30%, Shooting Acc. +8%, Research and work speed -16%, tame and train animal -16%
+
+ Disabling Shot (III)
+
+ A shot that aims to disable the opponent rather than kill. The sniper fires non-lethal rounds that release a jolt of electricity, briefly paralyzing the target for several seconds. Armored targets are unaffected.
+
+Range: 27
+Firing Delay: 2s
+Recharge 40s
+
+ A shot that aims to disable the opponent rather than kill. The sniper fires non-lethal rounds that release a jolt of electricity, briefly paralyzing the target for several seconds. Armored targets are unaffected.
+
+Range: 20
+Firing Delay: 2.5s
+Recharge 45s
+
+ A lethal shot that targets a vital bodypart like the head or heart. Effective on non-humanoids and humanoids alike. Headshot success chance is reduced against targets with thick armor protecting their vital organs.
+
+ Shadow Slayer
+
+ A trained sniper is an expert at stealth and positioning, and knows the right time and place to strike.
+
+The shadow slayer cloaking field is a long duration form of invisibility. Unlike normal cloaking technology, this stealth field relies heavily on a form of predictive cloaking that rapidly wears off when the user performs rapid or violent actions (such as firing a weapon).
+
+ Anti-Armor
+
+ The sniper carries anti armor rounds for those special occasions. When this ammunition shatters, it releases nanites that will shred any armor they make contact with. Relatively ineffective against soft targets but does extra damage to armored targets, as long as the resistance on impact activates the nanites. Armored targets may be any mechanoid or a target with a Sharp armor rating above 100%.
+
+ Disabling Shot (I)
+
+ A shot that aims to disable the opponent rather than kill. The sniper fires non-lethal rounds that release a jolt of electricity, briefly paralyzing the target for several seconds. Armored targets are unaffected.
+
+Range: 22
+Firing Delay: 2.3s
+Recharge 43s
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/TorannMagic.TMAbilityDef/Abilities_TMagic_Standalone.xml b/Languages/PortugueseBrazilian/DefInjected/TorannMagic.TMAbilityDef/Abilities_TMagic_Standalone.xml
new file mode 100644
index 00000000..7e33be31
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/TorannMagic.TMAbilityDef/Abilities_TMagic_Standalone.xml
@@ -0,0 +1,176 @@
+
+
+
+ Dismiss Heater
+
+ Dismisses a magical heater
+
+ Siphon Mana
+
+ Siphons magical energy from another caster. Recipients that are not magic users will have physical capacities drained instead. Can be lethal if too much life force is drained.
+
+ Dry Ground
+
+ Infuses the ground with heat, evaporating most of the moisture from a patch of ground. Only works on muddy ground.
+
+ Snap Freeze
+
+ Removes almost all heat at a focus point causing a snap freeze of any living object. Creatures may suffer from frostbite and most plant life will die. The removal of heat will also dramatically decrease the room temperature for any enclosed area.
+
+ Dismiss Lightning Trap
+
+ Dismisses a lightning trap
+
+ Arcane Bolt
+
+ Launches a bolt of raw arcane energy. This ability will slowly grow in power based on the casters magic level.
+
+Arcane Bolt is inefficient because of the unrefined nature of the spell, but it can be learned and cast by any mage capable of violence.
+
+ Blur
+
+ Additional 20% chance to avoid all attacks by distorting light around the caster. Requires 20 mana to sustain and reduces mana regeneration by 10%. Re-use the ability to deactivate blur.
+
+ Invisibility
+
+ Become invisible for 20 seconds. Any overt interaction will immediately break the spell. Clears caster from all hostile targeting.
+
+ Extinguish
+
+ Removes the fire element from the target location, instantly extinguishing undesired fires.
+
+ Dismiss Sun Light
+
+ Dismisses a Sun Light
+
+ Flight
+
+ Quickly fly to a target location.
+
+ Combat Training
+
+ Train a fighter of lesser level to increase their combat skill.
+
+Trained fighters will gain class XP. The amount of XP gained depends on the social status and difference in levels between the two fighters.
+
+ Discord
+
+ A channeled ability that continually assaults the senses of the victim with random and jarring signals. This sensory overload will gradually weaken mental stability and eventually the mental harmony of the target will collapse altogether. The results of this ability vary, but will grow stronger with each iteration.
+
+Effects include dizziness, nausea, vision and hearing loss, vomiting, inability to determine friend from foe, can no longer maths, dislike of other pawns, loss of motor skills, loss of reason, urge to discuss politics, paroxysm, brain hemorrhaging and cranial detonation. Results may vary when targeting friendly pawns. Consult your therapist channel before using.
+
+ Lightning Trap
+
+ Elemental lightning is charged inside a hardened arcane shell and placed as a trap. Arcane strands that activate the spell are extended around the trap and trigger when disturbed by enemies. Traps last indefinitely, but a mage is only able to sustain a single trap.
+
+ Reprogram Mechanites
+
+ Reprograms fibrous or sensory mechanites to harmonize with a hosts biological systems. The result will significantly reduce the strain on the host while the mechanites are active.
+
+ EMP
+
+ Generate a burst of electromagnetic radiation at a target site, disabling mechanoids for a short period.
+
+ Charge Battery
+
+ Converts raw magic power into electrical energy. This spell can only be used on batteries. Generates 400Wd.
+
+ Fertile Lands
+
+ Infuses an area of land with power from the druid that increases its fertility. This ability must be maintained and reduces mana regeneration by 40%. The druid is limited to one area.
+
+ Ignite
+
+ Concentrates and enormous amount of heat at a focus point and then releases it. The released heat can ignite nearby creatures and will always set fire to corpses. The released heat will also dramatically increase the room temperature for any enclosed area.
+
+ Transfer Mana
+
+ Transfers magical energy from one caster to another. Recipients that are not magic users will receive significant, if random, physical augmentation for a short period. Can be harmful, even lethal, at extreme levels.
+
+ Smoke Cloud
+
+ Draws in and ignites water and dirt particles in the air to create a smoke screen that temporarily conceals the area.
+
+ Tempest Strike
+
+ Launch multiple attacks in rapid succession. Each attack consumes 20 stamina. Tempest Strike will end when the fighter has insufficient stamina or after 5 attacks.
+
+Melee weapons generate blades of energy.
+
+This attack only works when the weapon equipped is not normally consumed after use.
+
+ Spell Mending
+
+ Cast an enchantment upon a person that slowly reconstructs their equipment at a molecular level. Spell mending requires a the equipment to be worn in order to extract 'memories' from the wearer to perform the reconstruction. This places a physical strain on the affected pawn and will slow their physical activities. Spell mending dissipates after several hours.
+
+ Throwing Knife
+
+ A ranged attack using a concealed throwing knife, designed to complement any equipped weapon system.
+
+ Mana Shield
+
+ Summons a protective barrier that draws power from the caster's mana. Damage absorption rate is 1dmg to 1 mana. The barrier breaks when the caster has insufficient mana to absorb an attack.
+
+Casting the spell when a barrier is active will remove the barrier. Can be used in conjunction with shield belts. Does not impede spell casting of any type.
+
+ Legion
+
+ Copy an ability from another fighter. All bonuses and restrictions of the copied ability apply. Only one ability may be stored at a time.
+
+ Mentor Magic
+
+ Mentor a mage of lesser level to increase their magic skill.
+
+Mentored mages will gain class XP. The amount of XP gained depends on the social status and difference in levels between the two mages.
+
+ Dismiss Power Node
+
+ Dismisses an arcane power node
+
+ Dismiss Cooler
+
+ Dismisses a magical cooler
+
+ Cauterize Wounds
+
+ The fire mage invokes elemental fire to instantly cauterize wounds on a patient. However, this process is likely to leave burn scars.
+
+ Dirt Devil
+
+ Create a small vacuum of elemental air that seeks out and vaporizes dirt and debris.
+
+ Magelight
+
+ Creates a small orb of light that banishes the darkness. Magelight will remain in the proximity of the casting mage. This spell has an upkeep cost of 10 mana and 5% mana regen.
+
+Magelight grants a 20% vision bonus; only the caster benefits from this bonus.
+
+Magelight can be dispelled by using this ability on the caster.
+
+ Blank Mind
+
+ Wipes the memories of a pawn and breaks them out of any mental state but will induce a brief period of confusion as they gather their wits. When used on enemies, it will apply a mental freeze, stunning the enemy for a brief period.
+
+AoE effects are only applied when the primary target is not a friendly pawn. Friendly pawns will lose both good and bad memories.
+
+ Briar Patch
+
+ Creates a hazard made of thorny vines. Any movement over the affected area will be slowed, and creatures moving through the briar patch may take minor damage.
+
+ End Fertile Lands
+
+ Releases the druid's power infusing the land with fertility.
+
+ Pommel Strike
+
+ A melee attack that delivers a non-lethal blow dealing minor damage and stunning the target for a short period.
+
+This ability can instantly down a target pawn; the more pain the target is in, the more likely the blow will knock down the target instead of stun.
+
+Autocast only triggers when the target has 80% or greater chance of being downed from this attack.
+
+ Moisturize Ground
+
+ Infuses sand with water, creating usable soil.
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/TorannMagic.TMAbilityDef/Abilities_TMagic_StandaloneWithSkills.xml b/Languages/PortugueseBrazilian/DefInjected/TorannMagic.TMAbilityDef/Abilities_TMagic_StandaloneWithSkills.xml
new file mode 100644
index 00000000..13a95c5a
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/TorannMagic.TMAbilityDef/Abilities_TMagic_StandaloneWithSkills.xml
@@ -0,0 +1,18 @@
+
+
+
+ Taunt
+
+ Taunts nearby targets to attack this pawn.
+
+ Shield Other
+
+ Protects the target from damage for 60s or until the shield is broken.
+Absorbs up to 80 damage.
+The shield absorbs an additional .5 damage for each level of the caster.
+
+ Explosion!
+
+ Blackness shrouded in light, frenzied blaze clad in night, in the name of the crimson demons, let the collapse of thine origin manifest. Summon before me the root of thy power, hidden within the blossoming kingdom of demise. Explosion!
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/TorannMagic.TMAbilityDef/Abilities_TMagic_Summoner.xml b/Languages/PortugueseBrazilian/DefInjected/TorannMagic.TMAbilityDef/Abilities_TMagic_Summoner.xml
new file mode 100644
index 00000000..61db6523
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/TorannMagic.TMAbilityDef/Abilities_TMagic_Summoner.xml
@@ -0,0 +1,28 @@
+
+
+
+ Summon Minion
+
+ Summons minions to assist in daily tasks.
+
+ Dismiss Minion
+
+ Dismisses a summoned minion.
+
+ Summon Poppi
+
+ Summon a pack of vicious poppi straight from the gates of insanity. This pack of poppi are rabid and will eagerly tear into enemy formations.
+
+ Summon explosive
+
+ Creates a mine out of compressed, raw mana and tethers it to a physical location. The mine will harmlessly dissolve if the tether runs out of energy that is holding the mine.
+
+ Summon Elemental
+
+ Calls forth a monstrous elemental from a plane of power to crush your foes. These beings will defend a location and immediately engage an enemy if one is nearby. However, if there are no enemies, they tend to get bored rather quickly and will wander from their summoned position. They will not do such menial tasks as "hauling" or "cleaning," as these are the jobs of lesser beings. Due to the power of the summoning, the elemental can only exist in this realm for a short time. The type of elemental is random.
+
+ Summon defense pylon
+
+ Summons and manifests magical energy to form an automated defense turret that is tethered to a physical location. The turret channels arcane current into a focal point that emits bursts of raw energy. When the tether holding the turret to the physical world dissipates, the turret will harmlessly dissolve back into magical energy. If the turret is destroyed, this event can be more destructive.
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/TorannMagic.TMAbilityDef/Abilities_TMagic_SuperSoldier.xml b/Languages/PortugueseBrazilian/DefInjected/TorannMagic.TMAbilityDef/Abilities_TMagic_SuperSoldier.xml
new file mode 100644
index 00000000..5c2cad97
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/TorannMagic.TMAbilityDef/Abilities_TMagic_SuperSoldier.xml
@@ -0,0 +1,55 @@
+
+
+
+ Mk203_GL
+
+ Fires a grenade using the Mk203 under-barrel grenade launcher.
+
+ Pistol Specialization
+
+ Weapon Specialization: Pistol
+
+This specialization improves all aspects of pistols: accuracy, damage, shot delay, shot count, range, and more.
+Weapon specializations apply automatically when a Super Soldier equips a weapon in their specialization category. Specialized weapons are denoted by a "++" after the item name.
+
+Super Soldiers with a specialized pistol equipped gain a unique "double tap" talent which will occasionally ignore cooldown and immediately begin another shot burst; this talent consumes stamina when it occurs.
+
+ 60mm Mortar
+
+ Soften up enemy targets before a fight even begins with a personal mortar system. The 60mm Mortar can easily be transported by a Super Soldier and quickly deployed to launch 3-rounds of indirect fire.
+
+ Close Quarters Combat (CQC) is common training for Soldiers that allows them to smoothly execute a vicious combo attack against an enemy in melee range.
+
+ Pistol Whip
+
+ A sudden attack using the pistol stock as a blunt weapon; successful attacks will stun a target, leaving them dazed for a short period, and may also disarm them.
+
+ Buckshot
+
+ A shotgun shell that fires multiple pellets. The sheer volume of rounds discharged can be devastating at short range, but disperses rapidly.
+
+ Throws a specialized explosive that excels at destroying structures or stopping enemy clusters. Deals 30x damage to structures.
+
+ Shotgun Specialization
+
+ Weapon Specialization: Shotgun
+
+This specialization improves all aspects of shotguns: accuracy, damage, shot delay, shot count, range, and more.
+Weapon specializations apply automatically when a Super Soldier equips a weapon in their specialization category. Specialized weapons are denoted by a "++" after the item name.
+
+ Rifle Specialization
+
+ Weapon Specialization: Rifle
+
+This specialization improves all aspects of rifles: accuracy, damage, shot delay, shot count, range, and more.
+Weapon specializations apply automatically when a Super Soldier equips a weapon in their specialization category. Specialized weapons are denoted by a "++" after the item name.
+
+ Suppressing Fire
+
+ Suppress enemy positions with a storm of bullets.
+
+ Self Aid
+
+ Self Aid is possible for Super Soldiers as a result of the genetic enhancements they acquire from the serum. This ability allows them to consciously focus energy to rapid tend wounds. Self Aid is unable to tend grievous wounds, such as missing body parts.
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/TorannMagic.TMAbilityDef/Abilities_TMagic_Sustained.xml b/Languages/PortugueseBrazilian/DefInjected/TorannMagic.TMAbilityDef/Abilities_TMagic_Sustained.xml
new file mode 100644
index 00000000..1b90bb38
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/TorannMagic.TMAbilityDef/Abilities_TMagic_Sustained.xml
@@ -0,0 +1,45 @@
+
+
+
+ Fighters Focus
+
+ Activates or deactivates the sustained combat skill Fighters Focus - increases mental break threshold by 5% and pain threshold by 20%. Requires 15 Stamina to sustain.
+
+ Burning Fury
+
+ Activates or deactivates the sustained combat skill Burning Fury.
+
+Burning Fury causes periodic burning damage to nearby enemies as well as the caster. It also cauterizes bleeding wounds and applies a combat enhancement on the caster.
+
+Burning Fury:
+Movement +10%
+Breathing +40%
+Blood pumping +40%
+Pain threshold +40%
+Armor (Heat) +100%
+
+While active, the caster cannot be staggered and will reduce all incoming damage by 35%.
+
+This ability actively consumes stamina, and will automatically cancel once the caster's stamina reaches 0.
+
+ Thick Skin
+
+ Activates or deactivates the sustained combat skill Thick Skin - increases all armor values by 10% and improves temperature thresholds slightly. Requires 30 Stamina to sustain and reduces stamina regeneration by 15%.
+
+ Heavy Blow
+
+ Activates or deactivates the sustained combat skill Heavy Blow - increases damage of all attacks by 20%. Requires 30 Stamina to sustain.
+
+ Gear Repair
+
+ Activates or deactivates the sustained combat skill Gear Repair - slowly repairs equipped apparel and weapons. Requires 20 Stamina to sustain.
+
+ Inner Healing
+
+ Activates or deactivates the sustained combat skill Inner Healing - sacrifices physical energy to increase healing rate and disease immunity. Requires 10 Stamina to sustain.
+
+ Strong Back
+
+ Activates or deactivates the sustained combat skill Strong Back - increases carry capacity by 40 and inventory capacity by 50% but causes a 10% increase in exhaustion rate. Requires 20 Stamina to sustain.
