# Copyright (C) Wesnoth development team, 2007-2011.
# Translators:
#  Andrius Štikonas <stikonas@gmail.com>, 2007-2011.
msgid ""
msgstr ""
"Project-Id-Version: Battle for Wesnoth 1.10\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
"POT-Creation-Date: 2011-05-30 20:47+0200\n"
"PO-Revision-Date: 2010-01-01 00:00+0300\n"
"Last-Translator: Andrius Štikonas <stikonas@gmail.com>\n"
"Language-Team: Lithuanian <komp_lt@konferencijos.lt>\n"
"Language: Lithuanian\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=4; plural=(n==1 ? 0 : n%10==1 && n%100!=11 ? 1 : n"
"%10>=2 && (n%100<10 || n%100>=20) ? 2 : 3);\n"

#. [time]: id=underground
#. [illuminated_time]: id=underground_illum
#: data/campaigns/Heir_To_The_Throne/utils/httt_utils.cfg:523
#: data/core/macros/schedules.cfg:85 data/core/macros/schedules.cfg:94
msgid "Underground"
msgstr "Požemis"

#. [berserk]: id=berserk
#: data/campaigns/Under_the_Burning_Suns/scenarios/03_Stirring_in_the_Night.cfg:819
#: data/core/macros/abilities.cfg:625
msgid "berserk"
msgstr "berserkas"

#. [berserk]: id=berserk
#: data/campaigns/Under_the_Burning_Suns/scenarios/03_Stirring_in_the_Night.cfg:822
#: data/core/macros/abilities.cfg:627
msgid ""
"Berserk:\n"
"Whether used offensively or defensively, this attack presses the engagement "
"until one of the combatants is slain, or 30 rounds of attacks have occurred."
msgstr ""
"Berserkas:\n"
"Ar naudojama puolant, ar ginantis, ši ataka išlaiko priešininką kovoje iki "
"pat vieno iš besikaunančiųjų mirties, arba trisdešimt atakos raundų."

#. [chance_to_hit]: id=magical
#: data/campaigns/Under_the_Burning_Suns/scenarios/03_Stirring_in_the_Night.cfg:835
#: data/core/macros/abilities.cfg:711
msgid "magical"
msgstr "magiška"

#. [chance_to_hit]: id=magical
#: data/campaigns/Under_the_Burning_Suns/scenarios/03_Stirring_in_the_Night.cfg:838
#: data/core/macros/abilities.cfg:713
msgid ""
"Magical:\n"
"This attack always has a 70% chance to hit regardless of the defensive "
"ability of the unit being attacked."
msgstr ""
"Magiška:\n"
"Ši ataka visada turi 70% tikimybę pataikyti, nepriklausomai nuo puolamo "
"dalinio gynybinių gebėjimų."

#. [firststrike]: id=firststrike
#: data/campaigns/Under_the_Burning_Suns/scenarios/03_Stirring_in_the_Night.cfg:850
#: data/core/macros/abilities.cfg:760
msgid "firststrike"
msgstr "pirmenybė"

#. [firststrike]: id=firststrike
#: data/campaigns/Under_the_Burning_Suns/scenarios/03_Stirring_in_the_Night.cfg:853
#: data/core/macros/abilities.cfg:762
msgid ""
"First Strike:\n"
"This unit always strikes first with this attack, even if they are defending."
msgstr ""
"Smūgio pirmenybė:\n"
"Su šia ataka dalinys visuomet turės pirmenybę atakuoti, net kai ginasi."

#. [heals]: id=healing
#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:16
#: data/core/macros/abilities.cfg:10
msgid "heals +4"
msgstr "gydo +4"

#. [heals]: id=healing
#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:17
#: data/core/macros/abilities.cfg:11
msgid "female^heals +4"
msgstr "gydo +4"

#. [heals]: id=healing
#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:22
#: data/core/macros/abilities.cfg:16
msgid ""
"Heals +4:\n"
"Allows the unit to heal adjacent allied units at the beginning of our turn.\n"
"\n"
"A unit cared for by this healer may heal up to 4 HP per turn, or stop poison "
"from taking effect for that turn.\n"
"A poisoned unit cannot be cured of its poison by a healer, and must seek the "
"care of a village or a unit that can cure."
msgstr ""
"Gydo +4:\n"
"Leidžia daliniui pagydyti gretimą draugišką dalinį mūsų ėjimo pradžioje.\n"
"\n"
"Gydomasis dalinys gali pagyti ne daugiau, nei 4 GT per ėjimą, arba tą ėjimą "
"išvengti nuodų poveikio.\n"
"Šis gydytojas negali išgydyti nuo nuodų. Apnuodytasis dalinys turi ieškoti "
"pagalbos kaime arba pas dalinį, kuris gali atnuodyti."

#. [heals]: id=healing
#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:45
#: data/core/macros/abilities.cfg:30
msgid "heals +8"
msgstr "gydo +8"

#. [heals]: id=healing
#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:46
#: data/core/macros/abilities.cfg:31
msgid "female^heals +8"
msgstr "gydo +8"

#. [heals]: id=healing
#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:51
#: data/core/macros/abilities.cfg:36
msgid ""
"Heals +8:\n"
"This unit combines herbal remedies with magic to heal units more quickly "
"than is normally possible on the battlefield.\n"
"\n"
"A unit cared for by this healer may heal up to 8 HP per turn, or stop poison "
"from taking effect for that turn.\n"
"A poisoned unit cannot be cured of its poison by a healer, and must seek the "
"care of a village or a unit that can cure."
msgstr ""
"Gydo +8:\n"
"Šis dalinys apjungia vaistažoles su magija ir gydo dalinius greičiau, nei "
"įprasta mūšio lauke.\n"
"\n"
"Gydomasis dalinys gali pagyti ne daugiau, nei 8 GT per ėjimą, arba tą ėjimą "
"išvengti nuodų poveikio.\n"
"Šis gydytojas negali išgydyti nuo nuodų. Apnuodytasis dalinys turi ieškoti "
"pagalbos kaime arba pas dalinį, kuris gali atnuodyti."

#. [section]: id=encyclopedia
#. [topic]: id=..encyclopedia
#: data/core/encyclopedia/_main.cfg:5 data/core/encyclopedia/_main.cfg:12
msgid "Encyclopedia"
msgstr "Enciklopedija"

#. [topic]: id=..encyclopedia
#: data/core/encyclopedia/_main.cfg:14
msgid "<ref>dst='..geography' text='Geography'</ref>"
msgstr "<ref>dst='..geography' text='Geografija'</ref>"

#. [topic]: id=caste
#: data/core/encyclopedia/drakes.cfg:7
msgid "Caste"
msgstr "Pilis"

#. [topic]: id=caste
#: data/core/encyclopedia/drakes.cfg:8
msgid ""
"One of the variant forms of the drake: either be a <ref>dst='unit_Drake "
"Clasher' text='Clasher'</ref> or a <ref>dst='unit_Drake Fighter' text='Drake "
"Fighter'</ref>."
msgstr ""

#. [topic]: id=aerie
#: data/core/encyclopedia/drakes.cfg:13
msgid "Aerie"
msgstr ""

#. [topic]: id=aerie
#: data/core/encyclopedia/drakes.cfg:14
msgid ""
"A very large castle-like structure that is home to a <ref>dst='flight' "
"text='flight'</ref>. It contains the <ref>dst='breeding_pen' text='breeding "
"pens'</ref>."
msgstr ""

#. [topic]: id=breeding_pen
#: data/core/encyclopedia/drakes.cfg:19
#, fuzzy
msgid "Breeding Pen"
msgstr "maitinasi"

#. [topic]: id=breeding_pen
#: data/core/encyclopedia/drakes.cfg:20
msgid ""
"The portion of an <ref>dst='aerie' text='aerie'</ref> where the nonsentient "
"<ref>dst='breeder' text='Breeders'</ref> live under the <ref>dst='dominant' "
"text='Dominant'</ref>’s eye."
msgstr ""

#. [topic]: id=breeding_cycle
#: data/core/encyclopedia/drakes.cfg:25
msgid "Breeding Cycle"
msgstr ""

#. [topic]: id=breeding_cycle
#: data/core/encyclopedia/drakes.cfg:26
msgid ""
"The time that passes between one <ref>dst=egg text='egg'</ref> laying to the "
"next."
msgstr ""

#. [topic]: id=world_ocean
#: data/core/encyclopedia/drakes.cfg:31
#, fuzzy
msgid "World Ocean"
msgstr "Didysis vandenynas"

#. [topic]: id=world_ocean
#: data/core/encyclopedia/drakes.cfg:32
msgid ""
"The World Ocean is the name of the open seas that surround the archipelago "
"of <ref>dst='morogor' text='Morogor'</ref>. The drakes believe it to end at "
"the <ref>dst='abyss' text='Abyss'</ref>, a vast and deadly waterfall."
msgstr ""

#. [topic]: id=new_continent
#: data/core/encyclopedia/drakes.cfg:37
msgid "New Continent"
msgstr "Naujasis žemynas"

#. [topic]: id=new_continent
#: data/core/encyclopedia/drakes.cfg:38
msgid ""
"New Continent -- The great continent to the east of <ref>dst='morogor' "
"text='Morogor'</ref>. Its existence is unknown to the drakes until the "
"flight of Galun."
msgstr ""

#. [topic]: id=abyss
#: data/core/encyclopedia/drakes.cfg:43
msgid "Abyss"
msgstr ""

#. [topic]: id=abyss
#: data/core/encyclopedia/drakes.cfg:44
msgid ""
"In the cosmology of the Drakes, a vast and deadly waterfall where the ocean "
"falls off the world-disc."
msgstr ""

#. [topic]: id=spiral_path
#: data/core/encyclopedia/drakes.cfg:49
msgid "Spiral Path"
msgstr ""

#. [topic]: id=spiral_path
#: data/core/encyclopedia/drakes.cfg:50
msgid ""
"A quasi-secret organization among the drakes devoted to avoiding a "
"Malthusian final war. See also <ref>dst='straight_path' text='Straight "
"Path'</ref>"
msgstr ""

#. [topic]: id=straight_path
#: data/core/encyclopedia/drakes.cfg:55
msgid "Straight Path"
msgstr ""

#. [topic]: id=straight_path
#: data/core/encyclopedia/drakes.cfg:56
msgid ""
"'The drakish tradition of perpetual expansion and conquest. This term is "
"mostly used by the members of the <ref>dst='spiral_path' text='Spiral Path'</"
"ref>."
msgstr ""

#. [topic]: id=dominant
#: data/core/encyclopedia/drakes.cfg:61
msgid "Dominant"
msgstr ""

#. [topic]: id=dominant
#: data/core/encyclopedia/drakes.cfg:62
msgid ""
"The <ref>dst='aspirant' text='Aspirant'</ref> that emerges as the drake "
"leader, the only drake in the tribe that is allowed to reproduce with the "
"<ref>dst='breeder' text='breeders'</ref>. Rarely, he may confer breeding "
"privileges on others."
msgstr ""

#. [topic]: id=vulcaniad
#: data/core/encyclopedia/drakes.cfg:67
msgid "Vulcaniad"
msgstr ""

#. [topic]: id=vulcaniad
#: data/core/encyclopedia/drakes.cfg:68
msgid ""
"The (irregular) period between consecutive eruptions of "
"<ref>dst='mount_morogor' text='Mount Morogor'</ref>. The "
"<ref>dst='long_count' text='Long Count'</ref> calendar is based upon it."
msgstr ""

#. [topic]: id=recorder
#: data/core/encyclopedia/drakes.cfg:73
msgid "Recorder"
msgstr ""

#. [topic]: id=recorder
#: data/core/encyclopedia/drakes.cfg:74
msgid ""
"A Recorder is a Drakish scrollkeeper whose has mastered the drakish "
"<ref>dst='drakish_script' text='script'</ref>. The recorders are the only "
"<ref>dst='caste' text='caste'</ref> of Drake not determined by biology: they "
"recruit their members from all of the other castes."
msgstr ""

#. [topic]: id=laying
#: data/core/encyclopedia/drakes.cfg:79
msgid "Laying"
msgstr ""

#. [topic]: id=laying
#. [topic]: id=hatching
#: data/core/encyclopedia/drakes.cfg:80 data/core/encyclopedia/drakes.cfg:86
msgid "A portion of the <ref>dst='breeding_cycle' text='breeding cycle'</ref>."
msgstr ""

#. [topic]: id=hatching
#: data/core/encyclopedia/drakes.cfg:85
msgid "Hatching"
msgstr ""

#. [topic]: id=hatchling
#: data/core/encyclopedia/drakes.cfg:91
#, fuzzy
msgid "Hatchling"
msgstr "Gydymas"

#. [topic]: id=hatchling
#: data/core/encyclopedia/drakes.cfg:92
msgid ""
"A young drake that has not yet seen another generation hatch. The younger of "
"the current generation of hatchlings are the most aggressive is the behavior "
"of the <ref>dst='flight' text='flight'</ref>."
msgstr ""

#. [topic]: id=fledgling
#: data/core/encyclopedia/drakes.cfg:97
#, fuzzy
msgid "Fledgling"
msgstr "Gydymas"

#. [topic]: id=fledgling
#: data/core/encyclopedia/drakes.cfg:98
msgid ""
"A young drake that has seen another generation hatch. If the "
"<ref>dst='flight' text='flight'</ref> can afford the loss of a generation "
"they start the <ref>dst='swarming' text='Swarming'</ref>."
msgstr ""

#. [topic]: id=breeder
#: data/core/encyclopedia/drakes.cfg:103
msgid "Breeder"
msgstr ""

#. [topic]: id=breeder
#: data/core/encyclopedia/drakes.cfg:104
msgid ""
"The female drake. They are rare since <ref>dst='egg' text='eggs'</ref> that "
"become breeders have to be handled with extra care. The number of breeders "
"is also limited by the amounts of non-breeders around, since breeders can't "
"take care of their food for themselves when laying. Drake breeders become "
"fertile after the next <ref>dst='hatching' text='hatching'</ref>."
msgstr ""

#. [topic]: id=egg
#: data/core/encyclopedia/drakes.cfg:109
msgid "Egg, Drake"
msgstr ""

#. [topic]: id=egg
#: data/core/encyclopedia/drakes.cfg:110
msgid ""
"The <ref>dst=caste text='caste'</ref> the <ref>dst='hatchling' "
"text='Hatchling'</ref> will belongs to is determined by the time it is laid "
"and to some extent the ambient temperature."
msgstr ""

#. [topic]: id=flight
#: data/core/encyclopedia/drakes.cfg:115
msgid "Flight"
msgstr ""

#. [topic]: id=flight
#: data/core/encyclopedia/drakes.cfg:116
msgid ""
"Tribe of Drakes, lives in an <ref>dst='aerie' text='Aerie'</ref>, "
"controlling a hunting range. Each tribe has one <ref>dst='dominant' "
"text='Dominant'</ref>, who confers mating privileges."
msgstr ""

#. [topic]: id=aspirant
#: data/core/encyclopedia/drakes.cfg:121
msgid "Aspirant"
msgstr ""

#. [topic]: id=aspirant
#: data/core/encyclopedia/drakes.cfg:122
msgid ""
"Male drake that has passed through a hormonal metamorphosis that makes him "
"able to mate with the <ref>dst='breeder' text='breeders'</ref>. The "
"secretion of the hormone is caused by hunt and combat actions in which the "
"drake is involved."
msgstr ""

#. [topic]: id=ascendant
#: data/core/encyclopedia/drakes.cfg:127
msgid "Ascendant"
msgstr ""

#. [topic]: id=ascendant
#: data/core/encyclopedia/drakes.cfg:128
msgid ""
"The drake name for a true <ref>dst='unit_Fire Dragon' text='dragon'</ref>."
msgstr ""

#. [topic]: id=intendant
#: data/core/encyclopedia/drakes.cfg:133
#, fuzzy
msgid "Intendant"
msgstr "Protingas"

#. [topic]: id=intendant
#: data/core/encyclopedia/drakes.cfg:134
msgid ""
"One of the <ref>dst='aspirant' text='Aspirant'</ref> lieutenants of a "
"<ref>dst='dominant' text='Dominant'</ref>. Traditionally he has one of each "
"<ref>dst=caste text='caste'</ref> other than his own. Additional "
"'Intendants' are sometimes designated for special duties. Intendants are "
"likeliest to be granted mating privileges, especially after a notable "
"service."
msgstr ""

#. [topic]: id=swarm
#: data/core/encyclopedia/drakes.cfg:139
#, fuzzy
msgid "Swarm"
msgstr "pulkas"

#. [topic]: id=swarm
#: data/core/encyclopedia/drakes.cfg:140
msgid ""
"The <ref>dst='swarmlings' text='Swarmlings'</ref> that have left the "
"<ref>dst='aerie' text='aerie'</ref> to found a new one."
msgstr ""

#. [topic]: id=swarming
#: data/core/encyclopedia/drakes.cfg:145
#, fuzzy
msgid "Swarming"
msgstr "pulkas"

#. [topic]: id=swarming
#: data/core/encyclopedia/drakes.cfg:146
msgid ""
" The <ref>dst='flight' text='flight'</ref> for a new drake <ref>dst='aerie' "
"text='aerie'</ref> that recurs every <ref>dst='breeding_cycle' "
"text='breeding cycle'</ref>. See <ref>dst='swarm' text='Swarm'</ref>"
msgstr ""

#. [topic]: id=runners
#: data/core/encyclopedia/drakes.cfg:151
msgid "Runners"
msgstr ""

#. [topic]: id=runners
#: data/core/encyclopedia/drakes.cfg:152
msgid "Drakish term for escaped slaves hunted as game."
msgstr ""

#. [topic]: id=mount_morogor
#: data/core/encyclopedia/drakes.cfg:157
msgid "Mount Morogor"
msgstr ""

#. [topic]: id=mount_morogor
#: data/core/encyclopedia/drakes.cfg:158
msgid ""
"Volcanic mountain on the central island of the archipelago "
"<ref>dst='morogor' text='Morogor'</ref>."
msgstr ""

#. [topic]: id=long_count
#: data/core/encyclopedia/drakes.cfg:163
msgid "Long Count"
msgstr ""

#. [topic]: id=long_count
#: data/core/encyclopedia/drakes.cfg:164
msgid ""
"The drake calender based on <ref>dst='vulcaniad' text='Vulcaniad'</ref> and "
"<ref>dst=breeding_cycle text='Breeding cycles'</ref>."
msgstr ""

#. [topic]: id=long_pig
#: data/core/encyclopedia/drakes.cfg:169
msgid "Long Pig"
msgstr ""

#. [topic]: id=long_pig
#: data/core/encyclopedia/drakes.cfg:170
msgid ""
"South Seas pidgin for human meat, used to translate a Drakish word with the "
"same meaning."
msgstr ""

#. [topic]: id=ceramic
#: data/core/encyclopedia/drakes.cfg:175
msgid "Ceramics"
msgstr "Keramika"

#. [topic]: id=ceramic
#: data/core/encyclopedia/drakes.cfg:176
msgid ""
"The drakes work metal, but are are masters in the craftsmanship of making "
"ceramics. Only the <ref>dst='unit_Drake Burner' text='burners'</ref> can "
"generate the amount of heat to cure the pieces to full strength."
msgstr ""

#. [topic]: id=drakish_script
#: data/core/encyclopedia/drakes.cfg:181
msgid "Drakish, script"
msgstr ""

#. [topic]: id=drakish_script
#: data/core/encyclopedia/drakes.cfg:182
msgid ""
"The scripted language of the drakes. Stored on <ref>dst='ceramic' "
"text='ceramic'</ref> tablets by members of the <ref>dst='recorder' "
"text='Recorder'</ref> vocation."
msgstr ""

#. [topic]: id=drakish_language
#: data/core/encyclopedia/drakes.cfg:187
msgid "Drakish, language"
msgstr ""

#. [topic]: id=drakish_language
#: data/core/encyclopedia/drakes.cfg:188
msgid "The language spoken by the drakes."
msgstr ""

#. [section]: id=geography
#. [topic]: id=..geography
#: data/core/encyclopedia/geography.cfg:11
#: data/core/encyclopedia/geography.cfg:18
msgid "Geography"
msgstr "Geografija"

#. [topic]: id=arkan_thoria
#: data/core/encyclopedia/geography.cfg:25
msgid "Arkan-thoria"
msgstr "Arkan-torija"

#. [topic]: id=arkan_thoria
#: data/core/encyclopedia/geography.cfg:26
#, fuzzy
msgid ""
"A river rising in the <ref>dst='heart_mountains' text='Heart Mountains'</"
"ref> and running east to the Listra."
msgstr "<ref>dst='heart_mountains' text='Šerdies kalnai'</ref>"

#. [topic]: id=great_ocean
#: data/core/encyclopedia/geography.cfg:31
msgid "Great Ocean"
msgstr "Didysis vandenynas"

#. [topic]: id=great_ocean
#: data/core/encyclopedia/geography.cfg:32
msgid ""
"Lies to the west of the <ref>dst='great_continent' text='continent'</ref> "
"and all rivers eventually flow to it. Far to the west in the the Great Ocean "
"is a huge archipelago called <ref>dst='morogor' text='Morogor'</ref>."
msgstr ""

#. [topic]: id=morogor
#: data/core/encyclopedia/geography.cfg:37
msgid "Morogor"
msgstr ""

#. [topic]: id=morogor
#: data/core/encyclopedia/geography.cfg:40
msgid ""
"Archipelago, located somewhere in the <ref>dst='great_ocean' text='Great "
"ocean'</ref> west of the <ref>dst='green_isle' text='Green Isle'</ref> and "
"east of the <ref>dst=old_continent text='Old Continent'</ref>.\n"
"It is mostly inhabited by <ref>dst='..race_drake' text='drakes'</ref>.\n"
"The central island of the archipelago is also called ‘Morogor’."
msgstr ""

#. [topic]: id=green_isle
#: data/core/encyclopedia/geography.cfg:45
msgid "Green Isle"
msgstr "Žalioji sala"

#. [topic]: id=green_isle
#: data/core/encyclopedia/geography.cfg:46
msgid ""
"A bigger island lying in the <ref>dst='great_ocean' text='great ocean'</ref>."
msgstr ""

#. [topic]: id=old_continent
#: data/core/encyclopedia/geography.cfg:51
msgid "Old Continent"
msgstr "Senasis žemynas"

#. [topic]: id=old_continent
#: data/core/encyclopedia/geography.cfg:52
msgid ""
"Lies to the west of <ref>dst='morogor' text='Morogor'</ref> across the "
"<ref>dst='Great Ocean' text='Great Ocean'</ref>."
msgstr ""

#. [topic]: id=great_continent
#: data/core/encyclopedia/geography.cfg:57
msgid "Great Continent"
msgstr "Didysis žemynas"

#. [topic]: id=great_continent
#: data/core/encyclopedia/geography.cfg:58
msgid ""
"The continent on which the <ref>dst='kingdom_wesnoth' text='Kingdom of "
"Wesnoth'</ref> lies. Its west coast is surrounded by the "
"<ref>dst='great_ocean' text='Great Ocean'</ref>."
msgstr ""

#. [topic]: id=irdya
#: data/core/encyclopedia/geography.cfg:63
msgid "Irdya"
msgstr ""

#. [topic]: id=irdya
#: data/core/encyclopedia/geography.cfg:64
msgid ""
"The name of the world in which the kingdom of <ref>dst='kingdom_wesnoth' "
"text='Wesnoth'</ref> is situated is ‘Irdya’. This term is, however, only "
"rarely used in the era depicted by the main map. People normally just say "
"“the world” or, poetically, “the wide green world”."
msgstr ""

#. [topic]: id=kingdom_wesnoth
#: data/core/encyclopedia/geography.cfg:69
msgid "Kingdom of Wesnoth"
msgstr "Vesnoto karalystė"

#. [topic]: id=kingdom_wesnoth
#: data/core/encyclopedia/geography.cfg:95
msgid ""
"The Kingdom of Wesnoth is located in the north-central portion of the "
"<ref>dst='great_continent' text='Great Continent'</ref>. Most of the "
"mainline campaigns revolve around it. It is bounded on the map by the Great "
"River to the north, the shore of the Great Ocean to the west, the Aethenwood "
"to the <ref>dst='southwest_elven_lands' text='southwest'</ref>, and the "
"Bitter Swamp to the southeast (lower right corner of the main map).\n"
"\n"
"Over the River Aethen, south of Fort Tahn, is a Wesnothian frontier region. "
"It is bounded to the south (off-map) by dense woods of which the Aethenwood "
"may be considered a northernmost extension.\n"
"\n"
"    • Notable cities:\n"
"          ◦ Weldyn: The capital of Wesnoth.\n"
"          ◦ Aldril: City lying on the Bay of Pearls.\n"
"          ◦ Blackwater Port: City lying south of the Bay of Pearls.\n"
"          ◦ Carcyn: Located between the Grey Woods and the Great River.\n"
"          ◦ Dan’Tonk: Wesnoth’s largest city, located in the center of the "
"country, just west and north of Weldyn.\n"
"          ◦ Soradoc: The northernmost border outpost of Wesnoth, controls "
"the confluence of the Weldyn River and the Great River.\n"
"          ◦ Fort Tahn: The southernmost border outpost, controls the north/"
"south road crossing the River Aethen.\n"
"          ◦ Tath: Important fort city north of Dan’Tonk, exerts control over "
"the wilderness country around the east of the Brown Hills and north to the "
"Ford of Abez.\n"
"\n"
"    • Notable land features:\n"
"          ◦ Gryphon Mountain: Home of the fabled Gryphons\n"
"          ◦ Ford of Abez: Shallow part of the Great River, it is usually "
"controlled by Wesnothian forces\n"
"          ◦ Weldyn River: It branches from the Great River and goes south\n"
"          ◦ Great Central Plain: Area bounded by Weldyn, Dan’Tonk, and Fort "
"Tahn, this plain is Wesnoth’s bread basket and home to most of its "
"population\n"
"          ◦ Dulatus Hills: These rolling hills bordering the Great Central "
"Plain provide much of Wesnoth’s livestock and agriculture\n"
"          ◦ Brown Hills: Wasteland surrounding Gryphon Mountain that is not "
"well-populated and occasionally very dangerous.\n"
"          ◦ Horse Plains: Region of rolling plains just south of the Great "
"River, bounded by Glyn’s Forest to the west and the River Weldyn to the "
"east; the southern reach merges into the Central Plain. Home of the powerful "
"Clans; the best horses in Wesnoth are bred here.\n"
"          ◦ Estmark Hills: Largish range rising south of the Great River and "
"east of the Weldyn River. The northernmost portion, nearest the River "
"Weldyn, has at various times been settled by Wesnothians, but the Kingdom’s "
"control is tenuous at best and banditry is common.\n"
"          ◦ Glyn’s Forest: Sometimes known as the Royal Forest, named for "
"one of Haldric II’s sons\n"
"          ◦ Gray Woods: Large forest in the heart of the wilds of Wesnoth, "
"located between Carcyn and Aldril and generally considered to be haunted\n"
"          ◦ Green Swamp: Large swamp in the heart of the wilds of Wesnoth, "
"south of Aldril. It receives drainage from the Brown Hills and feeds into "
"the Great River. (Not shown on the main map.)"
msgstr ""

#. [topic]: id=elensefar
#: data/core/encyclopedia/geography.cfg:100
msgid "Elensefar"
msgstr "Elensefaras"

#. [topic]: id=elensefar
#: data/core/encyclopedia/geography.cfg:107
msgid ""
"Elensefar is at times a province of <ref>dst='kingdom_wesnoth' "
"text='Wesnoth'</ref>, at times an independent country, and at times in a "
"treaty federation with Wesnoth. Its borders are the Great River to the "
"north, a loosely defined line with Wesnoth to the east, the Bay of Pearls to "
"the south, and the <ref>dst='great_ocean' text='ocean'</ref> to the west. "
"More information is found in the historical narrative of Wesnoth.\n"
"\n"
"    • Notable cities:\n"
"          ◦ Elensefar: The capital, located on an island in the "
"<ref>dst='great_river' text='Great River'</ref> delta\n"
"          ◦ Carcyn: City on the Wesnoth–Elensefar border, disputed with "
"Wesnoth\n"
"    • Notable land features:\n"
"          ◦ <ref>dst='great_river' text='Great River'</ref>: It is very wide "
"at this point, and only ships can cross it."
msgstr ""

#. [topic]: id=northlands
#: data/core/encyclopedia/geography.cfg:112
msgid "Northlands"
msgstr ""

