# Copyright (C) Wesnoth development team, 2007-2019.
# Translators:
#  Andrius Štikonas <andrius@stikonas.eu>, 2007-2019.
msgid ""
msgstr ""
"Project-Id-Version: Battle for Wesnoth 1.11\n"
"Report-Msgid-Bugs-To: https://bugs.wesnoth.org/\n"
"POT-Creation-Date: 2020-12-18 22:26-0300\n"
"PO-Revision-Date: 2021-01-01 17:34+0000\n"
"Last-Translator: Andrius Štikonas <andrius@stikonas.eu>\n"
"Language-Team: Lithuanian <wesnoth-lt@googlegroups.com>\n"
"Language: lt\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>=2 && (n%100<10 || n"
"%100>=20) ? 1 : n%10==0 || (n%100>10 && n%100<20) ? 2 : 3);\n"
"X-Generator: Poedit 2.2.4\n"

#. [time]: id=underground
#. [editor_times]: id=underground
#: data/campaigns/Heir_To_The_Throne/utils/httt_utils.cfg:495
#: data/core/editor/time-of-day.cfg:41 data/core/macros/schedules.cfg:113
msgid "Underground"
msgstr "Požemis"

#. [heals]: id=healing
#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:16
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:65
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:68
#: 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:18
msgid ""
"Allows the unit to heal adjacent allied units at the beginning of our turn.\n"
"\n"
"A unit cared for by this healer may heal up to 4 HP per turn, or stop poison "
"from taking effect for that turn.\n"
"A poisoned unit cannot be cured of its poison by a healer, and must seek the "
"care of a village or a unit that can cure."
msgstr ""
"Leidžia kariui pagydyti gretimus draugiškus karius mūsų ėjimo pradžioje.\n"
"\n"
"Gydomasis karys gali pagyti ne daugiau, nei 4 GT per ėjimą, arba tą ėjimą "
"išvengti nuodų poveikio.\n"
"Šis gydytojas negali išgydyti nuo nuodų. Apnuodytasis karys turi ieškoti "
"pagalbos kaime arba pas karį, kuris gali atnuodyti."

#. [heals]: id=healing
#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:39
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:32
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:71
#: data/core/macros/abilities.cfg:28
msgid "heals +8"
msgstr "gydo +8"

#. [heals]: id=healing
#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:40
#: data/core/macros/abilities.cfg:29
msgid "female^heals +8"
msgstr "gydo +8"

#. [heals]: id=healing
#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:41
msgid ""
"This unit combines herbal remedies with magic to heal units more quickly "
"than is normally possible on the battlefield.\n"
"\n"
"A unit cared for by this healer may heal up to 8 HP per turn, or stop poison "
"from taking effect for that turn.\n"
"A poisoned unit cannot be cured of its poison by a healer, and must seek the "
"care of a village or a unit that can cure."
msgstr ""
"Šis karys apjungia vaistažoles su magija ir gydo karius greičiau, nei "
"įprasta mūšio lauke.\n"
"\n"
"Gydomasis karys gali pagyti ne daugiau, nei 8 GT per ėjimą, arba tą ėjimą "
"išvengti nuodų poveikio.\n"
"Šis gydytojas negali išgydyti nuo nuodų. Apnuodytasis karys turi ieškoti "
"pagalbos kaime arba pas karį, kuris gali atnuodyti."

#. [heals]: id=healing
#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:62
msgid "heals +12"
msgstr "gydo +12"

#. [heals]: id=healing
#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:63
msgid "female^heals +12"
msgstr "gydo +12"

#. [heals]: id=healing
#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:64
#, fuzzy
msgid ""
"This unit combines herbal remedies with magic to heal units more quickly "
"than is normally possible on the battlefield.\n"
"\n"
"A unit cared for by this healer may heal up to 12 HP per turn, or stop "
"poison from taking effect for that turn.\n"
"A poisoned unit cannot be cured of its poison by a healer, and must seek the "
"care of a village or a unit that can cure."
msgstr ""
"Šis karys apjungia vaistažoles su magija ir gydo karius greičiau, nei "
"įprasta mūšio lauke.\n"
"\n"
"Gydomasis karys gali pagyti ne daugiau, nei 8 GT per ėjimą, arba tą ėjimą "
"išvengti nuodų poveikio.\n"
"Šis gydytojas negali išgydyti nuo nuodų. Apnuodytasis karys turi ieškoti "
"pagalbos kaime arba pas karį, kuris gali atnuodyti."

#. [trait]: id=healthy
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:11
#: data/core/macros/traits.cfg:229
msgid "Always rest heals"
msgstr "Visuomet pagyja kaip besiilsint"

#. [hides]: id=ambush
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:14
#: data/core/macros/abilities.cfg:251
msgid "ambush"
msgstr "pasalūnas"

#. [damage]: id=backstab
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:17
#: data/core/macros/abilities.cfg:352
msgid "backstab"
msgstr "dūris į nugarą"

#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:20
msgid "Castle"
msgstr "Pilis"

#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:23
msgid "Cave"
msgstr "Urvas"

#. [damage]: id=charge
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:26
#: data/core/macros/abilities.cfg:448
#, fuzzy
msgid "charge"
msgstr "įkrova"

#. [hides]: id=concealment
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:29
#: data/core/macros/abilities.cfg:289
msgid "concealment"
msgstr "slėpimasis"

#. [heals]: id=curing
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:32
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:68
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:137
#: data/core/macros/abilities.cfg:47
msgid "cures"
msgstr "atnuodija"

#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:35
#: src/help/help_topic_generators.cpp:702
msgid "Defense"
msgstr "Gynyba"

#. [drains]: id=drains
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:38
#: data/core/macros/abilities.cfg:461
msgid "drains"
msgstr "išsiurbia"

#. [trait]: id=fearless
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:41
#: data/core/macros/traits.cfg:252 data/core/macros/traits.cfg:269
msgid "fearless"
msgstr "bebaimis"

#. [dummy]: id=feeding
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:44
#: data/core/macros/abilities.cfg:328
msgid "feeding"
msgstr "maitinasi"

#. [dummy]: id=feeding
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:47
#: data/core/macros/abilities.cfg:330
msgid ""
"This unit gains 1 hitpoint added to its maximum whenever it kills a unit, "
"except units that are immune to plague."
msgstr ""
"Šis karys 1 gyvybės tašku pasididina maksimalų gyvybės taškų skaičių, kai "
"jis nužudo karį, išskyrus tuos, kurie yra atsparūs marui."

#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:50
#: data/lua/feeding.lua:31 data/lua/feeding.lua:44
msgid "+1 max HP"
msgstr "+1 maks. GT"

#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:53
msgid "firststrike"
msgstr "pirmas smūgis"

#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:56
msgid "Flat"
msgstr "Lyguma"

#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:59
msgid "Forest"
msgstr "Miškas"

#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:62
msgid "Frozen"
msgstr "Ledynas"

#. [trait]: id=healthy
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:74
#: data/core/macros/traits.cfg:227
msgid "healthy"
msgstr "sveikas"

#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:77
msgid "Hills"
msgstr "Kalvos"

#. [illuminates]: id=illumination
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:80
#: data/core/macros/abilities.cfg:206
msgid "illuminates"
msgstr "apšviečia"

#. [leadership]: id=leadership
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:83
#: data/core/macros/abilities.cfg:172
msgid "leadership"
msgstr "vadovavimas"

#. [chance_to_hit]: id=magical
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:86
#: data/core/macros/abilities.cfg:426
msgid "magical"
msgstr "magiška"

#. [chance_to_hit]: id=marksman
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:89
#: data/core/macros/abilities.cfg:413
msgid "marksman"
msgstr "snaiperis"

#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:92
msgid "Mushroom Grove"
msgstr "Grybų giraitė"

#. [hides]: id=nightstalk
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:95
#: data/core/macros/abilities.cfg:270 data/core/macros/abilities.cfg:271
msgid "nightstalk"
msgstr "naktinis seklys"

#. [plague]: id=plague({TYPE}), type={TYPE}
#. [plague]: id=plague, type=Walking Corpse
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:98
#: data/core/macros/abilities.cfg:371 data/core/macros/abilities.cfg:382
msgid "plague"
msgstr "maras"

#. [poison]: id=poison
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:101
#: data/core/macros/abilities.cfg:481
msgid "poison"
msgstr "nuodai"

#. [regenerate]: id=regenerates
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:104
#: data/core/macros/abilities.cfg:70
msgid "regenerates"
msgstr "regeneruoja"

#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:107
#: src/help/help_topic_generators.cpp:663
msgid "Resistances"
msgstr "Atsparumai"

#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:110
msgid "Sand"
msgstr "Smėlis"

#. [skirmisher]: id=skirmisher
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:113
#: data/core/macros/abilities.cfg:191
msgid "skirmisher"
msgstr "peštukas"

#. [slow]: id=slow
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:116
#: data/core/macros/abilities.cfg:393
msgid "slows"
msgstr "sulėtina"

#. [resistance]: id=steadfast
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:119
#: data/core/macros/abilities.cfg:104
msgid "steadfast"
msgstr "atsparus"

#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:122
#: src/help/help_topic_generators.cpp:582
msgid "Strikes"
msgstr "Smūgiai"

#. [hides]: id=submerge
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:125
#: data/core/macros/abilities.cfg:308
msgid "submerge"
msgstr "nardymas"

#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:128
msgid "Swamp"
msgstr "Pelkė"

#. [teleport]: id=teleport
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:131
#: data/core/macros/abilities.cfg:220
msgid "teleport"
msgstr "teleportavimas"

#. [trait]: id=undead
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:134
#: data/core/macros/traits.cfg:55
msgid "undead"
msgstr "nemirėlis"

#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:140
msgid "Village"
msgstr "Kaimas"

#. [section]: id=editor
#: data/core/editor/help.cfg:5
msgid "Map and Scenario Editor"
msgstr "Žemėlapių ir scenarijų redaktorius"

#. [section]: id=editor_mode_terrain
#. [topic]: id=..editor_mode_terrain
#: data/core/editor/help.cfg:13 data/core/editor/help.cfg:263
msgid "Terrain Editor"
msgstr "Reljefo redaktorius"

#. [section]: id=editor_mode_scenario
#: data/core/editor/help.cfg:20
msgid "Scenario Editor"
msgstr "Scenarijų redaktorius"

#. [topic]: id=editor_tool_paint
#: data/core/editor/help.cfg:28
msgid "Paint Tool"
msgstr "Piešimo įrankis"

#. [topic]: id=editor_tool_paint
#: data/core/editor/help.cfg:29
msgid ""
"Paint terrain tiles on the map.\n"
"\n"
"The paint tool utilizes the brush sizes and the terrain palette.\n"
"\n"
"<bold>text='Keyboard Modifiers'</bold>\n"
"\n"
"• Shift+mouse click: If a base terrain is selected, change the base without "
"changing the overlay. If an overlay is selected, change the overlay without "
"changing the base.\n"
"• Control+mouse click: Select the terrain under the mouse cursor, as if it "
"had been selected on the terrain palette (picks up both base and overlay).\n"
"\n"
"<bold>text='Brush Sizes'</bold>\n"
"\n"
"The selected brush changes the size of the tool:"
msgstr ""

#. [topic]: id=editor_tool_paint
#: data/core/editor/help.cfg:41
msgid "Paint single hexes."
msgstr "Piešia vieną laukelį."

#. [topic]: id=editor_tool_paint
#: data/core/editor/help.cfg:42
msgid "Paint seven hexes at a time."
msgstr "Piešia iš karto septynis laukelius."

#. [topic]: id=editor_tool_paint
#: data/core/editor/help.cfg:43
msgid "Paint nineteen hexes at a time."
msgstr "Piešia iš karto devyniolika laukelių."

#. [topic]: id=editor_tool_paint
#: data/core/editor/help.cfg:44 data/core/editor/help.cfg:45
msgid "Paint three hexes in a line."
msgstr "Piešia tris tiesėje esančius laukelius."

#. [topic]: id=editor_tool_fill
#: data/core/editor/help.cfg:52
msgid "Fill Tool"
msgstr "Užpildymo įrankis"

#. [topic]: id=editor_tool_fill
#: data/core/editor/help.cfg:53
msgid ""
"Fill continuous regions of terrain with a different one.\n"
"\n"
"The fill tool utilizes the terrain palette.\n"
"\n"
"<bold>text='Keyboard Modifiers'</bold>\n"
"\n"
"• Shift+mouse click: If a base terrain is selected, change the base without "
"changing the overlay. If an overlay is selected, change the overlay without "
"changing the base.\n"
"• Control+mouse click: Select the terrain under the mouse cursor, as if it "
"had been selected on the terrain palette (picks up both base and overlay)."
msgstr ""

#. [topic]: id=editor_tool_select
#: data/core/editor/help.cfg:67
msgid "Select Tool"
msgstr "Žymėjimo įrankis"

#. [topic]: id=editor_tool_select
#: data/core/editor/help.cfg:68
msgid ""
"Selects a set of hex fields, for use with with the cut, copy and fill-"
"selection buttons below the menu bar.\n"
"\n"
"<bold>text='Keyboard Modifiers'</bold>\n"
"\n"
"• Shift+mouse click: ‘Magic Wand’ mode, select the hex under the mouse "
"cursor, and adjoining hexes of the same terrain type.\n"
"• Control+mouse click: Unselect hexes.\n"
"\n"
"<bold>text='Brush Sizes'</bold>\n"
"\n"
"The selected brush changes the size of the tool:"
msgstr ""

#. [topic]: id=editor_tool_select
#: data/core/editor/help.cfg:78
msgid "Select single hexes."
msgstr "Pažymi vieną laukelį."

#. [topic]: id=editor_tool_select
#: data/core/editor/help.cfg:79
msgid "Select seven hexes at a time."
msgstr "Pažymi iš karto septynis laukelius."

#. [topic]: id=editor_tool_select
#: data/core/editor/help.cfg:80
msgid "Select nineteen hexes at a time."
msgstr "Pažymi iš karto devyniolika laukelių."

#. [topic]: id=editor_tool_select
#: data/core/editor/help.cfg:81 data/core/editor/help.cfg:82
msgid "Select three hexes in a line."
msgstr "Pažymi tris tiesėje esančius laukelius"

#. [topic]: id=editor_tool_paste
#: data/core/editor/help.cfg:89
msgid "Clipboard and Paste Tool"
msgstr "Iškarpinė ir įklijavimo įrankis"

#. [topic]: id=editor_tool_paste
#: data/core/editor/help.cfg:90
msgid ""
"Rotate, flip and paste the terrain in the clipboard\n"
"\n"
"Hexes can be cut or copied to the clipboard using the "
"<ref>dst='editor_tool_select' text='Select Tool'</ref>.\n"
"\n"
"The paste tool shows an outline of the clipboard, which can be pasted with a "
"mouse-click. Only the outline is shown, but mistakes can be corrected with "
"the undo function, which is bound to both Control+Z and to the same key as "
"the in-game undo function.\n"
"\n"
"The paste tool also has some clipboard-manipulation functions:"
msgstr ""

#. [topic]: id=editor_tool_paste
#: data/core/editor/help.cfg:97
msgid "Rotate clockwise by 60°."
msgstr "Sukti pagal laikrodžio rodyklę 60°kampu."

#. [topic]: id=editor_tool_paste
#: data/core/editor/help.cfg:98
msgid "Rotate counter-clockwise by 60°."
msgstr "Sukti prieš laikrodžio rodyklę 60°kampu."

#. [topic]: id=editor_tool_paste
#: data/core/editor/help.cfg:99
msgid "Flip horizontally"
msgstr "Apversti horizontaliai"

#. [topic]: id=editor_tool_paste
#: data/core/editor/help.cfg:100
msgid "Flip vertically"
msgstr "Apversti vertikaliai"

#. [topic]: id=editor_tool_starting
#: data/core/editor/help.cfg:107
#, fuzzy
msgid "Starting Locations Tool"
msgstr "Pradinių pozicijų aprašymas"

#. [topic]: id=editor_tool_starting
#: data/core/editor/help.cfg:108
msgid ""
"Defines the side leader starting position\n"
"\n"
"This tool sets the side leaders’ default starting locations, and named "
"special locations. Both types of location are enabled in both <ref>dst='.."
"editor_mode_terrain' text='Terrain Editor'</ref> and Scenario Editor modes. "
"The location names are shown as a list in the editor palette, clicking on "
"the map will place that name on a hex, each location can only be placed on a "
"single hex, and the editor will only allow one location per hex.\n"
"\n"
"To add named special locations, click “Add” at the bottom of the editor "
"palette, and enter the name. These names must start with a letter and may "
"contain numbers and underscores.\n"
"\n"
"More than nine teams can be added to a map, by clicking “Add” and entering a "
"number, for example “10”. The UI will automatically show this as “Player "
"10”.\n"
"\n"
"Named locations can be accessed from WML using the Standard Location "
"Filter’s <italic>text='location_id='</italic>. Player starts can also be "
"accessed from WML using <italic>text='location_id=1'</italic>, "
"<italic>text='location_id=2'</italic>, etc — use only the number, without "
"adding “Player ” in front of the number.\n"
"\n"
"<bold>text='Keyboard Modifiers'</bold>\n"
"\n"
"• Control+mouse click on a hex that already has a location: select that "
"location for placing with a subsequent mouse click, as if it was selected in "
"the editor palette."
msgstr ""

#. [topic]: id=editor_tool_label
#: data/core/editor/help.cfg:127
msgid "Label Tool"
msgstr "Žymių įrankis"

#. [topic]: id=editor_tool_label
#. [topic]: id=editor_tool_item
#. [topic]: id=editor_tool_village
#. [topic]: id=editor_tool_unit
#. [topic]: id=editor_time_schedule
#: data/core/editor/help.cfg:128 data/core/editor/help.cfg:136
#: data/core/editor/help.cfg:144 data/core/editor/help.cfg:152
#: data/core/editor/help.cfg:284
msgid "TODO"
msgstr "Užduočių sąrašas"

#. [topic]: id=editor_tool_item
#: data/core/editor/help.cfg:135
msgid "Item Tool"
msgstr "Daiktų įrankis"

#. [topic]: id=editor_tool_village
#: data/core/editor/help.cfg:143
msgid "Village Ownership Tool"
msgstr "Kaimų nuosavybės įrankis"

#. [topic]: id=editor_tool_unit
#: data/core/editor/help.cfg:151
msgid "Unit Tool"
msgstr "Karių įrankis"

#. [topic]: id=editor_named_area
#: data/core/editor/help.cfg:159
msgid "Named Areas"
msgstr "Pavadintos vietovės"