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/TorannMagic.TMAbilityDef/Abilities_TMagic_Technomancer.xml b/Languages/PortugueseBrazilian/DefInjected/TorannMagic.TMAbilityDef/Abilities_TMagic_Technomancer.xml
new file mode 100644
index 00000000..513c1804
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/TorannMagic.TMAbilityDef/Abilities_TMagic_Technomancer.xml
@@ -0,0 +1,85 @@
+
+
+
+ Techno-Bit
+
+ The techno-bit is a small, autonomous orb that assists the technomancer in many tasks and provides the technomancer with additional support capabilities. The techno-bit assist can be toggled and will not perform any task while disabled.
+
+Undrafted: the techno-bit assists in crafting, mining and construction tasks. It will also repair nearby buildings, androids, and mechanoids.
+
+Drafted: uses an internal focus-LED to fire micro lasers at the technomancers target. Performs accelerated repairs to nearby robotic pawns or buildings.
+
+ Engineer Weapon
+
+ The technomancer applies their knowledge of engineering and magic to create a modified version of an existing weapon. This weapon is molded out of raw mana and physically anchored to the technomancer as an extension of their body.
+Because of this, the weapon will disintegrate if separated from the technomancer. This weapon will be automatically equipped by the technomancer once created.
+
+Weapon specialists also have access to modified ammunition and nano stimulants for improved combat capabilities.
+
+To create a techno weapon: target a weapon on the ground. Targeted weapon must be ranged, with an industrial or higher tech level, and use standard firing action.
+
+ Orbital Strike III
+
+ Hack into a network of orbital bombardment satellites and enter a target designation. By using random, arcane signatures to mask their activity, technomancers can continually manipulate advanced systems without being positively identified and locked out.
+
+Range: 100
+Warmup: 1.6s
+Radius: 5.6
+
+ Mark-IV Turret
+
+ Deploys and establishes a neural link to the Mark-IV turret. The Mark-IV is remotely controlled by the caster. After the turret is deployed,any activity or movement by the caster will break the neural link and miniaturize the Mark-IV weapon system. Rockets and mortars consume mana per shot.
+
+The Mark-IV will automatically miniaturize itself when it takes critical damage and can cause neural feedback to the technomancer manning the system.
+
+ Overdrive
+
+ Overdrive the targeted mechanical, electrical, or AI system with fabricated nanites that pushes the system beyond its limits. Overdrive will cause damage to the system periodically.
+
+Can be applied to: power generators, turrets, robots, androids, and mechanoids.
+
+ Sabotage
+
+ Sabotage overrides the targets mechanical failsafes, logic functions, and any other exploitable system within a small area. The effects of sabotage can range from reduced mechanical performance, temporary shutdown, self destruction, catastrophic failure and even loss of ability to determine friend from foe.
+
+Can be applied to: batteries, power generators, turrets, robots, androids, and mechanoids.
+
+ Orbital Strike
+
+ Hack into a network of orbital bombardment satellites and enter a target designation. By using random, arcane signatures to mask their activity, technomancers can continually manipulate advanced systems without being positively identified and locked out.
+
+Range: 70
+Warmup: 3s
+Radius: 2.5
+
+ Orbital Strike II
+
+ Hack into a network of orbital bombardment satellites and enter a target designation. By using random, arcane signatures to mask their activity, technomancers can continually manipulate advanced systems without being positively identified and locked out.
+
+Range: 90
+Warmup: 1.8s
+Radius: 5.0
+
+ Nano Stimulant
+
+ An injection of nanites that temporarily enhances the combat capabilities of the user. This stimulant is specially synthesized by the technomancer for their own unique biological and genetic makeup. It isn't chemically addictive, but is harmful for any other pawn.
+
+The nanites are fueled by mana and energy within the body and will rapidly cause fatigue.
+
+When the nanites burn out, they will form platelets to cauterize and stop bleeding and even heal small wounds. Use of nano stimulants will accelerate any active disease or infection.
+
+ Orbital Strike I
+
+ Hack into a network of orbital bombardment satellites and enter a target designation. By using random, arcane signatures to mask their activity, technomancers can continually manipulate advanced systems without being positively identified and locked out.
+
+Range: 80
+Warmup: 2.1s
+Radius: 4.2
+
+ Kinetic Shield
+
+ Surrounds the target in a kinetic field that repels inbound projectiles. The kinetic shield is able to deflect projectiles depending on their kinetic energy, heavier projectiles are more difficult to deflect and will penetrate low powered shields.
+
+The amount of kinetic energy involved in a deflection is determined by the amount of damage that would be caused by the projectile.
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/TorannMagic.TMAbilityDef/Abilities_TMagic_Wanderer.xml b/Languages/PortugueseBrazilian/DefInjected/TorannMagic.TMAbilityDef/Abilities_TMagic_Wanderer.xml
new file mode 100644
index 00000000..b943a494
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/TorannMagic.TMAbilityDef/Abilities_TMagic_Wanderer.xml
@@ -0,0 +1,16 @@
+
+
+
+ The Wanderer
+
+ Increase attributes through hard work and creativity. See skills for more details.
+
+ Cantrips
+
+ Wandering mages do not have class specific abilities, instead, they excel at general spells or cantrips.
+
+Cantrips are discarded by most mages as mere conveniences which require no additional skill training, but the wanderer takes another approach. By investing time and effort into understanding cantrips, the wanderer is able to improve almost all general abilities in utility, power, and efficiency.
+
+See skills for more details.
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/TorannMagic.TMAbilityDef/Abilities_TMagic_Wayfarer.xml b/Languages/PortugueseBrazilian/DefInjected/TorannMagic.TMAbilityDef/Abilities_TMagic_Wayfarer.xml
new file mode 100644
index 00000000..93c5427e
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/TorannMagic.TMAbilityDef/Abilities_TMagic_Wayfarer.xml
@@ -0,0 +1,16 @@
+
+
+
+ The Wayfarer
+
+ Increase attributes through training and hard work. See skills for more details.
+
+ Combat Training
+
+ Wayfarers do not have class specific abilities, instead, they excel at general combat.
+
+General combat techniques are discarded by most fighters as supplementary skills which require no additional skill training. The wayfarer takes another approach; by investing time and effort into understanding these combat skills, the wayfarer is able to improve almost all general abilities in utility, power, and efficiency.
+
+See skills for more details.
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/TorannMagic.TMAbilityDef/Buildings_Summonable.xml b/Languages/PortugueseBrazilian/DefInjected/TorannMagic.TMAbilityDef/Buildings_Summonable.xml
new file mode 100644
index 00000000..721cc5ed
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/TorannMagic.TMAbilityDef/Buildings_Summonable.xml
@@ -0,0 +1,24 @@
+
+
+
+ Arcane power node
+
+ An arcane energy node that provides power as long as it is sustained by a mage.
+
+ This statue is made of stone and shaped to look like a terrifying creature. The statue is smaller than an average person and has the look of a rough cut and quality, though, you notice the eyes, ears, and claws seems to have finer detail.
+
+As you drawn near the statue, an eerie glint from the eyes of the stone sentinel seems to follow you, and you get the feeling that you are being watched.
+
+ magical heater
+
+ An active dimensional tap into the Plane of Fire that can be used to heat confined spaces. Can also be used for various cooking or cremating tasks. Remains as long as it is sustained by a mage.
+
+ magical cooler
+
+ An active dimensional tap into the Plane of Ice that can be used to cool confined spaces.
+
+ sun light
+
+ A dimensional pocket emitting a continous source of light strong enough to grow crops.
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/TorannMagic.TMAbilityDef/Buildings_SummonedSecurity.xml b/Languages/PortugueseBrazilian/DefInjected/TorannMagic.TMAbilityDef/Buildings_SummonedSecurity.xml
new file mode 100644
index 00000000..6e25a4ed
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/TorannMagic.TMAbilityDef/Buildings_SummonedSecurity.xml
@@ -0,0 +1,12 @@
+
+
+
+ arcane barrier
+
+ An impassable wall made from solidified arcane power. Provides protection or creates an impassable barrier.
+
+ Poison Trap
+
+ A trap created from sticks and twine, it blends seamlessly with the terrain to the untrained eye, but is scented to be an unmistakable warning to animals. Particles of druidic poison are discharged into the air when a victim triggers the trap. The poison is toxic and serves to both injure and disable the victim.
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/TorannMagic.TMAbilityDef/Hediffs_TMagic_Spells.xml b/Languages/PortugueseBrazilian/DefInjected/TorannMagic.TMAbilityDef/Hediffs_TMagic_Spells.xml
new file mode 100644
index 00000000..04d0d75a
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/TorannMagic.TMAbilityDef/Hediffs_TMagic_Spells.xml
@@ -0,0 +1,16 @@
+
+
+
+ Lightning
+
+ Ambient electrical discharge caused by condensing charged particles.
+
+ Firebolt
+
+ Projected bolt of elemental fire.
+
+ Magic Missile
+
+ Arcane energy projected in small, focused bursts.
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/TorannMagic.TMAbilityDef/Races_Sentinel.xml b/Languages/PortugueseBrazilian/DefInjected/TorannMagic.TMAbilityDef/Races_Sentinel.xml
new file mode 100644
index 00000000..b8aab4c3
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/TorannMagic.TMAbilityDef/Races_Sentinel.xml
@@ -0,0 +1,6 @@
+
+
+
+ sentinel
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/TorannMagic.TMAbilityDef/Skyfallers.xml b/Languages/PortugueseBrazilian/DefInjected/TorannMagic.TMAbilityDef/Skyfallers.xml
new file mode 100644
index 00000000..54f6a0e3
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/TorannMagic.TMAbilityDef/Skyfallers.xml
@@ -0,0 +1,6 @@
+
+
+
+ arrow storm
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/TorannMagic.TMAbilityDef/TM_Damages.xml b/Languages/PortugueseBrazilian/DefInjected/TorannMagic.TMAbilityDef/TM_Damages.xml
new file mode 100644
index 00000000..e5af4ffe
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/TorannMagic.TMAbilityDef/TM_Damages.xml
@@ -0,0 +1,32 @@
+
+
+
+ phase strike
+
+ dragon strike
+
+ overwhelming light
+
+ Poison
+
+ Disabling Shot
+
+ Headshot
+
+ CQC
+
+ corpse explosion
+
+ breaching charge
+
+ Whirlwind
+
+ Shadow
+
+ Cleave
+
+ tiger strike
+
+ death bolt
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/TorannMagic.TM_CustomPowerDef/TM_CustomPowerDef.xml b/Languages/PortugueseBrazilian/DefInjected/TorannMagic.TM_CustomPowerDef/TM_CustomPowerDef.xml
new file mode 100644
index 00000000..c39405dc
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/TorannMagic.TM_CustomPowerDef/TM_CustomPowerDef.xml
@@ -0,0 +1,52 @@
+
+
+
+ TM_Explosion_pwr
+
+ TM_Explosion_pwr_desc
+
+ TM_Explosion_eff
+
+ TM_Explosion_eff_desc
+
+ TM_Explosion_ver
+
+ TM_Explosion_ver_desc
+
+ TM_Taunt_pwr
+
+ TM_Taunt_pwr_desc
+
+ TM_Taunt_eff
+
+ TM_Taunt_eff_desc
+
+ TM_Taunt_ver
+
+ TM_Taunt_ver_desc
+
+ TM_MedicalSupply_ver
+
+ TM_MedicalSupply_ver_desc
+
+ TM_Discord_eff
+
+ TM_Discord_eff_desc
+
+ TM_Shield_eff
+
+ TM_Shield_eff_desc
+
+ TM_Medigel_eff
+
+ TM_Medigel_eff_desc
+
+ TM_CombatDrugs_pwr
+
+ TM_CombatDrugs_pwr_desc
+
+ TM_CombatDrugs_ver
+
+ TM_CombatDrugs_ver_desc
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/TraderKindDef/TraderKinds_Arcane.xml b/Languages/PortugueseBrazilian/DefInjected/TraderKindDef/TraderKinds_Arcane.xml
new file mode 100644
index 00000000..117e8a12
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/TraderKindDef/TraderKinds_Arcane.xml
@@ -0,0 +1,6 @@
+
+
+
+ arcane items collector
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/TraitDef/Traits.xml b/Languages/PortugueseBrazilian/DefInjected/TraitDef/Traits.xml
new file mode 100644
index 00000000..9279a239
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/TraitDef/Traits.xml
@@ -0,0 +1,224 @@
+
+
+
+ Arcane Conduit
+
+ [PAWN_nameDef] is abnormally receptive to the ebb and flow of mana, [PAWN_pronoun] will gain mana 40% faster than normal but [PAWN_possessive] maximum mana capacity is reduced by 20.
+
+ Mana Well
+
+ [PAWN_nameDef] has an increased resistance to the ebb and flow of mana which allows [PAWN_objective] to hold an additional 40 mana, but reduces [PAWN_possessive] mana regeneration by 20%.
+
+ Boundless
+
+ [PAWN_nameDef] excels at combat arts and is able to execute combat maneuvers 40% more frequently, however, [PAWN_possessive] talent has fostered an arrogant attitude that reduces [PAWN_possessive] experience gain by 25% and causes other fighters to dislike [PAWN_objective].
+
+ Unaffected by death
+
+ [PAWN_nameDef] has accepted that death is another part of life and doesn't get upset when learning about a dead ally or seeing one of the undead.
+
+ Undead
+
+ [PAWN_nameDef] has been reanimated as an undead.
+
+ magically gifted
+
+ [PAWN_nameDef] has a magical gift. [PAWN_pronoun] can harness this gift to become a mage by studying the mysterious secrets within an arcane script.
+
+ Wanderer
+
+ [PAWN_nameDef] is a wanderer; an outcast, half-breed mage class frequently dubbed a hedge-mage. [PAWN_possessive] carefree personality has kept [PAWN_possessive] from developing class abilities. Instead, [PAWN_pronoun] has learned to improve on a vast number of utility abilities that allow [PAWN_objective] to adapt to any situation.
+
+Wanderers prefer the open road and gain a mood boost for being in a caravan. Caravans with a wanderer will ignore the movement penalties of any world tile. However, their wanderlust will cause them to suffer a mood penalty for remaining at a colony for too long.
+
+ Fire mage
+
+ [PAWN_nameDef] is attuned with the elements of fire.
+
+ Ice mage
+
+ [PAWN_nameDef] is attuned with the elements of water.
+
+ Lightning mage
+
+ [PAWN_nameDef] is attuned with the elements of lightning.
+
+ Arcane mage
+
+ [PAWN_nameDef] is attuned with arcane forces, interacting directly with raw arcane power to move matter and energy at will.
+
+ Druid
+
+ [PAWN_nameDef] is attuned with the forces of nature.
+
+ Paladin
+
+ [PAWN_nameDef] has been bestowed with divine might and has sworn to uphold justice wherever [PAWN_pronoun] stands.
+
+ Summoner
+
+ [PAWN_nameDef] is able to summon beings and materialize objects from other planes of existence.
+
+ Necromancer
+
+ [PAWN_nameDef] is attuned with the forces of death.
+
+ Lich
+
+ [PAWN_nameDef] has transformed into a lich, forsaking life in exchange for an power and an immortal existence, choosing to employ undead for menial tasks.
+
+ Priest
+
+ [PAWN_nameDef] is attuned with the forces of life and healing and has taken a vow against harming others.
+
+ Entertainer
+
+ [PAWN_nameDef] is a natural entertainer, able to lighten the mood and lift the spirits of everyone around [PAWN_objective].
+
+ Performer
+
+ [PAWN_nameDef] is a performer; expanding on natural talent, [PAWN_pronoun] has begun to take an conscious role to improve the mood of other colonists.
+
+ Minstrel
+
+ Everyone loves being around [PAWN_nameDef]. [PAWN_pronoun] has talent, wit and skill in many forms of entertainment and is able to make a personal connection with almost everyone.
+
+ Bard
+
+ [PAWN_nameDef] is a master entertainer. Sharp wit, deft hands, and dry humor are [PAWN_possessive] weapons, and [PAWN_pronoun] is a master of all [PAWN_possessive] weapons.
+
+ Succubus
+
+ [PAWN_nameDef] has a strange genetic strain that grants her enhanced physical attributes. She is also extremely attractive with an exotic facial structure that captures the eye. A succubus is more likely to exploit her physical advantages and have others do her work for her. [PAWN_possessive] succubus charm has its disadvantages and can cause some to become jealous and even despise [PAWN_objective].
+
+ Warlock
+
+ [PAWN_nameDef] is a Warlock - able to manifest physical and demonic forces using his unique access to arcane power. The warlock shares the same genetic mixture as a succubus, but as a male, [PAWN_pronoun] is affected with mental enhancements that include clairvoyance and telekineses. The warlock can occasionally affect the outcome of a social interaction using their mental capabilities, regardless of how the interaction actually occurred.
+
+ Geomancer
+
+ [PAWN_nameDef] is attuned with the earth and natural order, drawing power from the physical realm and intertwining it with arcane energy. [PAWN_pronoun] is capable of reinforcing physical elements, and bending them, as [PAWN_pronoun] needs.