#. [topic]: id=northlands
#: data/core/encyclopedia/geography.cfg:130
msgid ""
"There is no government of the Northlands. Various groups of orcs, dwarves, "
"barbarian men and even elves populate the region. The northern and eastern "
"borders are not defined, the southern border is the <ref>dst='great_river' "
"text='Great River'</ref>, and the western border is the "
"<ref>dst='great_ocean' text='Great Ocean'</ref>.\n"
"\n"
"    • Notable cities:\n"
"          ◦ Glamdrol: An Orcish tribal capital\n"
"          ◦ Romyr: Another Orcish tribal capital\n"
"          ◦ Wesmere: The location of the Ka’lian — the Elvish Council\n"
"          ◦ Dwarven Doors: A mixed human/dwarven town in the region of "
"Knalga in the southern Heart Mountains. A major trade center.\n"
"          ◦ Dallben and Delwyn: Human villages originally built by settlers "
"who crossed the Great River during Wesnoth’s Golden Age expansion. Now "
"abandoned. The forested area northeast of Elensefar, where these villages "
"were located, was named the Annuvin province by men but was known by the "
"elves as Wesmere.\n"
"\n"
"    • Notable land features:\n"
"          ◦ Heart Mountains: A virtually impassable barrier between the "
"river country and the Northern Plains.\n"
"          ◦ Heartfangs: the particularly forbidding stretch of high peaks "
"southwest of Lake Vrug and north of the Forest of Wesmere. The most "
"inhospitable and dangerous portion of the Heart Mountains; only hermits, "
"madmen, and mages live there.\n"
"          ◦ Swamp of Dread: a very large bog located between the Heart "
"Mountains and the Great River. A notoriously dangerous place.\n"
"          ◦ Lake Vrug: A large mountain lake whose river carves the only "
"pathway through the Northern Mountains\n"
"          ◦ Arkan-thoria: The river than comes out of Lake Vrug. This is the "
"elvish name; among humans it is called Longlier.\n"
"          ◦ River Listra: The south-running tributary of the Great River "
"into which the Arkan-thoria empties.\n"
"          ◦ Lintanir Forest: The southernmost portion of the Great Northern "
"Forest, a gigantic wood whose eastern and northern boundaries are known only "
"the elves. Their capitol, Elensiria, has only seldom been visited by "
"humans.\n"
"          ◦ Great River: The origin of this river is somewhere in the east "
"of the northern lands"
msgstr ""

#. [topic]: id=southwest_elven_lands
#: data/core/encyclopedia/geography.cfg:135
msgid "Southwest Elven Lands"
msgstr "Pietvakarinės elfų žemės"

#. [topic]: id=southwest_elven_lands
#: data/core/encyclopedia/geography.cfg:141
msgid ""
"The Wood Elves are separate from those of the north, and have only "
"intermittent relations with them and most other countries. Its borders are "
"the Green Swamp to the northeast, the desert (not shown) to the south, and "
"the <ref>dst='great_ocean' text='Ocean'</ref> to the west.\n"
"\n"
"    • Notable cities\n"
"          ◦ None known\n"
"    • Notable land features:\n"
"          ◦ Aethen Forest: The largest southern forest, it extends far to "
"the southwest—much farther than is charted—and is home to <ref>dst='.."
"race_elf' text='elves'</ref>."
msgstr ""

#. [topic]: id=heart_mountains
#: data/core/encyclopedia/geography.cfg:146
msgid "Heart Mountains"
msgstr "Šerdies kalnai"

#. [topic]: id=heart_mountains
#: data/core/encyclopedia/geography.cfg:147
msgid ""
"A virtually impassable barrier between the <ref>dst='arkan_thoria' "
"text='river'</ref> country and the <ref>dst='far_north' text='Northern "
"Plains'</ref>."
msgstr ""

#. [topic]: id=far_north
#: data/core/encyclopedia/geography.cfg:152
msgid "Far North"
msgstr ""

#. [topic]: id=far_north
#: data/core/encyclopedia/geography.cfg:176
msgid ""
"Cold, harsh, and inaccessible, the Far North is the ancestral home of the "
"Orcish Clannate. It lies north of the <ref>dst='heart_mountains' text='Heart "
"Mountains'</ref>, which the Orcs call the Haggid-Dargor and claim (without "
"merit) as their own. To the east lie the Unaligned Tribes of the Wild "
"Steppe, who fell out of the control of the Clannate, instead roaming with "
"wild human barbarians and clashing with the High Elves of the North Plains "
"(known as North Elves in human lands). The High Elves themselves reside "
"further east, where it is rumored they rule a vast kingdom.\n"
"\n"
"    • Notable cities:\n"
"          ◦ Barag Gor, a city home to the Orcish Council\n"
"          ◦ Bitok\n"
"          ◦ Borstep\n"
"          ◦ Castelfrang\n"
"          ◦ Farzi\n"
"          ◦ Festog\n"
"          ◦ Grisbi\n"
"          ◦ Lmarig\n"
"          ◦ Melmog\n"
"          ◦ Prestim\n"
"          ◦ Tirigaz\n"
"    • Notable land features:\n"
"          ◦ Swamp of Desolation\n"
"          ◦ Mountains of Dorth\n"
"          ◦ Mountains of Haag\n"
"          ◦ Green Forest\n"
"          ◦ Silent Forest\n"
"          ◦ Forest of Thelien\n"
"          ◦ River Oumph\n"
"          ◦ River Bork\n"
"          ◦ Wild Steppe"
msgstr ""

#. [section]: id=introduction
#. [topic]: id=..introduction
#: data/core/help.cfg:10 data/core/help.cfg:78
msgid "Introduction"
msgstr "Įvadas"

#. [section]: id=gameplay
#. [topic]: id=..gameplay
#: data/core/help.cfg:16 data/core/help.cfg:126
msgid "Gameplay"
msgstr "Žaidimas"

#. [section]: id=traits_section
#. [topic]: id=..traits_section
#: data/core/help.cfg:22 data/core/help.cfg:347
msgid "Traits"
msgstr "Bruožai"

#. [section]: id=units
#. [topic]: id=..units
#: data/core/help.cfg:31 data/core/help.cfg:84
msgid "Units"
msgstr "Daliniai"

#. [section]: id=abilities_section
#. [topic]: id=..abilities_section
#: data/core/help.cfg:40 data/core/help.cfg:90
msgid "Abilities"
msgstr "Gebėjimai"

#. [section]: id=weapon_specials
#. [topic]: id=..weapon_specials
#: data/core/help.cfg:48 data/core/help.cfg:99
msgid "Weapon Specials"
msgstr "Ginklų ypatybės"

#. #-#-#-#-#  wesnoth-help.wml.pot (PACKAGE VERSION)  #-#-#-#-#
#. [section]: id=factions_section
#: data/core/help.cfg:56 src/help.cpp:1298 src/help.cpp:1300
#, fuzzy
msgid "Factions"
msgstr "Veiksmai"

#. [section]: id=terrains
#. [topic]: id=..terrains
#: data/core/help.cfg:63 data/core/help.cfg:481
msgid "Terrains"
msgstr "Vietovės"

#. [section]: id=commands
#. [topic]: id=..commands
#: data/core/help.cfg:70 data/core/help.cfg:783
msgid "Commands"
msgstr "Komandos"

#. [topic]: id=..abilities_section
#: data/core/help.cfg:93
msgid ""
"Certain units have abilities that either directly affect other units, or "
"have an impact on how the unit interacts with other units. These abilities "
"will be listed under this topic as you encounter them.\n"
"\n"
msgstr ""
"Kai kurie daliniai turi gebėjimų, kurie arba tiesiogiai veikia kitus "
"dalinius, arba turi įtakos dalinio sąveikavimui su kitais daliniais. Šie "
"gebėjimai, kai jūs juos sutiksite, bus vardinami šioje temoje.\n"
"\n"

#. [topic]: id=..weapon_specials
#: data/core/help.cfg:102
msgid ""
"Some weapons have special features that increase the effectiveness of "
"attacking with them.\n"
"\n"
msgstr ""
"Kai kurie ginklai turi ypatingų savybių, kurios padidina puolimo jais "
"efektyvumą.\n"
"\n"

#. [topic]: id=.unknown_unit
#: data/core/help.cfg:109
msgid "Unknown Unit"
msgstr "Nežinomas dalinys"

#. [topic]: id=.unknown_unit
#: data/core/help.cfg:112
msgid ""
"\n"
"\n"
"This unit is unknown for the moment. You must discover it in the game to be "
"allowed to see its description."
msgstr ""
"\n"
"\n"
"Šis dalinys šiuo metu nežinomas. Jūs privalote atrasti jį žaidime, kad "
"galėtumėte pamatyti jo aprašymą."

#. [topic]: id=introduction_topic
#: data/core/help.cfg:117
msgid "Overview"
msgstr "Apžvalga"

#. [topic]: id=introduction_topic
#: data/core/help.cfg:120
msgid ""
"\n"
"\n"
"<italic>text='Battle for Wesnoth'</italic> is a turn-based fantasy strategy "
"game somewhat unusual among modern strategy games. While other games strive "
"for complexity, <italic>text='Battle for Wesnoth'</italic> strives for "
"simplicity of both rules and gameplay. This does not make the game simple, "
"however — from these simple rules arise a wealth of strategy, making the "
"game easy to learn but a challenge to master."
msgstr ""
"\n"
"\n"
"<italic>text='Mūšis dėl Vesnoto'</italic> yra ėjimais pagrįstas fantastinis "
"strateginis žaidimas, iš dalies neįprastas tarp šiuolaikinių strateginių "
"žaidimų. Kol kiti žaidimai siekia sudėtingumo, <italic>text='Mūšis dėl "
"Vesnoto'</italic> siekia paprastumo, tačiau iš šių paprastų taisyklių "
"atsiranda strategijų gausumas, darantis žaidimą lengvai išmokstamą, bet "
"sunkų puikiai įvaldyti."

#. [topic]: id=fundamentals
#: data/core/help.cfg:132
msgid "Fundamentals of Gameplay"
msgstr "Žaidimo pagrindai"

#. [topic]: id=fundamentals
#: data/core/help.cfg:133
msgid ""
"These pages outline all you need to know to play <italic>text='Battle for "
"Wesnoth'</italic>. They cover how to play and the basic mechanics behind the "
"game. As you play the game, new information is added to these pages as you "
"come across new aspects of the game. For more detailed information on "
"special situations and exceptions, please follow the links included."
msgstr ""
"Čia rasite visą informaciją, kurią turėtumėte žinoti, kad galėtumėte žaisti "
"<italic>text='Mūšį dėl Vesnoto'</italic>. Jie apima instrukcijas, kaip "
"žaisti, ir pagrindinius žaidimo mechanizmus. Bežaidžiant prie šių puslapių "
"pridedama nauja informacija, kai atrandami nauji žaidimo aspektai. "
"Detalesnei informacijai apie specialias situacijas ir išskirtinumus prašome "
"aplankyti pridėtas nuorodas."

#. [topic]: id=fundamentals
#: data/core/help.cfg:135
msgid ""
"\n"
"\n"
"To begin with, it’s best to click the <bold>text='Tutorial'</bold> button at "
"the main menu. This will take you to the interactive tutorial, which will "
"teach you the basics of Wesnoth. After this, it is recommended that you play "
"the Heir to the Throne campaign first — click <bold>text='Campaign'</bold> "
"then <italic>text='Heir to the Throne'</italic>. As <italic>text='Battle for "
"Wesnoth'</italic> can be quite challenging, you may wish to start on easy."
msgstr ""
"\n"
"\n"
"Pradžiai, geriausia pagrindiniame meniu nuspausti mygtuką "
"<italic>text='Apmokymas'</italic>. Tai nuves jus į interaktyvų apmokymą, "
"kuris išmokys jus Vesnoto pagrindų. Po to, rekomenduojama, kad pirmiausia "
"sužaistumėte kampaniją Sosto įpėdinis – spauskite <italic>text='Kampanija'</"
"italic>, tada <italic>text='Sosto įpėdinis'</italic>. Kadangi "
"<italic>text='Mūšis dėl Vesnoto'</italic> gali būti pakankamai iššaukiančiu, "
"galite norėti pradėti lengvu sudėtingumu."

#. [topic]: id=fundamentals
#: data/core/help.cfg:138
msgid ""
"While playing, keep in mind that if you mouse-over many items in the game, "
"such as the information displayed in the status pane, a brief description "
"will be shown explaining each item. This is especially useful when you "
"encounter new <ref>dst='..abilities_section' text='abilities'</ref> for the "
"first time."
msgstr ""
"Turėkite omenyje, kad jeigu bežaidžiant jūs užvesite pelės žymeklį ant "
"objektų, tokių kaip informaciniai langeliai, bus parodytas trumpas "
"paaiškinimas apie kiekvieną objektą. Tai ypač naudinga pirmą kartą sutikus "
"naują <ref>dst='..abilities_section' text='gebėjimą'</ref>. "

#. [topic]: id=about_game
#: data/core/help.cfg:143
msgid "About the Game"
msgstr "Apie žaidimą"

#. [topic]: id=about_game
#: data/core/help.cfg:144
msgid ""
"The game takes place over a series of battles, called "
"<italic>text='scenarios'</italic>. Each scenario pits your troops against "
"the troops of one or more adversaries. You can play against the computer, or "
"with friends who each take turns sitting at the computer (hotseat play). If "
"your computer is connected to a computer network, you can also play against "
"other people connected to that network. If your computer has a connection to "
"the Internet, you can play against other people across the Internet."
msgstr ""
"Žaidimas vyksta mūšių serijomis, pavadintomis <italic>text='scenarijais'</"
"italic>. Kiekvienas scenarijus išbando jūsų karius prieš vieno ar kelių "
"priešininkų karius. Galite žaisti prieš kompiuterį arba su draugais, "
"paeiliui sėdėdami prie kompiuterio (karštos vietos žaidimas). Jeigu jūsų "
"kompiuteris prijungtas prie kompiuterių tinklo, galite žaisi su kitais "
"žmonėmis, prisijungusiais prie to tinklo. Jei jūsų kompiuteris turi ryšį su "
"internetu, galite žaisti su kitais žaidėjais per internetą."

#. [topic]: id=about_game
#: data/core/help.cfg:146
msgid ""
"\n"
"\n"
"<italic>text='Campaigns'</italic> consist of multiple scenarios that follow "
"on from each other, telling a story. In a campaign, you often need to play "
"more carefully, preserving your best troops so that they can be used again "
"in later scenarios in the campaign."
msgstr ""
"\n"
"\n"
"<italic>text='Kampanijos'</italic> susideda iš daugelio scenarijų, kurie "
"seka vienas kitą, pasakodami istoriją. Kampanijoje dažnai turėsite žaisti "
"atidžiau, išsaugodami geriausius savo karius, kad jie vėl galėtų būti "
"panaudoti vėlesniuose kampanijos scenarijuose."

#. [topic]: id=victory_and_defeat
#: data/core/help.cfg:152
msgid "Victory and Defeat"
msgstr "Pergalė ir pralaimėjimas"

#. [topic]: id=victory_and_defeat
#: data/core/help.cfg:153
msgid ""
"Pay careful attention to the <bold>text='Objectives'</bold> pop-up box at "
"the beginning of each scenario. Usually you will achieve victory by killing "
"all enemy leaders, and only be defeated by having your leader killed. But "
"scenarios may have other victory objectives — getting your leader to a "
"designated point, say, or rescuing someone, or solving a puzzle, or holding "
"out against a siege until a certain number of turns have elapsed."
msgstr ""
"Ypatingai atkreipkite dėmesį į kiekvienos užduoties pradžioje iššokančiame "
"langelyje pateiktą <bold>text='tikslo'</bold> aprašymą. Paprastai pergalė "
"pasiekiama sunaikinus visus priešo vadus, o pralaimima jūsų vado sunaikinimo "
"atveju. Tačiau gali būti keliami kiti pergalės pasiekimo tikslai – tarkim "
"atvesti savo vadą į nustatytą vietą arba ką nors išgelbėti, ar išspręsti "
"galvosūkį, ar išsilaikyti apsiaustyje tam tikrą ėjimų skaičių."

#. [topic]: id=victory_and_defeat
#: data/core/help.cfg:155
msgid ""
"\n"
"\n"
"When you win a scenario, the map grays over and the <bold>text='End Turn'</"
"bold> button changes to <bold>text='End Scenario'</bold>. You can now do "
"things like changing your save options or (if you are in a multiplayer game) "
"chatting with other players before pressing that button to advance."
msgstr ""
"\n"
"\n"
"Kai laimite scenarijų, žemėlapis papilkėja ir mygtukas <bold>text='Baigti "
"ėjimą'</bold> pasikeis į <bold>text='Baigti scenarijų'</bold>. Pieš "
"nuspausdami šį mygtuką, kad tęstumėte, dabar galite atlikti tokius veiksmus "
"kaip keisti išsaugojimų nustatymus arba (jei esate daugelio žaidėjų žaidime) "
"kalbėtis su kitais žaidėjais."

#. [topic]: id=recruit_and_recall
#: data/core/help.cfg:162
msgid "Recruiting and Recalling"
msgstr "Samdymas ir grąžinimas"

#. [topic]: id=recruit_and_recall
#: data/core/help.cfg:163
msgid ""
"Each side begins with one leader in their keep. At the start of any battle, "
"and at times during it, you will need to recruit <ref>dst='..units' "
"text='units'</ref> into your army. To recruit, you must have your leader "
"(for instance, Konrad in the <italic>text='Heir to the Throne'</italic> "
"campaign) on the keep square of a <ref>dst='terrain_castle' text='castle'</"
"ref>. Then you may recruit by either choosing <bold>text='Recruit'</bold> "
"from the menu or right-clicking on a hex and selecting <bold>text='Recruit'</"
"bold>. This brings up the recruit menu, which lists units available for "
"recruitment, along with their gold cost. Click on a unit to see its "
"statistics, then press the recruit button to recruit it."
msgstr ""
"Pradžioje visi priešininkai turi po vieną vadą savo bokštuose. Kiekvieno "
"mūšio pradžioje, o kartais ir eigoje, jums reikės pasamdyti <ref>dst='.."
"units' text='karių'</ref> savo kariuomenei. Tam tikslui, jūsų vadas "
"(pavyzdžiui, Konradas <italic>text='Sosto įpėdinio'</italic> kampanijoje) "
"turi būti <ref>dst='terrain_castle' text='pilies'</ref> bokšto laukelyje. "
"Tuomet galite samdyti arba išrinkdami <bold>text='Samdyti'</bold> iš meniu "
"sąrašo arba iš sąrašo, atsidariusio paspaudus dešinį pelės klavišą ant "
"langelio <bold>text='Samdyti'</bold>. Samdymo meniu sąraše matysite laisvus "
"karius ir jų samdymo kainą auksu. Kario statistinius duomenis matysite "
"paspaudę ant kario, o jį nusamdyti paspaudę samdymo klavišą. "

#. [topic]: id=recruit_and_recall
#: data/core/help.cfg:165
msgid ""
"\n"
"\n"
"If you right-clicked on a castle hex and selected recruit, the new unit will "
"appear in that square. Otherwise, it will appear in a free square near the "
"keep. You may only recruit as many units as you have free hexes in your "
"castle, and you cannot spend more gold than you actually have on recruiting."
msgstr ""
"\n"
"\n"
"Paspaudus dešinį pelės klavišą ant pilies langelio ir pasirinkus samdyti, "
"naujas dalinys atsiras tame laukelyje. Kitu atveju, dalinys atsiras laisvame "
"laukelyje šalia bokšto. Galite samdyti tik tiek dalinių, kiek turite laisvų "
"langelių savo pilyje ir negalite išleisti daugiau aukso negu turite samdymui."

#. [topic]: id=recruit_and_recall
#: data/core/help.cfg:167
msgid ""
"\n"
"\n"
"Recruited units come with two random <ref>dst='..traits_section' "
"text='traits'</ref> which modify their statistics."
msgstr ""
"\n"
"\n"
"Pasamdyti daliniai turi du atsitiktinius <ref>dst='..traits_section' "
"text='bruožus'</ref>, kurie keičia jų statistikas."

#. [topic]: id=recruit_and_recall
#: data/core/help.cfg:169
msgid ""
"\n"
"\n"
"In later scenarios, you may also Recall survivors from earlier battles. "
"Recalling costs a standard 20 gold and presents you with a list of all "
"surviving units from previous scenarios."
msgstr ""
"\n"
"\n"
"Vėlesnėse scenarijuose jūs taip pat galėsite susigrąžinti ankstesniuose "
"mūšiuose išlikusius dalinius. Sugrąžinant dalinį už standartinę 20 auksinių "
"kainą, bus parodomas visų, ankstesnėse užduotyse išlikusių dalinių sąrašas."

#. [topic]: id=recruit_and_recall
#: data/core/help.cfg:171
msgid ""
"\n"
"\n"
"Units not only cost gold to Recruit or Recall, they also require money to "
"support. See <ref>dst='income_and_upkeep' text='income and upkeep'</ref> for "
"more information."
msgstr ""
"\n"
"\n"
"Ne tik dalinių samdymas ir sugrąžinimas, bet ir jų išlaikymas sekina jūsų "
"aukso atsargas. Daugiau informacijos rasite skyrelyje "
"<ref>dst='income_and_upkeep' text='pajamos ir išlaikymas'</ref>. "

#. [topic]: id=orbs
#: data/core/help.cfg:178
msgid "Orbs"
msgstr "Rutuliai"

#. [topic]: id=orbs
#: data/core/help.cfg:179
msgid ""
"On top of the energy bar shown next to each unit of yours is an orb. For "
"units you control, this orb is:"
msgstr ""
"Virš energijos juostos, rodomos šalia jūsų dalinių, yra rutulys. Daliniams, "
"kuriuos jūs kontroliuojate, šis rutulys yra:"

#. [topic]: id=orbs
#: data/core/help.cfg:180
msgid " green if it hasn’t moved this turn,"
msgstr " žalias, jei dar nejudėjo šį ėjimą,"

#. [topic]: id=orbs
#: data/core/help.cfg:181
msgid " yellow if it has moved, but could still move further or attack, or"
msgstr " geltonas, jei judėjo, bet dar gali toliau judėti ar pulti arba"

#. [topic]: id=orbs
#: data/core/help.cfg:182
msgid ""
" red if it can no longer move or attack, or the user ended the unit’s turn."
msgstr ""

#. [topic]: id=orbs
#: data/core/help.cfg:183
msgid " blue if the unit is an ally you do not control."
msgstr " mėlynas, jei dalinys yra draugas, kurio jūs nevaldote."

#. [topic]: id=orbs
#: data/core/help.cfg:184
msgid " Enemy units have no orb on top of their energy bar."
msgstr " Priešo daliniai neturi rutulio virš jų energijos juostos."

#. [topic]: id=hitpoints
#: data/core/help.cfg:191
msgid "Hitpoints and Experience"
msgstr "Gyvybės taškai ir patirtis"

#. [topic]: id=hitpoints
#: data/core/help.cfg:192
msgid ""
"Each unit has a certain number of <italic>text='hitpoints'</italic> (HP). If "
"the hitpoints of a unit drop below 1, the unit dies. Each unit also has a "
"certain number of <italic>text='experience points'</italic> (XP). A freshly "
"recruited unit starts with no experience points, and gains experience by "
"fighting enemies."
msgstr ""
"Kiekvienas dalinys turi tam tikrą kiekį <italic>text='gyvybės taškų'</"
"italic> (GT). Jei dalinio gyvybės taškai nukrenta žemiau 1, jis miršta. "
"Kiekvienas dalinys taip pat turi tam tikrą skaičių <italic>text='patirties "
"taškų'</italic> (PT). Naujai pasamdytas dalinys neturi patirties taškų ir "
"įgauna patirties kovodamas su priešais."

#. [topic]: id=hitpoints
#: data/core/help.cfg:196
msgid ""
"The hitpoints and experience points are both indicated in the status pane "
"using two numbers (the current value and the maximum value the unit can "
"have)."
msgstr ""
"Gyvybės ir patirties taškai pateikiami dviem skaičiais būsenos langelyje "
"(dabartinės ir didžiausios galimos reikšmės). "

#. [topic]: id=hitpoints
#: data/core/help.cfg:197
msgid ""
"The hitpoints are also indicated by an energy bar next to each unit, which "
"is green, yellow or red. A unit with at least 1 experience point has a blue "
"experience bar, which turns white as the unit is about to "
"<ref>dst='experience_and_advancement' text='advance'</ref>."
msgstr ""
"Gyvybės taškai taip pat rodomi dalinio energijos indikatoriuje, kuris "
"šviečia žalia, geltona arba raudona šviesa. Dalinys, turintis bent 1 "
"patirties tašką, turi mėlynos spalvos patirties indikatorių, kuris augant "
"patirčiai pasikeičia į baltą spalvą, kai dalinys beveik pasiruošęs "
"<ref>dst='experience_and_advancement' text='patobulėti'</ref>."

#. [topic]: id=movement
#: data/core/help.cfg:204
msgid "Movement"
msgstr "Judėjimas"

#. [topic]: id=movement
#: data/core/help.cfg:205
msgid ""
"Movement in <italic>text='Battle for Wesnoth'</italic> is simple. Click on "
"the unit you wish to move to select it, then click on the hex you wish to "
"move it to. When a unit is selected, everywhere it can move this turn will "
"be highlighted, and all other hexes on the map are made dull. Mousing over a "
"highlighted hex shows the defense rating the unit would have if you moved it "
"to that hex. Mousing over a dull hex will also show the number of turns "
"required to reach it, and clicking will cause the unit to move towards it by "
"the fastest route over this and subsequent turns. If you don’t use up all of "
"a unit’s movement when you first move a unit, you may move it again. This is "
"useful when having two units switch places. Attacking with a unit will use "
"up its movement. Ending a move in a village you don’t already own will also "
"use up a unit’s movement, but will still allow it to attack."
msgstr ""
"Judėjimas <italic>text='Mūšyje dėl Vesnoto'</italic>  yra paprastas. Pelės "
"paspaudimu pažymėkite dalinį, kuriuo norite atlikti ėjimą. Tada spauskite "
"ant langelio, į kurį norite pereiti. Kai dalinys pažymėtas, visos vietos, į "
"kurias galima pereiti bus paryškintos, o visi kiti langeliai žemėlapyje "
"išblanks. Užslinkus pelės žymekliu ant užtamsinto langelio pamatysite "
"gynybos lygį, kurį dalinys įgis, jeigu jį ten perkelsite. Pelės žymeklį "
"užvedę ant išblankusio langelio, pamatysite ėjimų skaičių, reikalingą "
"langeliui pasiekti ir bandant spausti pelės klavišą ant to langelio, dalinys "
"paeis greičiausiu maršrutu į nurodyto langelio pusę šiuo ir kitais ėjimais. "
"Jeigu neišnaudojote visų dalinio ėjimų pirmu kartu, galite paeiti dar kartą. "
"Tokia galimybė padeda sukeisti dalinius vietomis. Dalinys išnaudoja savo "
"ėjimą puldamas. Pereidamas į svetimą kaimą, dalinys taip pat išnaudos ėjimą, "
"tačiau išsaugos galimybę pulti."

#. [topic]: id=movement
#: data/core/help.cfg:207
msgid ""
"\n"
"\n"
"Each unit has a certain number of movement points which are used up when "
"moving into a new hex, depending on the Terrain of that particular hex. For "
"instance, grassland nearly always costs 1 movement point to enter. Exactly "
"how many movement points are spent entering a hex depends on the unit type — "
"in forest, elvish units only spend 1 movement point, most human and orc "
"units spend 2, while horsemen spend 3. You can learn how many movement "
"points a unit requires to enter a certain terrain type by right-clicking on "
"it, selecting <bold>text='Unit Description'</bold>, and then looking at "
"<bold>text='Terrain Modifiers'</bold>."
msgstr ""
"\n"
"\n"
"Kiekvienas dalinys turi tam tikrą ėjimų skaičių, kurie išnaudojami pereinant "
"į naują langelį priklausomai nuo vietovės, kurioje yra konkretus langelis. "
"Pavyzdžiui, judant pievoje beveik visuomet išnaudosite vieną ėjimą. Kiek "
"ėjimų bus išnaudota patenkant ant langelio priklauso ir nuo dalinio tipo – "
"miške tik elfai išnaudoja 1 ėjimą, dauguma žmonių ir orkų dalinių išnaudoja "
"2 ėjimus, o raiteliai – 3. Sužinoti, kiek ėjimų reikia daliniui pereinant į "
"tam tikros rūšies teritoriją, galite užvedę pelės žymeklį ant dalinio ir "
"paspaudę dešinį pelės klavišą ir pažymėję <bold>text='Dalinio aprašymą'</"
"bold>, kuriame rasite <italic>text='Vietovių modifikatorius'</italic>."

#. [topic]: id=movement
#: data/core/help.cfg:209
msgid ""
"\n"
"\n"
"Another thing to keep in mind while moving is <italic>text='zones of "
"control'</italic>. Each unit generates a zone of control in the hexes "
"immediately surrounding it, and any enemy unit entering those hexes "
"immediately ends its movement. Learning how to use zones of control to your "
"advantage is an important part of Wesnoth, as only "
"<ref>dst='ability_skirmisher' text='skirmishers'</ref> can ignore zones of "
"control."
msgstr ""
"\n"
"\n"
"Dar vienas dalykas, į kurį turėtumėte atkreipti dėmesį atlikdami ėjimą – "
"<italic>text='valdymo zonos'</italic>. Kiekvienas dalinys turi valdymo zoną "
"aplinkiniuose langeliuose ir priešų dalinys įėjęs į tokį langelį užbaigia "
"savo ėjimą. Valdymo zonų panaudojimas savo privalumui yra svarbi Vesnoto "
"dalis, nes tik <ref>dst='ability_skirmisher' text='peštukai'</ref> gali "
"nepaisyti valdymo zonų."