#. [topic]: id=editor_named_area
#: data/core/editor/help.cfg:160
msgid ""
"This tool can create [time_area]s, unlike the name suggests these do not "
"need to have a specific time zone assigned to them.\n"
"    [time_area]s are sets of tiles which can be addressed during scenario "
"scripting by their id. [time_area]s can optionally have a custom\n"
"    time zone assigned to them. The simplest way to address a [time_area] "
"via scenario scripting is the `area=` attribute in standard location "
"filters.\n"
"\n"
"This tool can be used to abstract between the implementation of an effect "
"and the map specific setting.\n"
"This is a very powerful mechanism since it allows generic scenario code to "
"work with different maps providing the needed named locations."
msgstr ""

#. [topic]: id=editor_playlist
#: data/core/editor/help.cfg:172
msgid "Playlist Manager"
msgstr "Grojaraščių tvarkyklė"

#. [topic]: id=editor_playlist
#: data/core/editor/help.cfg:173
msgid ""
"Saves a list of music tracks defining a random playlist to the scenario.\n"
"\n"
"Have a look at the addon server for easy to use additional music tracks."
msgstr ""

#. [topic]: id=..editor
#: data/core/editor/help.cfg:182
msgid "Map/Scenario Editor"
msgstr "Žemėlapių/Scenarijų redaktorius"

#. [topic]: id=..editor
#: data/core/editor/help.cfg:184
msgid ""
"Wesnoth’s Map and Scenario Editor allows users to create and edit the maps "
"on which every Wesnoth scenario takes place. It also provides a limited set "
"of features for setting up a basic scenario.\n"
"\n"
"The editor can be launched from the <italic>text='Map Editor'</italic> "
"option at the title screen.\n"
"\n"
"<header>text='What you get'</header>\n"
"\n"
"• <ref>dst='..editor_mode_terrain' text='Terrain Editor'</ref>\n"
"An easy to use map editor, similar to simple paint applications.\n"
"\n"
"• Scenario Editor\n"
"\n"
"• <ref>dst='editor_playlist' text='Playlist Manager'</ref>\n"
"Predefine the scenario’s music track playlist.\n"
"\n"
"• Time Schedule Editor\n"
"\n"
"<header>text='What you do *not* get'</header>\n"
"\n"
"• What-you-see-is-what-you-get\n"
"The editor is not a WYSIWYG application.\n"
"\n"
"Because which exact graphic tile represents a terrain in the map depends on "
"all terrain rules loaded (which is different between the editor and each "
"other use case) the map won’t look exactly the same.\n"
"\n"
"• Event handlers and scripting\n"
"The editor is not a tool to help you scripting the scenario’s event "
"handlers.\n"
"\n"
"• Infinite Backwards Compatibility\n"
"The editor can load most maps from older versions of Wesnoth, but not all. "
"Maps from 1.3.2 and later will normally be supported, unless they use "
"terrains which are no longer in mainline Wesnoth. Maps from add-ons which "
"have their own terrains will need that add-on to tell the editor about their "
"terrains."
msgstr ""

#. [topic]: id=..editor
#: data/core/editor/help.cfg:213
msgid ""
"<header>text='Basic Concepts'</header>\n"
"• <ref>dst='editor_modes' text='Editing Modes'</ref>\n"
"• <ref>dst='editor_toolkit' text='Editor Toolkit'</ref>\n"
"• <ref>dst='editor_palette' text='Editor Palette'</ref>\n"
"• The clipboard is described in the <ref>dst='editor_tool_paste' text='Paste "
"Tool'</ref>"
msgstr ""

#. [topic]: id=editor_modes
#: data/core/editor/help.cfg:223
msgid "Editing Modes"
msgstr "Redagavimo režimai"

#. [topic]: id=editor_modes
#: data/core/editor/help.cfg:224
msgid ""
"The editor features two modes of operation:\n"
"\n"
"<header>text='Terrain-only Mode'</header>\n"
"\n"
"Allows only the composing of the terrain map itself and the definition of "
"leader starting positions.\n"
"\n"
"When saved using “Save Map As” and saving to the default directory, the "
"produced map can be found in the “User Maps” game type of the create "
"multiplayer game dialog.\n"
"\n"
"<header>text='Scenario Mode'</header>\n"
"\n"
"The Scenario mode allows several extra tools to be used, such as the Unit "
"tool. At least one side must be defined in order to use these tools, "
"however.\n"
"\n"
"In this mode, terrain data is stored in the map_data attribute and saved "
"into a file with any applicable WML."
msgstr ""

#. [topic]: id=editor_toolkit
#: data/core/editor/help.cfg:241
msgid "Editor Tools"
msgstr "Redaktoriaus įrankiai"

#. [topic]: id=editor_toolkit
#: data/core/editor/help.cfg:242
#, fuzzy
msgid ""
"The editor provides several tools for editing your maps and scenarios. At "
"all times, one of the editor tools is active. The active tool’s context "
"determines the content of the editor palette and context menu.\n"
"\n"
"These tools are available in both terrain-only mode and scenario mode:\n"
"\n"
"• <ref>dst='editor_tool_paint' text='Paint Tool'</ref>\n"
"• <ref>dst='editor_tool_fill' text='Fill Tool'</ref>\n"
"• <ref>dst='editor_tool_select' text='Select Tool'</ref>\n"
"• <ref>dst='editor_tool_paste' text='Paste Tool'</ref>\n"
"• <ref>dst='editor_tool_starting' text='Starting Locations Tool'</ref>\n"
"\n"
"These tools are only available in scenario mode:\n"
"\n"
"• <ref>dst='editor_tool_label' text='Label Tool'</ref>\n"
"• <ref>dst='editor_tool_item' text='Item Tool'</ref>\n"
"• <ref>dst='editor_tool_village' text='Village Tool'</ref>\n"
"• <ref>dst='editor_tool_unit' text='Unit Tool'</ref>"
msgstr ""
"Redaktorius turi keletą įrankių žemėlapiams ir scenarijams redaguoti. Bet "
"kurie metu, vienas iš redaktoriaus įrankių yra aktyvus. Aktyvus įrankis "
"nustato redaktoriaus paletės ir kontekstinio meniu turinį.\n"
"\n"
"Pateikiami šie įrankiai:\n"
"\n"
"• <ref>dst='editor_tool_paint' text='Piešimo įrankis'</ref>\n"
"• <ref>dst='editor_tool_fill' text='Užpildymo įrankis'</ref>\n"
"• <ref>dst='editor_tool_select' text='Žymėjimo įrankis'</ref>\n"
"• <ref>dst='editor_tool_paste' text='Įklijavimo įrankis'</ref>\n"
"• <ref>dst='editor_tool_starting' text='Pradžios pozicijų įrankis'</ref>\n"
"• <ref>dst='editor_tool_label' text='Žymių įrankis'</ref>\n"
"• <ref>dst='editor_tool_item' text='Objektų įrankis'</ref>\n"
"• <ref>dst='editor_tool_soundsource' text='Garso šaltinio įrankis'</ref>\n"
"• <ref>dst='editor_tool_village' text='Kaimų įrankis'</ref>\n"
"• <ref>dst='editor_tool_unit' text='Karių įrankis'</ref>\n"
"\n"

#. [topic]: id=..editor_mode_terrain
#: data/core/editor/help.cfg:264
msgid ""
"The terrain editor’s functionality is similar to a simple paint "
"application.\n"
"\n"
"The right-hand sidebar contains, from top to bottom, the mini-map, "
"<ref>dst='editor_toolkit' text='Toolkit'</ref>, tool options, and "
"<ref>dst='editor_palette' text='Palette'</ref>.\n"
"\n"
"To get started, refer to the <ref>dst='editor_tool_paint' text='Paint Tool'</"
"ref>’s page."
msgstr ""

#. [topic]: id=editor_masks
#: data/core/editor/help.cfg:275
msgid "Editor Mask Usage"
msgstr "Redaktoriaus kaukių naudojimas"

#. [topic]: id=editor_masks
#: data/core/editor/help.cfg:276
msgid ""
"Masks can be applied to a base map for reusal in several scenarios playing "
"at the same locations."
msgstr ""

#. [topic]: id=editor_time_schedule
#: data/core/editor/help.cfg:283
msgid "Time Schedule Editor"
msgstr "Laiko režimo redaktorius"

#. [topic]: id=editor_palette
#: data/core/editor/help.cfg:291
msgid "Editor Palette"
msgstr "Redaktoriaus paletė"

#. [topic]: id=editor_palette
#: data/core/editor/help.cfg:292
msgid ""
"The editor palette contains the applicable items you may use with the "
"currently selected tool. For example, the Paint tool will display a full "
"list of all available terrains, and the unit tool will provide a list of "
"available units. When using the Starting Locations Tool, the palette changes "
"to a list of “Player 1”, “Player 2”, etc.\n"
"\n"
"<bold>text='Filter'</bold>\n"
"\n"
"There is a filter function to show only a subset of the available items — "
"this is the leftmost of the four buttons at the top of the palette, and the "
"graphic changes depending on what is selected. Examples:"
msgstr ""

#. [topic]: id=editor_palette
#: data/core/editor/help.cfg:297
msgid "Show all kinds of terrain"
msgstr "Rodyti visus reljefus"

#. [topic]: id=editor_palette
#: data/core/editor/help.cfg:298
msgid "Show only water terrains"
msgstr "Rodyti tik vandens reljefus"

#. [topic]: id=editor_palette
#: data/core/editor/help.cfg:299
msgid "Show only villages"
msgstr "Rodyti tik kaimus"

#. [topic]: id=map_format
#: data/core/editor/help.cfg:309
msgid "Wesnoth Map Format"
msgstr "Vesnoto žemėlapių formatas"

#. [topic]: id=map_format
#: data/core/editor/help.cfg:310
msgid "Wesnoth stores its maps in human readable plain text files."
msgstr ""
"Vesnotas žemėlapius saugo paprasto teksto failuose, kuriuos žmonės gali "
"perskaityti."

#. [topic]: id=map_format
#: data/core/editor/help.cfg:312
msgid ""
"<header>text='Native'</header>\n"
"\n"
"A map file consists of rows with comma separated terrain code strings. The "
"only non-terrain information provided by the map syntax are the locations "
"created by the <ref>dst='editor_tool_starting' text='Starting Locations "
"Tool'</ref>. The files can be edited with a general purpose text editor like "
"notepad.\n"
"\n"
"These files can be used directly for multiplayer games, the number of "
"players is automatically determined by the number of starting positions. "
"When saved in the default directory, the map can be found in the “Custom "
"Maps” game type of the multiplayer “Create Game” dialog; you may need to "
"refresh the cache (press F5 on the title screen) before a newly-created map "
"appears.\n"
"\n"
"These files can be used in a scenario’s .cfg file, with the scenario’s WML "
"providing additional information such as teams, custom events, and complex "
"side setups. The .cfg file loads the map file with either of:\n"
"\n"
"• map_file=maps/01_First_Map.map <italic>text='— supported since Wesnoth "
"1.14'</italic>\n"
"• map_data=\"{maps/01_First_Map.map}\" <italic>text='— a WML preprocessor "
"include'</italic>\n"
"\n"
"The <italic>text='map_file'</italic> method is preferred over using a "
"preprocessor include."
msgstr ""

#. [topic]: id=map_format
#: data/core/editor/help.cfg:325
msgid ""
"<header>text='Embedded'</header>\n"
"\n"
"The map data can stored as part of a scenario’s .cfg file, directly in the "
"<italic>text='map_data'</italic> attribute. In other words, in the place "
"that the preprocessor would include it when using the preprocessor-include "
"method.\n"
"\n"
"<bold>text='Using Embedded Format in Terrain Mode'</bold>\n"
"\n"
"If you are editing the map and not using the Scenario Mode support, then "
"it’s trivial to move the data to a native map file before opening it in the "
"editor. This conversion is recommended — the editor supports editing the "
"content of map_data while leaving everything else in the file untouched, but "
"this is rarely-used code. Maps opened this way are marked (E) in the Window "
"menu."
msgstr ""

#. [topic]: id=map_format
#: data/core/editor/help.cfg:333
msgid ""
"<bold>text='Using Embedded Format in Scenario Mode'</bold>\n"
"\n"
"TODO: add documentation about the scenario mode."
msgstr ""

#. [time]: id=deep_underground
#. [editor_times]: id=deep_underground
#: data/core/editor/time-of-day.cfg:47 data/core/macros/schedules.cfg:127
msgid "Deep Underground"
msgstr "Gilus požemis"

#. [time]: id=indoors
#. [editor_times]: id=indoors
#: data/core/editor/time-of-day.cfg:53 data/core/macros/schedules.cfg:104
msgid "Indoors"
msgstr "Viduje"

#. [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
#, fuzzy
msgid ""
"<ref>dst='..calendar' text='Calendar'</ref>\n"
"<ref>dst='..geography' text='Geography'</ref>"
msgstr "<ref>dst='..geography' text='Geografija'</ref>"

#. [section]: id=calendar
#. [topic]: id=..calendar
#: data/core/encyclopedia/calendar.cfg:5 data/core/encyclopedia/calendar.cfg:12
msgid "Calendar"
msgstr "Kalendorius"

#. [topic]: id=..calendar
#: data/core/encyclopedia/calendar.cfg:13
msgid ""
"Each year in the Wesnoth calendar is composed of 12 months. These are, in "
"order:\n"
"\n"
"Whitefire\n"
"Bleeding Moon\n"
"Scatterseed\n"
"Deeproot\n"
"Scryer’s Bloom\n"
"Thorntress\n"
"Summit Star\n"
"Kindlefire\n"
"Stillseed\n"
"Reaper’s Moon\n"
"Verglas Bloom\n"
"Blackfire\n"
"\n"
msgstr ""

#. [section]: id=geography
#. [topic]: id=..geography
#: data/core/encyclopedia/geography.cfg:12
#: data/core/encyclopedia/geography.cfg:19
msgid "Geography"
msgstr "Geografija"

#. [topic]: id=arkan_thoria
#: data/core/encyclopedia/geography.cfg:26
msgid "Arkan-thoria"
msgstr "Arkan-torija"

#. [topic]: id=arkan_thoria
#: data/core/encyclopedia/geography.cfg:27
msgid ""
"A river rising in the <ref>dst='heart_mountains' text='Heart Mountains'</"
"ref> and running east to the Listra."
msgstr ""
"Upė ištekanti iš <ref>dst='heart_mountains' text='Šerdies kalnų'</ref> ir "
"tekanti į rytus Listros link."

#. [topic]: id=great_river
#: data/core/encyclopedia/geography.cfg:32
msgid "Great River"
msgstr "Didžioji upė"

#. [topic]: id=great_river
#: data/core/encyclopedia/geography.cfg:33
#, fuzzy
msgid ""
"The Great River forms the boundary between the <ref>dst='kingdom_wesnoth' "
"text='Kingdom of Wesnoth'</ref> and the <ref>dst='northlands' "
"text='Northlands'</ref>. It empties to the <ref>dst='great_ocean' "
"text='ocean'</ref> at <ref>dst='elensefar' text='Elensefar'</ref>."
msgstr ""
"Žemynas, kuriam priklauso <ref>dst='kingdom_wesnoth' text='Vesnoto "
"karalystė'</ref>. Jo vakarinį krantą supa <ref>dst='great_ocean' "
"text='Didysis vandenynas'</ref>."

#. [topic]: id=great_ocean
#: data/core/encyclopedia/geography.cfg:38
msgid "Great Ocean"
msgstr "Didysis vandenynas"

#. [topic]: id=great_ocean
#: data/core/encyclopedia/geography.cfg:39
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 Great Ocean is "
"a huge archipelago called <ref>dst='morogor' text='Morogor'</ref>."
msgstr ""

#. [topic]: id=morogor
#: data/core/encyclopedia/geography.cfg:44
msgid "Morogor"
msgstr "Morogoras"

#. [topic]: id=morogor
#: data/core/encyclopedia/geography.cfg:45
msgid ""
"Archipelago, located somewhere in the <ref>dst='great_ocean' text='Great "
"Ocean'</ref> east of the <ref>dst='green_isle' text='Green Isle'</ref> and "
"west of the <ref>dst=great_continent text='Great 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 ""
"Archipelagas, kuris yra kažkur <ref>dst='great_ocean' text='Didžiajame "
"vandenyne'</ref>, į rytus nuo <ref>dst='green_isle' text='Žaliosios salos'</"
"ref> ir į vakaruos nuo <ref>dst=great_continent text='Didžiojo žemyno'</"
"ref>.\n"
"Daugiausia apgyvendintas <ref>dst='..race_drake' text='slibinų'</ref>.\n"
"Centrinė archipelago sala taip pat vadinama „Morogoru“."

#. [topic]: id=green_isle
#: data/core/encyclopedia/geography.cfg:52
msgid "Green Isle"
msgstr "Žalioji sala"

#. [topic]: id=green_isle
#: data/core/encyclopedia/geography.cfg:53
msgid ""
"A bigger island lying in the <ref>dst='great_ocean' text='Great Ocean'</ref>."
msgstr ""
"Didesnė sala esanti <ref>dst='great_ocean' text='Didžiajame vandenyne'</ref>."

#. [topic]: id=old_continent
#: data/core/encyclopedia/geography.cfg:58
msgid "Old Continent"
msgstr "Senasis žemynas"

#. [topic]: id=old_continent
#: data/core/encyclopedia/geography.cfg:59
msgid ""
"Lies to the west of <ref>dst='morogor' text='Morogor'</ref> across the "
"<ref>dst='great_ocean' text='Great Ocean'</ref>."
msgstr ""
"Yra <ref>dst='great_ocean' text='Didžiajame vandenyne'</ref> į vakarus nuo "
"<ref>dst='morogor' text='Morogoro'</ref>."

#. [topic]: id=great_continent
#: data/core/encyclopedia/geography.cfg:64
msgid "Great Continent"
msgstr "Didysis žemynas"

#. [topic]: id=great_continent
#: data/core/encyclopedia/geography.cfg:65
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 ""
"Žemynas, kuriam priklauso <ref>dst='kingdom_wesnoth' text='Vesnoto "
"karalystė'</ref>. Jo vakarinį krantą supa <ref>dst='great_ocean' "
"text='Didysis vandenynas'</ref>."

#. [topic]: id=irdya
#: data/core/encyclopedia/geography.cfg:70
msgid "Irdya"
msgstr "Irdija"

#. [topic]: id=irdya
#: data/core/encyclopedia/geography.cfg:71
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 ""
"Pasaulio, kuriame yra įsikūrusi <ref>dst='kingdom_wesnoth' text='Vesnoto'</"
"ref> karalystė, pavadinimas yra „Irdija“. Tačiau pagrindiniame žemėlapyje "
"atvaizduotoje eroje šis pavadinimas naudojamas retai. Paprastsai žmonės "
"tiesiog sako „pasaulis“, arba poetiškai – „platus žalias pasaulis“."