+
+ Technomancer
+
+ [PAWN_nameDef] has learned to see magic and science as two parts of the same force and is able to use arcane power to interface directly with components of technology. [PAWN_pronoun] is capable of manipulating objects with advanced mechanics, electronics, or computing it to achieve [PAWN_possessive] goals, but has difficulty interacting with biological systems.
+
+ Blood Mage
+
+ [PAWN_nameDef] is a blood mage and has consigned to the dark art of manipulating the life blood of living things as a means of increasing [PAWN_possessive] power.\n\nAs a blood mage, [PAWN_nameDef] has learned to control the life force within and command it to [PAWN_possessive] will. [PAWN_possessive] connection to life makes it easier to associate with other living things, but doesn't appreciate effort without immediate results.
+
+ Enchanter
+
+ [PAWN_nameDef] is an enchanter, attuned to the composition of matter and materials. [PAWN_pronoun] can manipulate matter to [PAWN_possessive] will, frequently in unnatural ways, and [PAWN_possessive] powers of transmutation can be permanent when sufficient effort is applied.
+
+ Chronomancer
+
+ [PAWN_nameDef] is a chronomancer. Through arcane sight, [PAWN_pronoun] is able to view reality as it once was and as it could be, and can manipulate objects between those realities.
+
+ Chaos Mage
+
+ [PAWN_nameDef] has rejected all predefined magic paths and refuses to attribute objective reality in [PAWN_possessive] search for power; there are no truths, all magic is permitted. This tradition has enabled [PAWN_nameDef] to learn any type of magic, although [PAWN_pronoun] will never master any.
+
+ Shadow
+
+ [PAWN_nameDef] is a half-breed demon with an affinity for shadow magic. [PAWN_pronoun] has developed [PAWN_possessive] unique talents through combat training and physical conditioning making [PAWN_objective] the perfect assassin.
+
+ Brightmage
+
+ [PAWN_nameDef] is a brightmage, able to harness the powers of light to purge evil. [PAWN_pronoun] approaches any task with an unrivaled fervor that usually places [PAWN_objective] at the forefront. Being a Brightmage introduces a dependency on the sun and light, because of this, [PAWN_nameDef] has developed an intense hatred for shadowy and dark caricatures.
+
+ Shaman
+
+ Shamans take a more harmonious approach to arcane powers than most mages, choosing to pursue a path that works with the ebb and flow of magic to offset or enhance the natural order. [PAWN_nameDef] is kin to the spirit realm and more attuned to nature and its elements.
+
+ physically adept
+
+ [PAWN_nameDef] is physically adept and has potential to learn special combat forms.
+
+ Wayfarer
+
+ [PAWN_nameDef] is a wayfarer; an self-disciplined fighter that excels at tricks and dirty fighting. [PAWN_possessive] carefree personality has kept [PAWN_objective] from developing class abilities. Instead, [PAWN_pronoun] has learned to improve a vast number of utility abilities that allow [PAWN_objective] to adapt to any situation.
+
+Wayfarers prefer the open road and will gain a mood boost for being in a caravan, and any caravan with a wayfarer will travel 25% faster. However, wayfarers will suffer a mood penalty if they remain at colony for too long.
+
+ Gladiator
+
+ [PAWN_nameDef] has learned how to train the Gladiator combat style.
+
+ Woodsman
+
+ [PAWN_nameDef] is a trained woodsman; preferring the silence and lethality of a bow and armed with field-craft and cunning, [PAWN_pronoun] is prepared to defend [PAWN_possessive] land from invaders.
+
+ Hunter
+
+ [PAWN_nameDef] is a hunter; [PAWN_pronoun] employs field-craft, cunning, and skill with a bow to defend [PAWN_possessive] land from invaders.
+
+ Scout
+
+ [PAWN_nameDef] is a scout; comfortable in the wilds, and relied upon to be the eyes and ears of a colony. [PAWN_pronoun] employs expertise in field-craft, cunning, and the bow to defend [PAWN_possessive] land from invaders.
+
+ Ranger
+
+ [PAWN_nameDef] is a ranger; master of the wilds. [PAWN_pronoun] is a master of [PAWN_possessive] craft and defender of [PAWN_possessive] land.
+
+ Sharpshooter
+
+ [PAWN_nameDef] has trained to become a sniper, skilled in the economy and accuracy of long range, small arms combat. Training to become a sniper has caused some colonists to be uncomfortable around [PAWN_objective], not that [PAWN_pronoun] cares.
+
+ Sniper
+
+ [PAWN_nameDef] has trained to become a sniper, skilled in the economy and accuracy of long range, small arms combat. Becoming a sniper has caused [PAWN_objective] to become distanced from other colonists and somewhat unapproachable, not that [PAWN_pronoun] cares.
+
+ Master Sniper
+
+ [PAWN_nameDef] is a master sniper, skilled in the economy and accuracy of long range, small arms combat. Being a sniper has made [PAWN_objective] avoid other colonists, not that they care.
+
+ Legendary Sniper
+
+ [PAWN_nameDef] is a legendary sniper, skilled in the economy and accuracy of long range, small arms combat. Other colonists avoid eye contact and whisper in corners about how dangerous [PAWN_pronoun] is and that suits [PAWN_objective] just fine.
+
+ Bladesman
+
+ [PAWN_nameDef] is training to become a master of the blade and excels at fighting in melee combat.
+
+ Blademaster
+
+ [PAWN_nameDef] has trained to become a sword master, dangerously skilled in melee combat.
+
+ Bladedancer
+
+ [PAWN_nameDef] is a blade dancer, highly skilled in melee combat. Watching [PAWN_objective] fight is like watching a dance, every action precise and flawless as it flows from one form into another.
+
+ Legendary bladedancer
+
+ [PAWN_nameDef] has become a legend, [PAWN_possessive] skill in melee combat is is known across the world. [PAWN_possessive] skill in combat makes it look as if each movement, each strike, is merely a stitch in a tapestry that depicts [PAWN_possessive] victory.
+
+ Faceless
+
+ [PAWN_nameDef] is a master of disguise and imitation; able to manipulate and capture the muscle and mental actions of another and release it as their own.
+
+ Psionic
+
+ [PAWN_nameDef] is a Psionic - able to manifest mental willpower into raw energy without the use of a psychic amplifier. [PAWN_pronoun] is able to project psionic energy but finds it easier and more efficient to apply it as an extension of [PAWN_possessive] body. For this reason, [PAWN_pronoun] prefers to be free of encumbering weapons when manifesting psionic energy.
+
+[PAWN_nameDef] has become less social since developing psionic powers, preferring to be unhindered by other pawns.
+
+*The regeneration rate of psionic energy is based on psychic sensitivity - reducing sensitivity to 0 will prevent psionic energy from regenerating.
+
+ Death Knight
+
+ [PAWN_nameDef] is a Death Knight - harbinger of doom and a representative of the ever approaching inevitability of death and decay. [PAWN_possessive] solemn attitude makes most pawns uneasy and even fewer approve of [PAWN_possessive] methods.
+
+ Monk
+
+ [PAWN_nameDef] is a Monk, dedicated to mastering Chi - the energy that connects all life in the universe. [PAWN_pronoun] harnesses Chi to create magical effects and exceed [PAWN_possessive] physical capabilities. [PAWN_nameDef] is also able to disrupt the Chi in others, affecting their command over spells and abilities.
+
+ Commander
+
+ As a Commander, [PAWN_nameDef] exhibits a charismatic personality and stalwart presence that makes other pawns want to follow [PAWN_possessive] lead. Commander's utilize the weight of their presence to inspire nearby pawns, and when that's not enough, they can issue orders that drive their followers to victory. Because [PAWN_nameDef] is used to everyone doing [PAWN_possessive] bidding, [PAWN_pronoun] considers menial tasks beneath [PAWN_possessive] status, and is generally a lackluster worker.
+
+ Super Soldier
+
+ [PAWN_nameDef] is a highly trained Soldier, specializing in pistol, shotgun, or rifle weapons. [PAWN_possessive] weapon specialization is augmented by a standard set of combat training. Super Soldiers are trained to be aggressive and consider violence the natural solution to any argument.
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/WeatherDef/TM_WeatherDefs.xml b/Languages/PortugueseBrazilian/DefInjected/WeatherDef/TM_WeatherDefs.xml
new file mode 100644
index 00000000..a541ad8d
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/WeatherDef/TM_WeatherDefs.xml
@@ -0,0 +1,8 @@
+
+
+
+ healing rain
+
+ A gentle rain with healing properties. Any creature exposed to healing rain will slowly regenerate their wounds.
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/WorkGiverDef/WorkGivers_Magic.xml b/Languages/PortugueseBrazilian/DefInjected/WorkGiverDef/WorkGivers_Magic.xml
new file mode 100644
index 00000000..d7eaec99
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/WorkGiverDef/WorkGivers_Magic.xml
@@ -0,0 +1,40 @@
+
+
+
+ do bills at gemcutting table
+
+ craft
+
+ gemcutting
+
+ do bills at printing table
+
+ craft
+
+ printing
+
+ entertain colonist
+
+ entertain
+
+ entertaining
+
+ motivating pawn
+
+ motivate
+
+ motivating
+
+ charge arcane object
+
+ charge arcane object
+
+ charging arcane object
+
+ work magic
+
+ work magic
+
+ working magic
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/WorkTypeDef/Magic_WorkType.xml b/Languages/PortugueseBrazilian/DefInjected/WorkTypeDef/Magic_WorkType.xml
new file mode 100644
index 00000000..669e0863
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/WorkTypeDef/Magic_WorkType.xml
@@ -0,0 +1,14 @@
+
+
+
+ Magic
+
+ Magic
+
+ magic manipulation
+
+ perform arcane and magic dependent tasks
+
+ Perform Magic
+
+
diff --git a/Languages/PortugueseBrazilian/DefInjected/WorldObjectDef/WorldObjects.xml b/Languages/PortugueseBrazilian/DefInjected/WorldObjectDef/WorldObjects.xml
new file mode 100644
index 00000000..8830af1f
--- /dev/null
+++ b/Languages/PortugueseBrazilian/DefInjected/WorldObjectDef/WorldObjects.xml
@@ -0,0 +1,8 @@
+
+
+
+ transport beam
+
+ Transport pods in flight.
+
+
diff --git a/Languages/PortugueseBrazilian/Keyed/TM_English.xml b/Languages/PortugueseBrazilian/Keyed/TM_English.xml
new file mode 100644
index 00000000..8981dcde
--- /dev/null
+++ b/Languages/PortugueseBrazilian/Keyed/TM_English.xml
@@ -0,0 +1,1961 @@
+
+
+
+
+{0} needs more mana to cast this spell.
+{0} has not sacrificed enough blood to cast this spell.
+{0} does not have the mana reserves to sustain {1}
+{0} does not have enough stamina to execute this ability.
+{0} does not have enough psionic energy for {1}.
+{0} does not have enough ch'i to execute this ability.
+{0} does not have enough {1} to execute this ability.
+{0} overcome by a psychic assault.
+
+{0} found no valid target for ability {1}.
+Invalid portal location - target position, and all adjacent positions, must be valid and free of debris.
+Invalid summoned mine location - target position must be valid and free of debris.
+Attempted a summoning at an invalid location - target position must be valid and free of debris.
+Mana cohesion holding a defensive pylon together has expired and the pylon has dissolved.
+Mana cohesion holding a mana mine together has deteriorated and the mana mine has safely dissolved.
+One of your minions has fled back to its plane of existence.
+Book type not recognized as arcane script!
+{0} does not have the Magically Gifted trait and cannot make use of this item.
+Book type not recognized as a combat form!
+Pawn does not possess the Physically Adept trait and cannot learn this combat form.
+Spell cannot be applied to this pawn.
+Skill cannot be applied to this pawn.
+Pawn is not attuned to with arcane forces and cannot learn the contents of this scroll.
+Pawn is not trained in a combat form and cannot apply the techniques from this scroll.
+The spell failed, could not detect a common ground with the building (not a battery).
+Spell failed: target was not a building.
+Unable to transform this type of land.
+Unable to transform land.
+Unable to transform land, must be sand or gravel.
+Portal has collapsed!
+Portal collapses in {0} seconds.
+Invalid target location.
+{0} does not have a valid ranged weapon equipped. {0} must equip a ranged weapon to use this skill.
+{0} must be unarmed to execute {1}
+{0} does not have a valid ranged weapon equipped. {0} must equip a more advanced weapon to use this skill.
+{0} does not have a valid melee weapon equipped. {0} must equip a melee weapon to use this skill.
+{0} must unequip {1} to use this ability.
+Target location is out of range.
+Ability failed, target was not visible to {0}.
+No valid target found for Regeneration.
+Unable to cure this type of disease.
+Cannot summon self.
+{0} does not have the mana to sustain {1}. {1} has disintegrated into mana to replenish {0}.
+Resisted!
+This spell cannot be used on the living.
+Cannot consume this type of corpse.
+Corpse type is invalid for Consume Corpse.
+Learn
+Target tile is beyond reach of Gateway.
+Invalid target tile for Gateway.
+Gateway can only be used on map tiles occupied by colonists.
+An exception has been throw by {0} while trying to cast {1} - restoring mana and exiting ability attempt.
+An exception has been thrown while trying to close {0} - ending ability.
+An exception has been thrown during {0} - ending ability immediately.
+{0} was unable to find a valid target for Resurrection.
+Resurrection cannot restore this body, it has expired and can no longer sustain life.
+{0} is armed with a {1}, {0} must use a bow to use this ability.
+The bond between {0} and {1} has ended and {0} has disappeared into the wild.
+The bond between {0} and {1} has ended but {0} has chosen to remain in the colony.
+{0} does not have the intelligence to form a bond with {1}.
+{0} has already formed a bond with another ranger.
+{1} has failed to bond with {0} - {2}% chance
+{1} is unable to establish a bond with {0}. {0} has a wildness of {2}% and {1} can only bond with a creature with {3}% or lower. This can be increased by investing points in "Animal Empathy".
+{0} is limited to {1} traps, removing oldest trap.
+{0} has exceeded the max number of summoned creatures, dismissing oldest summon.
+{0} has no summoned minions.
+{0} has no guardian spirit to dismiss.
+Target is not a valid target for dismiss undead.
+{0} already possesses an arcane or combat trait, or is an undead, and cannot make use of this gemstone.
+Attempted to use an item and failed, reason: {0}
+A sun light has collapsed, {0} was unable to sustain it.
+Absorbed
+Absorbed ({0} - {1})
+{0} is incapable of social activity and cannot become a bard.
+Cleave chance {0}%
+Whirlwind damage per hit: {0}
+{0} damage: {1}
+{0} critical hit: {1}
+{0} damage: {1}; additional damage to mechanoids: {2}
+{0} damage: {1}; accuracy: {2}%
+Mana Gain: {0}/5s
+Stamina Gain: {0}/5s
+Elementals are coming through the rift!
+{0} is unable to copy an ability from this target.
+It is not possible for {0} to possess a {1}.
+It is not possible for {0} to possess {1} in its current state.
+{0} is blaming you for trying to steal from {1}! \n\nThey have condemned your vile manipulation and thievery and are now hostile to your faction.
+Caught Stealing!
+{0} cannot create a soul bond with the undead.
+Unable to create a soul bond with the target. {0} is only able to benefit from a soul bond with a living pawn possessing a familiar soul.
+No valid target found for Dominate.
+Unable to create a soul bond with {1}. {0} can only form a soul bond with a willing pawn (same faction).
+{0} cannot form a soul bond with {1}. {1} already sustains this type of bond with another.
+Psychic sensitivity: {0}
+I can feel the emotions of those around me.
+The emotions of those around me are overwhelming, I need to get away from all these people or find a way to mute these emotions.
+Animated Undead
+Magic Class
+Combat Class
+Custom Class
+{0} attempted to become a psionic but does not seem to have the psychic sensitivity required to manifest psionic power.
+{0} can only sustain stoneskin defenses on {1} pawns. {0} is currently defending {2} with stoneskin.
+{0} has no detected earth sprites - resetting ability parameters.
+{0} has crumbled to dust without mana to sustain it.
+{0} is limited to {1} sentinels, removing oldest sentinel.
+{0} cannot create a sentinel on top of an existing building.
+The sentinel belonging to {0} could not return to its designated position, it is no longer reachable. The sentinel has dissolved into dust.
+Enables or disables the automatic use of augmentations. If disabled, the psionic will never use augmentation skills.
+Augments Enabled
+Augments Disabled
+Enables or disables the automatic use of mental attacks.
+Mental Attack Enabled
+Mental Attack Disabled
+Enables or disables the automatic use of gladiator Cleave; this ability only triggers in melee combat.
+Cleave Enabled
+Cleave Disabled
+Enables or disables the automatic use of CQC; this ability only triggers in melee combat.