#. [topic]: id=movement
#: data/core/help.cfg:211
msgid ""
"\n"
"\n"
"To see where the enemy can move to during their next turn, press Ctrl-v or "
"Cmd-v. Ctrl-b or Cmd-b shows where the enemy could move, if your units were "
"not on the map to block their progress."
msgstr ""
"\n"
"\n"
"Kad pamatytumėte, kur priešas gali judėti pre kitą savo ėjimą, nuspauskite "
"Ctrl-v arba Cmd-v. Ctrl-b arba Cmd-b parodo, kur priešas gali judėti, jei "
"jūsų dalinių nebūtų žemėlapyje ir jie netrukdytų judėti."

#. [topic]: id=shroud_and_fog
#: data/core/help.cfg:218
msgid "Shroud and Fog of War"
msgstr "Uždanga ir karo rūkas"

#. [topic]: id=shroud_and_fog
#: data/core/help.cfg:221
msgid ""
"In some scenarios, parts of the map will be hidden from you. There are two "
"mechanisms that can be used separately or together. The "
"<italic>text='shroud'</italic> hides both the terrain and any units at a "
"location. However, once it is cleared, you can always see that location. The "
"<italic>text='fog of war'</italic> only hides units and ownership of "
"villages (other than by you or your allies). The fog of war is cleared "
"temporarily when you have units nearby, but returns when they leave. Both "
"the shroud and the fog of war are cleared by units. Each unit clears "
"locations adjacent to those within one turn’s move (ignoring zones of "
"control and enemy units).\n"
"\n"
"Normally you can undo a unit’s movement, as long as an event with a "
"randomized result has not occurred, such as combat or recruitment (as most "
"units receive random traits when recruited). Exploring hidden terrain by "
"clearing shroud or fog will also prevent undos to a previous state. You may "
"wish to activate <bold>text='Delay Shroud Updates'</bold> in the actions "
"menu. This will prevent units from clearing shroud or fog until the next "
"randomized event or a manual update via <bold>text='Update Shroud Now'</"
"bold> (or the end of your turn) and thereby preserve your ability to undo "
"movement."
msgstr ""
"Kai kuriose užduotyse dalis žemėlapio bus paslėpta nuo jūsų. Yra du "
"paslėpimo būdai, kurie gali būti naudojami atskirai arba kartu. "
"<italic>text='Uždanga'</italic> paslepia ir vietovę, ir dalinius. Tačiau "
"praskleidus uždangą, jūs visuomet galite matyti tą vietovę. "
"<italic>text='Karo rūkas'</italic> paslepia tik dalinius ir kaimo "
"priklausomybę (tik priešų). Karo rūkas laikinai prasisklaido, jei netoliese "
"turite savo dalinių, tačiau jiems nuėjus vėl apgaubia vietovę. Tiek uždanga, "
"tiek ir karo rūkas išsklaidomi dalinių pagalba. Kiekvienas dalinys išsklaido "
"teritoriją pasiekiamą vienu ėjimu (neskaitant valdymo zonų ir priešo "
"dalinių).\n"
"\n"
"Paprastai dalinio ėjimą galima atšaukti, jeigu nebuvo atliktas veiksmas, "
"priklausantis nuo atsitiktinumų, pavyzdžiui, grumtynių ar samdymo (nes "
"dauguma samdomų karių įgauna atsitiktinius bruožus). Žvalgantis paslėptose "
"teritorijose uždangos atskleidimas arba karo rūko prasklaidymas riboja "
"atstatymus į pradinę būseną. Tokiu atveju galima aktyvuoti "
"<bold>text='uždangos atsinaujinimo vėlinimą'</bold>, kuris yra veiksmų "
"meniu. Atlikus tokį veiksmą, daliniai neišsklaidys uždangos ar karo rūko iki "
"kito atsitiktinio įvykio arba rankinio atnaujinimo per "
"<bold>text='Atnaujinti uždangą'</bold> (arba tavo ėjimo pabaigos) ir dėl to "
"bus užtikrinta galimybė atšaukti ėjimą."

#. [topic]: id=combat
#: data/core/help.cfg:228
msgid "Combat"
msgstr "Grumtynės"

#. [topic]: id=combat
#: data/core/help.cfg:229
msgid ""
"Combat in <italic>text='Battle for Wesnoth'</italic> always takes place "
"between units in adjacent hexes. Click on your unit, and click on the enemy "
"you want to attack: your unit will move towards the enemy unit, and when "
"they are next to each other, combat will begin. The attacker and defender "
"alternate strikes until each has used their allotted number of strikes. The "
"attacker chooses one of its weapons to attack with, and the defender "
"retaliates with one of its attacks of the same type. There are two types of "
"attacks: <italic>text='melee'</italic>, which usually involves weapons such "
"as swords, axes or fangs; and <italic>text='ranged'</italic>, which usually "
"involves weapons such as bows, spears and fireballs."
msgstr ""
"Grumtynės tarp dalinių <italic>text='Mūšyje dėl Vesnoto'</italic> visuomet "
"vyksta gretimuose laukeliuose. Paspauskite ant savo dalinio ir priešo, kurį "
"norite pulti: jūsų dalinys paeis link priešo ir kai jie stovės greta, "
"prasidės grumtynės. Atakuojanti ir besiginanti figūros pasikeisdamos "
"smūgiuos tol, kol išnaudos leidžiamą savo smūgių skaičių. Puolantysis atakai "
"pasirenka vieną iš savo ginklų o ginantysis atsako su tokios pat rūšies "
"ginklu. Yra dviejų rūšių puolimai: <italic>text='fechtavimasis'</italic>, "
"kur naudojami kalvijai, kirviai ar iltys arba <italic>text='šaudymas'</"
"italic>, kur naudojami tokie ginklai, kaip lankai, ietys ir ugnies kamuoliai."

#. [topic]: id=combat
#: data/core/help.cfg:231
msgid ""
"\n"
"\n"
"<header>text='Order and Number of Strikes'</header>"
msgstr ""
"\n"
"\n"
"<header>text='Smūgių tvarka ir skaičius'</header>"

#. [topic]: id=combat
#: data/core/help.cfg:233
msgid ""
"\n"
"\n"
"The attacker gets the first strike, then the defender retaliates. Each "
"strike either hits, doing a given amount of damage, or misses, doing no "
"damage at all. Strikes alternate until each unit has used up all of its "
"strikes. The number of strikes a unit has varies; for instance, an elvish "
"fighter with a 5–4 attack may strike 4 times, each successful strike dealing "
"5 damage, while an orcish grunt with a 9–2 attack can only strike twice (but "
"at 9 damage for each hit)."
msgstr ""
"\n"
"\n"
"Puolantysis smūgiuoja pirmas, tuomet atsako besiginantis. Kiekvienas smūgis "
"kuris pasiekia tikslą padaro atitinkamą žalą priešininkui, jeigu nepataikoma "
"– žala nepadaroma. Smūgiuojama pakaitomis kol išnaudojami visi dalinio "
"smūgiai. Smūgių skaičius priklauso nuo dalinio; pavyzdžiui, elfas "
"atakuodamas 5–4 stiprumu gali smūgiuoti 4 kartus, ir kiekvieną kartą sėkmės "
"atveju padaroma 5 taškų žala, kai tuo tarpu orkų pėstininkas atakuodamas 9–2 "
"stiprumu tegali smūgiuoti 2 kartus (tačiau žala siekia 9 taškus)."

#. [topic]: id=combat
#: data/core/help.cfg:235
msgid ""
"\n"
"\n"
"<header>text='Chance to Hit'</header>"
msgstr ""
"\n"
"\n"
"<header>text='Tikimybė pataikyti'</header>"

#. [topic]: id=combat
#: data/core/help.cfg:237
msgid ""
"\n"
"\n"
"Every unit has a chance of being hit, based on the <italic>text='terrain'</"
"italic> it is in. This is shown in the status pane, and may also be found by "
"right-clicking a unit, selecting <bold>text='Unit Description'</bold>, and "
"then looking at <bold>text='Terrain Modifiers'</bold>. For instance, many "
"elves have a defense rating of 70% in forest, so a unit attacking them has "
"only a 30% chance of hitting. Conversely, the elf’s chance of hitting the "
"attacker in return depends on what terrain the attacker is in."
msgstr ""
"\n"
"\n"
"Kiekvienas dalinys gali būti sužeistas priklausomai nuo to, kokioje "
"<italic>text='vietovėje'</italic> jis stovi. Tai parodyta būsenos lange ir "
"taip pat randama <italic>text='Vietovių modifikatoriuose'</italic>, ant "
"dalinio paspaudus dešinį pelės klavišą ir išrinkus <bold>text='Dalinio "
"aprašymas'</bold>. Pavyzdžiui, dauguma elfų turi 70% atsparumą miške, taigi "
"užpuolikas turi tik 30% tikimybę pataikyti. Atitinkamai, tikimybė elfui "
"pataikyti į užpuoliką priklauso nuo vietovės, kurioje stovi užpuolikas."

#. [topic]: id=combat
#: data/core/help.cfg:239
msgid ""
"\n"
"\n"
"There are two exceptions to this rule: <ref>dst='weaponspecial_magical' "
"text='magical attacks'</ref> and <ref>dst='weaponspecial_marksman' "
"text='marksmen'</ref>. Magical attacks always have a 70% chance to hit, "
"regardless of terrain, and, when used offensively, marksmen always have at "
"least a 60% chance to hit, regardless of terrain."
msgstr ""
"\n"
"\n"
"Yra dvi šios taisyklės išimtys: <ref>dst='weaponspecial_magical' "
"text='magiškos atakos'</ref> ir <ref>dst='weaponspecial_marksman' "
"text='snaiperiai'</ref>. Magiškos atakos visada turi 70% tikimybę pataikyti, "
"nepriklausomai nuo vietovės, snaiperiai puldami turi bent 60% tikimybę "
"pataikyti, nepriklausomai nuo vietovės."

#. [topic]: id=combat
#: data/core/help.cfg:241
msgid ""
"\n"
"\n"
"<header>text=Damage</header>"
msgstr ""
"\n"
"\n"
"<header>text=Žala</header>"

#. [topic]: id=combat
#: data/core/help.cfg:243
msgid ""
"\n"
"\n"
"Each strike which hits causes a base amount of damage depending on the "
"attack type. For instance, an elvish fighter with a 5–4 attack does 5 base "
"damage. This is usually modified by two things: "
"<ref>dst='damage_types_and_resistance' text='resistance'</ref> and "
"<ref>dst='time_of_day' text='time of day'</ref>. To see how base damage is "
"modified by the circumstances, select <bold>text='Damage Calculations'</"
"bold> in the attack selection menu."
msgstr ""
"\n"
"\n"
"Kiekvienas sėkmingas smūgis padaro priskirto dydžio bazinę žalą, "
"priklausomai nuo puolimo rūšies. Pavyzdžiui, elfų kovotojo padaroma bazinė "
"žala, naudojant 5–4 ataką, yra 5 taškai. Ji paprastai yra keičiama dviem "
"parametrais: <ref>dst='damage_types_and_resistance' text='atsparumu'</ref> "
"ir <ref>dst='time_of_day' text='dienos laiku'</ref>. Tam, kad pamatyti, kaip "
"aplinkybės keičia žalos dydį, puolimo išrinkimo meniu pasirinkite "
"<bold>text='Žalos skaičiavimai'</bold>."

#. [topic]: id=combat
#: data/core/help.cfg:245
#, fuzzy
msgid ""
"\n"
"\n"
"A few units have special <ref>dst='..abilities_section' text='abilities'</"
"ref> which affect damage dealt in combat. The most common of these is "
"<ref>dst='weaponspecial_charge' text='charge'</ref>, which doubles the "
"damage dealt by both attacker and defender when the unit with charge attacks."
msgstr ""
"\n"
"\n"
"Keletas dalinių turi ypatingų <ref>dst='..abilities_section' "
"text='gebėjimų'</ref>, kurie turi įtakos kovoje daromai žalai. Dažniausiai "
"sutinkamas iš tokių gebėjimų yra <ref>dst='weaponspecial_charge' "
"text='įkrova'</ref>, kai naudojant įkrovą tiek puolančiojo, tiek "
"besiginančio padaroma žala padvigubėja."

#. [topic]: id=damage_types_and_resistance
#: data/core/help.cfg:251
msgid "Damage Types and Resistance"
msgstr "Žalos tipai ir atsparumas"

#. [topic]: id=damage_types_and_resistance
#: data/core/help.cfg:252
msgid ""
"In Wesnoth, there are three types of damage usually associated with physical "
"attacks: <italic>text='blade, pierce, and impact damage'</italic>. "
"Additionally, there are three further types of damage usually associated "
"with magical attacks: <italic>text='fire, cold, and arcane attacks'</"
"italic>. Different units may have resistances which alter the damage which "
"they take from certain damage types."
msgstr ""
"Vesnote naudojami trys fizinės žalos rūšys: <italic>text='kirtimo, dūrio ir "
"smūgio'</italic>. Apart to yra trys žalų, paprastai siejamų su magiškomis "
"atakomis, rūšys: <italic>text='ugnies, šalčio ir paslaptingos'</italic>. "
"Įvairūs daliniai gali turėti atsparumus, keičiančius patiriamą atitinkamos "
"rūšies žalą."

#. [topic]: id=damage_types_and_resistance
#: data/core/help.cfg:254
msgid ""
"\n"
"\n"
"Resistances work very simply: if a unit has 40% resistance against a damage "
"type, then it will suffer 40% less damage when hit with that damage type. It "
"is also possible for a unit to be vulnerable against some damage types. If a "
"unit has −100% resistance against a damage type, it will suffer 100% more "
"damage when hit by that type."
msgstr ""
"\n"
"\n"
"Atsparumai veikia labai paprastai: jei dalinys turi 40% atsparumą prieš tam "
"tikrą žalos rūšį, jis nukentės 40% mažiau kai patirs tos rūšies žalą. Taip "
"pat yra galimybė, kad dalinys yra pažeidžiamas tam tikriems žalų tipams. "
"Jeigu dalinio atsparumas yra  −100% tam tikrai žalos rūšiai, jis nukentės "
"dvigubai (100% labiau), kai patirs tos rūšies žalą."

#. [topic]: id=damage_types_and_resistance
#: data/core/help.cfg:256
msgid ""
"\n"
"\n"
"For example, skeletons are highly resistant to blade and pierce damage, but "
"are vulnerable to impact and fire damage, and extremely vulnerable to arcane "
"damage."
msgstr ""
"\n"
"\n"
"Pavyzdžiui, skeletai yra labai atsparūs kirtimo ir dūrio žalai, tačiau "
"pažeidžiami smūgiu ir ugnimi, ir ypač pažeidžiami paslaptinga žala."

#. [topic]: id=damage_types_and_resistance
#: data/core/help.cfg:258
msgid ""
"\n"
"\n"
"If a strike is determined to hit, it will always do at least 1 point of "
"damage. This applies even if the defender has 100% resistance to the damage "
"type."
msgstr ""
"\n"
"\n"
"Jeigu smūgis yra pataikomas, tai visuomet atneš bent 1 tašką žalos. Tai "
"galioja net ir esant 100% atsparumui žalos rūšiai."

#. [topic]: id=time_of_day
#: data/core/help.cfg:264
msgid "Time of Day"
msgstr "Dienos laikas"

#. [topic]: id=time_of_day
#: data/core/help.cfg:268
#, fuzzy
msgid ""
"The time of day affects the damage of certain units as follows:\n"
" Lawful units get +25% damage in daytime, and −25% damage at night.\n"
" Chaotic units get +25% damage at night, and −25% in daytime.\n"
" Neutral units are unaffected by the time of day."
msgstr ""
"Dienos laikas turi įtakos tam tikrų dalinių žalos dydžiui:\n"
"Šviesos daliniai dienos metu daro +25% daugiau žalos, o nakties metu daro "
"−25% mažiau žalos.\n"
"Chaotiški daliniai nakties metu daro +25% daugiau žalos, o dienos metu daro "
"−25% mažiau žalos.\n"
"Prieblandos daliniai prieblandos metu daro +25% daugiau žalos.\n"
"Neutralių dalinių daroma žala nepriklauso nuo dienos laiko."

#. [topic]: id=time_of_day
#: data/core/help.cfg:271
msgid ""
"\n"
"\n"
"The current time of day can be observed under the minimap in the status "
"pane. For the usual day/night cycle, morning and afternoon count as day, "
"first and second watch count as night:\n"
msgstr ""
"\n"
"\n"
"Dabartinis dienos laikas matomas po mažu žemėlapiu esančiame būsenos "
"langelyje. Įprastame dienos/nakties cikle, rytas ir popietė yra diena, "
"pirmoji ir antroji sargyba – naktis:\n"

#. [time]: id=dawn
#. [topic]: id=time_of_day
#: data/core/help.cfg:271 data/core/macros/schedules.cfg:6
msgid "Dawn"
msgstr "Aušra"

#. [time]: id=morning
#. [topic]: id=time_of_day
#: data/core/help.cfg:272 data/core/macros/schedules.cfg:17
msgid "Morning"
msgstr "Rytas"

#. [time]: id=afternoon
#. [topic]: id=time_of_day
#: data/core/help.cfg:273 data/core/macros/schedules.cfg:26
msgid "Afternoon"
msgstr "Popietė"

#. [time]: id=dusk
#. [topic]: id=time_of_day
#: data/core/help.cfg:274 data/core/macros/schedules.cfg:35
msgid "Dusk"
msgstr "Prieblanda"

#. [time]: id=first_watch
#. [topic]: id=time_of_day
#: data/core/help.cfg:275 data/core/macros/schedules.cfg:46
msgid "First Watch"
msgstr "Pirmoji sargyba"

#. [time]: id=second_watch
#. [topic]: id=time_of_day
#: data/core/help.cfg:276 data/core/macros/schedules.cfg:58
msgid "Second Watch"
msgstr "Antroji sargyba"

#. [topic]: id=time_of_day
#: data/core/help.cfg:278
msgid ""
"Keep in mind that some scenarios take place underground, where it is "
"perpetually night!"
msgstr ""
"Turėkite omeny, kad kai kurie scenarijai vyksta požemyje, kur nuolat yra "
"naktis!"

#. [topic]: id=experience_and_advancement
#: data/core/help.cfg:285
msgid "Experience and Advancement"
msgstr "Patirtis ir paaukštinimai"

#. [topic]: id=experience_and_advancement
#: data/core/help.cfg:286
msgid ""
"If both units survive a combat, they gain a number of experience points "
"equal to the level of the unit they’re fighting. If a unit kills another in "
"combat, however, it gains much more experience — 4 for a level 0 unit, 8 for "
"level 1, 16 for level 2, 24 for level 3, and so forth."
msgstr ""
"Jeigu abu daliniai išgyvena kovą, jie gauna patirties taškų skaičių lygų "
"dalinio, su kuriuo jie kaunasi, lygiui. Tačiau jei dalinys kovoje užmuša "
"kitą, jis gauna kur kas daugiau patirties – 4 už 0 lygio dalinį, 8 – už 1 "
"lygio, 16 – už 2 lygio, 24 – už 3 lygio ir t.t."

#. [topic]: id=experience_and_advancement
#: data/core/help.cfg:288
msgid ""
"\n"
"\n"
"Units have a certain amount of experience required to advance (this is 20% "
"less for units with the Intelligent trait). Once they achieve this amount, "
"they immediately advance to the next level, healing fully in the process. In "
"some cases, you will be given a choice of advancement options."
msgstr ""
"\n"
"\n"
"Tam, kad patobulėtų, daliniai turi gauti tam tikrą kiekį patirties "
"(protingiems daliniams reikia 20% mažiau patirties). Kai tik pasiekiamas "
"atitinkamas kiekis, jie tuoj pat pasikelia lygį ir pilnai pasveiksta. Tam "
"tikrais atvejais jūs galėsite pasirinkti vieną iš kelių paaukštinimo "
"galimybių."

#. [topic]: id=experience_and_advancement
#: data/core/help.cfg:290
msgid ""
"\n"
"\n"
"While most units have three levels, not all do. Occasional units (such as "
"<ref>dst='unit_Mage' text='magi'</ref>) may have four. Once a unit has "
"reached its maximum level, it may have an <italic>text='After Maximum Level "
"Advancement'</italic> (AMLA) available to it. The AMLA will modify the unit "
"each time the unit reaches the experience goal, but the unit will remain the "
"same level. The typical AMLA effect is for the unit to raise the maximum HP "
"by 3 and full-heal it. The first AMLA will normally be reached with 150 XP "
"gained (120 XP for intelligent units). However, gaining an AMLA becomes "
"progressively harder for each AMLA the unit receives, and so it is usually "
"more useful to try to advance your lower level units."
msgstr ""
"\n"
"\n"
"Dauguma dalinių turi tris lygius, bet ne visi. Kai kurie daliniai (tokie "
"kaip <ref>dst='unit_Mage' text='magai'</ref>) gali turėti keturis. Kai "
"dalinys pasiekia aukščiausią lygį, jis gali įgyti <italic>text='virš "
"aukščiausio lygio paaukštinimą'</italic> (VALP). Kiekvieną kartą, kai "
"dalinys surenka pakankamai patirties, VALP pakeičia dalinį, tačiau jo lygis "
"išlieka nepakitęs. VALP pagrindinis poveikis yra maksimalaus GT kiekio "
"pakėlimas 3 punktais ir pilnas pagydymas. Pirmą kartą VALP paprastai "
"pasiekiamas surinkus 150 PT (120 PT protingiems daliniams). Tačiau vėliau "
"tampa vis sunkiau pasiekti VALP, todėl naudingiau bandyti patobulinti "
"žemesnio lygio dalinius."

#. [topic]: id=healing
#: data/core/help.cfg:297
msgid "Healing"
msgstr "Gydymas"

#. [topic]: id=healing
#: data/core/help.cfg:298
msgid ""
"In combat, your units will inevitably take damage. When a unit "
"<ref>dst='experience_and_advancement' text='advances'</ref>, it will heal "
"fully. This can happen as you finish fighting an enemy, whether it is your "
"turn or not. Wesnoth offers several other ways for your units to heal, all "
"of which take place at the beginning of your turn, before you take action."
msgstr ""
"Grumtynėse jūsų daliniai neišvengiamai bus sužaloti. Kai dalinys "
"<ref>dst='experience_and_advancement' text='paaukštinamas'</ref>, jis pilnai "
"pasveiksta. Tai gali įvykti pasibaigus kovai, nepriklausomai kieno – jūsų ar "
"priešininko ėjimas. Vesnote yra keletas kitų būdų dalinių išgijimui, ir visi "
"jie atliekami jūsų ėjimo pradžioje, prieš pradedant veiksmus."

#. [topic]: id=healing
#: data/core/help.cfg:300
msgid ""
"\n"
"\n"
"<italic>text='Resting'</italic>: A unit which neither moves, attacks, nor is "
"attacked will heal 2 HP in its next turn."
msgstr ""
"\n"
"\n"
"<italic>text='Poilsis'</italic>: dalinys, kuris nei juda, nei puola, nei yra "
"puolamas, kitą ėjimą pagis 2 GT."

#. [topic]: id=healing
#: data/core/help.cfg:301
msgid ""
"\n"
"<italic>text='Villages'</italic>: A unit which starts a turn in a village "
"will heal 8HP."
msgstr ""
"\n"
"<italic>text='Kaimai'</italic>: dalinys, pradedantis ėjimą kaime, pagis 8 GT."

#. [topic]: id=healing
#: data/core/help.cfg:302
msgid ""
"\n"
"<ref>dst='ability_regenerates' text='Regeneration'</ref>: Certain units "
"(such as trolls) will automatically heal 8HP every turn."
msgstr ""
"\n"
"<ref>dst='ability_regenerates' text='Regeneruoja'</ref>: Kai kurie daliniai "
"(pavyzdžiui, troliai) kiekvieną ėjimą savaime pasigydys 8 GT."

#. [topic]: id=healing
#: data/core/help.cfg:303
msgid ""
"\n"
"<italic>text='Healing units'</italic>: Units with the "
"<ref>dst='ability_heals +4' text='Heals'</ref> ability will heal each allied "
"adjacent unit, usually <ref>dst='ability_heals +4' text='4HP'</ref> or "
"<ref>dst='ability_heals +8' text='8HP'</ref> per turn, or prevent Poison "
"from causing that unit damage."
msgstr ""
"\n"
"<italic>text='Gydantys daliniai'</italic>: daliniai, turintys gebėjimą "
"<ref>dst='ability_heals +4' text='Gydo'</ref>, gydys kiekvieną greta esantį "
"draugišką dalinį, paprastai <ref>dst='ability_heals +4' text='4 GT'</ref> "
"arba  <ref>dst='ability_heals +8' text='8 GT'</ref> per ėjimą, arba "
"neutralizuoja nuodų poveikį daliniui."

#. [topic]: id=healing
#: data/core/help.cfg:304
msgid ""
"\n"
"<italic>text='Curing units'</italic>: Units with the "
"<ref>dst='ability_cures' text='cures'</ref> ability will cure Poison in all "
"allied adjacent units (in preference to healing, if it has that ability as "
"well)."
msgstr ""
"\n"
"<italic>text='Atnuodijantys daliniai'</italic>: daliniai, turintys "
"<ref>dst='ability_cures' text='atnuodijimo'</ref> galių, atnuodys greta "
"esančius apnuodytus dalinius (vietoj gydymo, jei jis turi ir tą gebėjimą)."

#. [topic]: id=healing
#: data/core/help.cfg:306
msgid ""
"\n"
"\n"
"Resting can be combined with other forms of healing, but villages, "
"regeneration, healing and curing cannot combine with each other: the best "
"option will be used. Finally, units heal fully between scenarios."
msgstr ""
"\n"
"\n"
"Poilsis gali būti detinamas su kitomis gydymo formomis, tačiau kaimai, "
"regeneravimas ir gydymas negali būti naudojami tuo pačiu metu: bus "
"naudojamas tik tuo metu geriausias variantas. Galiausiai, daliniai pilnai "
"pasveiksta pereidami iš vieno scenarijaus į kitą."

#. [topic]: id=income_and_upkeep
#: data/core/help.cfg:313
msgid "Income and Upkeep"
msgstr "Pajamos ir išlaikymas"

#. [topic]: id=income_and_upkeep
#: data/core/help.cfg:314
msgid ""
"In Wesnoth, it is not enough simply to recruit units and fight. You must "
"watch your gold as well, especially in campaigns, where you can carry extra "
"gold over from one scenario to the next. There are two aspects to this; "
"<italic>text='income'</italic> and <italic>text='upkeep'</italic>."
msgstr ""
"Vesnote nepakanka tiesiog samdyti dalinius ir kautis. Jūs taip pat privalote "
"stebėti savo auksą, ypač kampanijose, kur galite persinešti papildomą auksą "
"iš vieno scenarijaus į kitą. Yra du šito aspektai; <italic>text='pajamos'</"
"italic> ir <italic>text='išlaikymas'</italic>."

#. [topic]: id=income_and_upkeep
#: data/core/help.cfg:316
#, fuzzy
msgid ""
"\n"
"\n"
"Income is simple. You have a base income of 2 gold per turn. For every "
"village you control, you gain one additional gold each turn. (In general "
"this is configurable but in campaigns it is almost always one gold per "
"village.) Thus, if you have ten villages, you would normally gain 12 gold "
"each turn. Your upkeep costs are subtracted from this income, as detailed "
"below."
msgstr ""
"\n"
"\n"
"Pajamos yra paprasta. Jūs gaunate 2 auksinius per kiekvieną ėjimą. Iš "
"kiekvieno jums priklausančio kaimo kiekvieną ėjimą gausite vieną papildomą "
"auksinį. Taigi, jei turite dešimt kaimų, kiekvieną ėjimą gautumėte 12 "
"auksinių. Žemiau paaiškinta, kaip iš šių pajamų atimamos išlaikymo išlaidos."

#. [topic]: id=income_and_upkeep
#: data/core/help.cfg:318
msgid ""
"\n"
"\n"
"Upkeep is also fairly simple. Each unit requires an amount of Upkeep equal "
"to its level. You can support as many levels worth of units as you have "
"villages, without paying any upkeep. However, for each level of unit beyond "
"the number of villages you have, you must pay one gold per turn. For "
"example, if you have twelve level one units and ten villages, you would have "
"to pay two gold each turn in upkeep."
msgstr ""
"\n"
"\n"
"Išlaikymas taip pat yra pakankamai paprastas. Kiekvieno dalinio išlaikymo "
"kaina lygi jo lygiui. Nemokėdami išlaikymo išlaidų jūs galite išlaikyti tiek "
"lygių text=vertų dalinių, kiek turite kaimų. Tačiau už kiekvieną dalinio "
"lygį, viršijantį kaimų skaičių, turite mokėti po vieną auksinį per ėjimą. "
"Pavyzdžiui, jeigu turite dvylika pirmo lygio dalinių ir dešimt kaimų, "
"turėsite mokėti po du auksinius išlaikymo išlaidų kiekvieno ėjimo metu."