#. [topic]: id=kingdom_wesnoth
#: data/core/encyclopedia/geography.cfg:76
msgid "Kingdom of Wesnoth"
msgstr "Vesnoto karalystė"

#. [topic]: id=kingdom_wesnoth
#: data/core/encyclopedia/geography.cfg:77
#, fuzzy
msgid ""
"The Kingdom of Wesnoth is located in the north-central portion of the "
"<ref>dst='great_continent' text='Great Continent'</ref>. Most of the "
"mainline campaigns revolve around it. It is bounded on the map by the "
"<ref>dst='great_river' text='Great River'</ref> to the north, the shore of "
"the <ref>dst='great_ocean' text='ocean'</ref> to the west, the Aethenwood to "
"the <ref>dst='southwest_elven_lands' text='southwest'</ref>, and the Bitter "
"Swamp to the southeast.\n"
"\n"
"Over the River Aethen, south of Fort Tahn, is a Wesnothian frontier region. "
"It is bounded to the south (off-map) by dense woods of which the Aethenwood "
"may be considered a northernmost extension.\n"
"\n"
"<header>text='Notable cities:'</header>\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"
"<header>text='Notable land features:'</header>\n"
"    • Gryphon Mountain: Home of the fabled Gryphons.\n"
"    • Ford of Abez: Shallow part of the Great River, it is usually "
"controlled by Wesnothian forces.\n"
"    • Weldyn River: It branches from the Great River and goes south.\n"
"    • Great Central Plain: Area bounded by Weldyn, Dan’Tonk, and Fort Tahn, "
"this plain is Wesnoth’s bread basket and home to most of its population.\n"
"    • Dulatus Hills: These rolling hills bordering the Great Central Plain "
"provide much of Wesnoth’s livestock and agriculture.\n"
"    • Brown Hills: Wasteland surrounding Gryphon Mountain that is not well-"
"populated and occasionally very dangerous.\n"
"    • Horse Plains: Region of rolling plains just south of the Great River, "
"bounded by Glyn’s Forest to the west and the River Weldyn to the east; the "
"southern reach merges into the Central Plain. Home of the powerful Clans; "
"the best horses in Wesnoth are bred here.\n"
"    • Estmark Hills: Largish range rising south of the Great River and east "
"of the Weldyn River. The northernmost portion, nearest the River Weldyn, has "
"at various times been settled by Wesnothians, but the Kingdom’s control is "
"tenuous at best and banditry is common.\n"
"    • Glyn’s Forest: Sometimes known as the Royal Forest, named for one of "
"Haldric II’s sons.\n"
"    • Grey Woods: Large forest in the heart of the wilds of Wesnoth, located "
"between Carcyn and Aldril and generally considered to be haunted."
msgstr ""
"Vesnoto karalystė yra <ref>dst='great_continent' text='Didžiojo žemyno'</"
"ref> šiaurės centrinėje dalyje. Joje vyksta veiksmas daugumoje pagrindinių "
"kampanijų. Šiaurėje ji ribojasi su Didžiąja upe, vakaruose – su Didžiojo "
"vandenyno krantu, Ėtenvudu – <ref>dst='southwest_elven_lands' "
"text='pietvakariuose'</ref> ir Karčiąja pelke – pietryčiuose (apatiniame "
"kairiajame žemėlapio kampe).\n"
"\n"
"Už Ėteno upės, į pietus nuo Tano forto, yra Vesnoto pasienio regionas. "
"Pietuose jis apribotas (už žemėlapio ribų) tankių miškų, Ėtenvudas gali būti "
"laikomas šiauriausia jų dalimi.\n"
"\n"
"<header>text='Žymūs miestai:'</header>\n"
"    • Veldynas: Vesnoto sostinė.\n"
"    • Aldrilas: mestas šalia Perlų įlankos.\n"
"    • Juodųjų vandenų uostas: miestas esantis į pietus nuo Perlų įlankos.\n"
"    • Karsynas: įsikūręs tarp Pilkosios girios ir Didžiosios upės.\n"
"    • Dan’Tonkas: Didžiausias Vesnoto miestas, įsikūręs šalies viduryje, "
"kiek vakariau ir šiauriau Veldyno.\n"
"    • Soradokas: šiauriausias pasienio gyvenvietė, kontroliuoja Veldyno ir "
"Didžiosios upių santaką.\n"
"    • Tano fortas: piečiausia pasienio gyvenvietė, kontroliuoja šiaurės–"
"pietų kelią per Ėteno upę.\n"
"    • Tatas: svarbus įtvirtintas miestas į šiaurę nuo Dan’Tonko, "
"kontroliuoja dykynes aplink rytinę Rudųjų kalvų dalį ir į šiaurę Abezo "
"brastos link.\n"
"\n"
"<header>text='Žymūs gamtiniai objektai:'</header>\n"
"    • Grifų kalnas: legendinių grifų namai.\n"
"    • Abezo brasta: sekli Didžiosios upės dalis, paprastai kontroliuojama "
"Vesnoto pajėgų.\n"
"    • Veldyno upė: atsiskiria nuo didžiosios upės ir eina į pietus.\n"
"    • Didžioji centrinė lyguma: vietovė apribota Veldyno, Dan’Tonko ir Tano "
"forto, šį lyguma yra Vesnoto duonos krepšys ir daugumos gyventojų namai.\n"
"    • Dulato kalvos: kalvos besiribojamčios su Didžiąja centrine lyguma ir "
"tiekiančios didžiąją dalį Vesnoto gyvulininkystės ir žemės ūkio.\n"
"    • Rudosios kalvos: dykynė supanti Grifų kalną, kuri nėra labai "
"apgyvendinta ir kartais labai pavojinga.\n"
"    • Žirgų lygumos: lygumos į pietus nuo Didžiosios upės, besiribojančios "
"su Glyno mišku vakaruose ir Veldyno upe rytuose; pietuose įsilieja į "
"centrinę lygumą. Galingų klanų namai; čia veisiami geriausi Vesnoto žirgai.\n"
"    • Estmarko kalvos: didoka virtinė į pietus nuo Didžiosios upės ir į "
"rytus nuo Veldyno upės. Šiauriausia dalis, esanti arčiausiai Veldyno upės, "
"įvairiais laikais buvo apgyvendinta Vesnotiečių, bet karalystės valdžia "
"geriausiu atveju yra netvirta, o plėšikavimas yra dažnas reiškinys.\n"
"    • Glyno miškas: kartais žinomas kaip Karališkasis miškas, pavadintas "
"vieno iš Haldriko II sūnų garbei.\n"
"    • Pilkoji giria: didelis miškas tarp laukinių Vesnoto žemių, išsidėstęs "
"tarp Karsyno ir Aldrilo, dažnai sakoma, kad ten vaidenasi."

#. [topic]: id=elensefar
#: data/core/encyclopedia/geography.cfg:106
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 <ref>dst='great_river' "
"text='Great River'</ref> 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"
"<header>text='Notable cities:'</header>\n"
"    • Elensefar: The capital, located on an island in the Great River "
"delta.\n"
"    • Carcyn: City on the Wesnoth–Elensefar border, disputed with Wesnoth.\n"
"\n"
"<header>text='Notable land features:'</header>\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:119
msgid "Northlands"
msgstr "Šiaurinės žemės"

#. [topic]: id=northlands
#: data/core/encyclopedia/geography.cfg:120
msgid ""
"There is no government of the Northlands. Various groups of orcs, dwarves, "
"barbarian men and even elves populate the region. The northern and eastern "
"borders are not defined, the southern border is the <ref>dst='great_river' "
"text='Great River'</ref>, and the western border is the "
"<ref>dst='great_ocean' text='ocean'</ref>.\n"
"\n"
"<header>text='Notable cities:'</header>\n"
"    • Glamdrol: An Orcish tribal capital.\n"
"    • Wesmere: The location of the Ka’lian — the Elvish Council.\n"
"    • Dwarven Doors: A mixed human/dwarven town in the region of Knalga in "
"the southern Heart Mountains. A major trade center.\n"
"    • Dallben and Delwyn: Human villages originally built by settlers who "
"crossed the Great River during Wesnoth’s Golden Age expansion. Now "
"abandoned. The forested area northeast of <ref>dst='elensefar' "
"text='Elensefar'</ref>, where these villages were located, was named the "
"Annuvin province by men but was known by the elves as Wesmere.\n"
"\n"
"<header>text='Notable land features:'</header>\n"
"    • <ref>dst='heart_mountains' text='Heart Mountains'</ref>: 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"
"    • <ref>dst='arkan_thoria' text='Arkan-thoria'</ref>: The river that "
"comes out of Lake Vrug. This is the elvish name; among humans it is called "
"Longlier.\n"
"    • River Listra: The south-running tributary of the Great River into "
"which the Arkan-thoria empties.\n"
"    • Lintanir Forest: The southernmost portion of the Great Northern "
"Forest, a gigantic wood whose eastern and northern boundaries are known only "
"to the elves. Their capital, Elensiria, has only seldom been visited by "
"humans.\n"
"    • <ref>dst='great_river' text='Great River'</ref>: 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:141
msgid "Southwest Elven Lands"
msgstr "Pietvakarinės elfų žemės"

#. [topic]: id=southwest_elven_lands
#: data/core/encyclopedia/geography.cfg:142
msgid ""
"The Wood Elves are separate from those of the north, and have only "
"intermittent relations with them and most other countries. Its borders are "
"the <ref>dst='great_ocean' text='ocean'</ref> to the west, the Black River "
"to the south and southeast, the lands of Wesnoth to the north and the "
"Kerlath province to the east.\n"
"\n"
"<header>text='Notable cities:'</header>\n"
"    • None known.\n"
"\n"
"<header>text='Notable land features:'</header>\n"
"    • Aethenwood: The largest southern forest, it extends far to the south "
"and is home to <ref>dst='..race_elf' text='elves'</ref>. Although the elves "
"make no such distinction, the southern part of the forest has been named "
"Southwood by denizens of Kerlath.\n"
"    • Black Forest: An ancient forest of which very little is known, "
"abandoned by the elves long ago."
msgstr ""

#. [topic]: id=heart_mountains
#: data/core/encyclopedia/geography.cfg:154
msgid "Heart Mountains"
msgstr "Šerdies kalnai"

#. [topic]: id=heart_mountains
#: data/core/encyclopedia/geography.cfg:155
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 ""
"Praktiškai nepraeinamas barjeras tarp <ref>dst='arkan_thoria' text='upės'</"
"ref> šalies ir <ref>dst='far_north' text='Šiaurinių lygumų'</ref>."

#. [topic]: id=far_north
#: data/core/encyclopedia/geography.cfg:160
msgid "Far North"
msgstr "Tolimoji šiaurė"

#. [topic]: id=far_north
#: data/core/encyclopedia/geography.cfg:161
msgid ""
"Cold, harsh, and inaccessible, the Far North is the ancestral home of the "
"Orcish Clannate. It lies north of the <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"
"<header>text='Notable cities:'</header>\n"
"    • Barag Gor, a city home to the Orcish Council\n"
"    • Bitok\n"
"    • Borstep\n"
"    • Farzi\n"
"    • Lmarig\n"
"    • Melmog\n"
"    • Prestim\n"
"    • Tirigaz\n"
"    • Dorest, the northernmost human city\n"
"\n"
"<header>text='Notable land features:'</header>\n"
"    • Black Marshes\n"
"    • Mountains of Dorth\n"
"    • Mountains of Haag\n"
"    • Greenwood\n"
"    • Silent Forest\n"
"    • Forest of Thelien\n"
"    • River Oumph\n"
"    • River Bork\n"
"    • Frosty Wastes\n"
"    • Barren Plains"
msgstr ""

#. [section]: id=schedule
#: data/core/help.cfg:10
msgid "Time of Day Schedule"
msgstr "Paros laiko planas"

#. [section]: id=introduction
#. [topic]: id=..introduction
#: data/core/help.cfg:17 data/core/help.cfg:95
msgid "Introduction"
msgstr "Įvadas"

#. [section]: id=gameplay
#. [topic]: id=..gameplay
#: data/core/help.cfg:23 data/core/help.cfg:167
msgid "Gameplay"
msgstr "Žaidimas"

#. [section]: id=traits_section
#. [topic]: id=..traits_section
#: data/core/help.cfg:29 data/core/help.cfg:517
#: src/help/help_topic_generators.cpp:439
#: src/help/help_topic_generators.cpp:462
msgid "Traits"
msgstr "Bruožai"

#. [section]: id=units
#. [topic]: id=..units
#: data/core/help.cfg:37 data/core/help.cfg:118
msgid "Units"
msgstr "Kariai"

#. [section]: id=abilities_section
#. [topic]: id=..abilities_section
#: data/core/help.cfg:46 data/core/help.cfg:138
msgid "Abilities"
msgstr "Gebėjimai"

#. [section]: id=weapon_specials
#. [topic]: id=..weapon_specials
#: data/core/help.cfg:54 data/core/help.cfg:147
msgid "Weapon Specials"
msgstr "Ginklų ypatybės"

#. [section]: id=eras_section
#. [topic]: id=..eras_section
#: data/core/help.cfg:62 data/core/help.cfg:127
msgid "Eras"
msgstr "Eros"

#. [section]: id=terrains_section
#. [topic]: id=..terrains_section
#: data/core/help.cfg:70 data/core/help.cfg:532
msgid "Terrains"
msgstr "Reljefai"

#. [section]: id=addons
#. [topic]: id=..addons
#: data/core/help.cfg:78 data/core/help.cfg:585
msgid "Add-ons"
msgstr "Priedai"

#. [section]: id=commands
#. [topic]: id=..commands
#: data/core/help.cfg:84 data/core/help.cfg:658
msgid "Commands"
msgstr "Komandos"

#. [topic]: id=..introduction
#: data/core/help.cfg:96
#, fuzzy
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 arises a wealth of strategy, making the "
"game easy to learn but a challenge to master.\n"
"\n"
"The following pages outline all you need to know to play Wesnoth. As you "
"play, new information is added to the various categories as you come across "
"new aspects of the game. For more detailed information on special situations "
"and exceptions, follow the included links."
msgstr ""
"\n"
"\n"
"<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 taisyklių ir žaidimo paprastumo. Tačiau tai "
"nereiškia, kad žaidimas lengvas – iš šių paprastų taisyklių atsiranda "
"strategijų gausumas, darantis žaidimą lengvai išmokstamą, bet sunkų puikiai "
"įvaldyti.\n"
"\n"
"Šiuose puslapiuose aprašyta viskas, ką jums reikia žinoti, kad galėtumėte "
"žaisti Vesnotą. Bežaidžiant, kai sutiksite naujus žaidimo aspektus, nauja "
"informacija bus pridėta į įvairias kategorijas. Išsamesnę informaciją apie "
"ypatingas situacijas ir išimtis rasite sekdami tekste įterptas nuorodas."

#. [topic]: id=about_game
#: data/core/help.cfg:106
msgid "About the Game"
msgstr "Apie žaidimą"

#. [topic]: id=about_game
#: data/core/help.cfg:107
msgid ""
"The game takes place on a hex-based game field, where your units battle "
"against those controlled by the computer, friends who each take turns on the "
"same computer (hotseat play), other players on the same network, or players "
"worldwide in multiplayer mode.\n"
"\n"
"Each of these battles is called a <italic>text='scenario'</italic>, which "
"can be strung together to make <italic>text='campaigns'</italic>. Besides "
"the campaigns that ship with the game, Wesnoth supports user-made content, "
"and the add-on server boasts hundreds of custom maps, campaigns, eras, "
"factions, and resources.\n"
"\n"
"The game also features a human-readable markup called Wesnoth Markup "
"Language (WML) to easily allow users to create their own content, as well as "
"a fully-featured Map and Scenario Editor for designing your own "
"battlefields.\n"
"\n"
"The <italic>text='Battle for Wesnoth'</italic> project was begun in 2003, "
"and has been worked on by a multitude of volunteers ever since."
msgstr ""

#. [topic]: id=..units
#: data/core/help.cfg:119
msgid ""
"This section will list all the units you discover as you explore the world "
"of Wesnoth. When you see a new unit during a campaign or multiplayer "
"scenario it will be added to its race’s subsection; you can then view its "
"page any time you wish. A unit’s page will provide a general description, "
"its statistics, attacks, resistances, and movement and defense values.\n"
"\n"
msgstr ""

#. [topic]: id=..eras_section
#: data/core/help.cfg:128
msgid ""
"A faction is a collection of units and leaders. Factions are assigned to "
"sides in multiplayer games.\n"
"\n"
msgstr ""
"Frakcija yra karių ir vadų rinkinys. Frakcijos yra priskirtos žaidžiančioms "
"pusėms daugelio žaidėjų žaidimuose.\n"
"\n"

#. [topic]: id=..eras_section
#: data/core/help.cfg:130
msgid ""
"An era is a collection of factions, intended to be played against one "
"another. Besides the mainline eras that come with the game, many user-made "
"factions are available from add-ons.\n"
"\n"
msgstr ""

#. [topic]: id=..abilities_section
#: data/core/help.cfg:139
msgid ""
"Certain units have abilities that either directly affect other units or have "
"an impact on how the unit interacts with other units. These abilities will "
"be listed under this section as you encounter them. Each page will provide a "
"description of what the ability does and which (currently discovered) units "
"have it.\n"
"\n"
msgstr ""
"Kai kurie kariai turi gebėjimų, kurie arba tiesiogiai veikia kitus karius, "
"arba turi įtakos kario sąveikavimui su kitais kariais. Šie gebėjimai, kai "
"jūs juos sutiksite, bus vardinami šiame skyriuje.Kiekvienas puslapis turės "
"gebėjimo aprašymą ir kurie (šiuo metu atrasti) kariai jį turi.\n"
"\n"

#. [topic]: id=..weapon_specials
#: data/core/help.cfg:148
msgid ""
"Some weapons have special features that increase the effectiveness of "
"attacking with them. When you see a new weapon special during a campaign or "
"multiplayer scenario it will be added to this list; you can then view its "
"page any time you wish. Each page will provide a description of what the "
"weapon special does and which (currently discovered) units have it.\n"
"\n"
msgstr ""

#. [topic]: id=.unknown_unit
#: data/core/help.cfg:157
msgid "Unknown Unit"
msgstr "Nežinomas karys"

#. [topic]: id=.unknown_unit
#: data/core/help.cfg:158
msgid ""
"\n"
"\n"
"This unit is unknown for the moment. You must discover it in the game to be "
"allowed to see its description."
msgstr ""
"\n"
"\n"
"Šis karys šiuo metu nežinomas. Jūs privalote atrasti jį žaidime, kad "
"galėtumėte pamatyti jo aprašymą."