+CQC Enabled
+CQC Disabled
+{0} is unable to mentor {1} in magic since {1} is not a mage.
+{0} is unable to train {1} in combat since {1} is not a fighter.
+{0} refuses to mentor {1} in magic due to the opinion {0} has of {1}.
+{0} refuses to train {1} in combat due to the opinion {0} has of {1}.
+Enables or disables the techno-bit, when disabled, the techno-bit will not perform any action.
+Techno-Bit Enabled
+Techno-Bit Disabled
+Enables or disables the elemental shot. When enabled, weapon projectiles will occasionally have elemental properties attached to the projectile. Elemental rounds consume small amounts of mana.
+This animal is already committed to another cause.
+Repair
+Toggles the repair function of the techno-bit.
+Unable to detect a valid item to replicate.
+Unable to determine a design or recipe for {0}.
+{0} does not have enough Hate to use {1}.
+{0} contains an unspecified ingredient and cannot be replicated.
+{0} has no body part to draw blood from.
+{0} found no resources to transmutate at the target location.
+{0} is unable to transmutate {1}.
+The material of {0} lost cohesion during transmutation and disintegrated.
+Cancel Shapeshift
+Returns the caster to their original form prior to shape shifting.
+No melee weapon found on {0} to enchant.
+{0} is unable to enchant {1}, this item cannot be enchanted further.
+{0} has broken out of mental state {1} with help from a mind ward.
+Not enough {0} to create an enchanters stone.
+{0} is not yet able to create an artifact from {1}.
+Blood mage abilities can not be copied.
+{0} is capable of violence and cannot equip {1}
+{0} has successfully convicted {1} to join your cause using the Orb of the Traitor.\n\nThe use of vile magic against {2} has angered {3} and reduced your standing with them by {4} by {5}.
+Not enough mana to start job: need 50, have {0}
+Unable to apply any traits to {0}, the Orb of Souls can only apply traits that do not conflict with pre-existing traits.
+{0} was unable to improve the enchantments on {1} using a {2}
+Taunting!
+{0} has ceased to exist...
+{0} has successfully ended the {1}.
+{0} has inadvertently changed {1} into a {2}!
+The {0} has become permanent.
+{0} has caused a(n) {1} while attempting to alter {2}.
+{0} has failed to alter the {1}.
+{0} feels confident that {1} has averted the {2}.
+{0} is unsure if {1} has had any affect on the {2} prediction.
+{0} feels uneasy about {1} changes made to the {2} prediction, perhaps something has gone awry...
+{0} is terrified, {1} feels sure something disastrous is about to happen...
+Undead: No Value
+Incompatible weapon for this ability.
+Unable to link to bonded pawn {0}, soul in transition.
+Wild Surge: {0}!
+{0} cannot cast spells while muted.
+Ignored order
+{0} is armed with a {1}, {0} must equip a {2} to use this ability.
+Shots fired: {0}
+Buckshot pellets: {0}
+You're sending us dead bodies - Is this some kind of joke!?
+{0} has already learned {1}.
+{0} does not have enough mana to sustain {1}.
+{0} is unable to use {1} from under a roof.
+Unable to travel to this destination.
+{0}: select target on map...
+Your pawns are abandoning {0}, do you want to remove the map?
+{0} cannot use {1} - incompatible weapon.
+{0}'s spirit animal has changed from {1} to {2}.
+{0} cannot use {1} - invalid parameters.
+
+
+Surgery Failed
+{0} just attempted to perform {1} on {2} but failed because {4} {3}.\n\nIn order to successfully perform this surgery, the following conditions must be met:\n\n1. Surgeon must be a Druid\n2. The druid must have learned the Regrow Limb spell.\n3. You must have a Seed of Life as an ingredient to perform the surgery.\n4. The druid must have 90 or more mana at the time of the surgery.\n5. After all these conditions are met, the druid must still perform the surgery successfully, which depends on their medical skill.\n\nGood luck, mage!
+is not a magic user
+has not learned the spell Regrow Limb
+did not have enough mana to complete the operation - 90 or greater is required
+
+
+Caravan request
+A nearby settlement, {0}, contacts you with a special trade request. They would like to purchase:\n\n {1}\n\nIn return, they offer:\n\n {2}\n\nThis request expires after: {3}\n\nIf you want to make the trade, send a caravan with the requested supplies. You can review this offer by selecting {0} on the world map.
+
+
+Ritual failed
+Your mages have failed to activate group ritual {0}. This ritual has a {1}% success chance. All resources were lost.
+Your mages have failed to activate group ritual {0} and suffered from a backlash of magic for up to {2} damage. This ritual has a {1}% success chance. All resources were lost.
+
+
+Prediction: {0}
+{0} has predicted a {1} will occur within the next {2} hours.
+
+
+Mage XP gain multiplier
+Mana gain multiplier
+AI use abilities
+AI hard mode
+AI mage death retaliation radius
+AI mage marking
+AI fighter marking
+Mark controlled pawns
+Mage precursor commonality:
+Fighter precursor commonality:
+Mage commonality:
+Fighter commonality:
+minimum damage
+maximum damage
+{0}
+Magicyte Drop Chance
+Show abilities when selecting multiple pawns
+Show mana/stamina/psi energy as gizmo
+Enable auto-cast
+Minimum energy % for auto-cast (undrafted)
+Minimum energy % for auto-cast (drafted)
+Autocast evaluation frequency
+Show level up messages
+Change undead pawn appearance
+Change undead animal appearance
+Unrestricted blood types for blood magic
+Show class icon on colonist bar
+Class icon size
+Aggressive AI Casting
+Paracyte Soft Cap:
+Mages count against soft cap (2ea)
+Undead upkeep cost
+Autocast targets animals
+Unrestricted Techno-Weapons
+Death retaliation always lethal
+Death retaliation chance
+Death retaliation delay factor
+Shrink Icons
+
+
+Supporting Trait Commonality
+**Change class settings only when starting a new game**
+**Any change requires a game restart**
+Enabled Classes
+Mages
+Fighters
+Arcanist
+Fire Mage
+Ice Mage
+Lightning Mage
+Geomancer
+Druid
+Paladin
+Priest
+Bard
+Summoner
+Necromancer
+Demonkin
+Gladiator
+Bladedancer
+Sniper
+Ranger
+Faceless
+Psionic
+Technomancer
+Death Knight
+Blood Mage
+Enchanter
+Chronomancer
+Monk
+Wanderer
+Wayfarer
+Chaos Mage
+Commander
+Super Soldier
+Arcane Conduit
+Mana Well
+Boundless
+Brightmage
+Shaman
+Shadow
+Custom Classes
+
+
+Event Options
+Elemental Rift Difficulty:
+Wandering Lich Difficulty:
+Demon Assault Difficulty:
+
+
+Faction Options
+
+
+Extra Options
+
+
+Clarity
+Increases the rate mana is recovered by 5% per level.
+Focus
+Decreases the mana cost of all abilities by an additional 2.5% per level.
+Spirit
+Increase maximum mana by 4 per skill level.
+
+Fitness
+Increases the rate stamina is recovered by 5% per level.
+Coordination
+Decreases the stamina cost of all abilities by an additional 3% per level.
+Strength
+Increases the damage of combat abilities by 5% per level.
+Endurance
+Increases maximum stamina by 4 per level.
+
+Each skill point:
+Ability power: +1%
+Ability resistance: +2%
+Each skill point:
+Ability cost: -1%
+XP gain: +2%
+Each skill point:
+Ability cooldown: -1%
+Mana regeneration: +1%
+Max mana: +2%
+Adds additional power to cantrips:
+Level 1: Smokecloud causes blindness to enemies
+Level 2: Arcane bolt minimum burst count increased to 2
+Level 3: Dirt Devil moves 33% faster
+Level 4: Extinguish causes damage to elementals and high damage to demons
+Level 5: Teleport, Heal, and Summon Minion gain power level 1 class improvements
+Level 6: Transfer mana and Siphon mana always apply buffs/debuffs
+Level 7: Arcane bolt minimum burst count increased to 3
+Level 8: Spell Mending reparation speed increased by 25%
+Level 9: Lightning Trap triggered effect lasts longer and creates a sheet of snow
+Level 10: Teleport, Heal, and Summon Minion gain power level 2 class improvements
+Level 11: Arcane Heater spits fire at enemies
+Level 12: Arcane Cooler slows movement of nearby enemies
+Level 13: Power Node shocks nearby enemies
+Level 14: Rain causes a violent thunderstorm (instead of rain) where lightning strikes focus on enemies
+Level 15: Teleport, Heal, and Summon Minion gain power level 3 class improvements
+Decrease max MP upkeep costs by 3% and energy regeneration penalties by 3% per skill point.
+Level 15: Wanderer gains stamina and can learn Might classless abilities.
+Adds additional utility or versatility to cantrips:
+Level 1: Blink stuns enemies around the target area
+Level 2: Smokecloud radius is expanded by 2 cells
+Level 3: Increases the efficiency of mana shield by 25%
+Level 4: Dirt Devil lasts 25% longer
+Level 5: Teleport, Heal, and Summon Minion gain versatility level 1 class improvements
+Level 6: Arcane Cooler, Arcane Heater, and Power Node apply minor buffs
+Level 7: Increases the efficiency of mana shield by 40%
+Level 8: Spell Mending doesn't apply a debuff on the target
+Level 9: Arcane Cooler, Arcane Heater, and Power Node apply additional buffs
+Level 10: Teleport, Heal, and Summon Minion gain versatility level 2 class improvements
+Level 11: Blur evasion chance increased from 20% to 30%
+Level 12: Invisibility has 25% increased duration and applies a self heal when activated
+Level 13: Magelight will fire a lightning bolt at enemies within 24 cells every 7-13 seconds
+Level 14: EMP has a 40% chance to attempt Sabotage to robots and mechanoids
+Level 15: Teleport, Heal, and Summon Minion gain versatility level 3 class improvements
+
+Experimentation
+Prodigy
+Expanded Mind
+Cantrips Power
+Cantrips Efficiency
+Cantrips Versatility
+
+Inner Fire Efficiency
+Decreases the mana upkeep cost of Inner Fire by 8% per level.
+Increases Firebolt damage by 5 per level.
+Decreases mana cost of Firebolt by 10% per level.
+Increases damage done by each strand of Fireclaw by 4 per skill level.
+Level 1: 4
+Level 2: 8
+Level 3: 12
+Decrease mana cost by 10% per level.
+Adds additional claws at levels 1 and 2, expands claw strike radius at level 3.
+Increases the number of secondary explosions by 3 per level.
+Decrease mana cost by 8% per level.
+Fireball causes Terror at level 1; levels 2 and 3 increase Terror potency. Terror lowers the enemies ability to fight effectively and may cause them to flee in panic.
+Increases the frequency of all meteor types.
+Increases Firestorm radius by .25 per skill level.
+Decrease mana cost by 5% per level.
+Increases the duration of Firestorm by 1 second per skill level.
+Increases Firestorm radius by .25 per skill level.
+Increases amount of shrapnel create by meteor impacts.
+
+Firebolt Power
+Firebolt Efficiency
+Fireclaw Power
+Fireclaw Efficiency
+Fireclaw Versatility
+Fireball Power
+Fireball Efficiency
+Fireball Versatility
+Firestorm Power
+Firestorm Efficiency
+Firestorm Versatility
+
+Decreases the mana upkeep cost of Soothe by 8% per level.
+Decreases mana cost of Rainmaker by 15% per level of base mana cost.
+Increases lethality of Icebolt by pre-fragmenting the bolt into razor sharp shards.
+Level 0: 2 to 5 damage per shard
+Level 1: 4 to 9 damage per shard
+Level 2: 6 to 13 damage per shard
+Level 3: 8 to 17 damage per shard
+Decreases mana cost of Icebolt by 8% per level of base mana cost.
+Increases the compression and size of Icebolt, each skill level increases the number of ice shards upon impact.
+Level 0: 2 to 3 shards
+Level 1: 3 to 8 shards
+Level 2: 4 to 14 shards
+Level 3: 5 to 20 shards
+Decreases mana cost of Frost Ray by 8% of base mana cost.
+Increases the size of the Snowball, causing an increase in impact area by .7 cells per level and increases damage up to 3 per level.
+Decreases mana cost of Snowball by 8% per level of base mana cost.
+Increases the compression of Snowball which amplifies the number and force of secondary fragments that are thrown nearby the impact point.
+Level 0: None
+Level 1: 4 fragments
+Level 2: 8 fragments
+Level 3: 12 fragments
+Increases the frequency of iceshards and snowballs.
+Increases the radius of blizzard by .5 per skill level.
+Decreases mana cost of Blizzard by 8% per level of base mana cost.
+Increases the duration of blizzard by 1.5 seconds per level.
+Increases the radius of blizzard by .5 per skill level.
+
+Soothe Efficiency
+Rainmaker Efficiency
+Icebolt Efficiency
+Icebolt Power
+Icebolt Versatility
+Frost Ray Efficiency
+Snowball Efficiency
+Snowball Power
+Snowball Versatility
+Blizzard Efficiency
+Blizzard Power
+Blizzard Versatility
+
+Decreases mana cost of AMP by 8% per level of base mana cost.
+Increases raw damage of Lightning Bolt by 6 per level.
+Decreases mana cost of Lightning Bolt by 8% of base mana cost.
+Increases the possibility of secondary lightning strikes by 1 to 4 per level.
+Decreases mana cost of Lightning Cloud by 6% of base mana cost.
+Increases the shock damage of Lightning Cloud by 1 per level.
+Increases duration of Lightning Cloud by 2 seconds per level.
+Decreases mana cost of Lightning Storm by 6% of base mana cost.
+Increases the frequency of lightning strikes by 20% per level and slightly increases the damage of each strike.
+Increases duration of Lightning Storm by 1s per level and expands the area of effect.
+Uses energy in the atmosphere to fuel creation of the storm. Reduces mana cost by 5% per skill level.
+Increases the frequency the eye's lightning strikes by 20% per level and increases the damage of each strike by 20%.
+Expands the strike radius by 1 for each skill level. Base radius is 5.
+
+
+AMP Efficiency
+Lightning Bolt Efficiency
+Lightning Bolt Power
+Lightning Bolt Versatility
+Lightning Cloud Efficiency
+Lightning Cloud Power
+Lightning Cloud Versatility
+Lightning Storm Efficiency
+Lightning Storm Power
+Lightning Storm Versatility
+Drain Atmosphere
+Rend Earth
+Perfect Storm
+
+Decreases the mana upkeep cost of Shadow by 8% per level.
+Decreases mana cost of Blink by 10% per level of base mana cost.
+Decreases mana cost of Summon by 10% per level of base mana cost.
+Decreases mana cost of Magic Missile by 8% of base mana cost.
+Decreases mana cost of Teleport by 10% per level of base mana cost.
+Draws more energy into the teleporter, allowing 33% further travel distance per level.
+Allows the portal to be held open 20s longer per level.
+Refines the transport process, adding 400 transportation capacity per skill level, 600 at level 3.
+Allows the portal to be held open 20s longer per level.
+Decreases mana cost to Fold Reality by 6% per skill level.
+
+Shadow Efficiency
+Magic Missile Efficiency
+Blink Efficiency
+Summon Efficiency
+Teleport Efficiency
+Teleport Power
+Teleport Versatility
+Fold Reality Efficiency
+
+Decreases the mana upkeep cost of Ray of Hope by 8% per level.
+Decreases mana cost of Heal by 7% of base mana cost.
+Increases the amount each wound is healed by 2 points per level.
+Increases the maximum number of wounds that can be healed per spell by 1 per level.
+Decreases mana cost of Shield by 8% of base mana cost.
+Decreases mana cost of Valiant Charge by 8% of base mana cost.
+Increases damage of Valiant Charge by 1 to 4 per level.
+Increase the force of impact, expanding the size of impact and amount of debris.
+Can stun at level 2.
+Decreases mana cost of Overwhelm by 10% of base mana cost.
+Increases damage potential of overwhelm.
+Summons more powerful symbols at level 1 and 3.
+Overwhelm can stun at level 2 and improved stun at level 3.
+Decreases mana cost of Holy Wrath by 5% of base mana cost.
+Requires 2 ability points per skill level. Increases number of strikes by 1 per skill level. Base number of strikes is 5.
+Requires 2 ability points per skill level.
+Level 1: allies within the field of Holy Wrath become temporarily invulnerable
+Level 2: allies are healed for a small amount
+Level 3: Holy Wrath bestows might to all allies within the effect
+
+
+Ray of Hope Efficiency
+Heal Efficiency
+Heal Power
+Heal Versatility
+Shield Efficiency
+Valiant Charge Efficiency
+Valiant Charge Power
+Valiant Charge Versatility
+Overwhelm Efficiency
+Overwhelm Power
+Overwhelm Versatility
+Purity of Heart
+Holy Vengeance
+Redemption
+
+Decreases mana cost to summon minions by 10% of base mana cost. Also reduces upkeep cost by 10%.