#. [topic]: id=income_and_upkeep
#: data/core/help.cfg:320
msgid ""
"\n"
"\n"
"Upkeep costs are subtracted from your income, so in the case of twelve "
"levels of units and ten villages, your resultant Income would be 10 gold per "
"turn."
msgstr ""
"\n"
"\n"
"Išlaikymo kaštai atimami iš jūsų pajamų, taigi dvylikos dalinių lygių ir "
"dešimties kaimų atveju jūsų pajamos bus 10 aukso per ėjimą."

#. [topic]: id=income_and_upkeep
#: data/core/help.cfg:322
#, fuzzy
msgid ""
"\n"
"\n"
"There are two important exceptions to upkeep: units with the loyal trait and "
"leaders never incur upkeep. Units you begin the scenario with (such as "
"Delfador), or units who join you during a scenario (such as the horseman in "
"the second scenario of <italic>text='Heir to the Throne'</italic>) will "
"usually have the <italic>text='loyal'</italic> trait. The unit you are "
"playing (such as Konrad) will almost always be a leader."
msgstr ""
"\n"
"Išlaikymo išlaidoms yra numatytos dvi svarbios išimtys: ištikimi daliniai ir "
"vadai nereikalauja Išlaikymo. Scenarijaus pradžioje turimi daliniai "
"(pavyzdžiui, Delfadoras), arba daliniai, prisijungiantys scenarijaus metu "
"(pavyzdžiui, raiteliai antrajame <italic>text='Sosto įpėdinio'</italic> "
"scenarijuje), paprastai turi <italic>text='ištikimo'</italic> dalinio "
"bruožą. Daliniai, kuriais jūs žaidžiate (pavyzdžiui, Konradas), beveik "
"visada būna vadai."

#. [topic]: id=wrap_up
#: data/core/help.cfg:328
msgid "Wrap Up"
msgstr "Reziumė"

#. [topic]: id=wrap_up
#: data/core/help.cfg:329
msgid ""
"This concludes the fundamentals of Wesnoth. You might want to read up on "
"basic strategy, or familiarize yourself with <ref>dst='..traits_section' "
"text='traits'</ref> and <ref>dst='..abilities_section' text='abilities'</"
"ref>, but you now know everything you need to know to play the "
"<italic>text='Heir to the Throne'</italic> campaign. Have fun, and good luck!"
msgstr ""
"Čia pasibaigia Vesnoto pagrindai. Jums būtų pravartu pasiskaityti apie "
"taktiką ar susipažinti su <ref>dst='..traits_section' text='bruožais'</ref> "
"ir <ref>dst='..abilities_section' text='gebėjimais'</ref>, tačiau jūs žinote "
"pakankamai, kad galėtumėte žaisti <italic>text='Sosto įpėdinio'</italic> "
"kampaniją. Linkime smagaus žaidimo ir sėkmės!"

#. [topic]: id=about
#: data/core/help.cfg:334
msgid "ingame_help_item^Contributors"
msgstr "Autoriai"

#. [topic]: id=license
#: data/core/help.cfg:340
msgid "License"
msgstr "Licencija"

#. [topic]: id=..traits_section
#: data/core/help.cfg:349
msgid ""
"Most units have two traits. However, undead units are assigned the single "
"trait <italic>text='undead'</italic>, and woses do not receive any traits. "
"Traits are modifications that change a unit’s attributes slightly. They are "
"usually randomly assigned to a unit when it is recruited."
msgstr ""
"Dauguma dalinių turi du bruožus. Tačiau nemirėlių daliniams priskirtas "
"vienintelis bruožas <italic>text='nemirėlis'</italic>, o miškiniai neturi "
"jokių bruožų. Bruožai yra pakeitimai, kurie šiek tiek pakeičia dalinio "
"atributus. Jie paprastai atsitiktinai priskiriami daliniui, kai jis yra "
"pasamdomas."

#. [topic]: id=..traits_section
#: data/core/help.cfg:351
msgid ""
"\n"
"\n"
"The traits that are available to all non-undead units are "
"<ref>dst='traits_intelligent' text='intelligent'</ref>, "
"<ref>dst='traits_quick' text='quick'</ref>, <ref>dst='traits_resilient' "
"text='resilient'</ref>, and <ref>dst='traits_strong' text='strong'</ref>."
msgstr ""
"\n"
"\n"
"Bruožai galimi visiems ne-nemirėliams daliniams yra "
"<ref>dst='traits_intelligent' text='protingas'</ref>, "
"<ref>dst='traits_quick' text='greitas'</ref>, <ref>dst='traits_resilient' "
"text='gyvybingas'</ref> ir <ref>dst='traits_strong' text='stiprus'</ref>."

#. [topic]: id=..traits_section
#: data/core/help.cfg:355
msgid ""
"\n"
"\n"
"Other traits that may be assigned to units are <ref>dst='traits_dextrous' "
"text='dextrous'</ref>, <ref>dst='traits_loyal' text='loyal'</ref>, and "
"<ref>dst='traits_undead' text='undead'</ref>.\n"
"\n"
msgstr ""
"\n"
"\n"
"Kiti bruožai, kurie gali būti priskirti daliniams yra "
"<ref>dst='traits_dextrous' text='vikrus'</ref>, <ref>dst='traits_loyal' "
"text='ištikimas'</ref> ir <ref>dst='traits_undead' text='nemirėlis'</ref>.\n"
"\n"

#. [topic]: id=traits_intelligent
#: data/core/help.cfg:361
msgid "Intelligent"
msgstr "Protingas"

#. [topic]: id=traits_intelligent
#: data/core/help.cfg:362
msgid "Intelligent units require 20% less experience than usual to advance."
msgstr ""
"Protingiems daliniams reikia 20% mažiau patirties nei įprasta, kad būtų "
"paaukštinti."

#. [topic]: id=traits_intelligent
#: data/core/help.cfg:364
msgid ""
"\n"
"\n"
"<italic>text='Intelligent'</italic> units are very useful at the beginning "
"of a campaign as they can advance to higher levels more quickly. Later in "
"campaigns Intelligent is not quite as useful because the <italic>text='After "
"Maximum Level Advancement'</italic> (AMLA) is not as significant a change as "
"advancing a level. If you have many ‘maximum level’ units you may wish to "
"recall units with more desirable traits."
msgstr ""
"\n"
"\n"
"<italic>text='Protingi'</italic> daliniai yra labai naudingi kampanijos "
"pradžioje, nes gali greitai pasiekti aukštą lygį. Vėliau protas nebėra toks "
"svarbus, nes pasiekus <italic>text='virš aukščiausio lygio paaukštinimą'</"
"italic> (VALP), tobulėjimas nebėra toks staigus. Jeigu turite daug "
"aukščiausio lygio dalinių, galbūt norėsite susigrąžinti dalinius, turinčius "
"norimų savybių."

#. [topic]: id=traits_quick
#: data/core/help.cfg:369
msgid "Quick"
msgstr "Greitas"

#. [topic]: id=traits_quick
#: data/core/help.cfg:370
msgid ""
"<italic>text='Quick'</italic> units have 1 extra movement point, but 5% less "
"HP than usual."
msgstr ""
"<italic>text='Greiti'</italic> daliniai turi 1 papildomą judėjimo tašką, bet "
"5% mažiau GT nei įprasta."

#. [topic]: id=traits_quick
#: data/core/help.cfg:372
msgid ""
"\n"
"\n"
"Quick is the most noticeable trait, particularly in slower moving units such "
"as trolls or heavy infantry. Units with the quick trait often have greatly "
"increased mobility in rough terrain, which can be important to consider when "
"deploying your forces. Also, quick units aren’t quite as tough as units "
"without this trait and are subsequently less good at holding contested "
"positions."
msgstr ""
"\n"
"\n"
"Greitis yra viena iš labiausiai pastebimų savybių, ypač lėtesniuose "
"daliniuose, pavyzdžiui, troliuose arba sunkiuosiuose pėstininkuose. Greiti "
"daliniai turi žymiai didesnį judrumą nelygiose vietovėse, į ką svarbu "
"atkreipti dėmesį dėstant savo pajėgas. Taip pat žinotina, kad greiti "
"daliniai nėra tokie stiprūs, kaip neturintys didelio greičio ir žymiai "
"prasčiau atlaiko ginčijamas pozicijas."

#. [topic]: id=traits_resilient
#: data/core/help.cfg:377
msgid "Resilient"
msgstr "Gyvybingas"

#. [topic]: id=traits_resilient
#: data/core/help.cfg:378
msgid ""
"<italic>text='Resilient'</italic> units have 4 HP plus 1 HP per level more "
"than usual."
msgstr ""
"<italic>text='Gyvybingi'</italic> daliniai turi 4 GT plius 1 GT lygiui "
"daugiau negu įprasta."

#. [topic]: id=traits_resilient
#: data/core/help.cfg:380
msgid ""
"\n"
"\n"
"Resilient units can be useful at all stages of a campaign, and this is a "
"useful trait for all units. Resilient is often most helpful as a trait when "
"it occurs in a unit that has some combination of low hitpoints, good "
"defense, or high resistances. Resilient units are especially useful for "
"holding strategic positions against opponents."
msgstr ""
"\n"
"\n"
"Gyvybingi daliniai būna naudingi visose kampanijos stadijose ir tai yra "
"visiems daliniams naudingas bruožas. Gyvybingumas yra naudingiausias bruožas "
"daliniams, turintiems mažai gyvybės taškų, gerą gynybą arba didelį "
"atsparumą. Gyvybingi daliniai yra ypač naudingi strateginių pozicijų "
"išlaikymui."

#. [topic]: id=traits_strong
#: data/core/help.cfg:385
msgid "Strong"
msgstr "Stiprus"

#. [topic]: id=traits_strong
#: data/core/help.cfg:386
msgid ""
"<italic>text='Strong'</italic> units do 1 more damage for every successful "
"strike in melee combat, and have 1 more HP."
msgstr ""
"<italic>text='Stiprūs'</italic> daliniai padaro 1 tašku daugiau žalos per "
"kiekvieną pavykusį smūgį artimoje kovoje ir turi 1 GT daugiau."

#. [topic]: id=traits_strong
#: data/core/help.cfg:388
msgid ""
"\n"
"\n"
"While useful for any close-combat unit, strong is most effective for units "
"who have a high number of swings such as the elvish fighter. Strong units "
"can be very useful when a tiny bit of extra damage is all that is needed to "
"turn a damaging stroke into a killing blow."
msgstr ""
"\n"
"\n"
"Jėga yra naudinga visiems artimose kovose dalyvaujantiems daliniams, bet "
"efektingiausia daliniams turintiems didelį kirčių skaičių, pavyzdžiui, elfų "
"kovotojams. Stiprūs daliniai gali būti labai naudingi, kai reikalinga "
"truputį didesnė žala paversti žalojantį smūgį į mirtiną."

#. [topic]: id=traits_fearless
#: data/core/help.cfg:393
msgid "Fearless"
msgstr "Bebaimis"

#. [topic]: id=traits_fearless
#: data/core/help.cfg:394
msgid "Aversion to light and dark holds no sway over these brave individuals."
msgstr "Priklausymas šviesai ar tamsai neįtakoja šių drąsių individų."

#. [topic]: id=traits_feral
#: data/core/help.cfg:399
msgid "Feral"
msgstr "Laukinis"

#. [topic]: id=traits_feral
#: data/core/help.cfg:400
msgid ""
"Dwellings of sentient beings are not easily used for cover by feral "
"creatures of low intelligence. As a result, <italic>text='feral'</italic> "
"units receive a maximum of 40% defense in any land-based village regardless "
"of base terrain."
msgstr ""
"Protingų būtybių namai nėra pritaikyti žemo intelekto laukiniams padarams. "
"Dėl to <italic>text='laukiniai'</italic> turi ne daugiau, kaip 40% gynybą "
"bet kuriame ant žemės esančiame kaime, nepriklausomai nuo bazinės vietovės."

#. [topic]: id=traits_loyal
#: data/core/help.cfg:405
msgid "Loyal"
msgstr "Ištikimas"

#. [topic]: id=traits_loyal
#: data/core/help.cfg:406
msgid ""
"<italic>text='Loyal'</italic> units don’t incur upkeep. Most units incur an "
"upkeep cost at the end of every turn, which is equal to their level. Loyal "
"units do not incur this cost."
msgstr ""
"<italic>text='Ištikimi'</italic> daliniai nereikalauja užmokesčio. Dauguma "
"dalinių ėjimo pabaigoje paima užmokestį, tiek auksinių, koks yra jų lygis. "
"Ištikimiems daliniams šio užmokesčio nereikia."

#. [topic]: id=traits_loyal
#: data/core/help.cfg:408
msgid ""
"\n"
"\n"
"During campaigns, certain units may opt to join the player’s forces of their "
"own volition. These units are marked with the loyal trait. Although they may "
"require payment to be recalled, they never incur any upkeep costs. This can "
"make them invaluable during a long campaign, when gold is in short supply. "
"This trait is never given to recruited units, so it may be unwise to dismiss "
"such units or to send them to a foolish death."
msgstr ""
"\n"
"\n"
"Užduoties vykdymo metu kai kurie daliniai gali savanoriškai prisijungti prie "
"žaidėjo pajėgų. Tokie daliniai pažymimi ištikimumo bruožu. Nors tokių "
"dalinių susigrąžinimas gali kainuoti, jų išlaikymas visuomet bus nemokamas. "
"Ilgų užduočių atveju, kai aukso atsargos ribotos, tokie daliniai tampa "
"neįkainuojama parama. Ištikimumo bruožas niekada nepriskiriamas samdant "
"dalinius ir būtų neprotinga tokį bruožą turinčius dalinius atleisti arba "
"kvailai paaukoti."

#. [topic]: id=traits_undead
#: data/core/help.cfg:413
msgid "trait^Undead"
msgstr "Nemirėlis"

#. [topic]: id=traits_undead
#: data/core/help.cfg:414
#, fuzzy
msgid ""
"<italic>text='Undead'</italic> units are immune to poison, drain, and plague."
msgstr ""
"<italic>text='Nemirėlių'</italic> daliniai yra atsparūs nuodams, be to jų "
"neveikia išsiurbimas ir maras."

#. [topic]: id=traits_undead
#: data/core/help.cfg:416
msgid ""
"\n"
"\n"
"Undead units generally have undead as their only trait. Since undead units "
"are the bodies of the dead, risen to fight again, poison has no effect upon "
"them. This can make them invaluable in dealing with foes who use poison in "
"conjunction with their attacks."
msgstr ""
"\n"
"\n"
"Nemirėliai daliniai paprastai turi tik nemirėliškumo bruožą. Kadangi "
"nemirėliai yra mirusiųjų kūnai, prisikėlę naujoms kovoms, nuodai jų "
"neveikia. Tai tampa neįkainuojamu pranašumu prieš oponentus, savo atakoms "
"naudojančius nuodus."

#. [topic]: id=traits_mechanical
#: data/core/help.cfg:421
msgid "trait^Mechanical"
msgstr "Mechaninis"

#. [topic]: id=traits_mechanical
#: data/core/help.cfg:422
#, fuzzy
msgid ""
"<italic>text='Mechanical'</italic> units are immune to poison, drain, and "
"plague."
msgstr ""
"<italic>text='Mechaniniai'</italic> daliniai yra atsparūs nuodams, be to "
"išsiurbimas ir maras neveikia jų."

#. [topic]: id=traits_mechanical
#: data/core/help.cfg:424
#, fuzzy
msgid ""
"\n"
"\n"
"Mechanical units generally have mechanical as their only trait. Since "
"mechanical units don’t really have life, drain, poison, and plague have no "
"effect upon them."
msgstr ""
"\n"
"\n"
"Mechaniniai daliniai paprastai turi vienintelį bruožą mechaninis. Kadangi "
"mechaniniai daliniai iš tikrųjų neturi gyvybės, išsiurbimas, nuodai ir maras "
"jų neveikia."

#. [topic]: id=traits_elemental
#: data/core/help.cfg:429
#, fuzzy
msgid "trait^Elemental"
msgstr "stichiškas"

#. [topic]: id=traits_elemental
#: data/core/help.cfg:430
#, fuzzy
msgid ""
"<italic>text='Elemental'</italic> units are immune to poison, drain, and "
"plague."
msgstr ""
"<italic>text='Mechaniniai'</italic> daliniai yra atsparūs nuodams, be to "
"išsiurbimas ir maras neveikia jų."

#. [topic]: id=traits_elemental
#: data/core/help.cfg:432
#, fuzzy
msgid ""
"\n"
"\n"
"Elemental units generally have elemental as their only trait. Since "
"elemental units are energy-based beings, drain, poison, and plague have no "
"effect upon them."
msgstr ""
"\n"
"\n"
"Mechaniniai daliniai paprastai turi vienintelį bruožą mechaninis. Kadangi "
"mechaniniai daliniai iš tikrųjų neturi gyvybės, išsiurbimas, nuodai ir maras "
"jų neveikia."

#. [topic]: id=traits_dextrous
#: data/core/help.cfg:437
msgid "Dextrous"
msgstr "Vikrus"

#. [topic]: id=traits_dextrous
#: data/core/help.cfg:438
msgid ""
"<italic>text='Dextrous'</italic> units do 1 more damage for every successful "
"strike in ranged combat."
msgstr ""
"<italic>text='Vikrūs'</italic> daliniai padaro 1 tašku didesnę žalą po "
"kiekvieno sėkmingo smūgio nuotoliniame mūšyje."

#. [topic]: id=traits_dextrous
#: data/core/help.cfg:440
msgid ""
"\n"
"\n"
"Dextrous is a trait possessed only by elves. The elven people are known for "
"their uncanny grace, and their great facility with the bow. Some, however, "
"are gifted with natural talent that exceeds their brethren. These elves "
"inflict an additional point of damage with each arrow."
msgstr ""
"\n"
"\n"
"Vikrumas yra tik elfams būdinga savybė. Elfai garsėja savo nepaprastu "
"grakštumu ir taiklumu šaudant iš lanko. Tačiau kai kurie iš jų apdovanoti "
"išskirtiniu talentu lyginant su kitais tėvynainiais. Šių elfų strėlės atneša "
"vienu tašku daugiau žalos."

#. [topic]: id=traits_healthy
#: data/core/help.cfg:445
msgid "Healthy"
msgstr "Sveikas"

#. [topic]: id=traits_healthy
#: data/core/help.cfg:446
msgid ""
"Renowned for their vitality, some dwarves are sturdier than others and can "
"rest even when travelling."
msgstr ""
"Pagarsėję savo gyvybingumu, kai kurie dvarfai ištvermingesni negu kiti ir "
"gali ilsėtis net keliaudami."

#. [topic]: id=traits_healthy
#: data/core/help.cfg:448
msgid ""
"\n"
"\n"
"<italic>text='Healthy'</italic> units have 1 HP plus 1 HP per level more "
"than usual and rest heal the usual 2 HP after each turn they did not fight. "
"They also suffer a quarter less damage from poison."
msgstr ""
"\n"
"\n"
"<italic>text='Sveiki'</italic> daliniai turi 1 GT daugiau ir papildomaiu 1 "
"GT kiekvienam lygiui, o poilsis paprastai prideda 2 GT po kiekvieno ėjimo, "
"kurio metu jie nesigrūmė. Taip pat jie ketvirčiu mažiau nukenčia nuo nuodų."

#. [topic]: id=traits_dim
#: data/core/help.cfg:453
msgid "Dim"
msgstr "Bukas"

#. [topic]: id=traits_dim
#: data/core/help.cfg:454
msgid ""
"Units with trait <italic>text='dim'</italic> suffer a 20% increase in "
"experience required to advance."
msgstr ""
"Daliniams su bruožu <italic>text='bukas'</italic> reikia 20% daugiau "
"patirties tam, kad patobulėtų."

#. [topic]: id=traits_dim
#: data/core/help.cfg:456
msgid ""
"\n"
"\n"
"Dim is a trait all too common in goblins and other lesser species. There are "
"reasons these species are lesser, and this is one of them."
msgstr ""
"\n"
"\n"
"Bukas yra gebėjimas būdingas goblinams ir kitoms žemesniosioms rūšims. Esama "
"priežasčių, kodėl šios rūšys yra žemesniosios, ir bukumas yra viena iš jų."

#. [topic]: id=traits_slow
#: data/core/help.cfg:461
msgid "Slow"
msgstr "Lėtas"

#. [topic]: id=traits_slow
#: data/core/help.cfg:462
msgid ""
"<italic>text='Slow'</italic> units have −1 movement but 5% more hitpoints."
msgstr ""
"<italic>text='Lėti'</italic> daliniai turi 1 judėjimo tašku mažiau, bet 5% "
"daugiau gyvybės taškų."

#. [topic]: id=traits_slow
#: data/core/help.cfg:464
msgid ""
"\n"
"\n"
"Thick-bodied and clumsy, slow individuals of goblins and other species take "
"a movement penalty but are compensated for it with a slight increase in "
"endurance."
msgstr ""
"\n"
"\n"
"Apkūnūs ir nerangūs, lėti goblinų ir kitų rūšių individai nepasižymi "
"judrumu, tačiau tai kompensuoja truputį didesne ištverme."

#. [topic]: id=traits_weak
#: data/core/help.cfg:469
msgid "Weak"
msgstr "Silpnas"

#. [topic]: id=traits_weak
#: data/core/help.cfg:470
msgid ""
"Units with trait <italic>text='weak'</italic> get a −1 increment in "
"hitpoints and melee damage."
msgstr ""
"<italic>text='Silpni'</italic> daliniai turi 1 GT mažiau ir artimoje kovoje "
"patiria 1 tašku didesnę žalą."

#. [topic]: id=traits_aged
#: data/core/help.cfg:475
msgid "trait^Aged"
msgstr "Pagyvenęs"

#. [topic]: id=traits_aged
#: data/core/help.cfg:476
#, fuzzy
msgid ""
"Units with trait <italic>text='aged'</italic> get a −8 increment in "
"hitpoints and a −1 increment in movement and melee damage."
msgstr ""
"<italic>text='Silpni'</italic> daliniai turi 1 GT mažiau ir artimoje kovoje "
"patiria 1 tašku didesnę žalą."

#. [topic]: id=..terrains
#: data/core/help.cfg:484
msgid ""
"Game maps feature a variety of terrains that affect both unit movement and a "
"unit’s defensive capability in combat.\n"
"\n"
msgstr ""
"Žaidimo žemėlapiuose yra įvairių vietovių, kuriuos veikia ir dalinių "
"judėjimą, ir dalinių gynybinius sugebėjimus mūšyje.\n"
"\n"

#. [topic]: id=terrain_flat
#: data/core/help.cfg:491
msgid "Flat"
msgstr "Plokščia"

#. [topic]: id=terrain_flat
#: data/core/help.cfg:496
msgid ""
"<italic>text='Grassland'</italic> represents open plains, whether "
"cultivated, cut back for grazing, or wild. Being open ground, grassland is "
"both very easy to move across, but is also difficult to defend oneself in. "
"Typically, those units that perform best on grassland are either cavalry, or "
"very agile units which take advantage of the open space.\n"
"\n"
"Most units have defense of 30 to 40% on grassland."
msgstr ""
"<italic>text='Pievos'</italic>, nesvarbu ar naudojamos kaip dirbama žemė, ar "
"kaip ganyklos, ar laukinės, yra sutapatinamos su atvira lyguma. Judėti per "
"pievą yra lengva, tačiau joje sunku apsiginti. Pievose efektyviausi daliniai "
"yra raiteliai arba labai judrūs daliniai, galintys išnaudoti atvirą erdvę.\n"
"\n"
"Dauguma dalinių pievose turi nuo 30 iki 40% gynybos rodiklį."

#. [topic]: id=terrain_road
#: data/core/help.cfg:505
msgid "Road"
msgstr "Kelias"

#. [topic]: id=terrain_road
#: data/core/help.cfg:510
#, fuzzy
msgid ""
"<italic>text='Roads'</italic> are beaten paths of dirt, formed by many "
"travelers passing over them. As far as gameplay is concerned, roads behave "
"as <ref>dst='terrain_flat' text='flat'</ref> terrain.\n"
"\n"
msgstr ""
"Savanos yra lygumos su aukšta žole, randamos šiltesnio klimato pasaulio "
"dalyse. Žaidime jos yra identiškos <ref>dst=terrain_grassland text=žolynams</"
"ref>."

#. [topic]: id=terrain_forest
#: data/core/help.cfg:517
msgid "Forest"
msgstr "Miškas"

#. [topic]: id=terrain_forest
#: data/core/help.cfg:524
msgid ""
"<italic>text='Forests'</italic> represent any woodland with significant "
"undergrowth, enough to hinder passage. Though they slow nearly everyone "
"down, forests do offer better defense to most units than open ground. "
"Cavalry, however, have so much trouble navigating them that any benefit "
"gained by stealth is negated. Elves are an exception to this general rule "
"for forests. Not only do they possess full movement in forests, but they "
"also gain a considerable defensive bonus. Dwarves are another exception to "
"this rule; though they are able to plow through the forests without much "
"loss of speed, their utter unfamiliarity with the terrain causes them to "
"receive no defensive bonus.\n"
"\n"
"Most units have 50% defense in forests, but cavalry are limited to 30%. "
"Elves, on the other hand, enjoy 60 to 70% defense, even their mounted units. "
"Dwarves generally receive only 30% defense in forests.\n"
"\n"
msgstr ""
"<italic>text='Miškai'</italic>, tai pakankamai medžių ir augmenijos turinti "
"vietovė trukdanti praeiti. Nors jie sulėtina beveik visus, miške daugumai "
"dalinių galimybė apsiginti yra didesnė negu atviroje vietovėje. Tačiau "
"raiteliams keliauti mišku taip sunku, kad jie praranda bet kokį pranašumą "
"atsirandantį dėl slaptumo. Elfai yra išimtis šiai miškų taisyklei. Miškas jų "
"ne tik kad nesulėtina, bet jie įgyja dar ir apčiuopiamą gynybinį pranašumą. "
"Kita išimtis yra dvarfai, kurie miške greičio beveik nepraranda, tačiau "
"neišmanydami vietovės jie gynybinio pranašumo neįgauna.\n"
"\n"
"Dauguma dalinių miške turi 50% gynybinį rodiklį, bet raiteliai teturi 30%. "
"Kita vertus, elfų rodiklis siekia 60–70%, įskaitant ir jų raituosius "
"dalinius. Dvarfai paprastai miške turi 30% gynybos rodiklį.\n"
"\n"

#. [topic]: id=terrain_hills
#: data/core/help.cfg:532
msgid "Hills"
msgstr "Kalvos"

#. [topic]: id=terrain_hills
#: data/core/help.cfg:539
msgid ""
"<italic>text='Hills'</italic> represent any reasonably rough terrain, with "
"enough dips and rises in the ground to provide some cover. Hills are "
"difficult for most troops to navigate. Dwarves, trolls, and orcs have enough "
"familiarity with the terrain that they can pass through it without being "
"slowed down. Cavalry have enough trouble navigating the terrain that any "
"defensive aid lent by cover is negated.\n"
"\n"
"Most units have about 50% defense in hills, whereas cavalry are limited to "
"40%. Dwarves enjoy 60% defense in hills.\n"
"\n"
msgstr ""
"<italic>text='Kalvos'</italic> yra pakankamai nelygi vietovė, kur yra "
"pakankamai pasislėpimui tinkamų daubų ir iškilimų. Daugumai karių judėti "
"kalvose yra sunku. Dvarfai, troliai ir orkai kalnuose yra pakankamai "
"susipažinę su vietove, todėl gali ją įveikti be pristabdymo. Raiteliai gana "
"sunkiai juda kalvota vietove, todėl jiems neturi kalvų teikiamo gynybinio "
"pranašumas.\n"
"\n"
"Dauguma karių kalvose turi 50% gynybinį rodiklį, o raiteliai apribojami 40%. "
"Dvarfų gynybinis rodiklis kalvose yra net 60%.\n"
"\n"

#. [topic]: id=terrain_mountains
#: data/core/help.cfg:546
msgid "Mountains"
msgstr "Kalnai"

#. [topic]: id=terrain_mountains
#: data/core/help.cfg:551
msgid ""
"<italic>text='Mountains'</italic> are steep enough that units often have to "
"climb over obstacles to move. By this nature, they provide a considerable "
"defensive bonus for most troops, but they also severely impede any passage "
"through them. Most cavalry simply cannot enter mountainous terrain; however, "
"elvish cavalry is an exception to this, as are the goblin wolf riders. Both "
"dwarves and trolls are native to mountainous terrain, and have a very easy "
"time getting around.\n"
"\n"
"Most units receive about 60% defense in mountains, whereas Dwarves enjoy 70%."
msgstr ""
"<italic>text='Kalnai'</italic> yra gan statūs, tad daliniai dažnai turi "
"įveikinėti kliūtis lipdami. Daugumai karių tai suteikia papildomą apsaugą, "
"bet labai apsunkina praeinamumą. Dauguma raiteliu negali net įjoti į "
"kalnuotą vietovę, tačiau elfų raiteliai, kaip ir vilkais jojantys goblinai, "
"yra išimtis. Ir dvarfai, ir troliai yra kalnų būtybės ir jiems įveikti "
"kalnus yra vieni niekai.\n"
"\n"
"Dauguma karių kalnuose turi 60% gynybinį rodiklį, tuo tarpu dvarfai "
"mėgaujasi 70%."