#. [topic]: id=..gameplay
#: data/core/help.cfg:168
msgid ""
"Wesnoth is comprised of a series of battles, called "
"<italic>text='scenarios'</italic>, that pit your troops against the troops "
"of one or more adversaries. Multiple scenarios that follow on from each "
"other, telling a story, make up <italic>text='campaigns'</italic>. In a "
"campaign, you often need to play more carefully, preserving your best troops "
"for use again in later scenarios.\n"
"\n"
"The interactive <bold>text='Tutorial'</bold> introduces the basics of "
"Wesnoth gameplay in the context of a scenario. Most material covered in the "
"tutorial is explained more in-depth in these pages, so you can always refer "
"back here if you forget something.\n"
"\n"
"After you master the basics, try out a beginner campaign, such as "
"<italic>text='Heir to the Throne'</italic> or <italic>text='The South "
"Guard'</italic>. A full list of installed campaigns can be found via the "
"<bold>text='Campaign'</bold> option on the main menu. As Wesnoth can be "
"quite challenging, you may wish to start on easy before progressing to "
"higher difficulties.\n"
"\n"
"Campaigns are grouped by <italic>text='level'</italic> and "
"<italic>text='difficulty'</italic>. For example, <italic>text='Heir to the "
"Throne'</italic> is ‘Novice’ level, and is playable at three difficulties: "
"‘Beginner’, ‘Normal’, and ‘Challenging’. The level of a campaign indicates "
"what degree of proficiency in the game mechanics (such as "
"<ref>dst='movement' text='zones of control'</ref> and <ref>dst='time_of_day' "
"text='time of day'</ref>) is assumed. The difficulty indicates how "
"challenging the scenarios will be to a veteran player: at higher "
"difficulties, the obstacles to victory will be higher and overcoming them "
"will require more skillful play. For example, at higher difficulties the "
"enemy may have higher incomes, higher-level units, more castle hexes, and so "
"on."
msgstr ""

#. [topic]: id=..gameplay
#: data/core/help.cfg:177
msgid ""
"\n"
"\n"
"<header>text='Fundamentals of Gameplay'</header>\n"
"\n"
msgstr ""
"\n"
"\n"
"<header>text='Žaidimo pagrindai'</header>\n"
"\n"

#. [topic]: id=..gameplay
#: data/core/help.cfg:177
#, fuzzy
msgid ""
"While playing, keep in mind that you can mouse-over many items in the game, "
"such as the information displayed in the status pane, to see a brief "
"description explaining each item. This is especially useful when you "
"encounter new elements, such as <ref>dst='..abilities_section' "
"text='abilities'</ref>, for the first time."
msgstr ""
"Turėkite omenyje, kad žaidžiant galite užvesite pelės žymeklį ant objektų, "
"tokių kaip informaciniai langeliai, kad pamatytumėte trumpą paaiškinimą apie "
"kiekvieną objektą. Tai ypač naudinga pirmą kartą sutikus naują <ref>dst='.."
"abilities_section' text='gebėjimą'</ref>."

#. [topic]: id=victory_and_defeat
#: data/core/help.cfg:189
msgid "Victory and Defeat"
msgstr "Pergalė ir pralaimėjimas"

#. [topic]: id=victory_and_defeat
#: data/core/help.cfg:190
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>. Tada, prieš "
"nuspausdami mygtuką, galite atlikti tokius veiksmus kaip keisti išsaugojimų "
"nustatymus arba (jei esate daugelio žaidėjų žaidime) kalbėtis su kitais "
"žaidėjais."

#. [topic]: id=victory_and_defeat
#: data/core/help.cfg:190
msgid ""
"Pay careful attention to the <bold>text='Objectives'</bold> pop-up box at "
"the beginning of each scenario. In most scenarios, you will achieve victory "
"by killing all enemy leaders ; likewise, the death of your own leader "
"generally results in defeat. However, some scenarios may have other victory "
"objectives, such as getting your leader to a designated point, rescuing an "
"ally, solving a puzzle, or holding out against a siege until a certain "
"number of turns have elapsed."
msgstr ""
"Ypatingai atkreipkite dėmesį į kiekvienos užduoties pradžioje iššokančiame "
"langelyje pateiktą <bold>text='tikslo'</bold> aprašymą. Daugumoje scenarijų "
"pergalė pasiekiama sunaikinus visus priešo vadus; taip pat jūsų vado mirties "
"atveju paprastai pralaimima. Tačiau kai kuriuose scenarijuose gali būti "
"keliami kiti pergalės pasiekimo tikslai, pavyzdžiui nuvesti savo vadą į "
"nustatytą vietą, išgelbėti sąjungininką, išspręsti galvosūkį ar išsilaikyti "
"apsiaustyje tam tikrą ėjimų skaičių."

#. [topic]: id=recruit_and_recall
#: data/core/help.cfg:199
msgid "Recruiting and Recalling"
msgstr "Samdymas ir grąžinimas"

#. [topic]: id=recruit_and_recall
#: data/core/help.cfg:200
msgid ""
"\n"
"\n"
"If you right-clicked on a castle hex and selected recruit, the new unit will "
"appear in that hex. Otherwise, it will appear in a free hex near the keep. "
"You may only recruit as many units as you have free hexes in your castle, "
"and you cannot spend more gold than you actually have on recruiting."
msgstr ""
"\n"
"\n"
"Paspaudus dešinį pelės klavišą ant pilies laukelio ir pasirinkus samdyti, "
"naujas karys atsiras tame laukelyje. Kitu atveju, karys atsiras laisvame "
"laukelyje šalia bokšto. Galite samdyti tik tiek karių, kiek turite laisvų "
"langelių savo pilyje ir negalite išleisti daugiau aukso negu turite samdymui."

#. [topic]: id=recruit_and_recall
#: data/core/help.cfg:200
msgid ""
"Each side begins with one leader in their keep. At the start of any battle, "
"and at times during it, you will need to recruit <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 hex 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 <bold>text='Recruit'</bold> 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 nusamdysite paspaudę mygtuką <bold>text='Samdyti'</"
"bold>."

#. [topic]: id=recruit_and_recall
#: data/core/help.cfg:202
msgid ""
"\n"
"\n"
"Recruited units come with two random <ref>dst='..traits_section' "
"text='traits'</ref> which modify their statistics."
msgstr ""
"\n"
"\n"
"Pasamdyti kariai turi du atsitiktinius <ref>dst='..traits_section' "
"text='bruožus'</ref>, kurie keičia jų statistikas."

#. [topic]: id=recruit_and_recall
#: data/core/help.cfg:204
msgid ""
"\n"
"\n"
"In later scenarios, you may also Recall survivors from earlier battles. "
"Recalling costs a standard 20 gold and presents you with a list of all "
"surviving units from previous scenarios."
msgstr ""
"\n"
"\n"
"Vėlesnėse scenarijuose jūs taip pat galėsite susigrąžinti ankstesniuose "
"mūšiuose išlikusius karius. Sugrąžinant karį už standartinę 20 auksinių "
"kainą, bus parodomas visų, ankstesnėse užduotyse išlikusių karių sąrašas."

#. [topic]: id=recruit_and_recall
#: data/core/help.cfg:206
msgid ""
"\n"
"\n"
"Units not only cost gold to Recruit or Recall, they also require money to "
"support. See <ref>dst='income_and_upkeep' text='income and upkeep'</ref> for "
"more information."
msgstr ""
"\n"
"\n"
"Ne tik karių 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=income_and_upkeep
#: data/core/help.cfg:215
msgid "Income and Upkeep"
msgstr "Pajamos ir išlaikymas"

#. [topic]: id=income_and_upkeep
#: data/core/help.cfg:216
#, 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. 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 (Apskritai tai yra konfigūruojama, bet kampanijose beveik visada bus "
"vienas auksinis nuo kiekvieno kaimo.). 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:216
msgid ""
"In Wesnoth, it is not enough simply to recruit units and fight. You must "
"watch your gold as well, especially in campaigns, where you can carry extra "
"gold over from one scenario to the next. There are two aspects to this; "
"<italic>text='income'</italic> and <italic>text='upkeep'</italic>."
msgstr ""
"Vesnote nepakanka tiesiog samdyti karius ir kautis. 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:220
msgid ""
"\n"
"\n"
"Upkeep is also fairly simple. Each unit requires an amount of Upkeep equal "
"to its level. You can support as many levels worth of units as you have "
"villages, without paying any upkeep. However, for each level of unit beyond "
"the number of villages you have, you must pay one gold per turn. For "
"example, if you have twelve level one units and ten villages, you would have "
"to pay two gold each turn in upkeep."
msgstr ""
"\n"
"\n"
"Išlaikymas taip pat yra pakankamai paprastas. Kiekvieno kario išlaikymo "
"kaina lygi jo lygiui. Nemokėdami išlaikymo išlaidų jūs galite išlaikyti tiek "
"lygių vertų karių, kiek turite kaimų. Tačiau už kiekvieną kario lygį, "
"viršijantį kaimų skaičių, turite mokėti po vieną auksinį per ėjimą. "
"Pavyzdžiui, jeigu turite dvylika pirmo lygio karių ir dešimt kaimų, turėsite "
"mokėti po du auksinius išlaikymo išlaidų kiekvieno ėjimo metu."

#. [topic]: id=income_and_upkeep
#: data/core/help.cfg:222
msgid ""
"\n"
"\n"
"Upkeep costs are subtracted from your income, so in the case of twelve "
"levels of units and ten villages, your resultant Income would be 10 gold per "
"turn."
msgstr ""
"\n"
"\n"
"Išlaikymo kaštai atimami iš jūsų pajamų, taigi dvylikos karių lygių ir "
"dešimties kaimų atveju jūsų pajamos bus 10 aukso per ėjimą."

#. [topic]: id=income_and_upkeep
#: data/core/help.cfg:226
msgid ""
"\n"
"\n"
"In general, the base income, the amount of gold you get per village per "
"turn, and the number of unit levels each village can support are "
"configurable, but in campaigns they are almost always the values described "
"above. The <italic>text='Scenario Settings'</italic> tab of the "
"<italic>text='Status Table'</italic> dialog shows the values for the current "
"scenario."
msgstr ""

#. [topic]: id=income_and_upkeep
#: data/core/help.cfg:228
msgid ""
"\n"
"\n"
"There are two important exceptions to upkeep: units with the loyal trait and "
"leaders never incur upkeep. Units you begin the scenario with (such as "
"Delfador), or units who join you during a scenario (such as the horseman in "
"the second scenario of <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"
"\n"
"Išlaikymo išlaidoms yra numatytos dvi svarbios išimtys: ištikimi kariai ir "
"vadai nereikalauja Išlaikymo. Scenarijaus pradžioje turimi kariai "
"(pavyzdžiui, Delfadoras), arba kariai, prisijungiantys scenarijaus metu "
"(pavyzdžiui, raiteliai antrajame <italic>text='Sosto įpėdinio'</italic> "
"scenarijuje), paprastai turi <italic>text='ištikimo'</italic> kario bruožą. "
"Kariai, kuriais jūs žaidžiate (pavyzdžiui, Konradas), beveik visada būna "
"vadai."

#. [topic]: id=hitpoints
#: data/core/help.cfg:237
msgid "Hitpoints and Experience"
msgstr "Gyvybės taškai ir patirtis"

#. [topic]: id=hitpoints
#: data/core/help.cfg:238
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 karys turi tam tikrą kiekį <italic>text='gyvybės taškų'</italic> "
"(GT). Jei kario gyvybės taškai nukrenta žemiau 1, jis miršta. Kiekvienas "
"karys taip pat turi tam tikrą skaičių <italic>text='patirties taškų'</"
"italic> (PT). Naujai pasamdytas karys neturi patirties taškų ir įgauna "
"patirties kovodamas su priešais."

#. [topic]: id=hitpoints
#: data/core/help.cfg:242
msgid ""
"The hitpoints and experience points are both indicated in the status pane "
"using two numbers (the current value and the maximum value the unit can "
"have)."
msgstr ""
"Gyvybės ir patirties taškai pateikiami dviem skaičiais būsenos langelyje "
"(dabartinės ir didžiausios galimos reikšmės)."

#. [topic]: id=hitpoints
#: data/core/help.cfg:244
msgid ""
"The hitpoints are also indicated by an energy bar next to each unit, which "
"is green, yellow or red. A unit with at least 1 experience point has a blue "
"experience bar, which turns white as the unit is about to "
"<ref>dst='advancement' text='advance'</ref>."
msgstr ""
"Gyvybės taškai taip pat rodomi kario energijos indikatoriuje, kuris yra "
"žalios, geltonos arba raudonos spalvos. Karys, turintis bent 1 patirties "
"tašką, turi mėlynos spalvos patirties indikatorių, kuris augant patirčiai "
"pasikeičia į baltą spalvą, kai karys beveik pasiruošęs "
"<ref>dst='advancement' text='patobulėti'</ref>."

#. [topic]: id=advancement
#: data/core/help.cfg:251
msgid "Advancement"
msgstr "Tobulėjimas"

#. [topic]: id=advancement
#: data/core/help.cfg:252
msgid ""
"\n"
"\n"
"Units have a certain amount of experience required to advance (this is 20% "
"less for units with the Intelligent trait). Once they achieve this amount, "
"they immediately advance to the next level, healing fully in the process. In "
"some cases, you will be given a choice of advancement options."
msgstr ""
"\n"
"\n"
"Tam, kad patobulėtų, kariai turi gauti tam tikrą kiekį patirties "
"(protingiems kariams 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=advancement
#: data/core/help.cfg:252
msgid ""
"If both units survive a combat, they gain a number of experience points "
"equal to the level of the unit they’re fighting. If a unit kills another in "
"combat, however, it gains much more experience — 4 for a level 0 unit, 8 for "
"level 1, 16 for level 2, 24 for level 3, and so forth."
msgstr ""
"Jeigu abu kariai išgyvena kovą, jie gauna patirties taškų skaičių lygų "
"kario, su kuriuo jie kaunasi, lygiui. Tačiau jei karys kovoje užmuša kitą, "
"jis gauna kur kas daugiau patirties – 4 už 0 lygio karį, 8 – už 1 lygio, 16 "
"– už 2 lygio, 24 – už 3 lygio ir t.t."

#. [topic]: id=advancement
#: data/core/help.cfg:254
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 karių turi tris lygius, bet ne visi. Kai kurie kariai (tokie kaip "
"<ref>dst='unit_Mage' text='magai'</ref>) gali turėti keturis. Kai karys "
"pasiekia aukščiausią lygį, jis gali įgyti <italic>text='virš aukščiausio "
"lygio paaukštinimą'</italic> (VALP). Kiekvieną kartą, kai karys surenka "
"pakankamai patirties, VALP pakeičia karį, tačiau jo lygis išlieka nepakitęs. "
"Paprastai VALP poveikis yra maksimalaus GT kiekio pakėlimas 3 punktais ir "
"pilnas pagydymas. Pirmą kartą VALP paprastai pasiekiamas surinkus 150 PT "
"(120 PT protingiems kariams). Tačiau vėliau tampa vis sunkiau pasiekti VALP, "
"todėl labiau verta bandyti patobulinti žemesnio lygio karius."

#. [topic]: id=movement
#: data/core/help.cfg:263
msgid "Movement"
msgstr "Judėjimas"

#. [topic]: id=movement
#: data/core/help.cfg:264
msgid ""
"\n"
"\n"
"Each unit has a certain number of movement points which are used up when "
"moving into a new hex, depending on the Terrain of that particular hex. For "
"instance, grassland nearly always costs 1 movement point to enter. Exactly "
"how many movement points are spent entering a hex depends on the unit type — "
"in forest, elvish units only spend 1 movement point, most human and orc "
"units spend 2, while horsemen spend 3. You can learn how many movement "
"points a unit requires to enter a certain terrain type by right-clicking on "
"it, selecting <bold>text='Unit Description'</bold>, and then looking at "
"<bold>text='Terrain Modifiers'</bold>."
msgstr ""
"\n"
"\n"
"Kiekvienas karys turi tam tikrą ėjimų skaičių, kurie išnaudojami pereinant į "
"naują langelį priklausomai nuo reljefo, kuriame yra konkretus laukelis. "
"Pavyzdžiui, judant pievoje beveik visuomet išnaudosite vieną ėjimą. Kiek "
"ėjimų bus išnaudota patenkant ant langelio priklauso ir nuo kario tipo – "
"miške tik elfai išnaudoja 1 ėjimą, dauguma žmonių ir orkų karių išnaudoja 2 "
"ėjimus, o raiteliai – 3. Sužinoti, kiek ėjimų reikia kariui pereinant į tam "
"tikros rūšies teritoriją, galite užvedę pelės žymeklį ant kario ir paspaudę "
"dešinį pelės klavišą ir pasirinkę <bold>text='Kario aprašymą'</bold>, "
"kuriame rasite <bold>text='Reljefo modifikatorius'</bold>."

#. [topic]: id=movement
#: data/core/help.cfg:264
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 karį, kuriuo norite atlikti ėjimą. Tada spauskite ant "
"langelio, į kurį norite pereiti. Kai karys 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 karys 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, karys paeis "
"greičiausiu maršrutu į nurodyto langelio pusę šiuo ir kitais ėjimais. Jeigu "
"neišnaudojote visų kario ėjimų pirmu kartu, galite paeiti dar kartą. Tokia "
"galimybė padeda sukeisti karius vietomis. Karys išnaudoja savo ėjimą "
"puldamas. Pereidamas į svetimą kaimą, karys taip pat išnaudos ėjimą, tačiau "
"išsaugos galimybę pulti."

#. [topic]: id=movement
#: data/core/help.cfg:266
msgid ""
"\n"
"\n"
"Another thing to keep in mind while moving is <italic>text='zones of "
"control'</italic>. Each unit — except for level 0 units — generates a zone "
"of control in the hexes immediately surrounding it, and any enemy unit "
"entering those hexes immediately ends its movement. Learning how to use "
"zones of control to your advantage is an important part of Wesnoth, as only "
"<ref>dst='ability_skirmisherskirmisher' text='skirmishers'</ref> can ignore "
"zones of control."
msgstr ""
"\n"
"\n"
"Dar vienas dalykas, į kurį turėtumėte atkreipti dėmesį atlikdami ėjimą – "
"<italic>text='kontroliuojamos zonos'</italic>. Kiekvienas karys — išskyrus 0 "
"lygio karius — turi kontroliuojamą zoną aplinkiniuose langeliuose ir priešų "
"karys įėjęs į tokį langelį užbaigia savo ėjimą. Kontroliuojamų 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:268
msgid ""
"\n"
"\n"
"To see where the enemy can move to during their next turn, press Ctrl-v or "
"Cmd-v. Ctrl-b or Cmd-b shows where the enemy could move, if your units were "
"not on the map to block their progress."
msgstr ""
"\n"
"\n"
"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 karių nebūtų žemėlapyje ir jie netrukdytų judėti."