+Increases the number or power of minions summoned.
+Level 0: summons one minion.
+Level 1: summons two minions.
+Level 2: summons one greater minion.
+Level 3: summons two greater minions.
+Increases the duration of the summoning by 10m per skill point. Base duration is 20m.
+Decreases mana cost to summon a defensive pylon by 8% of base mana cost.
+Increases the range and power of the defensive pylon created.
+Increases the duration of the summoning by 2m per skill point. Base duration is 4m.
+Decreases mana cost to create a mana mine by 8% of per skill level.
+Increases the power of the mine by 20% per skill level.
+Increases explosion radius by 20% per skill level.
+Increases the duration the mana mine remains stable by 2m per skill point. Base duration is 4m. Mana mine will harmlessly dissolve if the timer expires.
+Decreases mana cost to summon an elemental by 6% of base mana cost.
+Increases the power of the elemental summoned.
+At rank 3: summons two lesser elementals to accompany your primary summon.
+Increases the duration of the summoning by 15s per skill point. Base duration is 30s.
+Decreases mana cost to summon a band of poppi by 5% each skill point, but really, who can put a price on happiness?
+Even more poppi, snuggles for everyone.
+Hanging out with those poppi is even more of a blast.
+
+Coercion
+Enticing Offer
+Taskmaster
+Arcane Molding
+Improved Pylons
+Durable Pylons
+Adept Creation
+Improved Reactor
+Durable Mines
+Elemental Affinity
+Planes Walker
+Words of Binding
+Poppi Enthusiast
+Catch Them All
+Snuggle Catalyst
+
+Reduces the cost of Poison by 10% per skill level.
+Increases the potency of poison, dealing 25% more per skill level for each square the victim moves.
+Increases the minimum and maximum severity levels of poison. Severity levels cause reduction in fighting and moving capacities. Also increases duration of poison by 10% per level.
+Level 0: (10%-40%), Duration 45s
+Level 1: (20%-60%), Duration 49.5s
+Level 2: (30%-80%), Duration 54s
+Level 3: (40%-80%), Duration 58.5s
+Reduces the cost of Beguile Animal by 10% per skill level.
+Animals will receive arcane buffs when enraged, and arcane debuffs when pacified. Skill level determines the strength of these modifiers, no modifiers occur at skill level 0.
+Reduces the cost of Regeneration by 7% per skill level.
+Increases the amount regeneration heals each tick by .5 health per level. Base regeneration is 4 health.
+Increases the duration of regeneration per skill level, duration is random between stated values:
+Level 0: 16s - 50s
+Level 1: 33s - 100s
+Level 2: 50s - 150s
+Level 3: 67s - 200s
+Reduces the cost of Cure Disease by 10% per skill level.
+Improves the effectiveness of Cure Disease. The higher the skill level, the more likely the spell cures the disease instead of reducing it.
+Level 0: 75% success chance
+Level 1: 100% success chance on understood diseases (Disease Knowledge)
+Level 2: Boost disease immunity of the target by 15% for 3 days
+Level 3: Boost disease immunity of the target by 25% for 5 days
+Study of diseases allows the druid to cure more advanced maladies.
+Level 0: Flu and Wound Infections
+Level 1: Gut Worms, Food Poisoning, and Malaria
+Level 2: Sleeping Sickness, Muscle Parasites and Scaria
+Level 3: The Plague and Blood Rot
+Reduces the mana required to regrow limbs (surgery) by 6% per skill level. Regrowth is unaffected by global mana cost reductions.
+
+Extraction Methods
+Poison Potency
+Weakened Limbs
+Beguiling Nature
+Augmented Control
+Efficient Regeneration
+Intensified Regeneration
+Enduring Regeneration
+Natural Healing
+Effective Treatment
+Disease Knowledge
+Regrowth Mastery
+
+Reduces mana cost of Raise Undead by 5% per skill level. Reduces cost to maintain undead by 10% per skill level.
+Increases the number of undead that can be created with each spell by 1 per skill level and increases their learned skills by 10% per skill point.
+Level 0: 2
+Level 1: 3
+Level 2: 4
+Level 3: 5
+Undead movement and action speed increases by 5% per skill level.
+Death Mark can cause terror and berserk afflictions. Each skill point increases the chance to apply an additional affliction by 10%.
+Reduces mana cost of Death Mark by 8% per skill level.
+Increases the severity of Death Mark by 50% per skill level.
+Reduces mana cost of Fog of Torment by 8% per skill level.
+Increases damage and penalties caused by fog of torment by 33% per skill level. Also increases the amount undead are healed by 50% per skill level.
+Level 0: 2-4 damage, 2 healing
+Level 1: 3-5 damage, 3 healing
+Level 2: 4-6 damage, 4 healing
+Level 3: 5-7 damage, 5 healing
+Increases the duration, reduces time between effects, and expands the radius of Fog of Torment.
+Level 0: radius 6, effect/2s, duration 24s
+Level 1: radius 7, effect/1.7s, duration 27s
+Level 2: radius 8, effect/1.4s, duration 30s
+Level 3: radius 9, effect/1.1s, duration 33s
+Increases mana restored by Consume Corpse by 7% per skill level.
+Consume corpse also heals the physical wounds of the caster.
+The amount of health varies based on type (human or animal) and freshness of the corpse or undead being consumed.
+Increases the damage of Corpse Explosion by 5 per skill level. Also increases the explosion radius by 10%.
+Level 0: 18-30
+Level 1: 23-35
+Level 2: 28-40
+Level 3: 32-45
+Reduces mana cost of Corpse Explosion by 8% per skill level.
+Reduces explosion delay by 1s per skill point. Also increases the explosion radius by 10%.
+Increases the damage of Death Bolt by 5 per skill level and Spreading Darkness by 3 per skill level.
+Level 0: 18-35; Spreading Darkness: 12-24
+Level 1: 23-40; Spreading Darkness: 15-27
+Level 2: 28-45; Spreading Darkness: 18-30
+Level 3: 33-50; Spreading Darkness: 21-33
+Reduces mana cost of Death Bolt by 6% per skill level.
+Darkness spreads further from the point of impact.
+
+Cheating Death
+Powered Creation
+Hastened Undead
+Withering Curse
+Efficient Mark
+Overwhelming Mark
+Unnatural Wind
+Deadly Torment
+Lingering Fog
+Greedy Consumption
+Healing Consumption
+Violent Explosion
+Corpse Mastery
+Volatile Toxins
+Unholy Might
+Eternal Learning
+Spreading Darkness
+
+Reduces mana cost of Advanced Heal by 8% per level.
+Increases the maximum number of wounds healed by 1 per level.
+Increases the amount each wound is healed by 3 points per level.
+Reduces the mana cost of Purify by 6% per level.
+Increases number of ailments that can be cured per use. Skill increase expands the types of ailments that can be purified:
+Level 0:
+Physical - Cataracts, Hearing Loss, Toxic buildup
+Drug Addictions - Smokeleaf, Alcohol
+Level 1:
+Physical - Blindness, Asthma, Cirrhosis, Moderate chemical damage
+Drug Addictions - Go-Juice, WakeUp
+Level 2:
+Physical - Frailty, Bad back, Carcinoma, Severe chemical damage
+Drug - Psychite
+Level 3:
+Physical - brain, heart and paralysis conditions
+Drug - Any addiction including Luciferium
+Increases effectiveness of Purify.
+Scars are healed by 2 points + 2x skill level; Brain injuries require a skill level of 1 or greater and heals 1 point per skill level.\n\n
+Physical conditions such as blindness or carcinoma are healed or reduced, depending on skill level. If the power of purify is not enough to cure the condition outright, multiple uses of purify can be used to reduce, then cure the condition.\n\n
+Each skill point increases the effectiveness in overcoming a drug addiction; may require multiple uses to completely overcome an addiction.
+Reduces mana cost of Healing Circle by 7% per skill point.
+Increases number of injuries that can be healed per wave. Also increases the duration of Healing Circle by 3s per skill point.
+Level 0: 1 injury
+Level 1: 2 injuries
+Level 2: 3 injuries
+Level 3: 4 injuries
+Increases amount each wound is healed. Also increases the duration of Healing Circle by 3s per skill point.
+Level 0: 10 health
+Level 1: 12 health
+Level 2: 14 health
+Level 3: 16 health
+Level 4: 18 health
+Reduces mana cost of Bestow Might by 8% per skill point.
+Reduces mana cost of Resurrection by 5% per skill level and reduces the amount of skill experience lost by 2% per skill level.
+Increases the chance to prevent resurrection side effects by 10% and reduces skill loss by 10% per skill level.
+
+Efficient Healing
+Deep Healing
+Healing Power
+Unquestioned Purity
+Comprehensive Purity
+Burning Purity
+Efficient Circle
+High Tide
+Soothing Waves
+Practiced Blessing
+Graceful Resurrection
+Guiding Light
+
+
+Advances the Bard trait to the next level. Entertainer -> Performer -> Minstrel -> Bard. Requires 2 points to train.
+Increases the chance to have favorable conversations with other colonists.
+Increases how often the bard is willing to have social interaction.
+The bard learns new ways to inspire colonists.
+Level 0: may cause common inspirations
+Level 1: may cause resource frenzy inspirations
+Level 2: may cause learning and social inspirations
+Level 3: may cause heroic inspirations for magic or might classes.
+Increases how often the bard will attempt to inspire fellow colonists.
+Reduces mana cost of Lullaby by 8% per skill point.
+Increases chance lullaby is effective by 10% per skill point.
+Level 0: 40%
+Level 1: 50%
+Level 2: 60%
+Level 3: 70%
+Lullaby reduces the consciousness of effected pawns - works even if lullaby was resisted.
+Level 0: N/A
+Level 1: -10% consciousness
+Level 2: -15% consciousness
+Level 3: -20% consciousness
+Reduces mana cost to use and maintain Battle Hymn by 6% per skill level.
+Increases range of battle hymn by 3m per skill point (base 17m). Also increases the tempo of battle hymn by .5s (5s base).
+Increases the effects of battle hymn 12% per skill point for each verse (iteration) it remains active and increases the chance of invoking an inspiration by 1%.
+
+Bard Training
+Abundant Laughter
+Improvisation
+Playwright
+Charisma
+Deft Hands
+Ear-worm
+Resonance
+Lingering Note
+Vocalist
+Heroic Chorus
+
+Increases the benefit of Soul Bond to the demonkin.
+Decreases the mana cost to use Shadow Step and Shadow Call by 10% per skill point.
+Decreases the burden of Soul Bond on the host.
+Increases the proximity damage and radius of Shadow Bolt.
+Increases the direct damage of Shadow Bolt by 10% and size and damage of the shadow aftershock by 25% per skill level.
+Decreases mana cost of Shadow Bolt by 8% per skill level.
+Deepens Domination's shadow, increasing the duration of Dominate and the infection radius.
+Level 0: 15-30s, 3cell radius
+Level 1: 25-40s, 4cell radius
+Level 2: 35-50s, 5cell radius
+Level 3: 45-60s, 6cell radius
+Increases the power of dominate and increases the frequency that it spreads. Succubi decrease physical and combat capabilities; Warlock increase the type and frequency of mental breaks as well as reducing consciousness levels.
+Decreases the mana cost of Dominate by 6% and reduces the severity cost to propagate dominate to another host by 20%.
+Reduces mana cost of Attraction by 8% per skill point.
+Increases the radius of Attraction by 1.5cells per skill level.
+Increases the duration of the Attraction well by 2s and its slow duration by 25% per skill level.
+Reduces mana cost of Repulsion by 8% per skill point.
+Increases the force of Repulsion by 20% per skill level. The amount of force applied to a pawn is proportional to their distance to the center.
+Applies damage based on the amount of force acting on the pawn. This damage is applied only to enemies.
+Level 0: 0%
+Level 1: 20%
+Level 2: 40%
+Level 3: 60%
+Reduces mana cost of Scorn by 6% per skill point.
+Increases impact radius of Scorn by 1cell per skill point. Base 7 cell radius.
+Also increases the power of the partial demonic transformation.
+Increases the damage of Scorn by 15% per skill level.
+Also increases the power of the demonic damage shield by 25%. Base shield absorbs 60 damage.
+Reduces mana cost of Psychic Shock by 6% per skill point.
+Increases the radius of Psychic Shock and any secondary pulses by 1cell. Base radius is 6.
+Increases the damage of psychic assault by 1 point per skill level.
+
+Amplified Bond
+Soul Link
+Soul Buffer
+Expanding Darkness
+Ravenous Shadow
+Heart of Darkness
+Impending Doom
+Pitch Black
+Shadow Command
+Beckoning Shadow
+Open the Abyss
+Shadow Claws
+Deft Mind
+Willpower
+Violent Dispersion
+Spite
+Demon Blood
+Fury
+Insanity
+Mentalist
+Dominant Will
+
+Increases the number of attacks Stoneskin mitigates before wearing off.
+Level 0: 4 attacks
+Level 1: 5 attacks
+Level 2: 6 attacks
+Level 3: 7 attacks
+Reduces the mana upkeep cost for each instance of Stoneskin by 2.
+Level 0: -15 max mana
+Level 1: -13 max mana
+Level 2: -11 max mana
+Level 3: -9 max mana
+Increases the max number of Stoneskin instances the Geomancer can maintain. The Geomancer must also have sufficient mana reserves to maintain each spell.
+Level 0: 2
+Level 1: 3
+Level 2: 4
+Level 3: 5
+Uses sturdier types of stone making it more difficult to break through.
+Reduces the stamina cost required to use Encase by 8% per skill level.
+Increases the duration of Encase by 4s per skill level.
+Level 0: 30s
+Level 1: 34s
+Level 2: 38s
+Level 3: 42s
+Increases the speed at which Earth Sprites work by 20% per skill level. This skill can be raised to level 5.
+Reduces the initial mana required to cast Earth Sprites by 6% per skill level.
+Reduces mana regeneration drained by earth sprites by 7% per skill level.
+Level 0: -60% mana regeneration
+Level 1: -53% mana regeneration
+Level 2: -46% mana regeneration
+Level 3: -39% mana regeneration
+Increases the amount of weight the Geomancer is able to manipulate. Pulling subterranean stones requires 3 weight; throwing nearby surface stones requires 1 weight.
+Level 0: 8 weight
+Level 1: 10 weight
+Level 2: 12 weight
+Level 3: 14 weight
+Decreases mana cost of EarthernHammer by 6% per skill level.
+Reduces the time between each throw and reduces the duration of stun applied to the caster.
+Increases the combat power of a sentinel. Requires 2 ability points to level.
+Level 0 (lesser sentinel): Power 12, Armor 45%, Speed 3.2c/s, Health 75%
+Level 1 (sentinel): Power 14, Armor 51%, Speed 4c/s, Health 100%
+Level 2 (greater sentinel): Power 16, Armor 55%, Speed 4.8c/s, Health 125%
+Decreases the upkeep cost for each sentinel.
+Level 0: -20 max mana
+Level 1: -18 max mana
+Level 2: -16 max mana
+Level 3: -15 max mana
+Increases the maximum number of sentinels a Geomancer can maintain at a given time. The Geomancer must also have sufficient mana reserves to maintain each sentinel.
+Level 0: 2
+Level 1: 3
+Level 2: 4
+Level 3: 5
+Decreases mana cost of Meteor by 5% of base cost per skill level.
+Increases the chance that cells adjacent to the meteorites core also contain precious minerals.
+Level 0: 0%
+Level 1: 15%
+Level 2: 30%
+Level 3: 45%
+
+Layered Defense
+Familiar Skin
+Shared Skin
+Unyielding Stone
+Mold Maker
+Enduring Stone
+Spriggan Might
+Fickle Fey
+Mana Deviant
+Heavy Metal
+Loose Soil
+Altered Gravity
+Master Craftsman
+Heart of Stone
+Rule of Law
+Earth Shaker
+Heart of Gold
+
+The techno-bit converts mana from the technomancer fire bursts of micro lasers at the technomancer's target. Each skill level increases the range and decreases firing delay and mana cost per attack.
+Level 0: 25 range, 3 shots every 3s, 6 mana
+Level 5: 30 range, 4 shots every 2.75s, 5.5 mana
+Level 10: 35 range, 5 shots every 2.5s, 5 mana
+Level 15: 40 range, 6 shots every 2.25s, 4.5 mana
+Increases the amount, frequency, and search radius of repairs while decreasing the mana cost to perform repairs.
+
+Repair frequency is increased while drafted.
+Improves user interface to the techno-bit allowing it to increase its support to the technomancer during construction, crafting, and mining tasks while simultaneously decreasing energy (mana) cost.