#. [topic]: id=terrain_swamp_water
#: data/core/help.cfg:558
msgid "Swamp"
msgstr "Pelkė"

#. [topic]: id=terrain_swamp_water
#: data/core/help.cfg:563
msgid ""
"<italic>text='Swamps'</italic> represent any sort of wetlands. Swamps slow "
"down nearly everyone, and inhibit their ability to defend themselves. An "
"exception to this is any race bodily skilled in navigating water; these "
"receive both full movement and a defensive bonus. Those that make their "
"living in the wetlands are also adept at using this terrain for cover.\n"
"\n"
"Most units make do with 30% defense in swamps. Mermen, naga, and saurians "
"all generally enjoy 60%."
msgstr ""
"<italic>text='Pelkės'</italic> atvaizduoja bet kokias pelkėtas vietoves. "
"Pelkės sulėtina beveik visus ir mažina galimybę apsiginti, išskyrus tuos, "
"kurių kūnai yra pritaikyti keliauti vandeniu; pelkė tokių karių nepristabdo, "
"maža to, jie įgyja ir gynybinį pranašumą. Pelkių gyventojai puikiai "
"išnaudoja šią vietovę priedangai.\n"
"\n"
"Dauguma dalinių pelkėje teturi 30% gynybinį rodiklį. Vandenių, nágų ir "
"roplių gynybinis rodiklis paprastai yra 60%."

#. [topic]: id=terrain_shallow_water
#: data/core/help.cfg:570
msgid "Shallow Water"
msgstr "Seklus vanduo"

#. [topic]: id=terrain_shallow_water
#: data/core/help.cfg:575
#, fuzzy
msgid ""
"<italic>text='Shallow water'</italic> represents any body of water deep "
"enough to come up to roughly a man’s waist. This is enough to slow down "
"nearly anyone and leave them wide open to attack. Dwarves, given that the "
"water reaches up almost to their heads, have an extremely hard time of this. "
"The exception is any race whose bodies naturally lend themselves to "
"swimming, for which they receive a considerable defensive bonus and full "
"movement.\n"
"\n"
"Most units make do with 20 to 30% defense in shallow water, whereas both "
"naga and mermen enjoy 60%."
msgstr ""
"Seklus vanduo vaizduoja bet kokį vandens telkinį, kurio gilumas yra iki "
"žmogaus juosmens. Šis gilumas užtektinas sulėtinti kiekvieną ir palikti juos "
"plačiai atvertus puolimams. Dvarfams apsiginti ypač sunku, nes vanduo beveik "
"siekia jų galvas. Būtybės, kurių kūnai skirti plaukimui, yra viena išimtis, "
"jos gauna pastebimą gynybinį pranašumą ir juda visu greičiu.\n"
"\n"
"Dauguma dalinių turi nuo 20 iki 30% gynybą sekliame vandenyje, tačiau nágai "
"ir vandeniai mėgaujasi 60%."

#. [topic]: id=terrain_deep_water
#: data/core/help.cfg:582
msgid "Deep Water"
msgstr "Gilus vanduo"

#. [topic]: id=terrain_deep_water
#: data/core/help.cfg:587
#, fuzzy
msgid ""
"<italic>text='Deep water'</italic> represents any body of water deep enough "
"to cover a man’s head. Most units cannot enter deep water: it is the domain "
"of units which can either fly, or are exceptionally strong swimmers.\n"
"\n"
"Mermen and naga both receive 50% defense in deep water, with full movement."
msgstr ""
"Gilus vanduo vaizduoja vandens telkinį, kuriame vanduo padengia žmogaus "
"galvą. Dauguma dalinių negali įplaukti į gilų vandenį: tai įmanoma tik "
"daliniams, kurie yra gali skristi arba yra ypač geri plaukikai.\n"
"\n"
"Vandeniai ir nágai turi 50% gynybą giliame vandenyje ir juda visu greičiu."

#. [topic]: id=terrain_frozen
#: data/core/help.cfg:594
msgid "Frozen"
msgstr "Užšalusi"

#. [topic]: id=terrain_frozen
#: data/core/help.cfg:599
msgid ""
"<italic>text='Frozen'</italic> terrain represents any flat area that is "
"covered by snow or ice. Most units are slowed down on it, and have a harder "
"time defending themselves. Note that swimming units, even those who can "
"breathe underwater, cannot swim underneath ice.\n"
"\n"
"Most units have 20 to 40% defense in frozen terrain."
msgstr ""
"<italic>text='Užšalusi'</italic> vietovė vaizduoja bet kokią lygumą, apklotą "
"sniegu ir ledu. Dauguma dalinių joje juda lėčiau ir turi sunkumų ginantis. "
"Plaukiojantys daliniai, netgi tie, kurie gali kvėpuoti po vandeniu, po ledu "
"plaukti negali.\n"
"\n"
"Dauguma dalinių turi nuo 20 iki 40% gynybinį rodiklį užšalusioje lygumoje."

#. [topic]: id=terrain_castle
#: data/core/help.cfg:606
msgid "Castle"
msgstr "Pilis"

#. [topic]: id=terrain_castle
#: data/core/help.cfg:613
msgid ""
"<italic>text='Castles'</italic> are any sort of permanent fortification. "
"Nearly all units receive a considerable bonus to their defense by being "
"stationed in a castle, and all units receive full movement in a castle. "
"Stationing units in a castle represents its defensive capability. Without a "
"unit in each wall hex, an enemy can simply sneak into the castle "
"unchallenged, gaining the same defensive bonus as everyone inside.\n"
"\n"
"Most units have about 60% defense in a castle.\n"
"\n"
msgstr ""
"<italic>text='Pilys'</italic> yra bet kokie nuolatiniai apsauginiai "
"įtvirtinimai. Beveik visų pilyje dislokuotų dalinių galimybė apsiginti "
"pastebimai išauga ir visi daliniai pilyje gali judėti visu greičiu. Pilyje "
"dislokuoti daliniai parodo jos gynybinę galią. Jeigu daliniai nėra užpildę "
"visų pilies pasienyje esančių langelių, priešas gali tiesiog prasmukti vidun "
"be pasipriešinimo ir įgyti tokias pačias gynybines galias, kaip ir kiti "
"pilyje esantys daliniai.\n"
"\n"
"Dauguma dalinių pilyje turi apie 60% gynybinį rodiklį.\n"

#. [topic]: id=terrain_sand
#: data/core/help.cfg:622
msgid "Sand"
msgstr "Smėlis"

#. [topic]: id=terrain_sand
#: data/core/help.cfg:627
#, fuzzy
msgid ""
"The instability of <italic>text='sand'</italic> makes it harder for most "
"units to cross, and leaves them wide open to attack. In contrast, the wide "
"feet or snakelike bodies of the reptilian races make sand much easier for "
"them to navigate.\n"
"\n"
"Most units receive 20 to 40% defense in sand."
msgstr ""
"Smėlio klampumas apsunkina daugumos dalinių judėjimą ir nesudaro priedangos "
"priešo atakos atveju. Tačiau plačiapadžiams arba gyvačių formos kūnus "
"turintiems roplių rasių daliniams smėlis kaip tik palengvina judėjimą.\n"
"\n"
"Dauguma dalinių smėlynuose turi  nuo 20 iki 40% gynybinį rodiklį."

#. [topic]: id=terrain_desert
#: data/core/help.cfg:634
msgid "Desert"
msgstr "Dykuma"

#. [topic]: id=terrain_desert
#: data/core/help.cfg:637
msgid ""
"<italic>text='Deserts'</italic> have a somewhat different composition than "
"small sand pits or beaches, however for gameplay purposes they are "
"identical. See <ref>dst='terrain_sand' text='sand'</ref>."
msgstr ""
"<italic>text='Dykumos'</italic> turi kiek kitokią sudėtį, negu mažos smėlio "
"duobutės ar paplūdimiai, tačiau žaidime jų savybės vienodos. Žiūrėkite "
"<ref>dst='terrain_sand' text='smėlį'</ref>."

#. [topic]: id=terrain_cave
#: data/core/help.cfg:644
msgid "Cave"
msgstr "Urvas"

#. [topic]: id=terrain_cave
#: data/core/help.cfg:649
#, fuzzy
msgid ""
"<italic>text='Cave'</italic> terrain represents any underground cavern with "
"enough room for a unit to pass. Most units are wholly unfamiliar with the "
"terrain, and thus are both slowed down and hindered in defense. Dwarves and "
"trolls, who make their homes in caves, both have a relatively easy time "
"navigating this terrain, especially dwarves, who by dint of their small size "
"can navigate many obstacles that other races cannot. Occasionally caves are "
"<ref>dst='terrain_illuminated_cave' text='illuminated'</ref>.\n"
"\n"
"Most units receive 20 to 40% defense in caves, whereas dwarves have 50%."
msgstr "Uolos tai bet kokia viršžeminė "

#. [topic]: id=terrain_rockbound_cave
#: data/core/help.cfg:656
msgid "Rockbound Cave"
msgstr "Uolėtas urvas"

#. [topic]: id=terrain_rockbound_cave
#: data/core/help.cfg:661
#, fuzzy
msgid ""
"<italic>text='Rockbound cave'</italic> terrain is formed by the action of "
"water and wind, carrying erosive particles that carve the rock. It resembles "
"a scraggy underground cavern which reduces efficiency of most units, but "
"shoulders defense. Dwarves and trolls, who are main settlers of caves, have "
"a relatively easy time navigating this terrain. Dwarves, who by dint of "
"their small size have the full advantage of navigation in such topography. "
"Occasionally caves are <ref>dst='terrain_illuminated_cave' "
"text='illuminated'</ref>\n"
"\n"
"Most units have about 50% defense in rocky caves, whereas cavalry are "
"limited to 40%. Dwarves enjoy 60% defense in rockbound caves."
msgstr ""
"Uolėtas urvas yra suformuotas vėjyje ir vandenyje esančių erozinių dalelių, "
"kurios išėda uolienas. Siauras požeminis urvas sumažina daugumos dalinių "
"efektyvumą, bet sustiprina gynybinį pajėgumą. Dvarfai ir troliai yra urvų "
"gyventojai, todėl jiems šioje aplinkoje judėti pakankamai lengva. Dvarfai "
"dėl savo mažo ūgio urvuose turi visišką pranašumą. Vietomis urvai yra "
"<ref>dst='terrain_illuminated_cave' text='apšviesti'</ref> \n"
"\n"
"Dauguma dalinių turi apie 50% gynybinį rodiklį uolėtuose urvuose, tuo tarpu "
"raiteliai teturi 40%. Dvarfų gynybinis rodiklis uolėtuose urvuose net 60%. "

#. [topic]: id=terrain_illuminated_cave
#: data/core/help.cfg:668
msgid "Illuminated Cave"
msgstr "Apšviestas urvas"

#. [topic]: id=terrain_illuminated_cave
#: data/core/help.cfg:671
msgid ""
"Rare patches of the underground world are illuminated by light from the "
"surface shining down into the gloomy darkness. This provides an attack bonus "
"for lawful units and removes the attack bonus from chaotic units. In all "
"other regards this terrain is functionally identical to normal "
"<ref>dst='terrain_cave' text='cave terrains'</ref>."
msgstr ""
"Tik retose požeminio pasaulio vietose išorės šviesa pasiekia apsiblaususias "
"tamsumas. Tai suteikia geresnį puolimą šviesos daliniams ir pablogina "
"chaotiškiems daliniams. Visais kitais atžvilgiais ši aplinka identiška "
"kitiems <ref>dst='terrain_cave' text='urvams'</ref>urvams."

#. [topic]: id=terrain_fungus
#: data/core/help.cfg:678
msgid "Mushroom Grove"
msgstr "Grybų giraitė"

#. [topic]: id=terrain_fungus
#: data/core/help.cfg:683
#, fuzzy
msgid ""
"<italic>text='Mushroom groves'</italic> are vast underground forests of "
"giant mushrooms, which thrive in the damp darkness. Most units have trouble "
"negotiating the spongy floor of smaller fungi, but they have plenty of cover "
"behind the larger stalks. Mounted units, however, become completely mired "
"and lack proper freedom of movement in combat. Undead units have a natural "
"affinity for decay and function quite well in mushroom forests.\n"
"\n"
"Most units receive 50% to 60% defense in mushroom groves, whereas cavalry "
"receive only 20%."
msgstr ""
"Grybų giraitės yra didelė milžiniškų grybų požeminė karalystė, paskandinta "
"nuolatinėje tamsoje. Dauguma karių turi sunkumų judėdami samanotu "
"paviršiumi, tačiau nesunkiai gali pasislėpti už storų kotų. Tačiau raiti "
"kariai dažnai įklimpsta ir mūšio metu yra nejudrūs. Nemirėliai grybų "
"giraitėje jaučiasi neblogai dėl savo polinkio į irimą.\n"
"\n"
"Grybų giraitėje dauguma dalinių turi nuo 50 iki 60% gynybinį rodiklį, o "
"raiteliai turi tik 20%."

#. [topic]: id=terrain_village
#: data/core/help.cfg:690
msgid "Village"
msgstr "Kaimas"

#. [topic]: id=terrain_village
#: data/core/help.cfg:697
msgid ""
"<italic>text='Villages'</italic> represent any group of buildings, human or "
"otherwise. Almost all units, even cavalry, have an easy time navigating "
"villages, and most units gain a defensive bonus from being stationed in a "
"village. Villages allow units the resources to clean and tend to their "
"wounds, which allows any unit stationed therein to heal eight hitpoints each "
"turn, or to be cured of poison.\n"
"\n"
"Most units have 50 to 60% defense in villages, whereas cavalry receive only "
"40%.\n"
"\n"
msgstr ""
"<italic>text='Kaimus'</italic> sudaro pastatai, žmonės ir visa kita. Beveik "
"visi daliniai, netgi raiteliai, neturi jokių problemų judėti kaimo vietovėje "
"ir beveik visi įgauna didesnę gynybinę galią. Kaimai suteikia galimybę "
"išsigydyti žaizdas, todėl kiekvieno ėjimo metu daliniai gauna 8 gyvybės "
"taškus arba yra išgydomas nuo nuodų.\n"
"\n"
"Kaimuose dauguma dalinių turi nuo 50 iki 60% gynybinį rodiklį, o raiteliai "
"turi tik 40%.\n"
"\n"

#. [topic]: id=terrain_water_village
#: data/core/help.cfg:706
msgid "Submerged Village"
msgstr "Užtvindytas kaimas"

#. [topic]: id=terrain_water_village
#: data/core/help.cfg:711
#, fuzzy
msgid ""
"<italic>text='Submerged villages'</italic> are the homes of merfolk and "
"nagas. While water-dwelling creatures are at home here, land-dwellers have a "
"hard time navigating and defending these villages. However, like any "
"village, the facilites are available to all creatures which allow units to "
"tend to their wounds. Any unit stationed in a village can heal eight "
"hitpoints each turn, or be cured of poison.\n"
"\n"
"Merfolk and nagas have 60% defense in submerged villages, whereas land based "
"units usually have a low defense."
msgstr ""
"Povandeniniai kaimai yra vandenių ir nágų gyvenamoji vieta. Nors vandens "
"padarams tai natūrali aplinka, žemės padarams yra sunku judėti ir gintis "
"povandeniniuose kaimuose. Tačiau kaip ir kituose kaimuose, čia galima "
"išsigydyti savo žaizdas. Bet koks dalinys kiekvieno ėjimo metu gauna 8 "
"gyvybės taškus arba yra išgydomas nuo nuodų.\n"
"\n"
"Povandeniniuose kaimuose vandeniai ir nágai turi 60% gynybinį rodiklį, o "
"žemės padarai paprastai turi žemą gynybinį rodiklį. "

#. [topic]: id=terrain_unwalkable
#: data/core/help.cfg:718
msgid "Unwalkable"
msgstr "Nevaikštoma"

#. [topic]: id=terrain_unwalkable
#: data/core/help.cfg:721
msgid ""
"<italic>text='Unwalkable terrain'</italic> covers any chasm or gorge which, "
"as the name implies, cannot be crossed simply by walking. Chasms are noted "
"for sheer walls which would take days to traverse. As far as gameplay is "
"concerned, only units capable of flying can cross this terrain."
msgstr ""
"<italic>text='Nepraeinamos vietovės'</italic>, kaip ir sako pavadinimas, yra "
"nepraeinamos tiesiog einant. Įveikti stačias sienas turinčias bedugnes "
"prireiktų kelių dienų. Pagal ši žaidimą tik skraidyti galintys daliniai gali "
"įveikti šią vietovę. "

#. [topic]: id=terrain_lava
#: data/core/help.cfg:728
msgid "Lava"
msgstr "Lava"

#. [topic]: id=terrain_lava
#: data/core/help.cfg:731
#, fuzzy
msgid ""
"The dangers inherent in trying to walk on <italic>text='lava'</italic> are "
"fairly obvious. As far as movement is concerned, lava is equivalent to "
"<ref>dst='terrain_unwalkable' text='unwalkable'</ref> terrain, and can only "
"be crossed by those units capable of flying a considerable distance above "
"it. The molten magma also produces a substantial glow, illuminating the area "
"immediately above it. This provides an attack bonus for lawful units and "
"removes the attack bonus from chaotic units."
msgstr ""
"Bandymas eiti lava, be abejo, yra pavojingas. Kai reikia pereiti lavą, kaip "
"ir <ref>dst='terrain_unwalkable' text='nepereinamos'</ref>vietovės atveju, "
"tik aukštai skraidantys daliniai gali skristi virš jos. Išsilydžiusi magma "
"švyti apšviesdama erdvę virš jos. Šviesos daliniams tai suteikia puolimo "
"pranašumą, o chaotiškiems daliniams – pablogina."

#. [topic]: id=terrain_ford
#: data/core/help.cfg:738
msgid "River Ford"
msgstr "Upės brasta"

#. [topic]: id=terrain_ford
#: data/core/help.cfg:741
msgid ""
"When a river happens to be extremely shallow, passing over it is a trivial "
"matter for land based units. Moreover, any creature best adapted to swimming "
"has full mobility even at such places in the river. As far as gameplay is "
"concerned, a river ford is treated as either grassland or shallow water, "
"choosing whichever one offers the best defensive and movement bonuses for "
"the unit on it."
msgstr ""
"Kai upė labai sekli sausumos daliniams ją pereiti nėra jokių kliūčių. Negana "
"to, vandens padarai net ir esant tokiam upės seklumui nepraranda savo "
"judrumo. Šiame žaidime upės brasta prilyginama pievai ar sekliems vandenims, "
"pasirenkant kuri aplinka daliniui duotų geriausią gynybą ir nevaržytų "
"judėjimo."

#. [topic]: id=terrain_reef
#: data/core/help.cfg:748
msgid "Coastal Reef"
msgstr "Pakrantės uolynai"

#. [topic]: id=terrain_reef
#: data/core/help.cfg:753
#, fuzzy
msgid ""
"<italic>text='Coastal reefs'</italic> are shallows formed by stone, coral "
"and sand. This provides most land units with a more steady footing and "
"defensive positions than wading in shallow water normally would and also "
"grants most water-dwelling races an exceptionally high defense.\n"
"\n"
"Mermen and Naga both receive 70% defense on coastal reefs."
msgstr ""
"Pakrantės uolynai suformuoti iš akmenų, smėlio ir koralų. Tai suteikia "
"daugumai žemės dalinių geresnę galimybę lengvai judėti ir apsiginti nei "
"sekliuose vandenyse. Pakrantė taip pat suteikia vandens gyventojams "
"išskirtinai didelę gynybinę galią.\n"
"\n"
"Vandeniai ir nágai pakrantės uolynuose gauna 70% gynybinį rodiklį."

#. [topic]: id=terrain_bridge
#: data/core/help.cfg:760
msgid "Bridge"
msgstr "Tiltas"

#. [topic]: id=terrain_bridge
#: data/core/help.cfg:766
#, fuzzy
msgid ""
"To those capable of building one, the ability to lay a "
"<italic>text='bridge'</italic> offers a liberation from the fickle nature of "
"waterways, whose fords come and go with the rise and fall of the waterline. "
"This is to say nothing of the luxury of dry feet, the loss of which is no "
"laughing matter in the cold months of the year.\n"
"\n"
"For those who go by land or sea, a bridge is the best of both worlds — for "
"gameplay purposes, it is treated either as grassland or the underlying "
"water, whichever offers the best movement and defensive bonuses for the unit "
"occupying the bridge hex. Note that a swimming unit and a land unit are not "
"capable of occupying a bridge hex at the same time."
msgstr ""
"Tiems, kurie turi statybos įgūdžių, tiltų pastatymas leidžia išvengti "
"bridimo nepastoviais vandens keliais, kurie atsiranda ir pradingsta kintant "
"vandens lygiui. Jau nekalbant apie prabangą išsaugoti sausas kojas, kas yra "
"visai nejuojinga šaltuoju metų laiku.\n"
"\n"
"Ir tiems kurie vaikšto žeme, ir tiems kurie plaukia jūra, tiltas žaidime "
"naudojamas pasirinktinai kaip pieva arba po tiltu esantis vanduo, "
"priklausomai nuo to kuri vietovė suteiktų geriausią judėjimo ir gynybos "
"galią ant tilto esančiam daliniui. Turėkite omeny, kad tuo pačiu metu ant "
"tilto negali būti ir žemės, ir vandens padarai."

#. [topic]: id=terrain_impassable
#: data/core/help.cfg:773
msgid "Impassable"
msgstr "Nepraeinama"

#. [topic]: id=terrain_impassable
#: data/core/help.cfg:776
msgid ""
"Obstacles that not even the most determined traveler may overcome include "
"solid walls of stone and mountains so tall and steep that they are "
"constantly wreathed in cloud. Even flying creatures cannot navigate the "
"jagged peaks at such rarified heights, and not even the fiercest troll can "
"smash through thick walls of stone."
msgstr ""
"Kliūtys, kurių net labai pasiryžęs keliautojas negali įveikti, yra storos "
"akmeninės sienos ir aukšti kalnai, tokie aukšti, kad juos nuolat gaubia "
"debesys. Netgi skraidantys padarai negali orientuotis tarp dantytų viršūnių "
"tokiame dideliame aukštyje ir netgi smarkiausias trolis negali prasibrauti "
"pro storas akmenines sienas."

#. [topic]: id=general_commands
#: data/core/help.cfg:789
msgid "General commands"
msgstr "Bendros komandos"

#. [topic]: id=general_commands
#: data/core/help.cfg:794
msgid ""
"\n"
"Clear chat messages.\n"
"\n"
msgstr ""
"\n"
"Išvalyti pokalbių žinutes.\n"
"\n"

#. [topic]: id=general_commands
#: data/core/help.cfg:798
msgid ""
"\n"
"Switch debug mode on (does not work in multiplayer). See "
"<ref>dst='debug_commands' text='debug mode commands'</ref>.\n"
"Debug mode is turned off by quitting the game or :nodebug.\n"
"\n"
msgstr ""
"\n"
"Įjungti derinimo režimą (neveikia daugelio žaidėjų žaidime). Žiūrėkite "
"<ref>dst='debug_commands' text='derinimo režimo komandos'</ref>.\n"
"Derinimo režimas išjungiamas, kai jūs baigiate žaidimą arba surenkate :"
"nodebug.\n"
"\n"

#. [topic]: id=general_commands
#: data/core/help.cfg:801
msgid ""
"\n"
"Set or toggle player on side between human and AI player. The player/client "
"who controls that side needs to issue this command. If no second parameter "
"is supplied, toggle bewteen human and AI. If it is ‘on’, set an AI "
"controller. If it is ‘off’ set a human controller. Defaults to the currently "
"active side if no parameter is supplied.\n"
"\n"
msgstr ""

#. [topic]: id=general_commands
#: data/core/help.cfg:804
msgid ""
"\n"
"Toggle the display of the current frames per second.\n"
"\n"
msgstr ""
"\n"
"Perjungti kadrų per sekundę rodymą.\n"
"\n"

#. [topic]: id=general_commands
#: data/core/help.cfg:807
msgid ""
"\n"
"Switch a log domain to a different log level.\n"
"\n"
msgstr ""
"\n"
"Perjungti registravimo domeną į kitą lygį.\n"
"\n"

#. [topic]: id=general_commands
#: data/core/help.cfg:810
msgid ""
"\n"
"Redraws the screen and reloads any image files that have been changed.\n"
"\n"
msgstr ""
"\n"
"Perpiešia ekraną ir iš naujo įkelia paveikslėlių failus, kurie galėjo "
"pasikeisti.\n"
"\n"

#. [topic]: id=general_commands
#: data/core/help.cfg:813
msgid ""
"\n"
"Bring up theme selection menu.\n"
"\n"
msgstr ""
"\n"
"Atverti temų pasirinkimo meniu.\n"
"\n"

#. [topic]: id=general_commands
#: data/core/help.cfg:816
msgid ""
"\n"
"Quit the scenario (without prompting).\n"
"\n"
msgstr ""
"\n"
"Išjungti scenarijų (be užklausimo).\n"
"\n"

#. [topic]: id=general_commands
#: data/core/help.cfg:819
msgid ""
"\n"
"Save the game (without prompting).\n"
"\n"
msgstr ""
"\n"
"Išsaugoti žaidimą (be užklausimo).\n"
"\n"

#. [topic]: id=general_commands
#: data/core/help.cfg:820
msgid ""
"\n"
"Save the game and quit the scenario (without prompting)."
msgstr ""
"\n"
"Išsaugoti žaidimą ir išjungti scenarijų (be užklausimo)."

#. [topic]: id=mp_commands
#: data/core/help.cfg:828
msgid "Multiplayer commands"
msgstr "Daugelio žaidėjų žaidimo komandos"

#. [topic]: id=mp_commands
#: data/core/help.cfg:834
msgid ""
"\n"
"Ban a user in a multiplayer game by the IP address used by that username and "
"kick him. Can be used on users not in the game but on the server. (Of course "
"they won’t be kicked then.)\n"
"\n"
msgstr ""

#. [topic]: id=mp_commands
#: data/core/help.cfg:837
msgid ""
"\n"
"Change the controller for side (write here the number of the side) to "
"username (write here the nick of the player or observer). You can check what "
"side belongs to which player in the <bold>text='Scenario Settings'</bold> "
"dialog (Press the <bold>text='More'</bold> button in the <bold>text='Status "
"Table'</bold> (alt+s by default) to get there.). The host can change control "
"of any side.\n"
"\n"
msgstr ""

#. [topic]: id=mp_commands
#: data/core/help.cfg:840
msgid ""
"\n"
"Kick a user in multiplayer. They will be able to rejoin the game. If you "
"just want to change control of their side(s) use the :control command "
"instead.\n"
"\n"
msgstr ""

#. [topic]: id=mp_commands
#: data/core/help.cfg:843
#, fuzzy
msgid ""
"\n"
"Send a private message to a user. When in a game, it is not possible to send "
"private messages to players who are currently controlling a side in the same "
"game.\n"
"\n"
msgstr ""
"Siunčia privatų pranešimą. Jūs negalite siųsti pranešimus žaidėjams, kurie "
"nevaldo jokios pusės jūsų žaidime."