#. [topic]: id=shroud_and_fog
#: data/core/help.cfg:277
msgid "Shroud and Fog of War"
msgstr "Uždanga ir karo rūkas"

#. [topic]: id=shroud_and_fog
#: data/core/help.cfg:278
msgid ""
"In some scenarios, parts of the map will be hidden from you. There are two "
"mechanisms that can be used separately or together. The "
"<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 reljefą, ir karius. Tačiau "
"praskleidus uždangą, jūs visuomet galite matyti tą vietovę. "
"<italic>text='Karo rūkas'</italic> paslepia tik karius ir kaimo "
"priklausomybę (išskyrus jūsų ir jūsų sąjungininkų). Karo rūkas laikinai "
"prasisklaido, jei netoliese turite savo karių, tačiau jiems nuėjus vėl "
"apgaubia vietovę. Tiek uždanga, tiek ir karo rūkas išsklaidomi karių "
"pagalba. Kiekvienas karys išsklaido teritoriją pasiekiamą vienu ėjimu "
"(neskaitant kontroliuojamų zonų ir priešo karių).\n"
"\n"
"Paprastai kario 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, kariai neišsklaidys uždangos ar karo rūko iki "
"kito atsitiktinio įvykio arba rankinio atnaujinimo per "
"<bold>text='Atnaujinti uždangą'</bold> (arba jūsų ėjimo pabaigos) ir dėl to "
"bus užtikrinta galimybė atšaukti ėjimą."

#. [topic]: id=shroud_and_fog
#: data/core/help.cfg:282
#, fuzzy
msgid "<header>text='Multiplayer and undo'</header>"
msgstr ""
"\n"
"\n"
"<header>text='Daugelio žaidėjų eros ir frakcijos'</header>"

#. [topic]: id=shroud_and_fog
#: data/core/help.cfg:284
msgid ""
"In multiplayer games, moves that have been sent to the network can’t be "
"undone; the game delays sending data to try to preserve your undo ability. "
"When discussing with teammates, remember that the other players are usually "
"looking at a snapshot from the time of the last combat or fog-revealing "
"move. Chat messages and map labels are sent immediately, however they don’t "
"cause the undoable moves to be sent."
msgstr ""

#. [topic]: id=saveload
#: data/core/help.cfg:291
msgid "Save-loading"
msgstr "Įrašytų žaidimų įkėlimas"

#. [topic]: id=saveload
#: data/core/help.cfg:292
msgid ""
"Random numbers are part of Wesnoth, attacks can fail and units can die due "
"to bad luck — this is an expected part of the game. Going back to a previous "
"turn to try a different strategy is a part of learning the game, but we "
"recommend against reloading merely to try the same strategy again while "
"hoping for better luck."
msgstr ""
"Atsitiktiniai skaičiai yra dalis Vesnoto, atakos gali žlugti, o kairiai "
"mirti dėl prastos sėkmės – tai tikėtinas žaidimo elementas. Eiti atgal į "
"ankstesnį ėjimą ir bandyti kitą strategiją ir dalis mokymosi žaisti, bet mes "
"nerekomenduojame tiesiog įkelti žaidimą ir bandyti tą pačią strategiją "
"tikintis geresnės sėkmės."

#. [topic]: id=saveload
#: data/core/help.cfg:294
msgid ""
"One of the challenges of the game is to work out how to protect your heroes. "
"Small risks quickly build up: if you have five important units, and they "
"each have just a 1% chance of death each turn, you can "
"<italic>text='expect'</italic> one of them to die about every 20 turns. So, "
"you’ll rarely make it through a scenario without having it happen."
msgstr ""

#. [topic]: id=saveload
#: data/core/help.cfg:297
msgid ""
"Small risks build up for your non-hero units too. While the story and "
"dialogue usually aim to give you some emotional bond with your troops, the "
"game mechanics reward remembering that it’s just a game — there is rarely "
"any penalty for letting these units die, other than being unable to recall "
"them in future scenarios. Your battle plan should distribute the risks based "
"on which troops you want to recall later."
msgstr ""

#. [topic]: id=saveload
#: data/core/help.cfg:299
msgid ""
"The difficulty levels are balanced assuming that the player won’t save-load. "
"In the mainline campaigns, harder difficulties generally have more enemies "
"and thus more experience points available; this leads to them being balanced "
"assuming that the player will be able to train enough troops to cope with "
"losing some level two or level three units."
msgstr ""

#. [topic]: id=saveload
#: data/core/help.cfg:301
msgid ""
"That said, it’s a game; the best way to play it is whichever way gives you "
"the most enjoyment."
msgstr ""

#. [topic]: id=whylost
#: data/core/help.cfg:308
msgid "Learning from Losses"
msgstr "Mokymasis iš pralaimėjimų"

#. [topic]: id=whylost
#: data/core/help.cfg:309
msgid ""
"<italic>text='Why did I lose that scenario?'</italic>\n"
"\n"
"One of the most difficult parts of Wesnoth is understanding why a scenario "
"was lost."
msgstr ""
"<italic>text='Kodėl aš pralaimėjau tą scenarijų?'</italic>\n"
"\n"
"Vienas iš sunkiausių Vesnoto elementų yra suprasti kodėl scenarijus buvo "
"pralaimėtas."

#. [topic]: id=whylost
#: data/core/help.cfg:311
msgid ""
"\n"
"\n"
"When you first start playing, you will probably lose some scenarios. That is "
"normal, and is part of learning the game. When that happens, try to learn "
"from your mistakes: watch the replay, try to understand what you did wrong, "
"then <ref>dst='saveload' text='restart the scenario'</ref> and try again."
msgstr ""

#. [topic]: id=whylost
#: data/core/help.cfg:313
msgid ""
"\n"
"\n"
"Some common reasons for losing a scenario are:"
msgstr ""

#. [topic]: id=whylost
#: data/core/help.cfg:315
msgid ""
"\n"
"\n"
"• Playing a campaign at too high a <ref>dst='..gameplay' text='difficulty "
"level'</ref>. Try restarting the scenario at an easier difficulty."
msgstr ""

#. [topic]: id=whylost
#: data/core/help.cfg:317
msgid ""
"\n"
"\n"
"• Playing a poor strategy: for example, recruiting the wrong types of units, "
"fighting at the wrong <ref>dst='time_of_day' text='time of day'</ref>, not "
"taking advantage of terrain features or units’ special abilities, and so on."
msgstr ""

#. [topic]: id=whylost
#: data/core/help.cfg:319
msgid ""
"\n"
"\n"
"• Missing clues. Often there will be hints in the campaign’s story and "
"dialog about what to expect from a difficult scenario and how to prepare for "
"it. If you have a loyal mage on your side, take the time to listen to its "
"advice; it may save your life."
msgstr ""

#. [topic]: id=whylost
#: data/core/help.cfg:321
msgid ""
"\n"
"\n"
"• Barely scraping a victory in a previous scenario. Campaigns generally "
"assume that you will have some <italic>text='carryover gold'</italic> and "
"some experienced units on your <italic>text='recall list.'</italic> (These "
"concepts are explained in the tutorial.) If you win a scenario but lose most "
"of your experienced units and much of your gold, the following scenario may "
"be very difficult to beat, even for a more experienced player. If you find "
"yourself in this situation, you may try to go back a scenario or two and win "
"them more convincingly, or change to an easier difficulty. (However, "
"remember that <italic>text='some'</italic> losses are expected, particularly "
"at higher difficulties.)"
msgstr ""

#. [topic]: id=whylost
#: data/core/help.cfg:323
msgid ""
"\n"
"\n"
"• Poor gold management. At higher difficulties, managing gold — capturing "
"villages to increase the income, and using low-level units and fresh "
"recruits to reduce the spending — becomes important. If you use many high-"
"level units, you might win a scenario easily but have not enough gold "
"carryover for the next scenario. (This would be an example of “barely "
"scraping a victory”.)"
msgstr ""

#. [topic]: id=whylost
#: data/core/help.cfg:325
#, fuzzy
msgid ""
"\n"
"\n"
"<header>text='Unlikely reasons'</header>"
msgstr ""
"\n"
"\n"
"<header>text='Branduoliai'</header>"

#. [topic]: id=whylost
#: data/core/help.cfg:327
msgid ""
"\n"
"\n"
"In addition to the common reasons, listed above, there are a few other "
"reasons which are unlikely, though not impossible. They are:"
msgstr ""

#. [topic]: id=whylost
#: data/core/help.cfg:329
msgid ""
"\n"
"\n"
"• You may have played a strategy that the campaign developer did not "
"anticipate, and ended up with a set of high-level units not suitable for the "
"next scenario."
msgstr ""

#. [topic]: id=whylost
#: data/core/help.cfg:331
msgid ""
"\n"
"\n"
"• You may have found a scenario that can only be won on the second or third "
"time through, whether by requiring above-average luck or by expecting the "
"players to have foreknowledge — to know what surprises are coming up before "
"they happen. (It is under discussion whether foreknowledge is expected at "
"the highest difficulties. Requiring above-average luck, however, would "
"qualify as a bug.)"
msgstr ""

#. [topic]: id=whylost
#: data/core/help.cfg:333
msgid ""
"\n"
"\n"
"• Unusually-bad luck. Whether an attack hits or misses is random, so it "
"could happen that the enemy was very lucky and had many hits, while you were "
"very unlucky and had many misses. However, this is a very rare occurrence, "
"virtually unheard of in all but the shortest, smallest scenarios. In fact, "
"losses are more commonly caused by playing a <italic>text='bad'</italic> "
"strategy despite having <italic>text='above-average'</italic> luck, than by "
"playing a <italic>text='good'</italic> strategy but having "
"<italic>text='below-average'</italic> luck. Moreover, merely having “below-"
"average” luck does not excuse a loss; having below-average luck is perfectly "
"normal, and scenarios are designed to be winnable even with below-average "
"luck. It is only exceedingly bad luck, over multiple turns, that we mean "
"here."
msgstr ""

#. [topic]: id=whylost
#: data/core/help.cfg:335
msgid ""
"\n"
"\n"
"Be wary of attributing a loss to any of these reasons. If you are not a "
"veteran player, it is far more likely that your loss was caused by one of "
"the <italic>text='common'</italic> errors, listed above, and is not "
"indicative of a bug in the campaign. However, if you still think you found a "
"bug, then by all means, report it!"
msgstr ""

#. [topic]: id=whylost
#: data/core/help.cfg:337
msgid ""
"\n"
"\n"
"The “Damage Calculations” dialog shows some statistics that can help "
"determine whether a match was very lucky or very unlucky. However, reading "
"the statistics is no substitute to watching the replay and looking for "
"strategic mistakes, or small bits of luck at critical points in the "
"engagement."
msgstr ""

#. [topic]: id=combat
#: data/core/help.cfg:346
msgid "Combat"
msgstr "Grumtynės"

#. [topic]: id=combat
#: data/core/help.cfg:347
msgid ""
"\n"
"\n"
"<header>text='Order and Number of Strikes'</header>"
msgstr ""
"\n"
"\n"
"<header>text='Smūgių eilė ir kiekis'</header>"

#. [topic]: id=combat
#: data/core/help.cfg:347
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 karių <italic>text='Mūšyje dėl Vesnoto'</italic> visuomet "
"vyksta gretimuose laukeliuose. Paspauskite ant savo kario ir priešo, kurį "
"norite pulti: jūsų karys paeis link priešo ir kai jie stovės greta, prasidės "
"grumtynės. Puolėjas ir gynėjas pasikeisdami smūgiuos tol, kol išnaudos "
"leidžiamą savo smūgių skaičių. Puolantysis atakai pasirenka vieną iš savo "
"ginklų o ginantysis atsako 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:349
msgid ""
"\n"
"\n"
"The attacker gets the first strike, then the defender retaliates. Each "
"strike either hits, doing a given amount of damage, or misses, doing no "
"damage at all. Strikes alternate until each unit has used up all of its "
"strikes. The number of strikes a unit has varies; for instance, an elvish "
"fighter with a 5×4 attack may strike 4 times, each successful strike dealing "
"5 damage, while an orcish grunt with a 9×2 attack can only strike twice (but "
"at 9 damage for each hit)."
msgstr ""
"\n"
"\n"
"Puolantysis smūgiuoja pirmas, tuomet atsako besiginantis. Kiekvienas smūgis "
"kuris pasiekia tikslą padaro atitinkamą žalą priešininkui, jeigu nepataikoma "
"– žala nepadaroma. Smūgiuojama pakaitomis kol išnaudojami visi kario "
"smūgiai. Smūgių skaičius priklauso nuo kario; 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 kiekvieno smūgio žala siekia 9 "
"taškus)."

#. [topic]: id=combat
#: data/core/help.cfg:351
msgid ""
"\n"
"\n"
"<header>text='Chance to Hit'</header>"
msgstr ""
"\n"
"\n"
"<header>text='Šansas pataikyti'</header>"

#. [topic]: id=combat
#: data/core/help.cfg:353
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 karys gali būti sužeistas priklausomai nuo to, kokiame "
"<italic>text='reljefe'</italic> jis stovi. Tai parodyta būsenos lange ir "
"taip pat randama <italic>text='Reljefo modifikatoriuose'</italic>, ant kario "
"paspaudus dešinį pelės klavišą ir išrinkus <bold>text='Kario aprašymas'</"
"bold>. Pavyzdžiui, dauguma elfų turi 70% atsparumą miške, taigi užpuolikas "
"turi tik 30% tikimybę pataikyti. Atitinkamai, tikimybė elfui pataikyti į "
"užpuoliką priklauso nuo reljefo, kuriame stovi užpuolikas."

#. [topic]: id=combat
#: data/core/help.cfg:355
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 reljefo, snaiperiai puldami turi bent 60% tikimybę "
"pataikyti, nepriklausomai nuo reljefo."

#. [topic]: id=combat
#: data/core/help.cfg:357
msgid ""
"\n"
"\n"
"<header>text=Damage</header>"
msgstr ""
"\n"
"\n"
"<header>text=Žala</header>"

#. [topic]: id=combat
#: data/core/help.cfg:359
msgid ""
"\n"
"\n"
"Each strike which hits causes a base amount of damage depending on the "
"attack type. For instance, an elvish fighter with a 5×4 attack does 5 base "
"damage. This is usually modified by two things: "
"<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 pamatytumėte, "
"kaip aplinkybės keičia žalos dydį, puolimo pasirinkimo meniu pasirinkite "
"<bold>text='Žalos skaičiavimai'</bold>."

#. [topic]: id=combat
#: data/core/help.cfg:361
#, 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 karių turi ypatingų <ref>dst='..abilities_section' text='gebėjimų'</"
"ref>, kurie įtakoja kovoje daromą žalą. Dažniausiai sutinkamas iš tokių "
"gebėjimų yra <ref>dst='weaponspecial_charge' text='įkrova'</ref>, kuris "
"padvigubina tiek puolančiojo, tiek besiginančio padaromą žalą."

#. [topic]: id=damage_types_and_resistance
#: data/core/help.cfg:369
msgid "Damage Types and Resistance"
msgstr "Žalos tipai ir atsparumas"

#. [topic]: id=damage_types_and_resistance
#: data/core/help.cfg:370
msgid ""
"\n"
"\n"
"Resistances work very simply: if a unit has 40% resistance against a damage "
"type, then it will suffer 40% less damage when hit with that damage type. It "
"is also possible for a unit to be vulnerable against some damage types. If a "
"unit has −100% resistance against a damage type, it will suffer 100% more "
"damage when hit by that type."
msgstr ""
"\n"
"\n"
"Atsparumai veikia labai paprastai: jei karys turi 40% atsparumą prieš tam "
"tikrą žalos rūšį, jis nukentės 40% mažiau kai patirs tos rūšies žalą. Taip "
"pat yra galimybė, kad karys yra pažeidžiamas tam tikriems žalų tipams. Jeigu "
"kario 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:370
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 paprastai naudojamos 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 kariai gali turėti atsparumus, "
"keičiančius patiriamą atitinkamos rūšies žalą."

#. [topic]: id=damage_types_and_resistance
#: data/core/help.cfg:372
msgid ""
"\n"
"\n"
"For example, skeletons are highly resistant to blade and pierce damage, but "
"are vulnerable to impact and fire damage, and extremely vulnerable to arcane "
"damage."
msgstr ""
"\n"
"\n"
"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:374
msgid ""
"\n"
"\n"
"If a strike is determined to hit, it will always do at least 1 point of "
"damage. This applies even if the defender has 100% resistance to the damage "
"type."
msgstr ""
"\n"
"\n"
"Jeigu smūgis yra pataikomas, tai visuomet atneš bent 1 tašką žalos. Tai "
"galioja net ir esant 100% atsparumui žalos rūšiai."