+
+Effectiveness boosted by 10% per skill point. Decreases mana cost by 2% per skill point.
+Increases burst shot count by .4 per level.
+Decreases warmup time by 2% per level.
+Increases accuracy in all range categories by 1% per level.
+Increases Mark-IV hit-points by 10 per level.
+Reduces mana cost of rockets and mortars by 3% per level.
+Reduces the amount of neural feedback caused when deactivated due to its failsafe.
+Adds and improves weapon systems for the Mark-IV turret.
+Increases turret auto-cannon fire range by 1 per level
+Level 5: Adds a rocket launcher; additional levels increase rate of fire
+Level 10: Fires 2 rockets; adds a small mortar system; additional levels increase mortar range and rate of fire
+Level 15: Fires 3 rockets
+Enhances all aspects of the engineered weapon for each skill level: damage, range, warmup time and cooldown time improved by 2%, all accuracies improved by 1%, and increases number of shots per burst by 2% (rounded to nearest integer).
+Enhances all aspects of nano stimulant.
+Increases chance of generating an elemental shot by 1% (base 20%) and reduces mana consumes per shot by 4% per skill level. This skill can be toggled.
+
+Fire shot: generates a non-flammable explosion (2 mana)
+
+Ice shot: any body-part hit loses efficiency (1.5 mana)
+
+Lightning shot: stuns the target (1 mana)
+Adds capacitors that surge when deflecting incoming projectiles; increases the amount of energy that can be deflected.
+Decreases mana cost to generate a kinetic field by 6% per skill point.
+Increases the amount of energy available to the kinetic shield by 30pts per skill level. Base 110pts.
+Increases the effect of sabotage.
+Decreases the mana cost of sabotage by 6% per skill level.
+Increases the probability sabotage is successful by 10%. Base 50%.
+Increases the effect and duration of Overdrive.
+Decreases mana cost of Overdrive by 8% of base cost per skill level.
+Reduces the frequency and damage caused to subsystems and increases the duration of overdrive.
+Increases explosion damage by 20% per skill level. Base 25 damage.
+Decreases mana cost of OrbitalStrike by 5% of base cost per skill level.
+Reduces the time required for orbital bombardment systems to align on the target coordinates.
+
+Offensive Protocol
+Repair Protocol
+Neural Interface
+Firepower
+Durability
+Weaponization
+Enhanced Weaponry
+Nanite Injection
+Elemental Shot
+Kinetic Capacitors
+Power Cycler
+Reciprocating Fields
+Hacking Routine
+Redundant Connections
+Coding Guru
+Overclock
+Clean Power
+Damage Control
+Overkill
+Calculated Alignment
+Authorization Bypass
+
+Increases the damage of all blood magic by 10% per skill point.
+Reduces the mana cost of blood sacrifice by 6% per skill point and reduces the blood cost of all blood magic by 3% per skill point.
+Increases the amount of blood magic gained when using blood sacrifice or through bleeding by 10%. Increased skill levels allows the blood mage to draw fresh blood from the ground:
+Level 0: none
+Level 1: 1cell radius
+Level 2: 3cell radius
+Level 3: 5cell radius
+Increases the damage of Ignite Blood by 12% per skill level.
+Reduces the blood magic cost required to use Ignite Blood by 6% per skill level.
+Increases the burn rate of Ignite Blood by 15% per skill point. This affects how fast flames spread and how quickly flames pulse.
+Increases the duration of Blood For Blood by 10%.
+Reduces the blood magic cost required to use Blood For Blood by 6% per skill level.
+Increase the amount healed by Blood For Blood by 0.35 pts each skill level. Base 1 pt.
+
+Each tick of Blood For Blood can emit a healing wave generated from the caster that will heal any nearby, friendly pawns. Each skill level also increases the radius of healing pulse:
+Level 0: none
+Level 1: 1cell radius
+Level 2: 2cell radius
+Level 3: 3cell radius
+Increases the strength of the blood shield by 10% per skill point.
+Decreases blood magic cost required to use Blood Shield by 6% per skill level.
+Increases the amount of healing generated by blood shield by 15% per skill level.
+Increases the damage of rend by 15% per skill point.
+Decreases the blood magic cost required to use Rend by 5% per skill level.
+Increases the duration of rend by 20% per skill level and increases the amount of blood created.
+Deepen the night and call forth more powerful blood terrors, increasing their size and damage by 15% per skill level.
+Blood terrors eagerly await your call, decreasing the blood magic required to to use Blood Moon by 4% per skill point and increases blood terror attack frequency by 5%.
+Extend the duration of Blood Moon by 10% per skill point.
+
+Blood Is Power
+Blood Sacrifice
+Pure Blood
+Hemorrhage
+Blood Spark
+Wildfire
+Hemophilia
+Blood Ties
+Life Pulse
+Thickened Blood
+Blood Rush
+Coagulate Wounds
+Serrated Edge
+Mystic Claw
+Thousand Cuts
+Full Moon
+Hunger
+Endless Night
+
+Increases the power of Enchanted Body and Enchanted Aura by ~33% per skill level.
+Reduces mana upkeep cost of Enchanted Body and Enchanted Aura by 20% per skill level.
+Reduces the mana regeneration penalty of Enchanted Body and Enchanted Aura by 20% per skill level.
+Decreases the amount of value lost by 5% per skill level when performing a transmutation. Base conversion value is 70%.
+Transmuting equipment will degrade the equipment:
+Level 0: -20% HP
+Level 1: -10% HP
+Level 2: no degradation
+Level 3: +10% HP
+
+Equipment will disintegrate if it degrades below 0 durability. Equipment transmutations will always remove 'tainted.'
+Reduces the mana cost required to use Transmutate by 12% per skill level.
+Transmutation can be performed on more complex material.
+Level 0: Raw resources (stone, steel, silver, etc)
+Level 1: Foods (meat, rice, meals) - will always convert to pemmican or nutrient paste
+Level 2: Corpses - will always convert to nutrient paste
+Level 3: Equipment - applies to equipment made from stuff; randomly transmutes to stuff in the same category.
+Equipment made only from set material will be repaired by 30% + 10% * Conversion Rate skill level. Using transmutate while creatively inspired will improve the quality of an item but ends the inspiration.
+Reduces the mana required to cast Enchanter's Stone by 10% and reduces max MP upkeep by 2 mana per skill level .
+Allows the enchanter to create artifacts out of more resources types. This skill requires 2 ability points to train.
+Level 0: stone chunks (slate, sandstone, limestone, marble, granite)
+Level 1: steel, silver, *iron
+Level 2: herbal medicine, jade, wood
+Level 3: gold, magicyte
+Increases the power of the weapon enchantment.
+Fire: +33% average damage
+Ice: +25% average damage
+Stun: +25% stun duration
+Dark: +10% application chance
+Decreases mana cost of Enchant Weapon by 10% per skill level.
+Reduces targets chance to resist. Resistance is affected by the arcane resistance and psychic sensitivity of the target. May enrage (berserk) enemies.
+
+Resistance chance prior to modifiers:
+Level 0: Pawn 50%, Mechanoid 0%
+Level 1: Pawn 60%, Mechanoid 20%, enrage 20%
+Level 2: Pawn 70%, Mechanoid 40%, enrage 40%
+Level 3: Pawn 80%, Mechanoid 60%, enrage 50%
+Decrease the cost to cast Polymorph by 6% per skill level.
+Increases the duration of polymorph and applies more control over the creature combat powers for enemies and allies. This skill requires 2 ability points to train.
+Level 0: Duration 30s, enemy 100 / ally 60
+Level 1: Duration 40s, enemy 80 / ally 100
+Level 2: Duration 50s, enemy 60 / ally 160
+Level 3: Permanent, enemy 60 / ally 200
+The enchanter takes some liberties to improve the physical traits of the creature they shapeshift into. Learn to further enhance physical power while shape-shifted. This skill requires 2 ability points to train.
+Level 0: physical +25%, attack speed +10%, armor +10%
+Level 1: physical +35%, attack speed +10%, armor +15%
+Level 2: physical +40%, attack speed +15%, armor +15%
+Level 3: physical +50%, attack speed +15%, armor +20%
+
+Decreases mana cost of Shapeshift by 5% of base cost per skill level. Increases duration by 20%. This skill requires 2 ability points to train.
+Level 3: shapeshift is permanent until canceled.
+Shapeshift into creatures with higher combat power. Min/Max values are multiplied by Arcane Power. This skill requires 2 ability points to train.
+Level 0: min 80, max 250
+Level 1: min 120, max 320
+Level 2: min 150, max 420
+Level 3: min 200, max 500; unlocks access to Shapeshift: Dire Wolf
+
+Mind Over Body
+Compliant Form
+Adaption
+Conversion Rate
+Transformation Cost
+Material Application
+Sub-Atomic Control
+Material Matters
+Elemental Edge
+Elemental Weaving
+Reduce Resistance
+Seamless
+Loose Ends
+Enhanced Form
+Enduring Transformation
+Natural Selection
+
+Applies the power of prediction to safeguard the chronomancer.
+This skill reduces the amount of mental focus required to retain a precognitive state while simultaneously increasing reaction speed to predicted dangers.
+
+Level 0: -24% Consciousness, -10% aiming delay, +3% mental break threshold, +5% melee dodge chance, 5% chance to predict and avoid physical attacks
+
+Level 5: -10% Consciousness, -20% aiming delay, +6% mental break threshold, +15% melee dodge chance, 55% chance to predict and avoid physical attacks
+Reduces amount of mana regeneration required to maintain Prediction.
+
+Level 0: -50% mana regeneration
+Level 1: -45% mana regeneration
+Level 2: -40% mana regeneration
+Level 3: -35% mana regeneration
+Increases chance to predict an event by 5% per skill level. Each chronomancer can only predict 1 event at a time.
+
+Level 0: 25%
+Level 1: 30%
+Level 2: 35%
+Level 3: 40%
+Increases the chance of favorable results when using Alter Fate. The primary objective when altering fate is to prevent the prediction; at level 3, it is possible to undo environmental conditions (heat wave, flash storm, etc) for a short period after they occur.
+
+Level 0: 25% prevention chance
+Level 1: 30% prevention chance
+Level 2: 35% prevention chance
+Level 3: 40% prevention chance; alter environmental conditions
+Reduces the mana cost required to use Alter Fate by 10% per skill level.
+Reduces the mana required to cast Accelerate Time by 8% per skill level.
+Increases the potential to accelerate time by increasing the maximum number of enemy targets, reducing resist chance, and increasing duration of the time field.
+
+Level 0: 2 targets, 50% success rate, 100% duration
+Level 1: 3 targets, 60% success rate, 110% duration
+Level 2: 4 targets, 70% success rate, 120% duration
+Level 3: 5 targets, 80% success rate, 130% duration
+Increases the potency of Accelerate Time.
+
+Pawns will age 10% faster, enemy pawns will begin to suffer from age related ailments at a younger age, and other conditions affecting health are accelerated. Also deteriorates equipment by an additional 100 durability.
+Increases the potency of Reverse Time.
+Increases the amount of rot, decay, or equipment damage that is reverted, increases reversal rate of health conditions, and increases the efficacy of the reversal field surrounding the pawn.
+Decreases mana cost of Reverse Time by 8% per skill level.
+Increases success chance and duration of Reverse Time by 10% per skill level.
+
+At skill level 3, may be used on a recently deceased (~2hrs game time) pawn to attempt to revert the physical conditions that caused death.
+Increases duration of Chronostatic Field by 20% per skill level. Base duration 26s.
+Decrease the cost to cast Chronostatic Field by 6% per skill level.
+Decrease chance Chronostatic Field will be resisted by 10% per skill level. Resist chance is modified by caster spell power and target resistances.
+
+Level 0: 60%
+Level 1: 70%
+Level 2: 80%
+Level 3: 90%
+Automates recall.
+
+Level 0: manual activation only
+Level 1: 50% chance to trigger on death
+Level 2: 50% chance to trigger on down
+Level 3: 100% chance to trigger on death or down
+Reduces upkeep cost by 8% per skill level.
+
+Level 0: max MP -40, mana regen -30%
+Level 1: max MP -36.8, mana regen -27.6%
+Level 2: max MP -33.2, mana regen -25.2%
+Level 3: max MP -30.4, mana regen -22.8%
+Increases duration a time marker will remain active by 4 game hours per skill level.
+
+Level 0: 20hrs
+Level 1: 24hrs
+Level 2: 28hrs
+Level 3: 32hrs
+
+Prime Cognition
+River of Time
+Third Eye
+Soothsayer
+Subtlety
+Relativity
+Forward Manipulator
+Mutability
+Rewrite History
+Reverse Manipulator
+Denial
+Time Loop
+Good Timing
+Time Catcher
+Insurance
+Perfect Recall
+Impression
+
+Increases the chance wild magic has a beneficial surge and decreases the chance of backfiring. Does not change neutral events which is always 3%. Requires 2 skill points to train.
+
+Level 0: (+)2% : (-)5%
+Level 1: (+)3% : (-)4%
+Level 2: (+)4% : (-)3%
+Level 3: (+)5% : (-)2%
+Chaos Mages thrive on change - each skill level brings added benefits when Chaos Tradition is used. Requires 2 skill points to train.
+
+Level 0: changes all learned abilities
+Level 1: gains a +8 mood boost for 24hrs
+Level 2: gains 25 mana
+Level 3: applies a stacking buff that increases stats
+Increases the number of abilities the Chaos Mage is able to learn through Chaos Tradition. Chaos Tradition is never removed. Requires 2 skill points to train.
+
+Level 0: 2 abilities
+Level 1: 3 abilities
+Level 2: 4 abilities
+Level 3: 5 abilities
+
+Chaos Flux
+Mercurial
+Protean
+
+Increases the duration of Light Lance by 8% and damage by 15% per skill level.
+Reduces the energy cost of Light Lance by 8% per skill level.
+Increases the radius of Light Lance by 15% per skill level.
+Increases Sunfire damage by 25% and armor penetration by 10% per skillpoint.
+Reduces the energy cost of Sunfire by 6% per skill level.
+Increases the number of beams produced by 4 per skill level and extends the average beam duration by 10%.
+Each skill level increases the light density resulting in a 15% improvement to the effective radius, sensory damage, and disorientation caused by each burst of light.
+Reduces mana cost by 8% per skill point.
+Increases the number of light bursts and modifies the burst to affect mechanoid sensors.
+Level 0: 2 light bursts
+Level 1: 3 light bursts
+Level 2: 3 light bursts, affects mechanoids
+Level 3: 4 light bursts, affects mechanoids
+Adds additional abilities with expanded application. Costs 2 points to level.
+Rank 0: Light Skip - same map, self only
+Rank 1: Mass Light Skip - same map, AoE around caster
+Rank 2: Global Light Skip - global, AoE around caster
+Reduces energy cost of Light Skip by 8% per skill level.
+Increases the accuracy of mirrored projectiles by 20% and decreases the accuracy of refracted projectiles by 15%.
+Decreases the energy cost of Refraction by 6% per skill level.
+Increases the duration of the Refraction wall by 10% (2.5s) per skill level.
+SoL: increases damage by 3% and max attack range by 1 per skill level.
+Summoner: Reduces upkeep costs by 2% per skill level.
+SoL: reduces light energy costs for the Spirit of Light by 1% per skill level.
+SoL: increases max light energy by 4 per skill level and light energy absorption by 3% per skill level.
+
+Piercing Light
+Magnification
+Burning Radiation
+Deep Burn
+Solar Powered
+Steady Burn
+Lux
+Lens
+Lumen
+Relativity
+Riding The Wave
+Refraction Coefficient
+Spraying LED
+Dying Light
+Emission
+Sustainment
+Absorption
+
+Increases the power of totems by 3%
+Lightning Totem: Increases range and damage
+Earth Totem: Increases stagger frequency and duration
+Healing Totem: Increases range and heal amount
+Reduces the mana cost to create a totem by 2% per skill level.
+Increases the duration of totems by 5% per skill point; base duration is 1 game hour.
+Increases Chain Lighting damage by 10% per skill point.
+Reduces mana cost by 6% per skill point.
+Increases the number of times chain lightning will fork or bounce by 1 per skill point.
+Increases the severity of Enrage by .05 per skill point. Base severity is .25, max severity is .5
+Reduces mana cost of Enrage by 6% per skill point.
+Reduces the amount of emotions consumed by Enrage; at level 3, Enrage can also consume Joy (Recreation) to greatly increase its duration.
+Increases chance to apply hex by 10%, base 40% chance.
+Reduces mana cost of Hex by 6% per skill point.
+Increases the power of effects applied to hexed targets.
+Spirit wolves gain enrage when summoned. Each skill point increases the effects of enrage.
+Reduces mana cost to manifest Spirit Wolves by 6% and increases duration by 2s per skill point.
+Increases the number of wolves summoned by 1 per skill level.