#. [topic]: id=mp_commands
#: data/core/help.cfg:846
msgid ""
"\n"
"Mute a specific observer. If no username is supplied the muted usernames are "
"displayed.\n"
"\n"
msgstr ""
"\n"
"Nutildo nurodytą stebėtoją. Jeigu nenurodytas nė vienas naudotojas, parodomi "
"nutildyti naudotojai.\n"
"\n"

#. [topic]: id=mp_commands
#: data/core/help.cfg:849
msgid ""
"\n"
"Toggle muting/silencing of all observers on/off.\n"
"\n"
msgstr ""

#. [topic]: id=mp_commands
#: data/core/help.cfg:852
msgid ""
"\n"
"Unban a user in a multiplayer game by the IP address used by that username. "
"Can be used on users not in the game but on the server.\n"
"\n"
msgstr ""

#. [topic]: id=mp_commands
#: data/core/help.cfg:853
#, fuzzy
msgid ""
"\n"
"Unmute a specific observer. If no username is supplied the list of muted "
"observers is cleared."
msgstr ""
"\n"
"Nutildo nurodytą stebėtoją. Jeigu nenurodytas nė vienas naudotojas, parodomi "
"nutildyti naudotojai.\n"
"\n"

#. [topic]: id=debug_commands
#: data/core/help.cfg:860
msgid "Debug mode commands"
msgstr "Derinimo režimo komandos"

#. [topic]: id=debug_commands
#: data/core/help.cfg:864
msgid ""
"\n"
"Brings up a menu for choosing a scenario to immediately advance to in a "
"campaign.\n"
"\n"
msgstr ""

#. [topic]: id=debug_commands
#: data/core/help.cfg:867
msgid ""
"\n"
"Create a unit of the specified type on the selected hex.\n"
"\n"
msgstr ""
"\n"
"Sukuria nurodyto tipo dalinį nurodytame laukelyje.\n"
"\n"

#. [topic]: id=debug_commands
#: data/core/help.cfg:870
msgid ""
"\n"
"Toggle fog/shroud for the current side.\n"
"\n"
msgstr ""
"\n"
"Dabartinei pusei perjungia rūką/uždangą.\n"
"\n"

#. [topic]: id=debug_commands
#: data/core/help.cfg:873
msgid ""
"\n"
"Adds the specified amount to the current side’s gold.\n"
"\n"
msgstr ""
"\n"
"Dabartinei pusei prideda nurodytą kiekį aukso.\n"
"\n"

#. [topic]: id=debug_commands
#: data/core/help.cfg:876
msgid ""
"\n"
"Immediately advances to the next scenario in a campaign.\n"
"\n"
msgstr ""
"\n"
"Iš karto pereina į kitą kampanijos scenarijų.\n"
"\n"

#. [topic]: id=debug_commands
#: data/core/help.cfg:879
msgid ""
"\n"
"Manually set a gamestate variable to value.\n"
"\n"
msgstr ""
"\n"
"Rankiniu būdu nustatyti žaidimo būsenos kintamojo vertę.\n"
"\n"

#. [topic]: id=debug_commands
#: data/core/help.cfg:882
msgid ""
"\n"
"Show a gamestate variable.\n"
"\n"
msgstr ""
"\n"
"Rodyti žaidimo būsenos kintamąjį.\n"
"\n"

#. [topic]: id=debug_commands
#: data/core/help.cfg:885
msgid ""
"\n"
"Manually fire the specified event.\n"
"\n"
msgstr ""
"\n"
"Rankiniu būdu iškviesti nurodytą įvykį.\n"
"\n"

#. [topic]: id=debug_commands
#: data/core/help.cfg:888
msgid ""
"\n"
"Modifies the specified property of the selected unit. Example: :unit "
"hitpoints=100\n"
"\n"
msgstr ""
"\n"
"Pakeičia nurodytą pasirinkto dalinio ypatybę. Pavyzdžiui: :unit "
"hitpoints=100\n"
"\n"

#. [topic]: id=debug_commands
#: data/core/help.cfg:889
msgid ""
"\n"
"Makes the selected unit level up N times. Example: :unit advances=2"
msgstr ""
"\n"
"Pažymėtą dalinį paaukština N kartų. Pavyzdžiui: :unit advances=2"

#. [heals]: id=curing
#: data/core/macros/abilities.cfg:51
msgid "cures"
msgstr "atnuodija"

#. [heals]: id=curing
#: data/core/macros/abilities.cfg:52
msgid "female^cures"
msgstr "atnuodija"

#. [heals]: id=curing
#: data/core/macros/abilities.cfg:54
msgid ""
"Cures:\n"
"A curer can cure a unit of poison, although that unit will receive no "
"additional healing on the turn it is cured of the poison."
msgstr ""
"Atnuodija:\n"
"Atnuodytojas gali iš dalinio pašalinti nuodus, tačiau tas dalinys nebegaus "
"jokio papildomo gydymo tą ėjimą, kai jis buvo atnuodytas."

#. [regenerate]: id=regenerates
#: data/core/macros/abilities.cfg:76
msgid "regenerates"
msgstr "regeneruoja"

#. [regenerate]: id=regenerates
#: data/core/macros/abilities.cfg:77
msgid "female^regenerates"
msgstr "regeneruoja"

#. [regenerate]: id=regenerates
#: data/core/macros/abilities.cfg:79
msgid ""
"Regenerates:\n"
"The unit will heal itself 8 HP per turn. If it is poisoned, it will remove "
"the poison instead of healing."
msgstr ""
"Regeneruoja:\n"
"Dalinys gydysis 8 GT per ėjimą. Jei jis yra apnuodytas, tai vietoj gydymosi "
"pasišalins nuodus."

#. [resistance]: id=steadfast
#: data/core/macros/abilities.cfg:98
msgid "steadfast"
msgstr "atsparus"

#. [resistance]: id=steadfast
#: data/core/macros/abilities.cfg:99
msgid "female^steadfast"
msgstr "atspari"

#. [resistance]: id=steadfast
#: data/core/macros/abilities.cfg:101
msgid ""
"Steadfast:\n"
"This unit’s resistances are doubled, up to a maximum of 50%, when defending. "
"Vulnerabilities are not affected."
msgstr ""
"Atsparus:\n"
"Šio dalinio atsparumai yra padvigubinami, iki didžiausių įmanomų 50%, kai "
"ginamasi. Pažeidžiamumai nepaveikiami."

#. [leadership]: id=leadership
#: data/core/macros/abilities.cfg:114 data/core/macros/abilities.cfg:137
#: data/core/macros/abilities.cfg:172 data/core/macros/abilities.cfg:219
#: data/core/macros/abilities.cfg:278
msgid "leadership"
msgstr "vadovavimas"

#. [leadership]: id=leadership
#: data/core/macros/abilities.cfg:115 data/core/macros/abilities.cfg:138
#: data/core/macros/abilities.cfg:173 data/core/macros/abilities.cfg:220
#: data/core/macros/abilities.cfg:279
msgid "female^leadership"
msgstr "vadovavimas"

#. [leadership]: id=leadership
#: data/core/macros/abilities.cfg:119 data/core/macros/abilities.cfg:142
#: data/core/macros/abilities.cfg:177 data/core/macros/abilities.cfg:224
#: data/core/macros/abilities.cfg:283
msgid ""
"Leadership:\n"
"This unit can lead our own units that are next to it, making them fight "
"better.\n"
"\n"
"Adjacent own units of lower level will do more damage in battle. When a unit "
"adjacent to, of a lower level than, and on the same side as a unit with "
"Leadership engages in combat, its attacks do 25% more damage times the "
"difference in their levels."
msgstr ""

#. [skirmisher]: id=skirmisher
#: data/core/macros/abilities.cfg:347
msgid "skirmisher"
msgstr "peštukas"

#. [skirmisher]: id=skirmisher
#: data/core/macros/abilities.cfg:348
msgid "female^skirmisher"
msgstr "peštukė"

#. [skirmisher]: id=skirmisher
#: data/core/macros/abilities.cfg:350
msgid ""
"Skirmisher:\n"
"This unit is skilled in moving past enemies quickly, and ignores all enemy "
"Zones of Control."
msgstr ""
"Peštukas:\n"
"Šis dalinys gali greitai judėti tarp priešų ir nepaiso valdymo zonų."

#. [illuminates]: id=illumination
#: data/core/macros/abilities.cfg:363
msgid "illuminates"
msgstr "apšviečia"

#. [illuminates]: id=illumination
#: data/core/macros/abilities.cfg:364
msgid "female^illuminates"
msgstr "apšviečia"

#. [illuminates]: id=illumination
#: data/core/macros/abilities.cfg:368
msgid ""
"Illuminates:\n"
"This unit illuminates the surrounding area, making lawful units fight "
"better, and chaotic units fight worse.\n"
"\n"
"Any units adjacent to this unit will fight as if it were dusk when it is "
"night, and as if it were day when it is dusk."
msgstr ""

#. [teleport]: id=teleport
#: data/core/macros/abilities.cfg:378
msgid "teleport"
msgstr "teleportavimas"

#. [teleport]: id=teleport
#: data/core/macros/abilities.cfg:379
msgid "female^teleport"
msgstr "teleportavimas"

#. [teleport]: id=teleport
#: data/core/macros/abilities.cfg:381
msgid ""
"Teleport:\n"
"This unit may teleport between any two empty villages owned by its side "
"using one of its moves."
msgstr ""
"Teleportavimas:\n"
"Šis dalinys gali teleportuotis tarp bet kokių dviejų jo pusės kaimų, "
"naudodamas vieną iš savo judėjimų."

#. [hides]: id=ambush
#: data/core/macros/abilities.cfg:417 data/core/macros/abilities.cfg:419
msgid "ambush"
msgstr "pasalūnas"

#. [hides]: id=ambush
#: data/core/macros/abilities.cfg:418 data/core/macros/abilities.cfg:420
msgid "female^ambush"
msgstr "pasalūnė"

#. [hides]: id=ambush
#: data/core/macros/abilities.cfg:424 data/core/macros/abilities.cfg:428
#, fuzzy
msgid ""
"Ambush:\n"
"This unit can hide in forest, and remain undetected by its enemies.\n"
"\n"
"Enemy units cannot see this unit while it is in forest, except if they have "
"units next to it. Any enemy unit that first discovers this unit immediately "
"loses all its remaining movement."
msgstr ""
"Slėpimasis:\n"
"Šis dalinys gali slėptis kaimuose (išskyrus vandens kaimuose), ir likti "
"neaptiktu savo priešų, išskyrus tų, kurie stovi greta jo.\n"
"\n"
"Priešo daliniai negali matyti šio dalinio, kol jis yra kaime, išskyrus tik "
"jei jie turi dalinių šalia jo. Bet kuris priešo dalinys, kuris pirmas "
"aptinka šį dalinį iš karto praranda likusį judėjimą."

#. [hides]: id=nightstalk
#: data/core/macros/abilities.cfg:443 data/core/macros/abilities.cfg:444
#: data/core/macros/abilities.cfg:449
msgid "nightstalk"
msgstr "naktinis seklys"

#. [hides]: id=nightstalk
#: data/core/macros/abilities.cfg:448 data/core/macros/abilities.cfg:454
msgid ""
"Nightstalk:\n"
"The unit becomes invisible during night.\n"
"\n"
"Enemy units cannot see this unit at night, except if they have units next to "
"it. Any enemy unit that first discovers this unit immediately loses all its "
"remaining movement."
msgstr ""
"Naktinis seklys:\n"
"Naktimis dalinys pasidaro nematomas.\n"
"\n"
"Priešo daliniai negali matyti šio dalinio naktimis, nebent jeigu jie turi "
"dalinių prie jūsų dalinių. Kai jūsų dalinį pamato priešo dalinys, tas "
"dalinys iš karto praranda visą likusį savo judėjimą."

#. [hides]: id=nightstalk
#: data/core/macros/abilities.cfg:450
msgid "female^nightstalk"
msgstr "naktinė seklė"

#. [hides]: id=concealment
#: data/core/macros/abilities.cfg:469 data/core/macros/abilities.cfg:475
msgid "concealment"
msgstr "slėpimasis"

#. [hides]: id=concealment
#: data/core/macros/abilities.cfg:470 data/core/macros/abilities.cfg:476
msgid "female^concealment"
msgstr "slėpimasis"

#. [hides]: id=concealment
#: data/core/macros/abilities.cfg:474 data/core/macros/abilities.cfg:480
msgid ""
"Concealment:\n"
"This unit can hide in villages (with the exception of water villages), and "
"remain undetected by its enemies, except by those standing next to it.\n"
"\n"
"Enemy units can not see this unit while it is in a village, except if they "
"have units next to it. Any enemy unit that first discovers this unit "
"immediately loses all its remaining movement."
msgstr ""
"Slėpimasis:\n"
"Šis dalinys gali slėptis kaimuose (išskyrus vandens kaimuose), ir likti "
"neaptiktu savo priešų, išskyrus tų, kurie stovi greta jo.\n"
"\n"
"Priešo daliniai negali matyti šio dalinio, kol jis yra kaime, išskyrus tik "
"jei jie turi dalinių šalia jo. Bet kuris priešo dalinys, kuris pirmas "
"aptinka šį dalinį iš karto praranda likusį judėjimą."

#. [hides]: id=submerge
#: data/core/macros/abilities.cfg:495 data/core/macros/abilities.cfg:501
msgid "submerge"
msgstr "nardymas"

#. [hides]: id=submerge
#: data/core/macros/abilities.cfg:496 data/core/macros/abilities.cfg:502
msgid "female^submerge"
msgstr "nardymas"

#. [hides]: id=submerge
#: data/core/macros/abilities.cfg:500 data/core/macros/abilities.cfg:506
#, fuzzy
msgid ""
"Submerge:\n"
"This unit can hide in deep water, and remain undetected by its enemies.\n"
"\n"
"Enemy units cannot see this unit while it is in deep water, except if they "
"have units next to it. Any enemy unit that first discovers this unit "
"immediately loses all its remaining movement."
msgstr ""
"Slėpimasis:\n"
"Šis dalinys gali slėptis kaimuose (išskyrus vandens kaimuose), ir likti "
"neaptiktu savo priešų, išskyrus tų, kurie stovi greta jo.\n"
"\n"
"Priešo daliniai negali matyti šio dalinio, kol jis yra kaime, išskyrus tik "
"jei jie turi dalinių šalia jo. Bet kuris priešo dalinys, kuris pirmas "
"aptinka šį dalinį iš karto praranda likusį judėjimą."

#. [dummy]: id=feeding
#: data/core/macros/abilities.cfg:524
msgid "feeding"
msgstr "maitinasi"

#. [dummy]: id=feeding
#: data/core/macros/abilities.cfg:525
msgid "female^feeding"
msgstr "maitinasi"

#. [dummy]: id=feeding
#: data/core/macros/abilities.cfg:527
msgid ""
"Feeding:\n"
"This unit gains 1 hitpoint added to its maximum whenever it kills a living "
"unit."
msgstr ""
"Maitinasi:\n"
"Šis dalinys gauna 1 gyvybės tašką, pridedamą prie jo maksimalaus, kai jis "
"užmuša gyvą dalinį."

#. [unstore_unit]
#: data/core/macros/abilities.cfg:576
msgid "+1 max HP"
msgstr "+1 maks. GT"

#. [damage]: id=backstab
#: data/core/macros/abilities.cfg:637
msgid "backstab"
msgstr "dūris į nugarą"

#. [damage]: id=backstab
#: data/core/macros/abilities.cfg:639
msgid ""
"Backstab:\n"
"When used offensively, this attack deals double damage if there is an enemy "
"of the target on the opposite side of the target, and that unit is not "
"incapacitated (turned to stone or otherwise paralyzed)."
msgstr ""

#. [plague]: id=plague({TYPE}), type={TYPE}
#. [plague]: id=plague, type=Walking Corpse
#: data/core/macros/abilities.cfg:651 data/core/macros/abilities.cfg:663
msgid "plague"
msgstr "maras"

#. [plague]: id=plague({TYPE}), type={TYPE}
#: data/core/macros/abilities.cfg:653
#, fuzzy
msgid ""
"Plague:\n"
"When a unit is killed by a Plague attack, that unit is replaced with a unit "
"identical to and on the same side as the unit with the Plague attack. This "
"doesn’t work on Undead or units in villages."
msgstr ""
"Maras:\n"
"Kai dalinys nužudomas maro ataka, tas dalinys pakeičiamas vaikščiojančiu "
"lavonu toje pačioje pusėje kaip ir dalinys su maro ataka. Tai neveikia su "
"nemirėliais arba kaime esančiais daliniais."

#. [plague]: id=plague, type=Walking Corpse
#: data/core/macros/abilities.cfg:665
msgid ""
"Plague:\n"
"When a unit is killed by a Plague attack, that unit is replaced with a "
"Walking Corpse on the same side as the unit with the Plague attack. This "
"doesn’t work on Undead or units in villages."
msgstr ""
"Maras:\n"
"Kai dalinys nužudomas maro ataka, tas dalinys pakeičiamas vaikščiojančiu "
"lavonu toje pačioje pusėje kaip ir dalinys su maro ataka. Tai neveikia su "
"nemirėliais arba kaime esančiais daliniais."

#. [slow]: id=slow
#: data/core/macros/abilities.cfg:675
msgid "slows"
msgstr "sulėtina"

#. [slow]: id=slow
#: data/core/macros/abilities.cfg:677
msgid ""
"Slow:\n"
"This attack slows the target until it ends a turn. Slow halves the damage "
"caused by attacks and the movement cost for a slowed unit is doubled. A unit "
"that is slowed will feature a snail icon in its sidebar information when it "
"is selected."
msgstr ""
"Sulėtina:\n"
"Ši ataka sulėtina taikinį iki jo ėjimo pabaigos. Sulėtinimas perpus sumažina "
"atakų daromą žalą ir sulėtinto dalinio judėjimo kaina yra padvigubinta. "
"Dalinys, kuris yra sulėtintas turi sraigės ženkliuką savo šoninės juostos "
"informacijoje, kai jis yra pažymėtas."

#. [petrifies]: id=petrifies
#: data/core/macros/abilities.cfg:686
msgid "petrifies"
msgstr "paverčia akmeniu"

#. [petrifies]: id=petrifies
#: data/core/macros/abilities.cfg:688
msgid ""
"Petrify:\n"
"This attack petrifies the target, turning it to stone. Units that have been "
"petrified may not move or attack."
msgstr ""
"Sustingdymas:\n"
"Ši ataka taikinį paverčia akmeniu. Daliniai, kurie buvo paversti į akmenį, "
"negali judėti ar pulti."

#. [chance_to_hit]: id=marksman
#: data/core/macros/abilities.cfg:697
msgid "marksman"
msgstr "snaiperis"

#. [chance_to_hit]: id=marksman
#: data/core/macros/abilities.cfg:699
msgid ""
"Marksman:\n"
"When used offensively, this attack always has at least a 60% chance to hit."
msgstr ""
"Snaiperis:\n"
"Kai naudojama puolant, ši ataka visada turi bent 60% tikimybę pataikyti."

#. [swarm]: id=swarm
#: data/core/macros/abilities.cfg:724
#, fuzzy
msgid "swarm"
msgstr "pulkas"

#. [swarm]: id=swarm
#: data/core/macros/abilities.cfg:726
msgid ""
"Swarm:\n"
"The number of strikes of this attack decreases when the unit is wounded. The "
"number of strikes is proportional to the percentage of its of maximum HP the "
"unit has. For example a unit with 3/4 of its maximum HP will get 3/4 of the "
"number of strikes."
msgstr ""

#. [damage]: id=charge
#: data/core/macros/abilities.cfg:735
#, fuzzy
msgid "charge"
msgstr "įkrova"

#. [damage]: id=charge
#: data/core/macros/abilities.cfg:737
msgid ""
"Charge:\n"
"When used offensively, this attack deals double damage to the target. It "
"also causes this unit to take double damage from the target’s counterattack."
msgstr ""

#. [drains]: id=drains
#: data/core/macros/abilities.cfg:749
msgid "drains"
msgstr "išsiurbia"

#. [drains]: id=drains
#: data/core/macros/abilities.cfg:751
msgid ""
"Drain:\n"
"This unit drains health from living units, healing itself for half the "
"amount of damage it deals (rounded down)."
msgstr ""
"Išsiurbia:\n"
"Šis dalinys išsiurbia jėgas iš gyvų dalinių, gydydamasis pusė padarytos "
"žalos kiekio (suapvalintos žemyn)."

#. [poison]: id=poison
#: data/core/macros/abilities.cfg:771
msgid "poison"
msgstr "nuodai"

#. [poison]: id=poison
#: data/core/macros/abilities.cfg:773
msgid ""
"Poison:\n"
"This attack poisons living targets. Poisoned units lose 8 HP every turn "
"until they are cured or are reduced to 1 HP. Poison can not, of itself, kill "
"a unit."
msgstr ""
"Nuodai:\n"
"Ši atakos rūšis apnuodija gyvuosius taikinius. Apnuodyti daliniai kiekvieno "
"ėjimo metu iki išgydymo, netenka 8 GT arba jų GT sumažėja iki 1. Patys "
"nuodai dalinio nenužudo."

#. [advancement]: id=amla_default
#: data/core/macros/amla.cfg:10
msgid "Max HP bonus +3, Max XP +20%"
msgstr "Didžiausias GT priedas +3, didžiausi PT +20%"

#. [time]: id=indoors
#. [illuminated_time]: id=indoors_illum
#: data/core/macros/schedules.cfg:70 data/core/macros/schedules.cfg:76
#, fuzzy
msgid "Indoors"
msgstr "Netinkama spalva"

#. [time]: id=deep_underground
#. [illuminated_time]: id=deep_underground_illum
#: data/core/macros/schedules.cfg:102 data/core/macros/schedules.cfg:111
msgid "Deep Underground"
msgstr "Gilus požemis"

#: data/core/macros/special-notes.cfg:5
msgid ""
"\n"
"\n"
"Special Notes:"
msgstr ""
"\n"
"\n"
"Ypatingos pastabos:"

#: data/core/macros/special-notes.cfg:8
msgid ""
" Spirits have very unusual resistances to damage, and move quite slowly over "
"open water."
msgstr ""
" Dvasios turi labai neįprastus atsparumus žalai ir pakankamai lėtai juda "
"virš atviro vandens."

#: data/core/macros/special-notes.cfg:11
msgid ""
" This unit’s arcane attack deals tremendous damage to magical creatures, and "
"even some to mundane creatures."
msgstr ""
" Šio dalinio paslaptinga ataka daro milžinišką žalą magiškoms būtybėms ir "
"netgi kai kurioms paprastoms būtybėms."

#: data/core/macros/special-notes.cfg:14
msgid " This unit is capable of basic healing."
msgstr " Šis dalinys truputį sugeba gydyti."

#: data/core/macros/special-notes.cfg:17
#, fuzzy
msgid " This unit is capable of rapid healing."
msgstr " Šis dalinys truputį sugeba gydyti."

#: data/core/macros/special-notes.cfg:20
msgid ""
" This unit is capable of healing those around it, and curing them of poison."
msgstr ""
" Šis dalinys sugeba gydyti aplink jį esančius dalinius ir juos atnuodyti."

#: data/core/macros/special-notes.cfg:23
msgid ""
" This unit is capable of neutralizing the effects of poison in units around "
"it."
msgstr ""
" Šis dalinys sugeba neutralizuoti nuodų veikimą, aplink jį esančiuose "
"daliniuose."

#: data/core/macros/special-notes.cfg:26
msgid ""
" This unit regenerates, which allows it to heal as though always stationed "
"in a village."
msgstr ""
" Šis dalinys regeneruoja, kas leidžia jam gydytis taip, lyg jis visada būtų "
"apsistojęs kaime."

#: data/core/macros/special-notes.cfg:29
msgid ""
" The steadiness of this unit reduces damage from some attacks, but only "
"while defending."
msgstr ""
" Šio dalinio atsparumas mažina kai kurių atakų žalą, tačiau tik besiginant."

#: data/core/macros/special-notes.cfg:32
msgid ""
" The leadership of this unit enables adjacent units of the same side to deal "
"more damage in combat, though this only applies to units of lower level."
msgstr ""
" Šio dalinio vadovavimas leidžia greta esantiems tos pačios pusės daliniams "
"padaryti daugiau žalos mūšyje, tačiau tai galioja tik žemesnio lygio "
"daliniams."

#: data/core/macros/special-notes.cfg:35
msgid ""
" This unit’s skill at skirmishing allows it to ignore enemies’ zones of "
"control and thus move unhindered around them."
msgstr ""

#: data/core/macros/special-notes.cfg:38
msgid " Illumination increases the lighting level in adjacent areas."
msgstr " Apšvietimas padidina šviesos lygį gretimuose laukeliuose."

#: data/core/macros/special-notes.cfg:41
msgid ""
" This unit can use one move to teleport between any two empty villages "
"controlled by its side."
msgstr ""
" Šis dalinys gali per vieną ėjimą teleportuotis tarp bet kurių dviejų tuščių "
"jo pusei priklausančių kaimų."

#: data/core/macros/special-notes.cfg:44
msgid ""
" In woodlands, this unit’s ambush skill renders it invisible to enemies "
"unless it is immediately adjacent or has revealed itself by attacking."
msgstr ""

#: data/core/macros/special-notes.cfg:47
msgid " This unit is able to hide at night, leaving no trace of its presence."
msgstr " Šis dalinys naktį gali pasislėpti, nepalikdamas jokio savo pėdsako."

#: data/core/macros/special-notes.cfg:50
msgid ""
" This unit can hide in villages (with the exception of water villages), and "
"remain undetected by its enemies, except by those standing next to it."
msgstr ""

#: data/core/macros/special-notes.cfg:53
msgid ""
" This unit can move unseen in deep water, requiring no air from the surface."
msgstr ""
" Šis dalinys gali nematomas judėti giliame vandenyje, nereikalaudamas oro iš "
"paviršiaus."

#: data/core/macros/special-notes.cfg:56
msgid ""
" This unit gains 1 hitpoint added to its maximum whenever it kills a living "
"unit."
msgstr ""
"Šis dalinys gauna 1 gyvybės tašką pridėtą prie jo maksimalaus, kai jis "
"nužudo gyvą dalinį."

#: data/core/macros/special-notes.cfg:59
msgid ""
" Whenever its berserk attack is used, this unit continues to push the attack "
"until either it or its enemy lies dead."
msgstr ""

#: data/core/macros/special-notes.cfg:62
msgid ""
" If there is an enemy of the target on the opposite side of the target while "
"attacking it, this unit may backstab, inflicting double damage by creeping "
"around behind that enemy."
msgstr ""

#: data/core/macros/special-notes.cfg:65
msgid ""
" Foes who lose their life to the plague will rise again in unlife, unless "
"they are standing on a village."
msgstr ""

#: data/core/macros/special-notes.cfg:68
msgid ""
" This unit is able to slow its enemies, halving their movement speed and "
"attack damage until they end a turn."
msgstr ""
" Šis dalinys sugeba sulėtinti savo priešus, dalydamas pusiau jų judėjimo "
"greitį ir puolimo žalą, iki jų ėjimo pabaigos."

#: data/core/macros/special-notes.cfg:71
msgid ""
" The ability to turn the living to stone makes this unit extremely dangerous."
msgstr " Gebėjimas paversti gyvąjį akmeniu daro šį dalinį ypač pavojingu."

#: data/core/macros/special-notes.cfg:74
msgid ""
" This unit’s marksmanship gives it a high chance of hitting targeted "
"enemies, but only on the attack."
msgstr ""

#: data/core/macros/special-notes.cfg:77
msgid ""
" The unit has magical attacks, which always have a high chance of hitting an "
"opponent."
msgstr ""
" Šis dalinys turi magiškas atakas, kurios visada turi dideles galimybes "
"pataikyti į priešininką."

#: data/core/macros/special-notes.cfg:80
msgid ""
" The swarming attacks of this unit become less deadly whenever its members "
"are wounded."
msgstr ""

#: data/core/macros/special-notes.cfg:83
msgid ""
" Using a charging attack doubles both damage dealt and received; this does "
"not affect defensive retaliation."
msgstr ""

#: data/core/macros/special-notes.cfg:86
msgid ""
" During battle, this unit can drain life from victims to renew its own "
"health."
msgstr ""
" Mūšio metu šis dalinys gali išsiurbti gyvybę iš savo aukų, kad atnaujintų "
"savo jėgas."