#. [topic]: id=orbs
#: data/core/help.cfg:382
msgid "Orbs and ellipses"
msgstr ""

#. [topic]: id=orbs
#: data/core/help.cfg:383
msgid ""
"There are colored indicators above the energy bars of some units, consisting "
"of a colored orb (and sometimes a <ref>dst='crowns' text='crown'</ref>)."
msgstr ""

#. [topic]: id=orbs
#: data/core/help.cfg:387
msgid "The orbs show whether the unit can move, and the standard colors are:"
msgstr ""

#. [topic]: id=orbs
#: data/core/help.cfg:388
#, fuzzy
msgid "• <bold>text='Green'</bold> if it hasn’t moved this turn."
msgstr " žalias, jei dar nejudėjo šį ėjimą,"

#. [topic]: id=orbs
#: data/core/help.cfg:389
#, fuzzy
msgid ""
"• <bold>text='Yellow'</bold> if it has moved, but could still move further "
"or attack."
msgstr " geltonas, jei judėjo, bet dar gali toliau judėti ar pulti arba"

#. [topic]: id=orbs
#: data/core/help.cfg:390
msgid ""
"• <bold>text='Red'</bold> if it can no longer move or attack.\n"
"    • Red is also used after the ‘end unit turn’ command, and when a unit is "
"in the middle of a multi-turn move (has been told to move further than it "
"can in the current turn)."
msgstr ""

#. [topic]: id=orbs
#: data/core/help.cfg:392
msgid ""
"• <bold>text='Blue'</bold> for allied units. During the ally’s own turn, "
"their units will be shown with the green/yellow/red colors; however their "
"moves, and the corresponding orb changes, are delayed as explained in "
"<ref>dst='shroud_and_fog' text='Shroud and Fog of War'</ref>."
msgstr ""

#. [topic]: id=orbs
#: data/core/help.cfg:393
msgid ""
"• Enemy units normally don’t have orbs, however these can be enabled in the "
"advanced preference “Customize orb colors”."
msgstr ""

#. [topic]: id=orbs
#: data/core/help.cfg:395
#, fuzzy
msgid "<header>text='Ellipses'</header>"
msgstr ""
"\n"
"\n"
"<header>text='Branduoliai'</header>"

#. [topic]: id=orbs
#: data/core/help.cfg:398
msgid ""
"A team-colored shape is drawn on the ground under each unit. This is called "
"the “ellipse”, although some units’ ellipses are not elliptical."
msgstr ""

#. [topic]: id=orbs
#. The help page has a set of images above this paragraph, in the same order as the bullet points
#: data/core/help.cfg:409
msgid ""
"• Most units have a circular ellipse.\n"
"• Units that can recruit have a seven-pointed star.\n"
"• <ref>dst='crowns' text='Hero units'</ref> have a smaller variant of the "
"seven-pointed star, these units can’t recruit.\n"
"• Units without a <ref>dst='movement' text='zone of control'</ref> have a "
"broken outline version of the shape.\n"
"• Some campaigns start with a level zero leader. Able to recruit but lacking "
"a ZoC, these units have a broken outline version of the seven-pointed star."
msgstr ""

#. [topic]: id=crowns
#: data/core/help.cfg:420
msgid "Crowns and loyal markers"
msgstr ""

#. [topic]: id=crowns
#: data/core/help.cfg:421
msgid ""
"Some units have an additional marker superimposed on their <ref>dst='orbs' "
"text='orb'</ref>, and a corresponding shape to their <ref>dst='orbs' "
"text='ellipses'</ref>:"
msgstr ""

#. [topic]: id=crowns
#. The help page has a set of images above this paragraph, in the same order as the first set of bullet points, showing what the "loyal icon" is and the difference between "silver" and "blueish-silver".
#: data/core/help.cfg:436
msgid ""
"• Leaders are shown with a <bold>text='gold crown'</bold>.\n"
"• Heroes have a <bold>text='blueish-silver crown'</bold>.\n"
"• Expendable leaders are shown with a <bold>text='silver crown'</bold>.\n"
"• <ref>dst='traits_loyal' text='Loyal units'</ref> have the "
"<bold>text='loyal icon'</bold>.\n"
"\n"
"Of these categories, only leaders are built into the basic game rules. The "
"others are found in campaigns, and are characters that form part of the "
"narration. The exact rules for them are set by their campaign, which might "
"deviate from these standard expectations about them:\n"
"\n"
"• The death of any hero leads to immediate defeat.\n"
"• The death of an expendable leader doesn’t lead to immediate defeat, even "
"though they can recruit.\n"
"• All of these units have the main advantage of the loyal trait, that they "
"cost no upkeep.\n"
"• Losing any of these units causes a disadvantage for the remainder of the "
"campaign, assuming it doesn’t end immediately.\n"
"• These units will never occur as random recruits."
msgstr ""

#. [topic]: id=time_of_day
#: data/core/help.cfg:454
msgid "Time of Day"
msgstr "Paros laikas"

#. [topic]: id=time_of_day
#: data/core/help.cfg:455
msgid ""
"The time of day affects the damage of certain units as follows:\n"
"\n"
"• <bold>text='Lawful'</bold> units get +25% damage in daytime, and −25% "
"damage at night.\n"
"• <bold>text='Chaotic'</bold> units get +25% damage at night, and −25% in "
"daytime.\n"
"• <bold>text='Neutral'</bold> units are unaffected by the time of day.\n"
"• <bold>text='Liminal'</bold> units get +25% damage during twilight."
msgstr ""
"Paros laikas turi įtakos tam tikrų karių žalos dydžiui:\n"
"\n"
"• <bold>text='Šviesos'</bold> kariai dienos metu daro +25% daugiau žalos, o "
"nakties metu daro −25% mažiau žalos.\n"
"• <bold>text='Chaotiški'</bold> kariai nakties metu daro +25% daugiau žalos, "
"o dienos metu daro −25% mažiau žalos.\n"
"• <bold>text='Neutralių'</bold> karių daroma žala nepriklauso nuo paros "
"laiko.\n"
"• <bold>text='Prieblandos'</bold> kariai prieblandos metu daro +25% daugiau "
"žalos."

#. [topic]: id=time_of_day
#: data/core/help.cfg:460
msgid ""
"\n"
"\n"
"The current time of day can be observed under the minimap in the status "
"pane. For the usual day/night cycle, morning and afternoon count as day, "
"first and second watch count as night:\n"
"\n"
msgstr ""
"\n"
"\n"
"Dabartinis paros laikas matomas po mažu žemėlapiu esančiame būsenos "
"langelyje. Įprastame dienos/nakties cikle, rytas ir popietė yra diena, "
"pirmoji ir antroji sargyba – naktis:\n"
"\n"

#. [time]: id=dawn
#. [topic]: id=time_of_day
#. [time]: id=dawn_hour
#: data/core/help.cfg:464 data/core/macros/schedules.cfg:16
#: data/core/macros/schedules.cfg:290 data/test/maps/pathfind_1.cfg:64
msgid "Dawn"
msgstr "Aušra"

#. [time]: id=morning
#. [topic]: id=time_of_day
#: data/core/help.cfg:465 data/core/macros/schedules.cfg:28
#: data/test/maps/pathfind_1.cfg:75
msgid "Morning"
msgstr "Rytas"

#. [time]: id=afternoon
#. [topic]: id=time_of_day
#: data/core/help.cfg:466 data/core/macros/schedules.cfg:46
#: data/test/maps/pathfind_1.cfg:86
msgid "Afternoon"
msgstr "Popietė"

#. [time]: id=dusk
#. [topic]: id=time_of_day
#. [time]: id=dusk_hour
#: data/core/help.cfg:467 data/core/macros/schedules.cfg:55
#: data/core/macros/schedules.cfg:411 data/test/maps/pathfind_1.cfg:97
msgid "Dusk"
msgstr "Prieblanda"

#. [time]: id=first_watch
#. [topic]: id=time_of_day
#: data/core/help.cfg:468 data/core/macros/schedules.cfg:67
#: data/test/maps/pathfind_1.cfg:108
msgid "First Watch"
msgstr "Pirmoji sargyba"

#. [time]: id=second_watch
#. [topic]: id=time_of_day
#: data/core/help.cfg:469 data/core/macros/schedules.cfg:91
#: data/test/maps/pathfind_1.cfg:119
msgid "Second Watch"
msgstr "Antroji sargyba"

#. [topic]: id=time_of_day
#: data/core/help.cfg:471
msgid ""
"Keep in mind that some scenarios take place underground, where it is "
"perpetually night!\n"
msgstr ""
"Turėkite omeny, kad kai kurie scenarijai vyksta požemyje, kur nuolat yra "
"naktis!\n"

#. [topic]: id=time_of_day
#: data/core/help.cfg:473
msgid ""
"Some underground locations are illuminated. They are perpetually "
"intermediate between day and night.\n"
msgstr ""
"Kai kurios požeminės vietovės yra apšviestos. Jos visada yra tarpinės tarp "
"dienos ir nakties.\n"

#. [topic]: id=time_of_day
#: data/core/help.cfg:475
msgid ""
"Some role-playing scenarios take place indoors — these regions are similarly "
"intermediate.\n"
msgstr ""
"Kai kurie vaidmenų žaidimo scenarijai vyksta patalpose – šios vietovės taip "
"pat tarpinės.\n"

#. [topic]: id=time_of_day
#: data/core/help.cfg:477
msgid ""
"Finally, units with the <ref>dst='ability_illuminationilluminates' "
"text='illuminates'</ref> ability and terrain features such as "
"<ref>dst='terrain_lava' text='lava'</ref> change the time of day bonus "
"around them."
msgstr ""

#. [topic]: id=healing
#: data/core/help.cfg:484
msgid "Healing"
msgstr "Gydymas"

#. [topic]: id=healing
#: data/core/help.cfg:485
msgid ""
"\n"
"\n"
"• <bold>text='Resting'</bold>: A unit which neither moves, attacks, nor is "
"attacked will heal 2 HP in its next turn."
msgstr ""
"\n"
"\n"
"• <bold>text='Poilsis'</bold>: karys, kuris nejuda, nepuola ir nėra "
"puolamas, kitą ėjimą pagis 2 GT."

#. [topic]: id=healing
#: data/core/help.cfg:485
msgid ""
"In combat, your units will inevitably take damage. There are several ways to "
"heal your units. However, with the exception of resting, these do not stack; "
"only one can occur per turn."
msgstr ""

#. [topic]: id=healing
#: data/core/help.cfg:487
msgid ""
"\n"
"• <bold>text='Villages'</bold>: A unit which starts a turn in a village or "
"<ref>dst='terrain_oasis' text='oasis'</ref> will heal 8HP. If the unit is "
"poisoned, the poison will be cured instead."
msgstr ""
"\n"
"<bold>text='Kaimai'</bold>: karys, pradedantis ėjimą kaime arba "
"<ref>dst='terrain_oasis' text='oazėje'</ref>, pagis 8 GT. Jei karys "
"apnuodytas, vietoj to nuodai bus pašalinti."

#. [topic]: id=healing
#: data/core/help.cfg:488
msgid ""
"\n"
"• <ref>dst='ability_regeneratesregenerates' text='Regeneration'</ref>: "
"Certain units (such as trolls) will automatically heal 8HP every turn. If "
"the unit is poisoned, the poison will be cured instead."
msgstr ""
"\n"
"<ref>dst='ability_regeneratesregenerates' text='Regeneruoja'</ref>: Kai "
"kurie kariai (pavyzdžiui, troliai) kiekvieną ėjimą savaime pasigydys 8 GT. "
"Jei karys apnuodytas, vietoj to nuodai bus pašalinti."

#. [topic]: id=healing
#: data/core/help.cfg:489
msgid ""
"\n"
"• <bold>text='Healing units'</bold>: Units with the "
"<ref>dst='ability_healingheals +4' text='Heals'</ref> ability will heal each "
"allied adjacent unit, usually <ref>dst='ability_healingheals +4' text='4HP'</"
"ref> or <ref>dst='ability_healingheals +8' text='8HP'</ref> per turn, or "
"prevent Poison from causing that unit damage."
msgstr ""
"\n"
"• <bold>text='Gydantys kariai'</bold>: kariai, turintys gebėjimą "
"<ref>dst='ability_healingheals +4' text='Gydo'</ref>, gydys kiekvieną greta "
"esantį draugišką karį, paprastai <ref>dst='ability_healingheals +4' text='4 "
"GT'</ref> arba  <ref>dst='ability_healingheals +8' text='8 GT'</ref> per "
"ėjimą, arba neutralizuoja nuodų poveikį kariui."

#. [topic]: id=healing
#: data/core/help.cfg:490
msgid ""
"\n"
"• <bold>text='Curing units'</bold>: Units with the "
"<ref>dst='ability_curingcures' 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"
"• <bold>text='Atnuodijantys kariai'</bold>: kariai, turintys "
"<ref>dst='ability_curingcures' text='atnuodijimo'</ref> galių, atnuodys "
"greta esančius apnuodytus karius (vietoj gydymo, jei jis turi ir tą "
"gebėjimą)."

#. [topic]: id=healing
#: data/core/help.cfg:491
msgid ""
"\n"
"• <bold>text='Advancement'</bold>: When a unit <ref>dst='advancement' "
"text='advances'</ref>, it will heal fully. This can happen as soon as your "
"unit gains enough experience, whether it is your turn or not."
msgstr ""
"\n"
"• <bold>text='Tobulėjimas'</bold>: karys <ref>dst='advancement' "
"text='patobulėdamas'</ref> pilnai pagyja. Tai atsitinka tuoj pat, kai karys "
"gauna pakankamai patirties, nesvarbu ar tai jūsų ėjimas ar ne."

#. [topic]: id=healing
#: data/core/help.cfg:492
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 derinamas su kitomis gydymo formomis, tačiau kaimai, "
"regeneravimas ir gydymas negali būti naudojami tuo pačiu metu: bus "
"naudojamas tik tuo metu geriausias variantas. Galiausiai, kariai pilnai "
"pasveiksta pereidami iš vieno scenarijaus į kitą."

#. [topic]: id=healing
#: data/core/help.cfg:494
msgid ""
"\n"
"\n"
"<bold>text='Advanced'</bold>"
msgstr ""
"\n"
"\n"
"<bold>text='Pažengusiems'</bold>"

#. [topic]: id=healing
#: data/core/help.cfg:496
msgid ""
"\n"
"\n"
"Unlike other forms of healing, the heals ability will not take effect on the "
"healed unit’s turn, but on the healer’s turn. This means that while a unit "
"surrounded by several healers on the same side will only receive healing "
"from one healer per turn, a unit surrounded by healers from several allied "
"sides will be healed once on each of said allied sides’ turns."
msgstr ""
"\n"
"\n"
"Priešingai, nei kitos gydymo formos, gydymo gebėjimas veiks ne per gydomo "
"kario ėjimą, bet per gydytojo ėjimą. Tai reiškia, kad karys apsuptas vienos "
"pusės gydytojų bus gydomas vieno gydytojo per ėjimą, bet karys apsuptas "
"kelių skirtingų sąjungininkų gydytojų bus pagydytas per kiekvieno iš "
"sąjungininkų ėjimą."

#. [topic]: id=wrap_up
#: data/core/help.cfg:504
msgid "Wrap Up"
msgstr "Reziumė"

#. [topic]: id=wrap_up
#: data/core/help.cfg:505
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=license
#: data/core/help.cfg:510
msgid "License"
msgstr "Licencija"

#. [topic]: id=..traits_section
#: data/core/help.cfg:519
msgid ""
"\n"
"\n"
"Most units have two traits. However, goblins have only one trait, undead "
"units are always assigned the single trait <italic>text='undead'</italic> "
"and in some cases <italic>text='fearless'</italic>, and woses do not receive "
"any traits. "
msgstr ""
"\n"
"\n"
"Dauguma karių turi du bruožus. Tačiau goblinai turi tik vieną bruožą, "
"nemirėlių kariams priskirtas vienintelis bruožas <italic>text='nemirėlis'</"
"italic>, ir kai kuriais atvejais<italic>text='bebaimis'</italic>, o "
"miškiniai neturi jokių bruožų. "

#. [topic]: id=..traits_section
#: data/core/help.cfg:519
msgid ""
"Traits are modifications that change a unit’s attributes slightly. They are "
"usually randomly assigned to a unit when it is recruited. The traits "
"available to a unit are largely determined by its <italic>text='race'</"
"italic>."
msgstr ""

#. [topic]: id=..traits_section
#: data/core/help.cfg:521
msgid ""
"\n"
"\n"
"The traits that are available to most 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 daugumai ne-nemirėlių karių 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:523
msgid ""
"\n"
"\n"
"Elves may also receive <ref>dst='traits_dextrous' text='dextrous'</ref>, and "
"dwarves may receive <ref>dst='traits_healthy' text='healthy'</ref>. Trolls "
"and certain humans may receive <ref>dst='traits_fearless' text='fearless'</"
"ref>. Other traits which may be assigned include <ref>dst='traits_loyal' "
"text='loyal'</ref>, <ref>dst='traits_feral' text='feral'</ref> and "
"<ref>dst='traits_undead' text='undead'</ref>.\n"
"\n"
msgstr ""

#. [topic]: id=..terrains_section
#: data/core/help.cfg:533
msgid ""
"\n"
"\n"
"Terrains come in two types: <italic>text='basic'</italic> and "
"<italic>text='mixed'</italic>."
msgstr ""
"\n"
"\n"
"Yra dviejų tipų reljefai: <italic>text='baziniai'</italic> ir "
"<italic>text='maišyti'</italic>."

#. [topic]: id=..terrains_section
#: data/core/help.cfg:533
msgid ""
"Game maps feature a variety of terrains that affect both unit movement and a "
"unit’s defensive capability in combat."
msgstr ""
"Žaidimo žemėlapiuose yra įvairių reljefų, kurie veikia ir karių judėjimą, ir "
"karių gynybinius sugebėjimus mūšyje."