+Increases the potency of Guardian Spirit abilities:
+Spirit Bear: Increased taunt targets (4 -> 9), taunt chance (60% -> 78%), and taunt range (15 -> 21); increase damage mitigation (4 -> 7)
+Spirit Mongoose: Increases shadow strike damage (11 -> 16) and crit chance (40% -> 65%); increases duration of invisibility (1.5s -> 2.5s) and haste (2s -> 3s) following a shadow strike
+Spirit Crow: Increases hex chance (50% -> 75%); increases the effectiveness of "Crows Insight" mental buff Psychic Sensitivity and Research speed (20% -> 30%)
+Reduces casting cost, max MP upkeep cost, and mana regeneration cost of the Spirit Guardian by 6% per skill point.
+Increases the effectiveness of the Spirit Guardian's spirit bond to increase movement, manipulation, healing rate, ignore pain, and dodge rate by 10% per skill point.
+
+Totem Master
+Totem Bearer
+Durability
+Storm Father
+Electric Atmosphere
+Laced Lightning
+Unstoppable Rage
+Provocateur
+Cold Rage
+Hexer
+Incantations
+Manifest Iao
+Northern Haunt
+Spirit Howl
+Pack Leader
+Manifest Guardian
+Spirit Link
+Spirit Bond
+
+
+
+Each skill point:
+Ability power: +1%
+Ability resistance: +2%
+Each skill point:
+Ability cost: -1%
+XP gain: +2%
+Each skill point:
+Ability cooldown: -1%
+Stamina regeneration: +1%
+Max SP: +2%
+Adds additional power to combat abilities:
+Level 1: Heavy Blow increases damage by 25%
+Level 2: Pommel Strike chance to down an enemy is doubled (non-lethal)
+Level 3: Throwing Knife applies an instant sedative to prisoners or poison to hostile pawns
+Level 4: Burning Fury intensity is increased by 50%
+Level 5: Sprint increases movement by 40%
+Level 6: Heavy Blow increases damage by 27.5%
+Level 7: Fighters Focus has a 20% chance to disarm a target during a successful melee attack
+Level 8: Tempest Strike gains a 20% damage bonus
+Level 9: Increases power of Legion to level 1
+Level 10: Sprint increases movement by 50%
+Level 11: Heavy Blow increases damage by 30%
+Level 12: Throwing Knife throws 3 knives instead of one
+Level 13: Increases power of Legion to Level 2
+Level 14: Burning Fury intensity is increased by 100%
+Level 15: Sprint increases movement by 60%
+Decrease max SP upkeep costs by 3% and energy regeneration penalties by 3% per skill point.
+Level 15: Wayfarer gains mana and can learn mage cantrips.
+Adds additional utility or versatility to combat abilities:
+Level 1: Fighters Focus reduces rest loss by 20%
+Level 2: Thick Skin increases resistances by 12%
+Level 3: Strong Back increases mining speed by 20%
+Level 4: Inner Healing recovery rate increased by 65%
+Level 5: Gear Repair will remove tainted from fully repaired equipment
+Level 6: Gain access to the Legion ability
+Level 7: Thick Skin increases resistances by 14%
+Level 8: Strong Back increases construction speed by 20%
+Level 9: Increases versatility of Legion to level 1
+Level 10: When gear repair is active, a wayfarer will repair the gear of other pawns during casual interaction
+Level 11: Inner healing will slowly heal scars and other permanent injuries
+Level 12: Thick Skin increases resistances by 15% and grows barbs that can injure a melee attacker
+Level 13: Increases versatility of Legion to level 2
+Level 14: Burning Fury stamina consumption is reduced by 35%
+Level 15: Tempest strike consumes 25% less stamina per attack
+
+Enhancement
+Mastermind
+Endurance
+Lethality
+Balance
+Survival
+
+Reduces the stamina cost required to sustain Sprint by 4.5 stamina per skill level.
+Increases the speed of sprint but also increases physical drain.
+Level 0: speed +30%, tiredness +40%
+Level 1: speed +40%, tiredness +45%
+Level 2: speed +50%, tiredness +50%
+Level 3: speed +60%, tiredness +55%
+Increases the amount of damage mitigation by 1 per skill level.
+Increases damage to stamina conversion by .5 stamina per dmage for each level.
+Conversion occurs pre mitigation.
+Base conversion rate is 1 stamina for 1 damage.
+Decreases stamina cost of Grapple by 10% per level of base stamina cost.
+Decreases stamina Cleave consumes when it triggers by 10% of base stamina cost.
+Cleave hits enemies near the target based on a percentage of the original damage done to the target.
+Level 0: 35%
+Level 1: 40%
+Level 2: 45%
+Level 3: 50%
+Increases chance for cleave to double-strike by 15% per level.
+Base chance is 0%.
+Increases Whirlwind damage by 10% per skill level.
+Decreases stamina cost of Whirlwind by 15% of base cost per skill level.
+Adds a chance to knockdown enemies by 5% (per hit) for each skill level.
+Base chance is 0%.
+
+Sprint Efficiency
+Sprint Power
+Fortitude Power
+Fortitude Versatility
+Grapple Efficiency
+Cleave Power
+Cleave Efficiency
+Cleave Versatility
+Whirlwind Power
+Whirlwind Efficiency
+Whirlwind Versatility
+
+Advances training as a Sniper. Each level requires 2 skill points to train.
+Level 0: Accuracy +3, Aiming delay -10%, Movement +10%
+Level 1: Accuracy +7, Aiming delay -15%, Movement +15%
+Level 2: Accuracy +11, Aiming delay -22%, Movement +20%
+Level 3: Accuracy +15, Aiming delay -30%, Movement +25%
+Decreases the stamina cost of Disabling Shot by 10% per skill level.
+Disabling rounds now double as a tranquilizer by include fast acting sedatives that significantly slow movement speed after the target recovers from the shot. Through trial and error and research (mostly trial and error) the sniper learns the right dose for this sedative.
+Level 0: No sedative
+Level 1: 10-15s (weak)
+Level 2: 20-25s (moderate)
+Level 3: 30-45s (strong)
+Improved ammo increases the velocity of rounds, resulting in greater likelihood of destroying a vital organ. Headshot gains 10% damage per skill point.
+Decreases stamina cost of Headshot by 10% of base cost per skill level.
+The sniper gains a burst of adrenaline that restores some stamina each time headshot kills a target.
+Level 0: None
+Level 1: 10% stamina restored
+Level 2: 20% stamina restored
+Level 3: 30% stamina restored
+Improves the nanites used in Anti Armor rounds, increasing damage to armored targets by an additional 50% per skill point.
+Decreases stamina cost of Anti Armor by 10% of base cost per skill level.
+Increases the number and power of fragments caused by explosive rounds. Rounds do not explode if the target is not armored.
+Increases the damage each shot deals by 2 per skill level while invisibility is active.
+Decreases stamina cost to activate the shadow slayer cloak by 6% per skill level.
+Increases duration of the shadow slayer cloaking field by 3 seconds per skill level. 40s default duration.
+
+Sniper Training
+Stamina Cost
+Sedative Potency
+Improved Ammo
+Stamina Cost
+Adrenaline
+Nanites
+Stamina Cost
+Explosive Rounds
+Stealth Advantage
+Prediction Caching
+Software Upgrade
+
+Advances training as a bladedancer. Each level requires 2 skill points to train and upgrades the class trait.
+Level 0: Melee Hit Chance +3, Movement +0.15, Mental Break Threshold -3%
+Level 1: Melee Hit Chance +6, Movement +0.20, Mental Break Threshold -5%
+Level 2: Melee Hit Chance +10, Movement +0.30, Mental Break Threshold -8%, Pain Threshold +5%
+Level 3: Melee Hit Chance +15, Movement +0.40, Mental Break Threshold -10%, Pain Threshold +10%
+Improves mastery over the body. Each level requires 2 skill points to train.
+Level 0: Movement +10%, Manipulation +10%
+Level 1: Movement +15%, Manipulation +15%
+Level 2: Movement +20%, Manipulation +20%, Breathing +10%
+Level 3: Movement +25%, Manipulation +25%, Breathing +15%, Blood Circulation +10%
+Increases the damage of Seismic Slash by 10% per level.
+Decreases the stamina cost of Seismic Slash by 10% per skill point.
+Increases the number of strikes adjacent to the strike line by 2 per level. Base level checks 2 adjacent squares, max level will check all 8 adjacent squares.
+If nothing is occupying the square, the adjacent strike his nothing.
+Increases the number of strikes by 1 per skill level. Base number of strikes is 2.
+Increases the hit chance of Blade Spin by 4% per level. Base is 50%.
+Decreases the stamina cost of Blade Spin by 10% per skill point.
+Increases the radius of Blade Spin by .5 squares per skill level. Base radius is 2 squares.
+Increases the hit chance of Blade Spin by 4% per level. Base is 50%.
+Increases chance to critical strike by 15% per skill level. Base chance is 10%. Critical strikes deal 3x damage.
+Decreases the stamina cost of Phase Strike by 8% per skill point.
+Increases the radius of phased strike by .5 squares per skill level.
+
+Blade Mastery
+Body Mastery
+Forceful Wave
+Flawless Movements
+Expanding Wave
+Sharpened Blade
+Effortless Strike
+Improved Reach
+Critical Phase
+Dimension Blade
+Phased Reach
+
+Advances training as a ranger. Each level requires 2 skill points to train and upgrades the class trait.
+Level 0: Move Speed +0.2c/s, Immunity +20%, Temperature comfort +-10, Aiming Delay -15%
+Level 1: Move Speed +0.3c/s, Immunity +30%, Temperature comfort +-15, Aiming Delay -20%
+Level 2: Move Speed +0.4c/s, Immunity +40%, Temperature comfort +-20, Aiming Delay -30%
+Level 3: Move Speed +0.5c/s, Immunity +50%, Temperature comfort +-25, Aiming Delay -40%
+Increases skill in bows. Each level requires 2 skill points to train.
+Level 0: +20% damage w/ bows, +20% Sight, +20% Hearing
+Level 1: +40% damage w/ bows, +40% Sight, +40% Hearing
+Level 2: +60% damage w/ bows, +60% Sight, +60% Hearing, +15% Breathing
+Level 3: +80% damage w/ bows, +80% Sight, +80% Hearing, +25% Breathing, +10% Blood filtration
+Increases the number of active traps the ranger can have by 1 per level. Base maximum is 2.
+The ranger can only bond with an animal if they have an empathy level that exceeds the wildness of the animal. Empathy also increases the chance of bonding with an animal and decreases the chance the animal turns manhunter.
+Level 0: up to 70% wildness, 40% manhunter
+Level 1: up to 80% wildness, 35% manhunter
+Level 2: up to 90% wildness, 30% manhunter
+Level 3: up to 100% wildness, 25% manhunter
+Decreases the stamina cost to use and maintain Animal Bond by 15% per skill point.
+Increases the power of the bond between the ranger and animal kin.
+Level 0: Moving +20%, Manipulation +20%, Dodge chance +15%
+Level 1: Moving +30%, Manipulation +30%, Blood pumping +20%, Dodge chance +20%
+Level 2: Moving +40%, Manipulation +40%, Blood pumping +30%, Dodge chance +27%
+Level 3: Moving +50%, Manipulation +50%, Blood pumping +40%, Dodge chance +35%
+Increases the damage of each arrow by 10% per skill point.
+Decreases the stamina cost of Arrow Storm by 8% per skill point.
+Increases the accuracy of Arrow Storm by 5% per skill level. This is additive, so if the accuracy is 60%, 2 skill levels would increase the accuracy to 70%. Accuracy is derived from the accuracy of the equipped bow.
+
+Ranger Training
+Bow Mastery
+More Traps
+Animal Empathy
+Calming Whisper
+Augmented Bond
+Notched Arrows
+Smooth Draw
+Unwavering Focus
+
+Reduces the stamina cost required to apply Deception by 10% per skill level.
+Reduce the movement penalty while performing visual deception:
+Level 0: -40% movement
+Level 1: -20% movement
+Level 2: 0% movement
+Level 3: +20% movement
+Increases the duration of Deception by 8s per skill level. Deception lasts 30s by default.
+This power level is applied to any ability the faceless mimics.
+Reduces the stamina cost required to Mimic another pawn by 8% per skill level.
+This versatility level is applied to any ability the faceless mimics.
+Decreases stamina cost of Transpose by 8% per level of base stamina cost.
+Level 1: the faceless is no longer disoriented following a transposition. The faceless gains 3 seconds of reversal.
+Level 2: friendly targets are no longer disoriented following a transposition. The faceless gains 4 seconds of reversal.
+Level 3: transpose no longer requires the target to be visible to the faceless. The faceless gains 5 seconds of reversal.
+Decreases stamina cost of Reversal by 10% per skill level.
+Increases the duration of Reversal by 2s per skill level. Reversal lasts 8s by default.
+Reversal siphons off a portion of kinetic energy to restore the stamina and life of the user.
+Increases the duration of possession by 5s per skill level. Possession lasts 20s by default.
+Decreases stamina cost of Possess by 6% of base cost per skill level.
+Reduces the penalties when possessing an enemy pawn or increases the bonuses when possessing a friendly pawn.
+
+Patchwork Cloak
+Mask of Deception
+Body Mirroring
+Powered Mimicry
+Nimble Mind
+Versatile Mimicry
+Common Ground
+Extrapolation
+Sustained Reversal
+Applied Momentum
+Kinetic Absorption
+Mind Maze
+Dominant Will
+Synchronization
+
+
+By injecting psionic power into their legs and core, a psionic is able to rapidly accelerate their movement for a short time.
+
+In combat, this augmentation allows the psionic to rapidly propel themselves short distances and transfer that energy as a form of attack at the impact location. Psionics are shielded in a barrier while performing this psionic leap.
+This attack occurs only if the psionic is drafted and unarmed.
+Training in this skill improves the leap distance and impact force.
+
+Out of combat, the psionic will infuse their stride with mental energy, drastically increasing movement speed for a short time. This ability only occurs when the psionic is near maximum psionic energy and has a work target at a sufficient distance. This will not interrupt ongoing tasks.
+Training in this skill improves duration and movement speed.
+
+Both augmentations occur automatically. This skill requires 2 ability points to level.
+By reinforcing physical strength with psionic power, a psionic is able to increase the speed and strength of their actions.
+
+In combat, the this ability reinforces melee attacks with psionic energy, giving the psionic the ability to deliver a massive blow that can knock back or stun an opponent.
+This attack only occurs during melee when the psionic is unarmed.
+Training in this skill increases the damage output and frequency of blows that apply knock back or stun.
+
+Out of combat, the psionic greatly accelerates the movement of their hands, drastically increasing manipulation. This ability only occurs with the psionic is near maximum psionic energy and is performing work that benefits from manipulation. This will not interrupt ongoing tasks.
+Training in this skill improves duration and the amount manipulation is boosted.
+
+Both augmentations occur automatically. This skill requires 2 ability points to level.
+The psionic focuses their psionic energy to crush an opponent with raw power. This only occurs in combat, but can be used in cohesion with other combat capabilities.
+This ability has a minimum target range of 5 cells.
+Training in this skill improves the maximum range, damage, and reduces the psionic energy required to perform the attack.
+
+This augmentation occurs automatically but must be trained in at least once to become active. This skill requires 2 ability points to level.
+Projectiles deflected by barrier have a chance to drain stamina instead of psionic energy. Each level improves this chance by 15%.
+Level 0: 0%
+Level 1: 15%
+Level 2: 30%
+Level 3: 45%
+Reduces the amount of psionic energy drained when deflecting a projectile by 10% per skill point.
+Increases the radius of barrier by 3/4th a cell per skill point. Default radius is 2.5 cells.
+Power up psi blast, each level increases damage by 15%.
+Decreases stamina cost of Psionic Blast by 8% per level of base stamina cost.
+Increases the chance to project multiple blasts by 4% per level and reduces the psionic energy drained for each additional blast by 1.
+Decreases stamina cost of Psionic Dash by 10% and reduces psionic energy cost by 1 per skill level.
+Increases all damage output by psionic dash by 10% per skill level.
+Increase the number of steps taken during while dashing by 1 per skill level.
+Increases the damage of each psionic blast used during psionic storm by 10% per skill point.
+Reduces the minimum required psionic energy to use psionic storm by 5 per skill level.
+Level 0: 65
+Level 1: 60
+Level 2: 55
+Level 3: 50
+Increases the rate of fire by 10% per skill point.
+
+Augment Movement
+Augment Mind
+Augment Manipulation
+Energy Symbiosis
+Energy Conservation
+Barrier Size
+Psi-a Wreck-en
+Mind and Body
+Energy Flood
+Super Psionic
+Sprinter
+Long Dash
+Destructive Will
+Mental Reserves
+Unrelenting Storm
+
+Increases the defensive bonuses and retaliation damage of Shroud of Darkness by roughly 20% per skill point. (actual amount varies depending on level of hate)
+Increases the amount of Hate generated when the Death Knight is wounded by 10%.