#: data/core/macros/special-notes.cfg:89
msgid ""
" The length of this unit’s weapon allows it to strike first in melee, even "
"in defense."
msgstr ""

#: data/core/macros/special-notes.cfg:92
msgid ""
" The victims of this unit’s poison will continually take damage until they "
"can be cured in town or by a unit which cures."
msgstr ""

#. [trait]: id=loyal
#: data/core/macros/traits.cfg:8
msgid "loyal"
msgstr "ištikimas"

#. [trait]: id=loyal
#: data/core/macros/traits.cfg:9
msgid "female^loyal"
msgstr "ištikima"

#. [trait]: id=loyal
#: data/core/macros/traits.cfg:10
msgid "Zero upkeep"
msgstr "Nemokamas išlaikymas"

#. [trait]: id=undead
#: data/core/macros/traits.cfg:22
msgid "undead"
msgstr "nemirėlis"

#. [trait]: id=undead
#: data/core/macros/traits.cfg:23
msgid "female^undead"
msgstr "nemirėlė"

#. [trait]: id=undead
#. [trait]: id=mechanical
#. [trait]: id=elemental
#: data/core/macros/traits.cfg:24 data/core/macros/traits.cfg:39
#: data/core/macros/traits.cfg:54
msgid "Immune to drain, poison, and plague"
msgstr "Atsparus išsiurbimui, nuodams ir marui"

#. [trait]: id=mechanical
#: data/core/macros/traits.cfg:37
msgid "mechanical"
msgstr "mechaninis"

#. [trait]: id=mechanical
#: data/core/macros/traits.cfg:38
msgid "female^mechanical"
msgstr "mechaninė"

#. [trait]: id=elemental
#: data/core/macros/traits.cfg:52
msgid "elemental"
msgstr "stichiškas"

#. [trait]: id=elemental
#: data/core/macros/traits.cfg:53
msgid "female^elemental"
msgstr "stichiška"

#. [trait]: id=strong
#: data/core/macros/traits.cfg:66
msgid "strong"
msgstr "stiprus"

#. [trait]: id=strong
#: data/core/macros/traits.cfg:67
msgid "female^strong"
msgstr "stipri"

#. [trait]: id=dextrous
#: data/core/macros/traits.cfg:84
msgid "dextrous"
msgstr "vikrus"

#. [trait]: id=dextrous
#: data/core/macros/traits.cfg:85
msgid "female^dextrous"
msgstr "vikri"

#. [trait]: id=quick
#: data/core/macros/traits.cfg:98
msgid "quick"
msgstr "greitas"

#. [trait]: id=quick
#: data/core/macros/traits.cfg:99
msgid "female^quick"
msgstr "greita"

#. [trait]: id=intelligent
#: data/core/macros/traits.cfg:115
msgid "intelligent"
msgstr "protingas"

#. [trait]: id=intelligent
#: data/core/macros/traits.cfg:116
msgid "female^intelligent"
msgstr "protinga"

#. [trait]: id=resilient
#: data/core/macros/traits.cfg:128
msgid "resilient"
msgstr "gyvybingas"

#. [trait]: id=resilient
#: data/core/macros/traits.cfg:129
msgid "female^resilient"
msgstr "gyvybinga"

#. [trait]: id=healthy
#: data/core/macros/traits.cfg:146
msgid "healthy"
msgstr "sveikas"

#. [trait]: id=healthy
#: data/core/macros/traits.cfg:147
msgid "female^healthy"
msgstr "sveika"

#. [trait]: id=healthy
#: data/core/macros/traits.cfg:148
msgid "Always rest heals"
msgstr "Visuomet pagyja kaip besiilsint"

#. [trait]: id=fearless
#: data/core/macros/traits.cfg:165 data/core/macros/traits.cfg:178
msgid "fearless"
msgstr "bebaimis"

#. [trait]: id=fearless
#: data/core/macros/traits.cfg:166 data/core/macros/traits.cfg:179
msgid "female^fearless"
msgstr "bebaimė"

#. [trait]: id=fearless
#: data/core/macros/traits.cfg:167 data/core/macros/traits.cfg:180
msgid "Fights normally during unfavorable times of day/night"
msgstr "Normaliai kaunasi nepalankiu dienos/nakties laiku"

#. [trait]: id=feral
#: data/core/macros/traits.cfg:190
msgid "feral"
msgstr "laukinis"

#. [trait]: id=feral
#: data/core/macros/traits.cfg:191
msgid "female^feral"
msgstr "laukinė"

#. [trait]: id=feral
#: data/core/macros/traits.cfg:192
msgid "Receive only 50% defense in land-based villages"
msgstr "Gauna tik 50% gynybą sausumos kaimuose"

#. [trait]: id=weak
#: data/core/macros/traits.cfg:208
msgid "weak"
msgstr "silpnas"

#. [trait]: id=weak
#: data/core/macros/traits.cfg:209
msgid "female^weak"
msgstr "silpna"

#. [trait]: id=slow
#: data/core/macros/traits.cfg:226
msgid "slow"
msgstr "lėtas"

#. [trait]: id=slow
#: data/core/macros/traits.cfg:227
msgid "female^slow"
msgstr "lėta"

#. [trait]: id=dim
#: data/core/macros/traits.cfg:243
msgid "dim"
msgstr "bukas"

#. [trait]: id=dim
#: data/core/macros/traits.cfg:244
msgid "female^dim"
msgstr "buka"

#. [trait]: id=aged
#: data/core/macros/traits.cfg:256
msgid "aged"
msgstr "pagyvenęs"

#. [trait]: id=aged
#: data/core/macros/traits.cfg:257
msgid "female^aged"
msgstr "pagyvęnusi"

#. [race]: id=bats
#: data/core/units.cfg:43
msgid "race^Bat"
msgstr "Šikšnosparnis"

#. [race]: id=bats
#: data/core/units.cfg:44
msgid "race+female^Bat"
msgstr "Šikšnosparnė"

#. [race]: id=bats
#: data/core/units.cfg:45
msgid "race^Bats"
msgstr "Šikšnosparniai"

#. [race]: id=bats
#: data/core/units.cfg:46
msgid ""
"Bats come in many shapes and sizes, and most are fairly harmless, feeding on "
"insects and other small animals. The larger and more vicious breeds are "
"known to pose a threat to humans and other races as well as their livestock, "
"especially when encountered in groups. Typically nocturnal, they are often "
"kept (and occasionally tamed) by those who share their love of the night."
msgstr ""
"Šikšnosparniai būna įvairių dydžių ir formų, dauguma jų yra nepavojingi, "
"besimaitinantys vabzdžiais ir smulkiais gyvūnais. Didesnės ir piktesnės "
"veislės kelia pavojų žmonėms ir kitiems padarams, taip pat ir galvijams, "
"ypač kai šikšnosparnių daug. Šiuos naktinius gyvūnus dažniausiai laiko (ir "
"kartais prijaukina) tie, kurie prijaučia naktiniam gyvenimui."

#. [race]: id=drake
#: data/core/units.cfg:54
msgid "race^Drake"
msgstr "Slibinas"

#. [race]: id=drake
#: data/core/units.cfg:55
msgid "race+female^Drake"
msgstr "Slibinė"

#. [race]: id=drake
#: data/core/units.cfg:56
msgid "race^Drakes"
msgstr "Slibinai"

#. [race]: id=drake
#: data/core/units.cfg:69
msgid ""
"Drakes are large, winged and fire-breathing creatures, reminiscent of true "
"dragons. On average, an adult drake stands around three meters tall and "
"easily weighs more than a man and a horse combined. Their skin is made up of "
"hard scales, resistant to most physical strikes except piercing and cold "
"damage. Most drakes are capable of true flight and can travel long distances "
"quickly. However, their sheer weight and bulk limits their flight ability "
"somewhat, making them ungainly in the air. Where possible, they make use of "
"terrain features such as hills, mountains and trees as launch points in "
"order to gain greater height and speed. Fortunately for their enemies, they "
"are still quite clumsy creatures and surprisingly slow in combat. This, "
"combined with their large size, renders them easy targets for those who dare "
"attack them.\n"
"\n"
"Drakes are inherently magical creatures, with a mysterious internal fire "
"fueling their very lives. This can easily be witnessed when one of their "
"kind perishes in combat; its internal fire is released, burning their "
"remains in to ashes. Their internal fire is also their greatest weakness; it "
"makes them extremely vulnerable to cold attacks. Despite their magical "
"nature, drakes are incapable of channeling magic in a controlled manner. "
"While the magic imbued within a drake’s body enables it to spit fire and "
"gives it life, they have no willful control over its functions of this "
"magic.\n"
"\n"
"<header>text='Society'</header>\n"
"Drakes are a relatively warlike race and their societies can be best "
"described as cultured martial societies. The core of a drake tribe is a "
"small group of veteran warriors headed by a mutually respected — or simply "
"feared — <ref>dst='dominant' text='dominant'</ref> who rules the society "
"with an iron fist. Every drake is expected to earn their place in the strict "
"hierarchy, to obey their superiors and command their inferiors. Entry to the "
"ruling elite is only possible through challenging and defeating a superior "
"in single combat, which is the way the hierarchy within the elite itself is "
"established. The use of deception of any kind towards any fellow drake is, "
"without exception, seen as cowardly and unacceptable.\n"
"\n"
"While their warlike nature and sense of territory drives them to defend "
"their territories savagely, drakes rarely invade or trespass on areas "
"already occupied by the other major races. Instead, they settle in "
"unpopulated areas to establish their own territory there. They primarily "
"feed on large game they hunt in the lowlands around their homes, but "
"hatchlings and lower caste drakes are known to feed also on certain of moss "
"and fungi they cultivate deep in their caverns. The only technology drakes "
"value is armor- and weapon-smithing, and neither know or need other science "
"and culture besides this. However the few implements they do fashion are "
"almost unrivaled in quality, only matched by those produced in the finest "
"Dwarvish foundries.\n"
"\n"
"Drakes are hatched from eggs and usually live naturally between 20 to 30 "
"years. Death in battle is the most preferred way for a drake to leave this "
"world. Unlike the elder members of other races, drakes naturally grow more "
"aggressive and reckless towards the ends of their natural lives, perhaps to "
"help ensure their place in the heroic legends of their kind.\n"
"\n"
"<header>text='Geography'</header>\n"
"Drakes originated from an archipelago of volcanic islands called "
"<ref>dst='morogor' text='Morogor'</ref> in the <ref>dst='great_ocean' "
"text='Great Ocean'</ref>. A combination of population pressure and the "
"subsidence of many of their home islands has caused colonies of drakes to "
"spread to the <ref>dst='great_continent' text='Great Continent'</ref>. "
"Drakes tend to make their homes in mountain caverns near volcanoes to "
"protect their eggs, hatchings and forges. While drakes naturally prefer "
"warmth, their internal fire is more than capable of sustaining them even in "
"a relatively cold climate, a feature which has allowed them to populate even "
"some of the mountains of the far north of the Great Continent."
msgstr ""
"Slibinai yra dideli sparnuoti ir spjaudantys ugnimi sutvėrimai, panašūs į "
"tikrus drakonus. Suaugęs slibinas yra vidutiniškai apie 3 metrų aukščio ir "
"sveria daugiau nei raitelis kartu su arkliu. Jų oda sudaryta iš kietų žvynų, "
"atsparių fiziniam poveikiui, išskyrus, dūriams ir šalčiui. Dauguma slibinų "
"gali skristi ir pajėgūs greitai nukeliauti didelius atstumus. Tačiau jų "
"dydis ir svoris dėl jų nerangumo riboja skraidymo galimybes. Ten, kur "
"įmanoma, kalvas, kalnus ir medžius naudoja kaip pakilimo takus tam, kad "
"įgautų didesnį greitį ir aukštį. Varžovų laimei, jie yra labai nerangūs "
"padarai ir mūšio metu būna stulbinančiai lėti. Be to, dar turint omeny jų "
"dydį, drįstantiems juos užpulti, slibinai yra lengvi taikiniai.\n"
"\n"
"Slibinai yra iš prigimties stebuklingi padarai su paslaptinga vidine ugnimi, "
"kuri palaiko jų pačių gyvybes. Tai akivaizdžiai galima pamatyti, kai vienas "
"iš jų žūsta mūšyje, vidinė ugnis išsilaisvina iš kūno, pilnai sudegindama "
"palaikus. Jų vidinė ugnis yra ir jų pagrindinė silpnybė, daranti slibinus "
"ypač pažeidžiamus šalčio atakoms. Nežiūrint į savo stebuklingą būvį, "
"slibinai negali kontroliuoti savo magiškų galių. Kai slibino kūnas "
"stebuklingai paruošia spjaudomąją ugnį, jie negali kontroliuoti šių burtų "
"veikimo.\n"
"\n"
"<header>text='Visuomenė'</header>\n"
"Slibinai yra karinga rūšis ir jų visuomenė gali būti apibūdinama kaip kovos "
"menų visuomenė. Genties stuburą sudaro nedidelė senbuvių karių grupė, lydima "
"bendru sutarimu gerbiamo arba tiesiog labiausiai bijomo vado, kuris "
"visuomenei vadovauja su geležiniu kumščiu. Kiekvienas slibinas turi "
"užsitarnauti savo vietą bandoje pagal griežtus hierarchijos principus, "
"klausyti vyresniųjų ir vadovauti jaunesniesiems. Į valdančiųjų ratą galima "
"patekti tiktai dvikovoje nukovus vyresnį, tokiu pačiu principu hierarchija "
"sudaroma ir valdančiųjų rate. Bet kokios apgavystės tarp slibinų yra, be "
"išimčių, visiškai nepriimtinos.\n"
"\n"
"Nors jų karingumas ir savų teritorijų suvokimas verčia juos tas teritorijas "
"įnirtingai ginti, slibinai retai įsiveržia į kitų rasių užimtas teritorijas. "
"Veikiau jie įsikuria neapgyvendintose vietovėse. Jie daugiausia maitinasi "
"didesniais gyvūnais, kuriuos sumedžioja apie namus esančiose žemumose, bet "
"jaunikliai ir žemesnio rango slibinai taip pat maitinasi tam tikrom samanom "
"ir grybais, kuriuos augina giliai savo urvuose. Slibinai vertina tik ginklų "
"ir šarvų gamybą ir neišmano kitų mokslo ir kultūros sričių. Tačiau tai, ką "
"jie daro, yra beveik neprilygstami savo kokybe ir tik geriausi dvarfų kalvių "
"gaminiai jiems prilygsta.\n"
"\n"
"Slibinai išsirita iš kiaušinių ir gyvena tarp 20 ir 30 metų. Žūti mūšyje yra "
"priimtiniausia mirties forma. Skirtingai negu kitų rūšių vyresnieji, "
"slibinai į gyvenimo galą darosi agresyvesni ir narsesni, galbūt norėdami "
"užtikrinti savo vietą slibinų legendose apie didvyrius.\n"
"\n"
"<header>text='Geografija'</header>\n"
"Slibinai kilę iš vulkaninių salų, esančių Didžiajame vandenyne, grandinės. "
"Didelė populiacija ir salų mažėjimas privertė juos plėstis į Didįjį žemyną. "
"Slibinai linkę įsikurti kalnų urvuose netoli ugnikalnių tam, kad apsaugotų "
"savo kiaušinius, jauniklius ir dirbtuves. Slibinai mėgsta šiltesnį klimatą, "
"tačiau dėl savo vidinės ugnies jie gali pakelti šaltį ir tai leidžia jiems "
"plėstis net į Didžiojo žemyno tolimoje šiaurėje esančius kalnus."

#. [race]: id=dwarf
#: data/core/units.cfg:89
msgid "race^Dwarf"
msgstr "Dvarfas"

#. [race]: id=dwarf
#: data/core/units.cfg:90
msgid "race+female^Dwarf"
msgstr "Dvarfė"

#. [race]: id=dwarf
#: data/core/units.cfg:91
msgid "race^Dwarves"
msgstr "Dvarfai"

#. [race]: id=dwarf
#: data/core/units.cfg:96
msgid ""
"The dwarves are a race famed for their miners, blacksmiths, merchants and "
"warriors. Considered as the third oldest race on the great continent after "
"the elves and trolls, their early history is shrouded in mystery. Legends "
"tell of a time long forgotten when their people began emerging from their "
"underground world through caves. Nothing is known about their life prior to "
"their arrival, or their reasons for entering the surface world, but they "
"have been an integral part of the history of the continent since. Soon after "
"their emergence from the underground, the dwarves entered into conflict with "
"the original inhabitants of the land, the elves. The original reason for "
"their dispute has been lost to history, but the two races have since fought "
"three long wars, interrupted by a few decades of peace. During these wars "
"the dwarves could not dislodge the elves from the deep forests in the south, "
"but managed to consolidate their position in hills and the mountains in the "
"north of the continent, known now as the Northlands. Since then they have "
"constructed fantastic fortifications and settlements deep within the "
"mountains and crags of their territory.\n"
"\n"
"Possibly due to their isolation, the dwarves are generally distrustful or "
"hostile towards most other races, particularly the elves. The single "
"exception to this temperament is towards humans. This could be traced back "
"to the era of Haldric I and the arrival of humans and orcs to the continent. "
"At this point the dwarves began allowing some humans, mostly dissidents and "
"outlaws from the Kingdom of Wesnoth, to settle in certain areas of the "
"Northlands. Their motivation was unsurprising. The plight of these "
"individuals reminded the dwarves of their early history of persecution, "
"eliciting a sense of solidarity. The dwarves also had much to gain in "
"forming a bond with these outcasts. They would settle in areas where dwarves "
"disliked living themselves; plains, forests, and swamps, freeing them from "
"defending these areas.\n"
"\n"
"Dwarves are of small stature by human measure, but they are by no means "
"fragile. Their warriors, tough and powerful are both feared and respected "
"throughout the continent for their prowess in battle. In addition, dwarves "
"are known for their calculating intellects and superb craftsmanship. Dwarven "
"smiths are renowned for their deadly weapons and heavy armor. These "
"accouterments are unrivaled in quality, possibly only matched by those "
"produced by drake armorers. Their intelligence and natural inquisitiveness "
"has also made them the most technically advanced race on the continent. One "
"of their most famous, and feared, discoveries was a mysterious powder that "
"produces an immense explosion when exposed to fire or sparks. Certain dwarf "
"warriors use this powder to hurl small objects at tremendous speeds. Given "
"their technological inclinations, many dwarves tend to distrust magic users. "
"However some practice a form of magic based on the engraving of runes. "
"Called runesmiths, they use these carvings to enchant items in order to "
"augment certain aspects of their natures."
msgstr ""
"Dvarfai yra savo kalnakasiais, kalviais, pirkliais ir kariais garsėjanti "
"rūšis. Didžiajame žemyne pripažįstami trečiąja seniausia rūšimi po elfų ir "
"trolių, jų ankstyvoji istorija yra apgaubta paslapčių. Legendos byloja apie "
"senai užmirštus laikus, kai dvarfai pradėjo per urvus lįsti iš savo "
"požeminio pasaulio. Iki jų pasirodymo apie jų ankstesnį gyvenimą nieko "
"nežinoma, kaip ir priežastys, kodėl jiems prireikė išlįsti į paviršių, "
"tačiau nuo tų laikų jie tapo neatsiejama žemyno istorijos dalimi. Netrukus "
"po pasirodymo dvarfai susikivirčijo su vietiniais žemės gyventojais, elfais. "
"Istorija neatmena nesantaikos priežasčių, bet nuo to laiko šios dvi rūšys "
"dalyvavo trijuose ilguose karuose su kelių dešimtmečių pertraukomis tarp jų. "
"Tų karų metu dvarfai nesugebėjo išvyti elfų iš gilių miškų pietuose, tačiau "
"jiems pavyko įsitvirtinti šiaurinėje žemyno dalyje esančiuose kalnuose, "
"žinomuose, kaip Šiaurinės žemės. Nuo tada giliai savo teritorijoje "
"esančiuose kalnuose ir uolynuose jie pasistatė puikias gynybines tvirtoves "
"ir gyvenvietes.\n"
"\n"
"Galbūt dėl savo atsiskyrimo dvarfai nėra patiklūs ar svetingi daugumai kitų "
"rūšių, ypač elfams. Vienintelė tokio jų nusistatymo išimtis yra žmonės. "
"Grįžtant į Haldriko I-ojo laikus ir žemyne išsilaipinus žmonėms bei orkams, "
"dvarfai leido kai kuriems žmonėms, pagrinde Vesnoto karalystės kaliniams ir "
"nusikaltėliams apsigyventi tam tikrose Šiaurinių žemių vietovėse. Ir "
"nenuostabu, kad apgailėtina šių asmenų padėtis priminė dvarfams jų "
"persekiojimo laikus, taip sukeldama solidarumo jausmą. Be to, santarvė su "
"šiais tremtiniais dvarfams buvo labai naudinga. Jie apsigyvendavo tose "
"vietovėse, kurios dvarfans ir taip nepatiko – lygumose, miškuose ir pelkėse, "
"ir dvarfams jau nebereikėjo rūpintis tų vietų gynyba.\n"
"\n"
"Palyginus su žmonėmis, dvarfai yra mažo sudėjimo, tačiau jie visiškai nėra "
"kresni. Jų kariai yra tvirti ir galingi, dėl jų šaunumo kovų metu, žemyne "
"yra gerbiami ir jų prisibijoma. Priedo, dvarfai garsėja savo skaičiavimo "
"sugebėjimais ir nagingumu. Dvarfų meistrai yra žinomi dėl savo mirtinų "
"ginklų ir sunkių šarvų, įskaitant nepralenkiamą jų kokybę, kuriai galbūt "
"teprilygsta slibinų kalvių gaminiai. Jų išprusimas ir įgimtas smalsumas "
"leido patapti labiausiai žemyne techniškai išsivysčiusia rūšimi. Vienas "
"žymiausių ir baugiausių atradimų buvo nuo ugnies ar kibirkščių didžiulį "
"sprogimą sukeliančių paslaptingų miltelių atradimas. Kai kurie dvarfų kariai "
"naudoja šiuos miltelius mažų objektų svaidymui žaibišku greičiu. Dėl savo "
"technologinių polinkių dauguma dvarfų nepasitiki burtininkais, tačiau kai "
"kurie naudoja magiškų runų raižymus. Runakaliai naudoja tuos raižinius "
"daiktų užkerėjimui, tam , kad išryškintų tam tikrus jų kilmės aspektus."

#. [race]: id=elf
#: data/core/units.cfg:108
msgid "race^Elf"
msgstr "Elfas"

#. [race]: id=elf
#: data/core/units.cfg:109
msgid "race+female^Elf"
msgstr "Elfė"

#. [race]: id=elf
#: data/core/units.cfg:110
msgid "race^Elves"
msgstr "Elfai"

#. [race]: id=elf
#: data/core/units.cfg:120
msgid ""
"Compared to humans, elves are somewhat taller, more agile but less sturdy. "
"They have slightly pointy ears, pale skin and usually blond hair. Few "
"differences between humans and elves are more pronounced than the Elves’ "
"unusually long life — most, unless claimed by illness, accident or war, live "
"a full two and a half centuries. While some elves possessing a high magical "
"aptitude have been known to live an additional full century, most elves "
"begin to grow physically frail at some point between 250 and 300 years of "
"age and pass away rapidly (generally within a year or two) thereafter.\n"
"\n"
"Elves are naturally imbued with magic to a small degree. Though most are "
"unable to channel it directly, its latent presence gives them their keen "
"senses and long life. Many elves have magic-driven talents such as "
"marksmanship or stealth, allowing them to achieve tasks that most normal "
"beings would find astonishing. Those elves that learn to wield this power in "
"more general ways can become truly formidable in its use. Many choose to use "
"their gift to heal others.\n"
"\n"
"A few elves, venturing far down the paths of magic and mysticism, become "
"sensitive to the presence of cold iron and can even be burned by it. Elvish "
"legend hints that this was more common in the far past.\n"
"\n"
"Elves spend much of their time honing their talents and skills. Those not "
"adept at the magical arts typically devote their time honing their physical "
"skills. As a result, elves excel at archery, which is perhaps their most "
"important method of warfare. Most elvish troops carry a bow and no other "
"race can rival their archers in speed and accuracy. All elves also share an "
"intense affection for unspoiled nature. They often feel uncomfortable in "
"open unvegetated spaces. They live primarily in the forests of the Great "
"Continent; the Aethenwood in the southwest, Wesmere in the northwest, and "
"the great northern woods of which the Lintanir Forest is the southernmost "
"edge.\n"
"\n"
"Elves are the eldest race of the continent, with the possible exception of "
"trolls. Many of their settlements cannot be reliably dated, undoubtedly "
"having existed for over a millennium."
msgstr ""
"Lyginant su žmonėmis, elfai yra šiek tiek aukštesni, vikresni, bet mažiau "
"tvirti. Jie turi šiek tiek smailias ausis, blankią odą ir dažniausiai "
"šviesius plaukus. Mažai skirtumų tarp žmonių ir elfų yra labiau išryškinti, "
"nei neįprastai ilgas elfų gyvenimas – dauguma, nebent pasiglemžti ligos, "
"nelaimingo atsitikimo ar karo, gyvena pilnus du su puse šimtmečius. "
"Nepaisant to, kad yra žinoma, kad kai kurie elfai, turintys aukštus magiškus "
"gabumus, gyvena papildomą pilną šimtmetį, dauguma elfų pradeda darytis "
"fiziškai silpni kažkur tarp 250 ir 300 metų, ir po to greitai miršta "
"(dažniausiai per vienerius ar dvejus metus).\n"
"\n"
"Elfai yra įgimtai truputį pripildyti magijos. Nors ir dauguma nesugeba "
"tiesiogiai jos nukreipti, jos paslėptas buvimas duoda jiems jų aštrius "
"pojūčius ir ilgą gyvenimą. Daug elfų turi magija varomų gabumų, tokių, kaip "
"taiklus šaudymas ar slaptumas, leidžiančių jiems atlikti užduotis, kurias "
"paprastos būtybės laiko įspūdingomis. Tie elfai, kurie išmoksta valdyti šią "
"galią bendresniais būdais, gali tapti iš tikrųjų sunkiai įveikiami ją "
"naudojant. Daugelis pasirenka naudoti savo dovaną gydyti kitus.\n"
"\n"
"Elfai daug savo laiko išleidžia tobulindami savo gabumus ir gebėjimus. Tie, "
"kurie nenusimano magiškuose menuose, paprastai skiria savo laiką šlifuodami "
"savo fizinius gebėjimus. Todėl elfai išsiskiria šaudyme iš lanko, kas yra, "
"matyt, jų svarbiausias kariavimo būdas. Dauguma elfų karių nešiojasi lanką "
"ir jokia kita rasė negali lygintis su jų lankininkais greičiu ir taiklumu. "
"Visi elfai taip pat turi nepaaiškinamą potraukį prie nepaliestos gamtos. Jie "
"dažnai jaučiasi nejaukiai didelėse erdvėse be augalų. Elfai pagrinde gyvena "
"Didžiojo žemyno miškuose; Ėtenvude pietvakariuose, Vesmeroje šiaurės "
"vakaruose ir didžiajame šiauriniame miške, kurio piečiausias kraštas "
"vadinamas Lintaniro mišku.\n"
"\n"
"Elfai yra seniausia žemyno rasė, galbūt neskaitant trolių. Daugumos iš jų "
"gyvenviečių amžius negali būti patikimai nustatytas, jos neabejotinai "
"egzistavo virš tūkstantmečio."

#. [race]: id=goblin
#: data/core/units.cfg:130
msgid "race^Goblin"
msgstr "Goblinas"

#. [race]: id=goblin
#: data/core/units.cfg:131
msgid "race+female^Goblin"
msgstr "Goblinė"

#. [race]: id=goblin
#: data/core/units.cfg:132
msgid "race^Goblins"
msgstr "Goblinai"

#. [race]: id=goblin
#: data/core/units.cfg:135
msgid ""
"Goblins are, despite their appearance, born as siblings to the orcs and "
"members of the same race. While other races usually bear children singly or "
"in pairs, orcs will have large litters of children all at once, causing "
"their populations to explode rather quickly. Within any litter, there will "
"only be one or two true orcs, who will grow to the full size and strength of "
"their race. A few more will be half-orcs, notably weaker than their big "
"brothers, and relegated to supporting roles in combat, such as archery. The "
"rest, often a full half of more of any litter, will be goblins. Goblins are "
"puny and quite frail, rarely growing past the size and stature of a human "
"child. Goblins are born into a lifetime of near-slavery to their larger kin, "
"and used as sword-fodder in battle. They thrive in spite of their tragic "
"fate; in part because they are so very numerous, and also because their "
"brother orcs are well aware how dependent they are on the goblins.\n"
"\n"
"Goblins perform the bulk of manual labor needed by the orcs, with the sole "
"exception of jobs that require the brute strength of true orcs. Those the "
"orcs revel in as proof of their prowess."
msgstr ""
"Nepaisant išvaizdos, goblinai broliuojasi su orkais ir yra tos pačios rūšies "
"atstovai. Kai kitos rūšys dažniausiai veda vaikus poromis ar po vieną, orkai "
"iš karto atsiveda didelę vaikų vadą, leidžiančią daugintis sprogstamu "
"greičiu. Tačiau tik vienas ar du iš vados išaugs į tikrus didelius ir "
"stiprius orkus. Dar keletas išaugs į pusiau orkus, pastebimai silpnesnius "
"negu didieji broliai ir mūšyje atstovaus palaikymo pajėgose, tokiose, kaip "
"šauliai. Likusieji arba didžioji vados dalis pataps goblinais. Goblinai būna "
"gležni ir žemi, gan lepūs ir dydžiu retai praauga žmonių vaikus. Visą savo "
"gyvenimą Goblinai beveik vergauja didesniems savo gentainiams ir mūšyje "
"naudojami kaip pašaras kardui. Nepaisant savo tragiško likimo, goblinai "
"klesti; iš dalies tai yra dėl jų skaitlingumo, ir dar jų broliai orkai gerai "
"žino, kaip goblinai jiems yra gyvybiškai reikalingi.\n"
"\n"
"Goblinai atlieka didžiąją dalį orkams reikalingų darbų, išskyrus vienetinius "
"darbus, kuriems atlikti reikalinga milžiniška tikrųjų orkų jėga. Tokių darbų "
"orkai mielai imasi, nes gali įrodyti savo šaunumą ir jėgą."