#. [topic]: id=..terrains_section
#: data/core/help.cfg:535
msgid ""
"\n"
"\n"
"<header>text='Basic Terrain Types'</header>"
msgstr ""
"\n"
"\n"
"<header>text='Pagrindiniai reljefo tipai'</header>"

#. [topic]: id=..terrains_section
#: data/core/help.cfg:537
msgid ""
"\n"
"\n"
"Basic terrain types include Flat, Hills, Mountains, Sands, Water and Swamps. "
"There are many more besides these — a list of the terrain types you have "
"discovered can be found at the end of this page.\n"
"\n"
msgstr ""

#. [topic]: id=..terrains_section
#: data/core/help.cfg:541
msgid ""
"\n"
"\n"
"Every unit has a defense rating and a movement cost for each of the basic "
"terrain types, and these values are listed in the unit’s help page. Basic "
"terrain types may have unique properties like illumination effects as well."
msgstr ""

#. [topic]: id=..terrains_section
#: data/core/help.cfg:543
msgid ""
"\n"
"\n"
"<header>text='Mixed Terrain Types'</header>"
msgstr ""
"\n"
"\n"
"<header>text='Mišrūs reljefo tipai'</header>"

#. [topic]: id=..terrains_section
#: data/core/help.cfg:545
msgid ""
"\n"
"\n"
"Mixed terrain types share the properties of multiple basic terrain types — "
"units generally receive the <italic>text='best defense'</italic> and "
"<italic>text='worst movement'</italic> of the underlying basic types when "
"they move onto a mixed type. For example, this is the case with "
"<italic>text='forested hills'</italic>, <italic>text='sand hills'</italic>, "
"and <italic>text='cave hills'</italic>.\n"
"\n"
msgstr ""

#. [topic]: id=..terrains_section
#: data/core/help.cfg:549
msgid ""
"\n"
"\n"
"One notable exception is bridge terrains, such as <italic>text='bridges over "
"shallow water'</italic>, <italic>text='fords'</italic>, and "
"<italic>text='bridges over chasms'</italic>. Fords are easily passable to "
"both merfolk and humans — all units moving on a ford enjoy the best defense "
"and best movement out of flat and shallow water, rather than the worse "
"movement of the two. Similarly, bridges over chasms are passable to "
"nonfliers (unsurprisingly).\n"
"\n"
msgstr ""

#. [topic]: id=..terrains_section
#: data/core/help.cfg:553
msgid ""
"\n"
"\n"
"Land-based villages generally give the best defense and movement as well. "
"These villages are mixed terrains, based on the village terrain type, "
"together with hill, swamp, and cave, respectively.\n"
"\n"
msgstr ""

#. [topic]: id=..terrains_section
#: data/core/help.cfg:557
msgid ""
"\n"
"\n"
"Finally, water villages are generally inhospitable to land units, and do not "
"give defense or movement benefits associated with the village terrain type. "
"Instead, they count only as water tiles.\n"
"\n"
msgstr ""

#. [topic]: id=..terrains_section
#: data/core/help.cfg:561
msgid ""
"\n"
"\n"
"You can see what basic types a mixed terrain is comprised of by mousing over "
"its hex and checking the terrain type icons displayed in the upper right "
"(under the default theme)."
msgstr ""

#. [topic]: id=..terrains_section
#: data/core/help.cfg:563
msgid ""
"\n"
"\n"
"You can see what type of behavior the mixed terrain gives by mousing over "
"its hex and viewing the <italic>text='terrain description'</italic> by "
"either pressing the hotkey, or right clicking and selecting from the context "
"menu."
msgstr ""

#. [topic]: id=..terrains_section
#: data/core/help.cfg:565
msgid ""
"\n"
"\n"
"<header>text='Defense Caps'</header>"
msgstr ""
"\n"
"\n"
"<header>text='Gynybos lubos'</header>"

#. [topic]: id=..terrains_section
#: data/core/help.cfg:567
msgid ""
"\n"
"\n"
"Some units have <italic>text='defense caps'</italic> for a particular basic "
"terrain type. These units suffer a penalty on mixed terrains with that type "
"— their defense cannot exceed the cap."
msgstr ""

#. [topic]: id=..terrains_section
#: data/core/help.cfg:569
msgid ""
"\n"
"\n"
"For example, the <ref>text='Loyalist Cavalryman' dst='unit_Cavalryman'</ref> "
"has a defense rating of 30% on forests, and a defense cap for forests. Thus, "
"on forested hills, he has a defense rating of 30% rather than 40%, because "
"the mixed rating cannot exceed the cap."
msgstr ""

#. [topic]: id=..terrains_section
#: data/core/help.cfg:571
msgid ""
"\n"
"\n"
"If a unit has a defense cap for some terrain, it is always the same as its "
"defense rating on that terrain (it cannot be larger)."
msgstr ""

#. [topic]: id=..terrains_section
#: data/core/help.cfg:573
#, fuzzy
msgid ""
"\n"
"\n"
"<header>text='Basic Terrain Types'</header>\n"
"\n"
msgstr ""
"\n"
"\n"
"<header>text=Žala</header>"

#. [topic]: id=..addons
#: data/core/help.cfg:586
msgid ""
"The degree of customization offered by the Wesnoth engine allows players to "
"create their own game content, including new scenarios, campaigns, and much "
"more beyond what is offered in the official content bundled with the game.\n"
"\n"
msgstr ""

#. [topic]: id=using_addons
#: data/core/help.cfg:596
msgid "Using Add-ons"
msgstr "Priedų naudojimas"

#. [topic]: id=using_addons
#: data/core/help.cfg:597
msgid ""
"\n"
"\n"
"<header>text='Campaigns and Scenarios'</header>"
msgstr ""
"\n"
"\n"
"<header>text='Kampanijos ir scenarijai'</header>"

#. [topic]: id=using_addons
#: data/core/help.cfg:597
msgid ""
"The game supports different types of add-on content, which are not all "
"available in every gameplay mode."
msgstr ""

#. [topic]: id=using_addons
#: data/core/help.cfg:599
msgid ""
"\n"
"\n"
"Single-player campaigns are collections of scenarios that fit together to "
"tell a story. Both stand-alone scenarios—if intended to be played as such—"
"and regular campaigns are available from the <italic>text='Campaigns'</"
"italic> menu at the title screen."
msgstr ""

#. [topic]: id=using_addons
#: data/core/help.cfg:601
msgid ""
"\n"
"\n"
"<header>text='Multiplayer Campaigns, Scenarios, and Map Packs'</header>"
msgstr ""
"\n"
"\n"
"<header>text='Daugelio žaidėjų kampanijos, scenarijai ir žemėlapių "
"rinkiniai'</header>"

#. [topic]: id=using_addons
#: data/core/help.cfg:603
msgid ""
"\n"
"\n"
"<italic>text='Multiplayer'</italic> games can be played in fully customized, "
"scripted scenarios or even specially designed campaigns. There are also "
"packs providing sets of individual multiplayer scenarios."
msgstr ""

#. [topic]: id=using_addons
#: data/core/help.cfg:605
msgid ""
"\n"
"\n"
"<header>text='Multiplayer Eras and Factions'</header>"
msgstr ""
"\n"
"\n"
"<header>text='Daugelio žaidėjų eros ir frakcijos'</header>"

#. [topic]: id=using_addons
#: data/core/help.cfg:607
msgid ""
"\n"
"\n"
"For gameplay purposes, various races of creatures in the world cooperate "
"with each other in factions. Factions are grouped in balanced sets with a "
"common theme; for example, the main factions of Wesnoth can be found in the "
"included Default Era.\n"
"\n"
"In <italic>text='Multiplayer'</italic> mode, you can choose an era when "
"creating a new game, and players can pick from the available factions for "
"that era when setting up their sides and teams."
msgstr ""

#. [topic]: id=using_addons
#: data/core/help.cfg:611
msgid ""
"\n"
"\n"
"You can see what eras you have loaded in the <ref>text='eras' dst='.."
"eras_section'</ref> of the help."
msgstr ""

#. [topic]: id=using_addons
#: data/core/help.cfg:613
msgid ""
"\n"
"\n"
"<header>text='Modifications'</header>"
msgstr ""
"\n"
"\n"
"<header>text='Pakeitimai'</header>"

#. [topic]: id=using_addons
#: data/core/help.cfg:615
msgid ""
"\n"
"\n"
"Modifications are optional scenario- and era-independent scripts that can "
"alter the default ruleset in various ways. You can choose and configure "
"modifications when creating a new game."
msgstr ""

#. [topic]: id=using_addons
#: data/core/help.cfg:617
msgid ""
"\n"
"\n"
"<header>text='Cores'</header>"
msgstr ""
"\n"
"\n"
"<header>text='Branduoliai'</header>"

#. [topic]: id=using_addons
#: data/core/help.cfg:619
msgid ""
"\n"
"\n"
"Cores enable total conversion of The Battle for Wesnoth. A core can replace "
"all the content in Wesnoth: when a different core is loaded, the regular "
"units, terrains and the like do not exist.\n"
"\n"
"Cores allow a significantly different game experience: for example, a World "
"War II campaign, or even a different game altogether, as long as it can be "
"represented as a hexagonal map with ’units’ in some way."
msgstr ""

#. [topic]: id=using_addons
#: data/core/help.cfg:623
msgid ""
"\n"
"\n"
"<header>text='Creator Resources'</header>"
msgstr ""
"\n"
"\n"
"<header>text='Kūrėjo resursai'</header>"

#. [topic]: id=using_addons
#: data/core/help.cfg:625
msgid ""
"\n"
"\n"
"Content authors can use resource packs available on the add-ons server to "
"enrich their own content with existing assets such as images, music, and "
"code. These are not generally intended for direct use in-game; however, "
"other playable add-ons may depend on them and suggest or require their "
"installation during download."
msgstr ""

#. [topic]: id=installing_addons
#: data/core/help.cfg:634
msgid "Installing Add-ons"
msgstr "Priedų diegimas"

#. [topic]: id=installing_addons
#: data/core/help.cfg:635
msgid ""
"User-made add-ons can be obtained and updated through the <italic>text='Add-"
"ons'</italic> option in the main menu. After connecting to the add-ons "
"server (by default <italic>text='add-ons.wesnoth.org'</italic>), you will be "
"presented with a list of add-ons available on the server for downloading.\n"
"\n"
"The installation status for each add-on is shown below each entry. For add-"
"ons that are <italic>text='upgradable'</italic> or <italic>text='outdated'</"
"italic> on the server, their installed and published versions will be shown "
"in the <italic>text='Version'</italic> column.\n"
"\n"
"To search for add-ons by keywords, type any relevant terms in any order in "
"the search box, separated by spaces. You can also sort the add-on list by "
"clicking the column headers. It is also possible to choose to only display "
"add-ons of specific categories by clicking on the <bold>text='Type'</bold> "
"dropdown.\n"
"\n"
"To install an add-on, select it from the list and click the <bold>text='+'</"
"bold> icon, or simply double-click on the add-on’s title. If the window is "
"too small to show them inline, the <bold>text='Addon Details'</bold> button "
"provides you with additional details about the add-on, such as its full "
"description, installation status, and available translations."
msgstr ""

#. [topic]: id=removing_addons
#: data/core/help.cfg:648
msgid "Removing Add-ons"
msgstr "Priedų šalinimas"

#. [topic]: id=removing_addons
#: data/core/help.cfg:649
msgid ""
"To remove add-ons, choose <bold>text='Remove Add-ons'</bold> in the add-ons "
"server connection dialog. You will be presented with options to remove any "
"number of add-ons you currently have installed.\n"
"\n"
"It is not possible to remove add-ons for which there is publishing "
"information (<italic>text='.pbl'</italic> files) attached, in order to "
"prevent its accidental loss. If necessary, you must manually delete the "
"information files or the add-ons themselves using a file manager provided by "
"your platform."
msgstr ""

#. [topic]: id=general_commands
#: data/core/help.cfg:664
msgid "General Commands"
msgstr "Bendros komandos"

#. [topic]: id=general_commands
#. [topic]: id=mp_commands
#. [topic]: id=debug_commands
#: data/core/help.cfg:666 data/core/help.cfg:709 data/core/help.cfg:747
msgid ""
"These commands can either be issued via the command line by prefixing them "
"with ':' (as shown here) or via the chat by prefixing them with '/' (press "
"'m' first to open the chat line).\n"
"\n"
msgstr ""

#. [topic]: id=general_commands
#: data/core/help.cfg:668
msgid ""
"\n"
"Clear chat messages.\n"
"\n"
msgstr ""
"\n"
"Išvalyti pokalbių žinutes.\n"
"\n"

#. [topic]: id=general_commands
#: data/core/help.cfg:671
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:675
msgid ""
"\n"
"Switch a side between human and AI control. The second parameter can be "
"‘off’ to bring the side under human control, ‘on’ to watch the AI make its "
"moves, or ‘full’ to make the AI’s turn behave similarly to another player‘s "
"turn. If no second parameter is supplied, it toggles between ‘on’ and ‘off’. "
"Defaults to toggling the currently active side if no parameters are "
"supplied.\n"
"\n"
msgstr ""

#. [topic]: id=general_commands
#: data/core/help.cfg:678
msgid ""
"\n"
"Display the controller status of a side.\n"
"\n"
msgstr ""

#. [topic]: id=general_commands
#: data/core/help.cfg:681
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:684
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:687
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:690
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:693
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:696
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:699
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:708
msgid "Multiplayer Commands"
msgstr "Daug žaidėjų žaidimo komandos"

#. [topic]: id=mp_commands
#: data/core/help.cfg:711
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:714
msgid ""
"\n"
"Change the controller for side (write here the number of the side) to "
"username (write here the nickname of the player or observer). You can check "
"what side belongs to which player in the <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:717
msgid ""
"\n"
"Launch a dialog to assist the host in changing the human controllers of "
"sides.\n"
"\n"
msgstr ""

#. [topic]: id=mp_commands
#: data/core/help.cfg:720
msgid ""
"\n"
"Toggle the idle state for a side. The host may make a side idle after a "
"network disconnection.\n"
"\n"
msgstr ""

#. [topic]: id=mp_commands
#: data/core/help.cfg:723
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:726
#, 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:729
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:732
msgid ""
"\n"
"Toggle muting/silencing of all observers on/off.\n"
"\n"
msgstr ""

#. [topic]: id=mp_commands
#: data/core/help.cfg:735
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:738
#, 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:746
msgid "Debug Mode Commands"
msgstr "Derinimo režimo komandos"

#. [topic]: id=debug_commands
#: data/core/help.cfg:749
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:752
msgid ""
"\n"
"Create a unit of the specified type on the selected hex.\n"
"\n"
msgstr ""
"\n"
"Sukuria nurodyto tipo karį nurodytame laukelyje.\n"
"\n"

#. [topic]: id=debug_commands
#: data/core/help.cfg:755
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:758
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:761
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:764
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:767
msgid ""
"\n"
"Show a gamestate variable.\n"
"\n"
msgstr ""
"\n"
"Rodyti žaidimo būsenos kintamąjį.\n"
"\n"

#. [topic]: id=debug_commands
#: data/core/help.cfg:770
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:773
msgid ""
"\n"
"Modifies the specified property of the selected unit. Example: :unit "
"hitpoints=100\n"
"\n"
msgstr ""
"\n"
"Pakeičia nurodytą pasirinkto kario ypatybę. Pavyzdžiui: :unit hitpoints=100\n"
"\n"

#. [topic]: id=debug_commands
#: data/core/help.cfg:776
msgid ""
"\n"
"Makes the selected unit level up N times. Example: :unit advances=2"
msgstr ""
"\n"
"Pažymėtą karį paaukština N kartų. Pavyzdžiui: :unit advances=2"

#. [heals]: id=healing
#: data/core/macros/abilities.cfg:12
msgid ""
"Allows the unit to heal adjacent allied units at the beginning of our turn.\n"
"\n"
"A unit cared for by this healer may heal up to 4 HP per turn, or stop poison "
"from taking effect for that turn.\n"
"This ability will not cure an affected unit of poison, however, only delay "
"its effect."
msgstr ""
"Leidžia kariui pagydyti gretimus draugiškus karius mūsų ėjimo pradžioje.\n"
"\n"
"Gydomasis karys gali pagyti ne daugiau, nei 4 GT per ėjimą, arba tą ėjimą "
"išvengti nuodų poveikio.\n"
"Šis gebėjimas negali išgydyti kario nuo nuodų – tik nutolinti jų poveikį."

#. [heals]: id=healing
#: data/core/macros/abilities.cfg:30
msgid ""
"This unit combines herbal remedies with magic to heal units more quickly "
"than is normally possible on the battlefield.\n"
"\n"
"A unit cared for by this healer may heal up to 8 HP per turn, or stop poison "
"from taking effect for that turn.\n"
"This ability will not cure an affected unit of poison, however, only delay "
"its effect."
msgstr ""
"Šis karys apjungia vaistažoles su magija ir gydo karius greičiau, nei "
"įprasta mūšio lauke.\n"
"\n"
"Gydomasis karys gali pagyti ne daugiau, nei 8 GT per ėjimą, arba tą ėjimą "
"išvengti nuodų poveikio.\n"
"Šis gebėjimas negali išgydyti kario nuo nuodų – tik nutolinti jų poveikį."

#. [heals]: id=curing
#: data/core/macros/abilities.cfg:48
msgid "female^cures"
msgstr "atnuodija"

#. [heals]: id=curing
#: data/core/macros/abilities.cfg:49
msgid ""
"A curer can cure a unit of poison, although that unit will receive no "
"additional healing on the turn it is cured of the poison."
msgstr ""
"Atnuodytojas gali karį pagydyti nuo nuodų, tačiau tas karys nebegaus jokio "
"papildomo gydymo tą ėjimą, kai jis buvo atnuodytas."

#. [regenerate]: id=regenerates
#: data/core/macros/abilities.cfg:71
msgid "female^regenerates"
msgstr "regeneruoja"

#. [regenerate]: id=regenerates
#: data/core/macros/abilities.cfg:72
msgid ""
"The unit will heal itself 8 HP per turn. If it is poisoned, it will remove "
"the poison instead of healing."
msgstr ""
"Karys gydysis 8 GT per ėjimą. Jei jis yra apnuodytas, tai vietoj gydymosi "
"pasišalins nuodus."

#. [regenerate]: id=regenerates
#: data/core/macros/abilities.cfg:83
msgid "regenerates +4"
msgstr "regeneruoja +4"

#. [regenerate]: id=regenerates
#: data/core/macros/abilities.cfg:84
msgid "female^regenerates +4"
msgstr "regeneruoja +4"

#. [regenerate]: id=regenerates
#: data/core/macros/abilities.cfg:85
msgid ""
"The unit will heal itself 4 HP per turn. If it is poisoned, it will remove "
"the poison instead of healing."
msgstr ""
"Karys gydysis 4 GT per ėjimą. Jei jis yra apnuodytas, tai vietoj gydymosi "
"pasišalins nuodus."

#. [resistance]: id=steadfast
#: data/core/macros/abilities.cfg:105
msgid "female^steadfast"
msgstr "atspari"

#. [resistance]: id=steadfast
#: data/core/macros/abilities.cfg:106
msgid ""
"This unit’s resistances are doubled, up to a maximum of 50%, when defending. "
"Vulnerabilities are not affected."
msgstr ""
"Šio kario atsparumai yra padvigubinami, iki didžiausių įmanomų 50%, kai "
"ginamasi. Pažeidžiamumai nepaveikiami."

#. [chance_to_hit]: id=diversion
#: data/core/macros/abilities.cfg:118
#, fuzzy
msgid "diversion"
msgstr "Matymas:"

#. [chance_to_hit]: id=diversion
#: data/core/macros/abilities.cfg:119
#, fuzzy
msgid "female^diversion"
msgstr "vadovavimas"

#. [chance_to_hit]: id=diversion
#: data/core/macros/abilities.cfg:120
msgid ""
"If there is an enemy of the target on the opposite side of the target, this "
"unit diverts the target’s attention and reduces its chance to hit by 20%."
msgstr ""

#. [chance_to_hit]: id=diversion
#: data/core/macros/abilities.cfg:121
msgid "This is inactive for now."
msgstr ""

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

#. [leadership]: id=leadership
#: data/core/macros/abilities.cfg:174
msgid ""
"This unit can lead your own units that are next to it, making them fight "
"better.\n"
"\n"
"Adjacent own units of lower level will do more damage in battle. When a unit "
"adjacent to, of a lower level than, and on the same side as a unit with "
"Leadership engages in combat, its attacks do 25% more damage times the "
"difference in their levels."
msgstr ""

#. [skirmisher]: id=skirmisher
#: data/core/macros/abilities.cfg:192
msgid "female^skirmisher"
msgstr "peštukė"

#. [skirmisher]: id=skirmisher
#: data/core/macros/abilities.cfg:193
msgid ""
"This unit is skilled in moving past enemies quickly, and ignores all enemy "
"Zones of Control."
msgstr ""
"Šis karys gali greitai judėti tarp priešų ir nepaiso visų priešo "
"kontroliuojamų zonų."