+
+Reduces the amount of hate consumed when Shroud of Darkness nullifies a projectile by 25% or retaliates against a melee attacker by 12%.
+Increases the chances for Shroud of Darkness to retaliate by 10% per skill point, or nullify a projectile by 6% per skill point.
+Base retaliation chance: 0%
+Base nullification chance: 30%
+Affected pawns are beset by a debilitating fear that increases aiming time and decreases movement and armor vs dark and light attacks. Training in this skill increases the effect and duration of this debuff.
+Reduces the stamina and hate costs for Wave of Fear by 10% per skill level.
+Increases the Wave of Fear effect radius by .8 cells per skill point. Default radius is 4 cells.
+
+The radius is further increase by .7 cells per every 10% of Hate.
+Increase Spite damage by 10% per skill level.
+Decreases stamina cost of Spite by 10% per skill level.
+Increases the chance Spite will overwhelm the emotions of the target, stunning them for a brief period.
+Level 0: 0%
+Level 1: 15%
+Level 2: 30%
+Level 3: 45%
+Melee attacks life steal 15% of the damage dealt; each skill level increases the amount by 2%
+Steals stamina and generates hate proportional to damage dealt.
+Level 0: 0%
+Level 1: 5%
+Level 2: 10%
+Level 3: 15%
+Each strike can heal a nearby ally (within 3 cells) by a % of damage dealt per skill level.
+Level 0: 0%
+Level 1: 11%
+Level 2: 12%
+Level 3: 13%
+Increases the damage of each grave blade by 12% per skill level.
+Reduces the stamina cost of Grave Blade by 8% per skill level.
+Each strike has a 10% chance per skill point heal the caster by half the damage dealt and/or induce fear in the target.
+
+Darkest Knight
+Billowing Hate
+Clinging Darkness
+Incite Terror
+Icy Hatred
+Contagion
+Intensity
+Unrelenting
+Staggering
+Unquenchable Hate
+Double Tap
+Proximity Heal
+At Death's Door
+Ferryman
+Blood and Spirit
+
+Increases maximum amount of energy burned by 20%. Base max is 50 energy.
+Affected pawns take .4 damage per energy burned and are stunned.
+Reduces the amount of ch'i required to use ch'i abilities by 6% per skill point.
+Decreases ch'i decay by 20% per skill point.
+Applies an additional stack of the Monk's passive buff (Mind Over Body) per skill level
+Increases the maximum damage mitigation by 2 per skill level. Damage mitigation is reduced by 1 for each kg of apparel weight.
+Level 0: 7 damage
+Level 1: 9 damage
+Level 2: 11 damage
+Level 3: 13 damage
+Increases regeneration rates for wounds, diseases and addictions by 10% per skill level.
+Increases ch'i gained during meditation by 10% per skill level.
+Increases rest, joy and mood bonus gain while meditating by 10%.
+Increases damage of Tiger Strike by 15% per skill level and increases passive chance to multi-strike by 5% (base 30%)
+Decreases ch'i and stamina cost of Tiger Strike by 10%
+Each skill level adds 1 additional attack to Tiger Strike. Each skill level also adds a chance to apply bonus attacks.
+Level 0: Physical only
+Level 1: Stun (10% per strike)
+Level 2: Draining (40% per strike)
+Level 3: Lethal Blow (10% per strike)
+
+Draining attacks will absorb energy (mana, stamina) and convert it to ch'i
+Lethal Blow targets a vital bodypart and strikes it with a precise attack that deals an additional 40% damage
+Increases the damage of Dragon Strike by 10% per skill level.
+Reduces the stamina and ch'i cost of Dragon Strike by 10% per skill level.
+Increases passive chance that Dragon Strike will trigger by 5% per skill level. Base 30%. Only triggers when confronted with multiple opponents. Also increases the distance Dragon Strike knocks back a nearby target by 15% per skill level.
+Increases the damage of Thunder Strike by 12% per skill level.
+Reduces the ch'i cost of Thunder Strike by 10% per skill level.
+Increased charge creates additional bolts that fork outward from the Monk in a fan pattern.
+
+Disrupting Burst
+Life Sieve
+Spirit Capacitor
+Martial Arts
+Ignore Damage
+Cleansing Meditation
+Deep Meditation
+Renewing Meditation
+Tiger's Fury
+Flowing Stance
+Tiger's Cunning
+Dragon's Fury
+Lurking Dragon
+Winged Feet
+Thunder's Fury
+Electric Spirit
+Shatter
+
+Increases the effectiveness of all aspects of Commander's provisions.
+Reduces energy activation cost and upkeep cost by 12.5% per skill point.
+Expands the scope of provisions.
+Level 0: reduces rest and food decay
+Level 1: maintains equipped weapons and gear
+Level 2: improves natural health regeneration
+Level 3: adds a 15% boost to stamina and mana regeneration
+Increases the work effectiveness of pawns under a task master.
+Reduces energy activation cost and upkeep cost by 11% per skill point.
+Increases the reach of the Task Master Aura by 2 cells per skill point; base reach is 15c. Increases the frequency the effect is applied by 5%.
+Improves effect of Commander's Aura and reduces the amount of time between motivational speeches by 10%.
+Reduces energy activation cost and upkeep cost by 10% per skill point.
+Increases the reach of Commander's Aura by 2 cells per skill point; base reach is 15c. Increases duration of aura effect on pawns by 10% per skill point; base duration is .5hrs (game time).
+Increases the amount of rest gained by each affected pawn by 10% per skill level and extends the duration pawns stay alert. This is a flat bonus, unaffected by the number of pawns receiving the order.
+Reduces the stamina required to order Stay Alert! by 10% per skill level.
+Increases the movement bonus by 10% per skill level. This is a flat bonus, unaffected by the number of pawns receiving the order.
+Reduces the stamina required to order Move Out! by 10% per skill level.
+Increases the effectiveness of Hold The Line and increases the amount each affected pawn is shielded. This is a flat bonus, unaffected by the number of pawns receiving the order.
+Reduces the stamina required to order Hold The Line! by 10% per skill level.
+
+Adept Accounting
+Efficient Manager
+Supply Broker
+Drill Master
+Greater Good
+Voice Projection
+Visionary Leader
+Mask of the Commander
+Motivating Personality
+Command Authority
+Command Presence
+Command Authority
+Command Presence
+Command Authority
+Command Presence
+
+Equipped pistols gain the following improvements for each skill level:
+Damage +3%
+Shot Count +2%
+Cooldown -2.5%
+Warmup -2.5%
+Burst Time -3%
+Range +1%
+Acc. Short +1.5%
+Acc. Medium +0.5%
+Increases chance to ignore cooldown after each pistol shot burst.
+Level 0: 25%
+Level 1: 30%
+Level 2: 35%
+Level 3: 40%
+Improves the Pistol Whip ability.
+Level 0: (Stun) 6-9 damage, (Blunt) 6-8 damage, 35% chance to disarm
+Level 1: (Stun) 7-10 damage, (Blunt) 7-9 damage, 40% chance to disarm, -10% energy cost
+Level 2: (Stun) 8-11 damage, (Blunt) 8-10 damage, 45% chance to disarm, -20% energy cost
+Level 3: (Stun) 9-12 damage, (Blunt) 9-11 damage, 50% chance to disarm, -30% energy cost
+Equipped rifles gain the following improvements for each skill level:
+Damage +1%
+Shot Count +3%
+Cooldown -1%
+Warmup -1%
+Burst Time -2%
+Range +2%
+Acc. Short +1%
+Acc. Medium +1%
+Acc. Long +1%
+Increases round count of Suppressing Fire by 12.5% and reduces energy cost by 8% per skill level.
+Increases explosion damage of the Mk203 Grenade Launcher by 1.5 and reduces energy cost by 8% per skill level.
+Equipped shotguns gain the following improvements for each skill level:
+Damage +2%
+Cooldown -3%
+Warmup -3%
+Burst Time -2%
+Range +1%
+Acc. Touch +1%
+Acc. Short +1.5%
+Acc. Medium +0.5%
+Increases pellet count of Buckshot by 3 and reduces energy cost by 8% per skill level.
+Increases damage of Breaching Charge by 15% and reduces energy cost by 8% per skill level.
+Increases damage of CQC strike by 2 per skill level. Base 10-14 damage.
+Reduces energy cost to use CQC by 10% per skill level.
+Increases chance to perform a CQC attack:
+Level 0: 20%
+Level 1: 25%
+Level 2: 28%
+Level 3: 30%
+Increases number of wounds tended by 1 per skill level. Base 2 wounds tended.
+Reduces energy cost to use Self Aid by 10% per skill level.
+Improves the tend quality of Self Aid
+Level 0: 0-40%
+Level 1: 10-50%
+Level 2: 20-60%
+Level 3: 30-70%
+Increases blast damage and radius.
+Level 0: 14-20 damage, 2c radius
+Level 1: 15-22 damage, 2.35c radius
+Level 2: 16-24 damage, 2.7c radius
+Level 3: 17-26 damage, 3.05c radius
+Reduces energy cost to deploy a 60mm Mortar system by 8% and increases accuracy by 10% per skill level .
+Increases the max range and reduces the delay between rounds. Rank 3 increases round count to 4.
+
+Pistol Specialization
+Double Tap
+Pistol Whip
+Rifle Specialization
+Bullet Storm
+Grenadier
+Shotgun Specialization
+Shell Shock
+Shape Charge
+Force
+Quickness
+Balance
+Troll's Blood
+Natural Tendency
+Second Skin
+High Explosive
+Mortar Expert
+Quality Shells
+
+Applies a short duration invisibility to the caster after performing Shadow Walk.
+Level 0: N/A
+Level 1: 2s invisibility
+Level 2: 3s invisibility
+Level 3: 4s invisibility
+Reduces the amount of mana required to use shadow walk by 8% per skill point.
+Creates an excess of shadow for restoration and protection for the caster and friendly target pawns.
+Level 0: N/A
+Level 1: heals the caster
+Level 2: heals the target
+Level 3: briefly cloaks the target
+Increases damage of shadow strike by 5% per skill point.
+Reduces stamina cost by 4% per skill point.
+Adds survivability and lethality to shadow strike:
+Level 0: N/A
+Level 1: gain 2s of invisibility
+Level 2: invisibility +1s
+Level 3: initiates shadow strike with a splash of nightshade that applies nightshade toxin to all enemies 2m around the target
+Level 4: increases toxin severity
+Level 5: splash radius +1m
+Increases toxic severity of each attack by 20% per skill point.
+Reduces nightshade upkeep cost by 6% per skill point.
+Increases maximum amount of nightshade toxin doses by 20% per skill point.
+Increases duration of invisibility and shadow fog by 1s per skill point. Grants 10s of invisibility by default.
+Reduces stamina cost of Veil of Shadows by 6% per skill point.
+Increases radius of shadow fog by 10% per skill point and cloak of shadows also applies movement and manipulation bonuses of 20% per skill point.
+
+Lingering Shadow
+Contrast
+Shadow's Caress
+Vicious Strikes
+Hidden Approach
+Toxic Shadow
+Toxin Potency
+Forager
+Toxic Reserves
+Clinging Shadow
+Shadow Saint
+Overwhelming Darkness
+
+Challenger
+Book of Insults
+Bellowing Roar
+Increases the chance taunt is successful and max number of targets.
+Level 0: 60%, 5 targets max
+Level 1: 65%, 6 targets max
+Level 2: 70%, 7 targets max
+Level 3: 75%, 8 targets max
+Reduces energy cost by 10% per skill level.
+Increases the radius of taunt by 2 cells; default is 15 cells.
+
+Destruction
+Chant
+Ocular Refinement
+Increases damage of Explosion by 2% per skill level.
+Reduces energy cost of Explosion by 1% per skill level.
+Reduces the time it takes Explosion to activate by 1% and increases the radius of Explosion by 1 cells at levels 10/20/30; default is 12 cells.
+
+Capacity
+Increases the maximum amount of Medical Supply carried by 10 per skill level.
+Combat Medic
+Reduces the energy cost of Medigel by 5% per skill level.
+Potency
+Increases the number of effects applied:
+Level 0: 1 effect
+Level 1: 2 effects
+Level 2: 3 effects
+Level 3: all 4 effects
+Stabilization
+Lasts 120s plus 20s per skill level.
+
+
+Magic
+Might
+Class
+magic
+might
+level
+magic spells
+might skills
+Points Available
+Magic XP is gained as characters use spells. XP gain is equivalent to the difficulty of the spell. Characters will also gain XP slowly if they are at max mana.
+Might XP is gained as characters use combat skills. XP gain is equivalent to the difficulty of the skill. Characters will also gain XP slowly if they are fully rested.
+
+Hover your mouse over skill attributes for more information on improvements.
+{0} has gained a deeper understanding of magic and can train a new magic skill.
+{0} has grown stronger and is ready to develop a combat skill.
+Requires {1} ability points. Pawn has {0}.
+
+Lightning Storm power
+Lightning Storm Efficiency
+Lightning Storm versatility
+
+**Only one technomancy path can be chosen; once a path is selected all other paths will be closed**
+**Only one weapon specialization can be chosen; once a path is selected all other paths will be closed**
+Locked: learn {0} using a scroll
+Locked: learn {0} using a master scroll
+
+
+Chemical extraction
+Virtue
+
+
+
+Base Mana Cost: {0}
+Adjusted Mana Cost: {0}
+Base Stamina Cost: {0}
+Adjusted Stamina Cost: {0}
+Base Blood Cost: {0}
+Adjusted Blood Cost: {0}
+Base Chi Cost: {0}
+Adjusted Chi Cost: {0}
+Portal collapse in {0} seconds
+Summon duration: {0} seconds
+Adjusted Cooldown: {0} seconds
+Initial Psionic Energy Cost: {0}
+Subsequent Blast Energy Cost: {0}
+Required Hate: {0}
+
+
+Replication Scan
+The Arcane Forge is capable of scanning a single item and replicating its design. If successful, the forge stores the design blueprints of the scanned item and the item can then be crafted at the forge.\n\nReplicated items require the same material as the standard item to craft, but any research requirements or crafting skill requirements are bypassed. All replicated items require a high intelligence to reproduce and the forge can only be operated by a mage.\n\n*Admin note: the forge can perform scans at no cost, but the active design is replaced by the default recipe if the game is reloaded.\n\nReplication has no use limit, but is benefits most when used to create items you do not have the research to create, to alter the crafting requirements, to take advantage of the dramatically increased crafting speed of the arcane forge or to benefit from the quality bonus when operated by a high level mage.
+Replication Disabled
+Clear bills related to replication and allow a new replication.
+Promote To Wanderer
+Promotes the Gifted pawn to the Wanderer class. The Wanderer has no class abilities but can learn all classless standalone abilities (cantrips) using scrolls, and can improve cantrips beyond their normal potential.
+
+*To become a mage class, the pawn must read a torn arcane script or arcane tome.*
+
+**Once promoted, the pawn cannot become another mage class, the decision is permanent and cannot be reverted - this includes the Wanderer class.**
+Promote To Wayfarer
+Promotes the Gifted pawn to the Wayfarer class. The Wayfarer has no class abilities but can learn all classless standalone abilities using scrolls, and can improve combat abilities beyond their normal potential.
+
+*To become a might class, the pawn must read a book teaching a Combat Form.*
+
+**Once promoted, the pawn cannot become another fighter class, the decision is permanent and cannot be reverted - this includes the Wayfarer class.**
+
+
+
+Activate Portal
+Use Portal
+Deactivate Portal
+Charge Portal: {0}%
+Creates a stockpile around the portal. When transporting items, the portal will move all items within this stockpile.
+Portal stockpile
+Transport Items
+{0} failed when attempting to use the portal - if this persists, try deactivating the portal and resetting the target location.
+Invalid destination cell - destination must be a known, visible, and player occupied map.
+No valid portal destination selected, exiting without assignment.
+{0} has not mastered the Gateway spell
+Activate: {0} of .70 mana
+Charge: {0}%
+
+
+Enchanted
+Drop {0}
+Equip {0} for enchanting
+Cannot reach
+Enchant {0}
+Cannot drop {0}
+Enchantment: {0} of .5 mana
+
+
+Max Energy Increase: {0}%
+Energy Regen Increase: {0}%
+Ability Cooldown Reduction: {0}%
+Ability Cost Reduction: {0}%
+XP Gain Increase: {0}%
+Ability Resistance: {0}%
+Ability Bonus: {0}%
+Arcane Spectre
+Phantom Shift
+Arcalleum Cooldown: {0}%
+{0}: {1} {2}% on hit
+{0}: {1}-{2} {3} damage {4}% on hit
+
+
+Enchanted!
+
+
\ No newline at end of file