#. [race]: id=gryphon, description=
#: data/core/units.cfg:147
msgid "race^Gryphon"
msgstr "Grifas"

#. [race]: id=gryphon, description=
#: data/core/units.cfg:148
msgid "race+female^Gryphon"
msgstr "Grifė"

#. [race]: id=gryphon, description=
#: data/core/units.cfg:149
msgid "race^Gryphons"
msgstr "Grifai"

#. [race]: id=human
#: data/core/units.cfg:164
msgid "race^Human"
msgstr "Žmogus"

#. [race]: id=human
#: data/core/units.cfg:165
msgid "race+female^Human"
msgstr "Žmogus"

#. [race]: id=human
#: data/core/units.cfg:166
msgid "race^Humans"
msgstr "Žmonės"

#. [race]: id=human
#: data/core/units.cfg:173
msgid ""
"The race of men is an extremely diverse one. Although they originally came "
"from the Old Continent, men have spread all over the world and split into "
"many different cultures and races. Although they are not imbued with magic "
"like other creatures, humans can learn to wield it and able to learn more "
"types than most others. They have no extra special abilities or aptitudes "
"except their versatility and drive. While often at odds with other races, "
"they can occasionally form alliances with the less aggressive races such as "
"elves and dwarves. The less scrupulous among them do not shrink back from "
"hiring orcish mercenaries, either. They have no natural enemies, although "
"the majority of men, like most people of all races, have an instinctive "
"dislike of the undead. Men are shorter than the elves, but taller still than "
"dwarves. Their skin color can vary, from almost white to dark brown.\n"
"\n"
"<header>text='Subjects of the Crown'</header>\n"
"Many different groups of men exist, but the majority of them on the Great "
"Continent live under the rule of the Crown of Wesnoth. The humans first "
"appeared on the Great Continent from a land far across the ocean to the "
"West, the Green Isle, and soon established their capital at the inland city "
"of Weldyn. Over the following centuries they have built up a number cities "
"across the continent. The soldiers from the Crown of Wesnoth protect the "
"country, forming the most organized military force in the known world. Its "
"warriors come from the main provinces, where all men are conscripted at an "
"early age.\n"
"\n"
"<header>text='The Clansmen'</header>\n"
"The eastern provinces of Wesnoth, known as the Clan Homelands, have a "
"geography consisting of more open plains and rolling hills than the western, "
"more civilized provinces. They are home to the Horse Clans, who are allied "
"with the Crown of Wesnoth but operate independently and maintain their own "
"identity. Some consider them to be a tributary state, which sends food and "
"soldiers to Crown in exchange for protection. Others say they are on equal "
"footing with the western half of Wesnoth. In any case, the eastern provinces "
"do not have a conscript army the way Western Wesnoth does. Training for "
"fighting is part of the way of life of the Clans; the parents teach the "
"children to ride horses, fight and shoot a bow from an early age. In "
"general, the Clan warriors are less organized than the civilized fighters, "
"and the strengths and weaknesses of these groups complement each other."
msgstr ""
"Žmonių rasė yra ypač įvairi. Nors jie iš pradžių atėjo iš Senojo žemyno, "
"žmonės išplito visame pasaulyje ir suskilo į daugybę įvairių kultūrų ir "
"rasių. Nežiūrint to, kad jie nėra pripildyti magijos kaip kitos būtybės, "
"žmonės gali išmokti ja naudotis ir sugeba išmokti daugiau magijos rūšių nei "
"dauguma kitų. Jie neturi jokių neeilinių galimybių ar gebėjimų, išskyrus jų "
"visapusiškumą ir veržlumą. Nepaisant to, kad dažnai pykstasi su visomis "
"rasėmis, jie retkarčiais gali sudaryti sąjungas su mažiau agresyviomis "
"rasėmis, kaip antai elfai ir dvarfai. Mažiau sąžiningi žmonės taip pat "
"nevengia samdytis orkų samdinių. Jie neturi įgimtų priešų, tačiau dauguma "
"žmonių, kaip ir dauguma kitų rasių atstovų, instinktyviai nemėgsta "
"nemirėlių. Žmonės yra mažesni už elfus, bet vis dar aukštesni už dvarfus. Jų "
"odos spalva gali būti įvairi, nuo beveik baltos iki tamsiai rudos.\n"
"\n"
"<header>text='Karūnos pavaldiniai'</header>\n"
"Egzistuoja daugybė skirtingų žmonių grupių, bet Didžiajame žemyne dauguma jų "
"gyvena valdomi Vesnoto karūnos. Žmonės pirmiausiai atsirado Didžiajame "
"žemyne iš krašto, esančio toli į vakarus už vandenyno, Žaliosios salos, ir "
"greitai įkūrė savo sostinę krašto viduje esančiame Veldyno mieste. Per "
"ateinančius šimtmečius visame žemyne jie pastatė daugybę miestų. Vesnoto "
"karūnos kareiviai gina šalį, sudarydami labiausiai organizuotą karinę jėgą "
"žinomame pasaulyje. Jos kariai ateina iš pagrindinių provincijų, kur visi "
"vyrai į karo tarnybą pašaukiami ankstyvame amžiuje.\n"
"\n"
"<header>text='Klanų žmonės'</header>\n"
"Rytinės Vesnoto provincijos, žinomos kaip Klanų tėvynė, geografiškai daugiau "
"sudarytos iš atvirų lygumų ir mažų kalvų negu vakarinės, labiau civilizuotos "
"provincijos. Jos yra Arklių klanų, kurie yra sąjungoje su Vesnoto karūna, "
"bet veikia nepriklausomai, ir išlaiko savo tapatybę, namai. Vis dėlto, "
"rytinės provincijos neturi šauktinės armijos taip, kaip turi Vakarų "
"Vesnotas. Treniravimasis kovai yra Klanų gyvenimo būdas; tėvai moko vaikus "
"joti žirgais, kautis ir šaudyti iš lanko nuo ankstyvo amžiaus. Apskritai, "
"Klanų kariai yra mažiau organizuoti nei civilizuoti kovotojai, ir "
"stipriosios bei silpnosios šių grupių pusės papildo viena kitą."

#. [race]: id=lizard, description=
#: data/core/units.cfg:181
msgid "race^Saurian"
msgstr "Roplys"

#. [race]: id=lizard, description=
#: data/core/units.cfg:182
msgid "race+female^Saurian"
msgstr "Roplė"

#. [race]: id=lizard, description=
#: data/core/units.cfg:183
msgid "race^Saurians"
msgstr "Ropliai"

#. [race]: id=mechanical
#: data/core/units.cfg:192
msgid "race^Mechanical"
msgstr "Mechanizmas"

#. [race]: id=mechanical
#: data/core/units.cfg:193
msgid "race+plural^Mechanical"
msgstr "Mechanizmai"

#. [race]: id=mechanical
#: data/core/units.cfg:194
#, fuzzy
msgid ""
"Animated neither by natural life nor by necromancy, the term "
"<italic>text='mechanical'</italic> describes a created artifact of an "
"intelligent being. Most mechanical things neither move nor think on their "
"own, but some do so as a result of magical enchantment."
msgstr ""
"Neturėdami nei gyvos, nei mirusios dvasios, „mechanizmai“ yra dirbtinai "
"protingų būtybių sukurti daiktai. Dauguma mechanizmų patys negali nei "
"judėti, nei galvoti, tačiau kai kurie, paveikti burtų, gali. "

#. [race]: id=merman
#: data/core/units.cfg:203
msgid "race^Merman"
msgstr "Vandenis"

#. [race]: id=merman
#: data/core/units.cfg:204
msgid "race^Mermaid"
msgstr "Vandenė"

#. [race]: id=merman
#: data/core/units.cfg:205
msgid "race^Mermen"
msgstr "Vandeniai"

#. [race]: id=merman
#: data/core/units.cfg:207
msgid ""
"Something like a fusion between humans and fish, the merfolk are an "
"enigmatic race with both piscine and humanoid attributes. They have strong "
"tails that lend themselves to quick movement in any watery environment while "
"their dextrous hands and intelligent minds allow fine craftsmanship and "
"toolmaking. Semi-aquatic by nature, merfolk can breathe both water and air "
"without difficulty. Despite being able to survive on land, they are much "
"quicker and more agile in the water and will rarely be found far from the "
"ocean. They are typically wary of dry land, as they are awkward and clumsy "
"there and they struggle greatly to move over rough or forested terrain."
msgstr ""
"Mišinys tarp žmogaus ir žuvies, vandeniai yra mįslinga rūšis, turinti ir "
"žmogaus, ir žuvies atributų. Jie turi tvirtą uodegą, leidžiančią greitai "
"judėti bet kokiuose vandenyse, o rankos ir protas leidžia kokybiškai gaminti "
"įrankius. Iš prigimties būdami pusiau vandens gyvūnai, vandeniai gali "
"laisvai kvėpuoti ir po vandeniu, ir ore. Nors jie gali išgyventi ant žemės, "
"vandeniai yra žymiai greitesni ir tikslesni vandenyje, todėl juos retai "
"sutiksi toli nuo vandenyno. Paprastai jie prisisaugo sausų žemių, kur būna "
"nerangūs ir sunkiai juda grubiose ir miškingose vietovėse. "

#. [race]: id=monster
#: data/core/units.cfg:214
msgid "race^Monster"
msgstr "Pabaisa"

#. [race]: id=monster
#: data/core/units.cfg:215
msgid "race+female^Monster"
msgstr "Monstrė"

#. [race]: id=monster
#: data/core/units.cfg:216
msgid "race^Monsters"
msgstr "Pabaisos"

#. [race]: id=monster
#: data/core/units.cfg:217
msgid ""
"The term “monster” incorporates many hideous beasts that haunt the caves, "
"wilderness, ocean depths, and other climes of the world. They figure largely "
"in the tales and nightmares of its denizens, as well."
msgstr ""
"„Siaubūnas“ apima daug bjaurių žvėrių tūnančių urvuose, laukuose, vandenyno "
"dugne ir kitose pasaulio vietose. Jie taip pat dažnai aptinkami čiabuvių "
"padavimuose ir košmaruose."

#. [race]: id=naga
#: data/core/units.cfg:224
msgid "race^Naga"
msgstr "Nágas"

#. [race]: id=naga
#: data/core/units.cfg:225
msgid "race^Nagini"
msgstr "Nága"

#. [race]: id=naga
#: data/core/units.cfg:226
msgid "race^Nagas"
msgstr "Nágai"

#. [race]: id=naga
#: data/core/units.cfg:227
msgid ""
"The serpentine nagas are one of the least understood races of the Great "
"Continent. Part of this is due to their xenophobic nature and part is due to "
"their alien environment. Nagas are one of the few races capable of any "
"meaningful mobility in water, giving them access to a whole world "
"effectively forbidden to land dwellers and further separating them from the "
"terrestrial beings that they shun. Still, they are not true creatures of the "
"sea, and their inability to breathe water leaves them in trepidation of the "
"abyss. Living in coastal areas gives them an escape route on land against "
"denizens of the deep while keeping them out of reach of those who travel by "
"foot, wing, and hoof. Although nagas are somewhat frail in form, they are "
"often faster and more nimble than their opponents. They sometimes find "
"themselves at odds with merfolk when their territories overlap, but overall "
"nagas tend to favor swamps and rivers as much as open water."
msgstr ""
"Nágai yra mažiausiai suprantami Didžiojo žemyno padarai. Iš dalies dėl jų "
"baikštumo, iš dalies dėl jų gyvenamos aplinkos. Nágai yra viena iš "
"nedaugelio rūšių galinčių judėti vandenyje, kas atveria jiems, žemės "
"padarams uždraustą pasaulį, ir nutolina nuo kitų sausumos rūšių, kurių jie "
"privengia . Tačiau jie nėra tikrosios jūrų būtybės ir negalėdami kvėpuoti po "
"vandeniu bijo gilumų. Gyvenimas pakrantės teritorijoje jiems suteikia "
"galimybę pabėgti į žemę nuo gilumoje gyvenančių padarų, kai tuo tarpu vanduo "
"juos saugo nuo žeme ir oru keliaujančių rūšių. Nors nágai yra silpni, jie "
"dažnai yra greitesni ir vikresni už varžovus. Kartais jie susikivirčija su "
"vandeniais, kai pastarieji užklysta į jų teritorijas, bet visumoj nágai "
"pelkes ir upes mėgsta taip pat, kaip ir atvirus vandenis."

#. [race]: id=ogre
#: data/core/units.cfg:234
msgid "race^Ogre"
msgstr "Žmogėdra"

#. [race]: id=ogre
#: data/core/units.cfg:235
msgid "race+female^Ogre"
msgstr "Žmogėdra"

#. [race]: id=ogre
#: data/core/units.cfg:236
msgid "race^Ogres"
msgstr "Žmogėdros"

#. [race]: id=ogre
#: data/core/units.cfg:237
msgid ""
"Ogres are a wild and uncivilized race who dwell mainly in the wilderness of "
"the Great Continent. Physically, they resemble humans and orcs but are "
"larger and stronger. Even their adolescents are more than a match for most "
"men. Ogres are distrusted in many populated areas and usually either avoid "
"them or are driven out by force. Instead, they lurk the mountainous areas on "
"the edges of civilization, where hungry ogre bandits provide a constant "
"threat to travelers and caravans. While ogres are not particularly "
"intelligent or quick, their toughness and physical strength make them a "
"valuable asset in the armies of other races. They are especially valued by "
"more ruthless commanders who don't mind the ogres' brutality. Little is "
"known about their biology or society, if they can truly be said to have one, "
"but they are said to attack alongside wolves and other beasts. Whether this "
"is a sign of cooperation, domestication, or simply mutual opportunism is not "
"known."
msgstr ""
"Žmogėdros yra laukinė, necivilizuota rūšis, gyvenanti Didžiojo žemyno "
"laukuose. Fiziškai jie panašūs į žmones ir orkus, bet yra didesni ir "
"stipresni. Netgi žmogėdrų vaikai yra neprilygstami daugumai žmonių. "
"Žmogėdros nepageidaujami apgyvendintose teritorijose ir jų arba vengia, arba "
"juos išvaro. Veikiau jie renkasi kalnuotas vietoves civilizacijos "
"pakraščiuose, kur išalkę žmogėdros nuolat grasina keliautojams ir "
"vilkstinėms. Nepasižymėdami protu ir greičiu, žmogėdros yra naudingi kitų "
"rūšių kariuomenėse dėl savo tvirtumo ir fizinės jėgos. Juos ypač vertina "
"taisyklių nepripažįstantys vadeivos, neprieštaraujantys žmogėdrų brutalumui. "
"Apie jų biologiją arba visuomenę, jeigu būtų galima sakyt, kad jie tokias "
"turi, žinoma nedaug, tačiau žinoma, kad jie puola kartu su vilkais ir kitais "
"žvėrimis. Nežinia, ar tai veikimas išvien, ar giminiavimasis, ar tiesiog "
"pasinaudojimas galimybe."

#. [race]: id=orc
#: data/core/units.cfg:245
msgid "race^Orc"
msgstr "Orkas"

#. [race]: id=orc
#: data/core/units.cfg:246
msgid "race+female^Orc"
msgstr "Orkė"

#. [race]: id=orc
#: data/core/units.cfg:247
msgid "race^Orcs"
msgstr "Orkai"

#. [race]: id=orc
#: data/core/units.cfg:257
#, fuzzy
msgid ""
"In appearance, orcs are half men and half beasts. They are taller, sturdier "
"and stronger than humans. They are warlike, savage, and cruel by nature. "
"Their blood is darker and thicker than that of normal humans and they have "
"little care for personal hygiene or their personal appearance. Although Orcs "
"are violent even among themselves creatures, they are pack-oriented; an orc "
"never travels long or lives alone in groups smaller than half a dozen.\n"
"\n"
"<header>text='Society'</header>\n"
"Almost every orc are a member of a tribe or a clan. Relations between "
"neighboring tribes are usually violent, except in cases of a mutual enemy "
"threatens their existence or prospects of great plunder override mutual "
"animosity. Occasionally, a single strong chieftain may emerge to lead "
"multiple tribes from time to time, usually through intimidation of "
"followers. An orc tribe in times of peace tends to focus almost solely on "
"strengthening itself in preparation for the next armed conflict. Orcs are "
"known to possess a crude system of writing — usually in blood — although "
"it’s most commonly used to trade insults or threats among tribal leaders.\n"
"\n"
"Orc societies are based on little else but strength; might makes right, and "
"a leader leads and survives only as long as no one manages to wrest the "
"title from him. A constant struggle for power simmers among potential tribal "
"chiefs. An orcish leader rarely lives more than a handful of years to enjoy "
"his absolute authority before being killed for his position — although "
"history knows some notable exceptions. Orcs hold no particular honor code "
"and while indisputable raw strength is usually the preferred method of "
"displaying power, assassination, poisoning and backstabbing are completely "
"viable means to further one’s own goals.\n"
"\n"
"Orcs mostly live in rural areas, often in foothills or mountainous regions, "
"sometimes in caves. They grow no crops nor keep livestock, but are competent "
"hunters as a result of their physical stature and brutality. Due to their "
"large numbers they are capable of hunting an area virtually clean of "
"anything larger than rodents in relatively short period of time. Due to this "
"and their unstable leadership, orcish tribes tend to lead a semi-nomadic "
"lifestyle, never settling in one region for too long. The larger tribes may "
"establish themselves firmly in an area for years or even decades and build "
"large encampments almost resembling cities, but even these are easily "
"dismantled and abandoned if there is a need to relocate the horde.\n"
"\n"
"The oldest known orcs have been around 50 to 60 years of age, but very few "
"individuals ever live to see over two or three decades before meeting their "
"end either in war or by the hand of one of their kin. The oldest orcs are "
"often shamans, which are perhaps the only ones most of their kind sees as "
"being trustworthy and neutral. The origins of this custom are unknown, as "
"the shamans do not directly contribute much to orcish societies but only act "
"as advisors — not something orcs tend to otherwise tolerate. Shamans are in "
"many ways the opposite of most other orcs: they are often physically "
"withered and frail in comparison and lack skill in battle. Despite their "
"reliance on raw strength, not nearly all orcs are destined to grow to "
"possess any. Many orcs are born smaller and weaker than the rest, and "
"already almost as newborns are put in their place by their stronger "
"siblings. The stronger ones will routinely grab most of the food and thus "
"grow stronger still, while their weaker siblings do not. Many of these "
"individuals tend to specialize in other skills, like archery or "
"assassination."
msgstr ""
"Pagal išvaizdą, orkai yra pusiau žmonės, pusiau žvėrys. Jie yra aukštesni, "
"tvirtesni ir stipresni už žmones. Jie yra karingi ir žiaurūs. Jų kraujas yra "
"tamsesnis ir tirštesnis negu žmonių ir jie nesirūpina nei asmenine švara, "
"nei išvaizda. Tačiau orkai yra žiaurūs net tarp savęs ir gyvena grupuotėmis; "
"orkai niekuomet nekeliauja ilgų atstumų ir negyvena mažesnėse negu pusė "
"tuzino grupėse.\n"
"\n"
"<header>text='Visuomenė'</header>\n"
"Beveik kiekvienas orkas priklauso genčiai ar gaujai. "

#. [race]: id=troll
#: data/core/units.cfg:264
msgid "race^Troll"
msgstr "Trolis"

#. [race]: id=troll
#: data/core/units.cfg:265
msgid "race+female^Troll"
msgstr "Trolė"

#. [race]: id=troll
#: data/core/units.cfg:266
msgid "race^Trolls"
msgstr "Troliai"

#. [race]: id=troll
#: data/core/units.cfg:272
msgid ""
"Trolls are ancient creatures, one of the oldest known races known to inhabit "
"the Great Continent. They are large, slow, simple-minded, and live extremely "
"long lives inside deep caves or atop high mountains. The most unique "
"characteristic of trolls is an internal vitality that sustains and heals "
"them from within. As a result they live very different lives from almost any "
"known creature. Trolls have few real needs: they require little food or "
"water, and thus they have little incentive to pursue much besides protection "
"from those who are hostile towards them. This in turn means they rarely have "
"to worry about anything and can spend much of their time sleeping or in "
"contemplation. Trolls have a curious affinity with nature. They do not "
"relate with living things like elves do, but instead with earth and stone. "
"They are also somewhat curious of their surroundings and many younger whelps "
"even enjoy traveling and seeing the world. As trolls grow older they tend to "
"become increasingly passive, gradually losing interest in their environment "
"and spending more of their time sleeping in a quiet, familiar corner of "
"their home cave. This is until they finally pass away as their bodies "
"themselves slowly turn into lifeless statues of stone.\n"
"\n"
"Trolls are seen by many as being little more than yet another race of savage "
"monsters. This common misconception is in part perpetuated by orcs to "
"persuade trolls to join their armies. Because they are rather simple and do "
"not understand the ways of other races or sometimes can even tell them "
"apart, it is usually easy for an orcish band to convince a group of trolls "
"that by joining them they get to exact revenge on those that have before "
"hunted them. These new recruits are then directed to attack whoever the orcs "
"themselves are currently in conflict with, whether previously a foe of the "
"trolls or not, accumulating even more enemies for the misled trolls. The "
"most common enemy of trolls are dwarves, and the animosity between these two "
"races is ancient.\n"
"\n"
"<header>text='Geography'</header>\n"
"Trolls have inhabited the mountains of the Great Continent longer than the "
"dwarves who migrated there. Trolls are a common sight on the mountain ranges "
"north and east of Wesnoth, and wherever Orcish hordes travel."
msgstr ""

#. [race]: id=undead
#: data/core/units.cfg:286
msgid "race^Undead"
msgstr "Nemirėlis"

#. [race]: id=undead
#: data/core/units.cfg:287
msgid "race+female^Undead"
msgstr "Nemirėlė"

#. [race]: id=undead
#: data/core/units.cfg:288
msgid "race+plural^Undead"
msgstr "Nemirėliai"

#. [race]: id=undead
#: data/core/units.cfg:294
msgid ""
"Undead are not really a single race of creatures, although often treated as "
"such. Almost any dead creature can, by a sufficiently skilled necromancer, "
"be reanimated and rise again in undeath. Undead are for the most part "
"unnatural but mindless constructs, obeying whoever created them without "
"question nor thought. A greater mystery of necromancy is in how constructs "
"are sustained without continuous effort from the necromancer. An undead "
"creature does not require the constant attention of the necromancer to "
"command and sustain, but can work autonomously according to the commands of "
"it’s master. Only rarely, perhaps once every few months, does the "
"necromancer need to maintain his creation.\n"
"\n"
"Necromancy is almost solely limited to humans. Even the legends of magically "
"apt races like elves and mermen tell of very few of their kind who have ever "
"delved in the dark arts. It is surmised that necromantic magic requires "
"great adaptability and a flexible mind, extremes of which are most commonly "
"found in humans. The ultimate goal of most necromancers is to turn the same "
"art of preserving and imbuing life upon themselves, to alter themselves at "
"whatever cost, to ultimately escape death by preserving their own mind and "
"spirit.\n"
"\n"
"<header>text='Geography'</header>\n"
"While undead lords arrived on the Great Continent in considerable numbers "
"only in the wake of Haldric I, they were not completely unheard of by elves "
"and dwarves before that."
msgstr ""
"Nemirėliai iš tikrųjų nėra vientisa būtybių rasė, nors dažnai tokia laikomi. "
"Pakankamai įgudęs nekromantas gali prikelti beveik bet kokią mirusią būtybę. "
"Nemirėliai didžiąja dalimi yra baisūs, bet nemąstantys tvariniai, be "
"klausimų ar apmąstymų paklūstantys tam, kas juos sukūrė. Didesnė "
"nekromantijos paslaptis yra kaip šie tvariniai yra išlaikomi be nuolatinių "
"nekromanto pastangų. Nemirėlis nereikalauja pastovaus nekromanto dėmesio "
"vadovaujant ir išlaikant, o gali dirbti autonomiškai pagal šeimininko "
"įsakymus. Tik kartais, galbūt kas kelis mėnesius, nekromantas turi "
"prižiūrėti savo kūrinį.\n"
"\n"
"Nekromantija yra beveik be išimčių apribota žmonėmis. Net magijai gabių "
"rasių kaip elfai ir vandeniai legendos byloja tik apie kelis iš jų rūšies, "
"kurie kada nors šniukštinėjo po juodąją magiją. Yra spėjama, kad "
"nekromantinei magijai reikia didelio pritaikomumo ir lankstaus proto, "
"kraštutinybės, kurios dažniausiai randamos pas žmones. Galutinis daugumos "
"nekromantų tikslas yra pasinaudoti tuo pačiu gyvybės išsaugojimo ir įkvėpimo "
"menu, kad pasikeistų save bet kuria kaina, galutinai pabėgtų nuo mirties "
"išsaugodami tik savo protą ir dvasią.\n"
"\n"
"<header>text='Geografija'</header>\n"
"Nors nemirėlių valdovai į Didįjį žemyną žymiais kiekiais atvyko tik Haldriko "
"I pėdomis, tačiau ir prieš tai jie nebuvo visiškai negirdėti elfams ir "
"dvarfams."

#. [race]: id=wolf, description=
#: data/core/units.cfg:302
msgid "race^Wolf"
msgstr "Vilkas"

#. [race]: id=wolf, description=
#: data/core/units.cfg:303
msgid "race+female^Wolf"
msgstr "Vilkė"

#. [race]: id=wolf, description=
#: data/core/units.cfg:304
msgid "race^Wolves"
msgstr "Vilkai"

#. [race]: id=wose, description=
#: data/core/units.cfg:313
msgid "race^Wose"
msgstr "Miškinis"

#. [race]: id=wose, description=
#: data/core/units.cfg:314
msgid "race^Woses"
msgstr "Miškiniai"

#. [race]: id=khalifate
#: data/core/units.cfg:324
msgid "race^Khalifate Human"
msgstr "Kalifato žmogus"

#. [race]: id=khalifate
#: data/core/units.cfg:325
msgid "race+female^Khalifate Human"
msgstr "Kalifato žmogus"

#. [race]: id=khalifate
#: data/core/units.cfg:326
msgid "race+plural^Khalifate"
msgstr "Kalifatas"

#. [race]: id=khalifate
#: data/core/units.cfg:327
msgid "This race does not have a description yet."
msgstr ""

#. [race]: id=falcon, description=
#: data/core/units.cfg:336
msgid "race^Falcon"
msgstr "Sakalas"

#. [race]: id=falcon, description=
#: data/core/units.cfg:337
msgid "race+female^Falcon"
msgstr "Sakalė"

#. [race]: id=falcon, description=
#: data/core/units.cfg:338
msgid "race^Falcons"
msgstr "Sakalai"

#: src/help.cpp:51
msgid "Help"
msgstr "Pagalba"

#: src/help.cpp:1151
msgid "<header>text='Units having this special attack'</header>"
msgstr "<header>text='Daliniai turintys šią specialią ataką'</header>"

#: src/help.cpp:1227
msgid "<header>text='Units having this ability'</header>"
msgstr "<header>text='Daliniai turintys šį gebėjimą'</header>"

#: src/help.cpp:1260
msgid "Leaders:"
msgstr "Vadai:"

#: src/help.cpp:1269
msgid "Recruits:"
msgstr "Samdiniai: "

#: src/help.cpp:1283
msgid "Era:"
msgstr "Era:"

#: src/help.cpp:1291
msgid "Factions:"
msgstr "Frakcijos:"

#: src/help.cpp:1301
#, fuzzy
msgid "Factions are only used in multiplayer"
msgstr "Grupuotės naudojamos tik daugelio žaidėjų žaidime"

#: src/help.cpp:1344
msgid "level"
msgstr "lygis"

#: src/help.cpp:1376
msgid "Advances from: "
msgstr "Tobulėja iš: "

#: src/help.cpp:1378
msgid "Advances to: "
msgstr "Tobulėja į: "

#: src/help.cpp:1405 src/help.cpp:1721 src/help.cpp:1782
msgid "race^Miscellaneous"
msgstr "Įvairūs"

#: src/help.cpp:1407
msgid "Race: "
msgstr "Rasė: "

#: src/help.cpp:1414
msgid "Abilities: "
msgstr "Gebėjimai: "

#: src/help.cpp:1431
msgid "Ability Upgrades: "
msgstr "Gebėjimų patobulinimai: "

#: src/help.cpp:1447
msgid "HP: "
msgstr "GT: "

#: src/help.cpp:1448
msgid "Moves: "
msgstr "Žingsniai: "

#: src/help.cpp:1449
msgid "Cost: "
msgstr "Kaina: "

#: src/help.cpp:1450
msgid "Alignment: "
msgstr "Prigimtis: "

#: src/help.cpp:1456
msgid "Required XP: "
msgstr "Reikalingi PT: "

#: src/help.cpp:1465
msgid "unit help^Attacks"
msgstr "Atakos"

#: src/help.cpp:1472
msgid "unit help^Name"
msgstr "Vardas"

#: src/help.cpp:1473
msgid "Type"
msgstr "Tipas"

#: src/help.cpp:1474
msgid "Strikes"
msgstr "Smūgiai"

#: src/help.cpp:1475
msgid "Range"
msgstr "Nuotolis"

#: src/help.cpp:1476
msgid "Special"
msgstr "Ypatinga"

#: src/help.cpp:1526
msgid "Resistances"
msgstr "Atsparumai"

#: src/help.cpp:1530
msgid "Attack Type"
msgstr "Atakos tipas"

#: src/help.cpp:1531
msgid "Resistance"
msgstr "Atsparumas"

#: src/help.cpp:1570
msgid "Terrain Modifiers"
msgstr "Vietovių modifikatoriai"

#: src/help.cpp:1574
msgid "Terrain"
msgstr "Vietovė"

#: src/help.cpp:1575
msgid "Defense"
msgstr "Gynyba"

#: src/help.cpp:1576
msgid "Movement Cost"
msgstr "Judėjimo kaina"

#: src/help.cpp:1788
msgid "<header>text='Units of this race'</header>"
msgstr "<header>text='Šios rasės daliniai'</header>"

#: src/help.cpp:2701
msgid " < Back"
msgstr " < Atgal"

#: src/help.cpp:2702
msgid "Forward >"
msgstr "Pirmyn >"

#: src/help.cpp:2810
msgid "Reference to unknown topic: "
msgstr "Nuoroda į nežinomą temą: "

#: src/help.cpp:3066
msgid "corrupted original file"
msgstr "sugadintas pradinis failas"

#: src/help.cpp:3157
msgid "Close"
msgstr "Užverti"

#: src/help.cpp:3160
msgid "The Battle for Wesnoth Help"
msgstr "Mūšio dėl Vesnoto pagalba"

#: src/help.cpp:3216
msgid "Parse error when parsing help text: "
msgstr "Nagrinėjimo klaida nagrinėjant pagalbos tekstą: "