#. [illuminates]: id=illumination
#: data/core/macros/abilities.cfg:207
msgid "female^illuminates"
msgstr "apšviečia"

#. [illuminates]: id=illumination
#: data/core/macros/abilities.cfg:208
msgid ""
"This unit illuminates the surrounding area, making lawful units fight "
"better, and chaotic units fight worse.\n"
"\n"
"Any units adjacent to this unit will fight as if it were dusk when it is "
"night, and as if it were day when it is dusk."
msgstr ""

#. [teleport]: id=teleport
#: data/core/macros/abilities.cfg:221
msgid "female^teleport"
msgstr "teleportavimas"

#. [teleport]: id=teleport
#: data/core/macros/abilities.cfg:222
msgid ""
"This unit may teleport between any two empty villages owned by its side "
"using one of its moves."
msgstr ""
"Šis karys gali teleportuotis tarp bet kokių dviejų jo pusės kaimų, "
"naudodamas vieną iš savo judėjimų."

#. [hides]: id=ambush
#: data/core/macros/abilities.cfg:252
msgid "female^ambush"
msgstr "pasalūnė"

#. [hides]: id=ambush
#: data/core/macros/abilities.cfg:253
msgid ""
"This unit can hide in forest, and remain undetected by its enemies.\n"
"\n"
"Enemy units cannot see this unit while it is in forest, except if they have "
"units next to it. Any enemy unit that first discovers this unit immediately "
"loses all its remaining movement."
msgstr ""
"Šis karys gali slėptis miške, ir likti neaptiktu savo priešų.\n"
"\n"
"Priešo kariai negali matyti šio kario, kol jis yra miške, išskyrus tik jei "
"jie turi karių šalia jo. Bet kuris priešo karys, kuris pirmas aptinka šį "
"karį iš karto praranda likusį judėjimą."

#. [hides]: id=nightstalk
#: data/core/macros/abilities.cfg:272
msgid ""
"The unit becomes invisible during night.\n"
"\n"
"Enemy units cannot see this unit at night, except if they have units next to "
"it. Any enemy unit that first discovers this unit immediately loses all its "
"remaining movement."
msgstr ""
"Naktimis karys pasidaro nematomas.\n"
"\n"
"Priešo kariai negali matyti šio kario naktimis, nebent jeigu jie turi karių "
"prie šio kario. Bet kuris priešo karys, kuris pirmasis aptinka šį karį, iš "
"karto praranda visą likusį savo judėjimą."

#. [hides]: id=concealment
#: data/core/macros/abilities.cfg:290
msgid "female^concealment"
msgstr "slėpimasis"

#. [hides]: id=concealment
#: data/core/macros/abilities.cfg:291
msgid ""
"This unit can hide in villages (with the exception of water villages), and "
"remain undetected by its enemies, except by those standing next to it.\n"
"\n"
"Enemy units cannot see this unit while it is in a village, except if they "
"have units next to it. Any enemy unit that first discovers this unit "
"immediately loses all its remaining movement."
msgstr ""
"Šis karys gali slėptis kaimuose (išskyrus vandens kaimuose), ir likti "
"neaptiktu savo priešų, išskyrus tų, kurie stovi greta jo.\n"
"\n"
"Priešo kariai negali matyti šio kario, kol jis yra kaime, išskyrus tik jei "
"jie turi karių šalia jo. Bet kuris priešo karys, kuris pirmasis aptinka šį "
"karį, iš karto praranda visą likusį savo judėjimą."

#. [hides]: id=submerge
#: data/core/macros/abilities.cfg:309
msgid "female^submerge"
msgstr "nardymas"

#. [hides]: id=submerge
#: data/core/macros/abilities.cfg:310
msgid ""
"This unit can hide in deep water, and remain undetected by its enemies.\n"
"\n"
"Enemy units cannot see this unit while it is in deep water, except if they "
"have units next to it. Any enemy unit that first discovers this unit "
"immediately loses all its remaining movement."
msgstr ""
"Šis karys gali slėptis giliame vandenyje, ir likti neaptiktu savo priešų.\n"
"\n"
"Priešo kariai negali matyti šio kario, kol jis yra giliame vandenyje, "
"išskyrus tik jei jie turi karių šalia jo. Bet kuris priešo karys, kuris "
"pirmas aptinka šį karį iš karto praranda likusį judėjimą."

#. [dummy]: id=feeding
#: data/core/macros/abilities.cfg:329
msgid "female^feeding"
msgstr "maitinasi"

#. [berserk]: id=berserk
#: data/core/macros/abilities.cfg:341
msgid "berserk"
msgstr "berserkas"

#. [berserk]: id=berserk
#: data/core/macros/abilities.cfg:342
msgid ""
"Whether used offensively or defensively, this attack presses the engagement "
"until one of the combatants is slain, or 30 rounds of attacks have occurred."
msgstr ""
"Ar naudojama puolant, ar ginantis, ši ataka išlaiko priešininką kovoje iki "
"pat vieno iš besikaunančiųjų mirties, arba trisdešimt atakos raundų."

#. [damage]: id=backstab
#: data/core/macros/abilities.cfg:353
msgid ""
"When used offensively, this attack deals double damage if there is an enemy "
"of the target on the opposite side of the target, and that unit is not "
"incapacitated (turned to stone or otherwise paralyzed)."
msgstr ""

#. [plague]: id=plague({TYPE}), type={TYPE}
#: data/core/macros/abilities.cfg:372
msgid ""
"When a unit is killed by a Plague attack, that unit is replaced with a unit "
"on the same side as the unit with the Plague attack. This doesn’t work on "
"Undead or units in villages."
msgstr ""
"Kai karys nužudomas maro ataka, tas karys pakeičiamas kariu toje pačioje "
"pusėje kaip ir karys su maro ataka. Tai neveikia su nemirėliais arba kaime "
"esančiais kariais."

#. [plague]: id=plague, type=Walking Corpse
#: data/core/macros/abilities.cfg:383
msgid ""
"When a unit is killed by a Plague attack, that unit is replaced with a "
"Walking Corpse on the same side as the unit with the Plague attack. This "
"doesn’t work on Undead or units in villages."
msgstr ""
"Kai karys nužudomas maro ataka, tas karys pakeičiamas vaikščiojančiu lavonu "
"toje pačioje pusėje kaip ir karys su maro ataka. Tai neveikia su nemirėliais "
"arba kaime esančiais kariais."

#. [slow]: id=slow
#: data/core/macros/abilities.cfg:394
msgid ""
"This attack slows the target until it ends a turn. Slow halves the damage "
"caused by attacks and the movement cost for a slowed unit is doubled. A unit "
"that is slowed will feature a snail icon in its sidebar information when it "
"is selected."
msgstr ""
"Ši ataka sulėtina taikinį iki jo ėjimo pabaigos. Sulėtinimas perpus sumažina "
"atakų daromą žalą ir sulėtinto kario judėjimo kaina yra padvigubinta. Karys, "
"kuris yra sulėtintas, turi sraigės ženkliuką savo šoninės juostos "
"informacijoje, kai jis yra pažymėtas."

#. [petrifies]: id=petrifies
#: data/core/macros/abilities.cfg:403
msgid "petrifies"
msgstr "paverčia akmeniu"

#. [petrifies]: id=petrifies
#: data/core/macros/abilities.cfg:404
msgid ""
"This attack petrifies the target, turning it to stone. Units that have been "
"petrified may not move or attack."
msgstr ""
"Ši ataka taikinį paverčia akmeniu. Kariai, kurie buvo paversti akmeniu, "
"negali judėti ar pulti."

#. [chance_to_hit]: id=marksman
#: data/core/macros/abilities.cfg:414
msgid ""
"When used offensively, this attack always has at least a 60% chance to hit."
msgstr ""
"Kai naudojama puolant, ši ataka visada turi bent 60% tikimybę pataikyti."

#. [chance_to_hit]: id=magical
#: data/core/macros/abilities.cfg:427
msgid ""
"This attack always has a 70% chance to hit regardless of the defensive "
"ability of the unit being attacked."
msgstr ""
"Ši ataka visada turi 70% tikimybę pataikyti, nepriklausomai nuo puolamo "
"kario gynybinių gebėjimų."

#. [swarm]: id=swarm
#: data/core/macros/abilities.cfg:438
#, fuzzy
msgid "swarm"
msgstr "pulkas"

#. [swarm]: id=swarm
#: data/core/macros/abilities.cfg:439
msgid ""
"The number of strikes of this attack decreases when the unit is wounded. The "
"number of strikes is proportional to the percentage of its of maximum HP the "
"unit has. For example a unit with 3/4 of its maximum HP will get 3/4 of the "
"number of strikes."
msgstr ""

#. [damage]: id=charge
#: data/core/macros/abilities.cfg:449
msgid ""
"When used offensively, this attack deals double damage to the target. It "
"also causes this unit to take double damage from the target’s counterattack."
msgstr ""

#. [drains]: id=drains
#: data/core/macros/abilities.cfg:462
msgid ""
"This unit drains health from living units, healing itself for half the "
"amount of damage it deals (rounded down)."
msgstr ""
"Šis karys išsiurbia jėgas iš gyvų karių, pasigydydamas pusė padarytos žalos "
"kiekio (suapvalintos žemyn)."

#. [firststrike]: id=firststrike
#: data/core/macros/abilities.cfg:471
msgid "first strike"
msgstr "pirmas smūgis"

#. [firststrike]: id=firststrike
#: data/core/macros/abilities.cfg:472
msgid ""
"This unit always strikes first with this attack, even if they are defending."
msgstr "Su šia ataka karys visuomet turės pirmenybę atakuoti, net kai ginasi."

#. [poison]: id=poison
#: data/core/macros/abilities.cfg:482
msgid ""
"This attack poisons living targets. Poisoned units lose 8 HP every turn "
"until they are cured or are reduced to 1 HP. Poison cannot, of itself, kill "
"a unit."
msgstr ""
"Ši ataka apnuodija gyvuosius taikinius. Apnuodyti kariai kiekvieno ėjimo "
"metu iki atnuodijimo netenka 8 GT arba jų GT sumažėja iki 1. Patys nuodai "
"kario 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=midday
#. [time]: id=midday_hour
#: data/core/macros/schedules.cfg:37 data/core/macros/schedules.cfg:344
msgid "Midday"
msgstr "Vidurdienis"

#. [time]: id=midnight
#. [time]: id=midnight_hour
#: data/core/macros/schedules.cfg:79 data/core/macros/schedules.cfg:206
msgid "Midnight"
msgstr "Vidurnaktis"

#. [time]: id=second_watch_hour1
#: data/core/macros/schedules.cfg:218
msgid "Second Watch — First Hour"
msgstr "Antroji sargyba — Pirmoji valanda"

#. [time]: id=second_watch_hour2
#: data/core/macros/schedules.cfg:230
msgid "Second Watch — Second Hour"
msgstr "Antroji sargyba — Antroji valanda"

#. [time]: id=second_watch_hour3
#: data/core/macros/schedules.cfg:242
msgid "Second Watch — Third Hour"
msgstr "Antroji sargyba — Trečioji valanda"

#. [time]: id=second_watch_hour4
#: data/core/macros/schedules.cfg:254
msgid "Second Watch — Fourth Hour"
msgstr "Antroji sargyba — Ketvirtoji valanda"

#. [time]: id=second_watch_hour5
#: data/core/macros/schedules.cfg:266
msgid "Second Watch — Fifth Hour"
msgstr "Antroji sargyba — Penktoji valanda"

#. [time]: id=second_watch_hour6
#: data/core/macros/schedules.cfg:278
msgid "Second Watch — Sixth Hour"
msgstr "Antroji sargyba — Šeštoji valanda"

#. [time]: id=morning_hour1
#: data/core/macros/schedules.cfg:302
msgid "Morning — First Hour"
msgstr "Rytas — Pirmoji valanda"

#. [time]: id=morning_hour2
#: data/core/macros/schedules.cfg:314
msgid "Morning — Second Hour"
msgstr "Rytas — Antroji valanda"

#. [time]: id=morning_hour3
#: data/core/macros/schedules.cfg:326
msgid "Morning — Third Hour"
msgstr "Rytas — Trečioji valanda"

#. [time]: id=morning_hour4
#: data/core/macros/schedules.cfg:335
msgid "Morning — Fourth Hour"
msgstr "Rytas — Ketvirtoji valanda"

#. [time]: id=afternoon_hour1
#: data/core/macros/schedules.cfg:353
msgid "Afternoon — First Hour"
msgstr "Popietė — Pirmoji valanda"

#. [time]: id=afternoon_hour2
#: data/core/macros/schedules.cfg:362
msgid "Afternoon — Second Hour"
msgstr "Popietė — Antroji valanda"

#. [time]: id=afternoon_hour3
#: data/core/macros/schedules.cfg:371
msgid "Afternoon — Third Hour"
msgstr "Popietė — Trečioji valanda"

#. [time]: id=afternoon_hour4
#: data/core/macros/schedules.cfg:380
msgid "Afternoon — Fourth Hour"
msgstr "Popietė — Ketvirtoji valanda"

#. [time]: id=afternoon_hour5
#: data/core/macros/schedules.cfg:389
msgid "Afternoon — Fifth Hour"
msgstr "Popietė — Penktoji valanda"

#. [time]: id=afternoon_hour6
#: data/core/macros/schedules.cfg:400
msgid "Afternoon — Sixth Hour"
msgstr "Popietė — Šeštoji valanda"

#. [time]: id=first_watch_hour1
#: data/core/macros/schedules.cfg:423
msgid "First Watch — First Hour"
msgstr "Pirmoji sargyba — Pirmoji valanda"

#. [time]: id=first_watch_hour2
#: data/core/macros/schedules.cfg:435
msgid "First Watch — Second Hour"
msgstr "Pirmoji sargyba — Antroji valanda"

#. [time]: id=first_watch_hour3
#: data/core/macros/schedules.cfg:447
msgid "First Watch — Third Hour"
msgstr "Pirmoji sargyba — Trečioji valanda"

#. [time]: id=first_watch_hour4
#: data/core/macros/schedules.cfg:459
msgid "First Watch — Fourth Hour"
msgstr "Pirmoji sargyba — Ketvirtoji valanda"

#. [time]: id=dawn1
#: data/core/macros/schedules.cfg:514
msgid "First Dawn"
msgstr "Pirmoji aušra"

#. [time]: id=dawn2
#: data/core/macros/schedules.cfg:525
msgid "Second Dawn"
msgstr "Antroji aušra"

#. [time]: id=morning1
#: data/core/macros/schedules.cfg:536
msgid "First Morning"
msgstr "Pirmasis rytas"

#. [time]: id=morning2
#: data/core/macros/schedules.cfg:548
msgid "Second Morning"
msgstr "Antrasis rytas"

#. [time]: id=midday1
#: data/core/macros/schedules.cfg:560
msgid "First Midday"
msgstr "Pirmasis vidurdienis"

#. [time]: id=midday2
#: data/core/macros/schedules.cfg:572
msgid "Second Midday"
msgstr "Antrasis vidurdienis"

#. [time]: id=afternoon1
#: data/core/macros/schedules.cfg:584
msgid "First Afternoon"
msgstr "Pirmoji popietė"

#. [time]: id=afternoon2
#: data/core/macros/schedules.cfg:596
msgid "Second Afternoon"
msgstr "Antroji popietė"

#. [time]: id=dusk1
#: data/core/macros/schedules.cfg:608
msgid "First Dusk"
msgstr "Pirmoji prieblanda"

#. [time]: id=dusk2
#: data/core/macros/schedules.cfg:619
msgid "Second Dusk"
msgstr "Antroji prieblanda"

#. [time]: id=short_dark
#: data/core/macros/schedules.cfg:630
msgid "The Short Dark"
msgstr "Trumpoji tamsa"

#. [time]: id=long_dark1
#: data/core/macros/schedules.cfg:642
msgid "The Long Dark (1)"
msgstr "Ilgoji tamsa (1)"

#. [time]: id=long_dark2
#: data/core/macros/schedules.cfg:654
msgid "The Long Dark (2)"
msgstr "Ilgoji tamsa (2)"

#. [time]: id=long_dark3
#: data/core/macros/schedules.cfg:666
msgid "The Long Dark (3)"
msgstr "Ilgoji tamsa (3)"

#. [time]: id=long_dark4
#: data/core/macros/schedules.cfg:680
msgid "The Long Dark (4)"
msgstr "Ilgoji tamsa (4)"

#: data/core/macros/special-notes.cfg:6 src/help/help_topic_generators.cpp:565
#, fuzzy
msgid "Special Notes:"
msgstr ""
"\n"
"\n"
"Ypatingos pastabos:"

#: data/core/macros/special-notes.cfg:17
#, fuzzy
msgid ""
"Spirits have very unusual resistances to damage, and move quite slowly over "
"open water."
msgstr ""
"\n"
"• Dvasios turi labai neįprastus atsparumus žalai ir pakankamai lėtai juda "
"virš atviro vandens."

#: data/core/macros/special-notes.cfg:20
#, fuzzy
msgid ""
"This unit’s arcane attack deals tremendous damage to magical creatures, and "
"even some to mundane creatures."
msgstr ""
"\n"
"• Šio kario paslaptinga ataka daro milžinišką žalą magiškoms būtybėms ir "
"netgi kai kurioms paprastoms būtybėms."

#: data/core/macros/special-notes.cfg:23
#, fuzzy
msgid "This unit is capable of basic healing."
msgstr ""
"\n"
"• Šis karys žino gydymo pagrindus."

#: data/core/macros/special-notes.cfg:26
#, fuzzy
msgid "This unit is capable of rapid healing."
msgstr ""
"\n"
"• Šis karys sugeba greitai gydyti."

#: data/core/macros/special-notes.cfg:29
#, fuzzy
msgid ""
"This unit is capable of healing those around it, and curing them of poison."
msgstr ""
"\n"
"• Šis karys sugeba gydyti aplink jį esančius karius ir juos atnuodyti."

#: data/core/macros/special-notes.cfg:32
#, fuzzy
msgid ""
"This unit is capable of neutralizing the effects of poison in units around "
"it."
msgstr ""
"\n"
"• Šis karys sugeba neutralizuoti nuodų veikimą, aplink jį esančiuose "
"kariuose."

#: data/core/macros/special-notes.cfg:35
#, fuzzy
msgid ""
"This unit regenerates, which allows it to heal as though always stationed in "
"a village."
msgstr ""
"\n"
"• Šis karys regeneruoja, kas leidžia jam gydytis taip, lyg jis visada būtų "
"apsistojęs kaime."

#: data/core/macros/special-notes.cfg:38
#, fuzzy
msgid ""
"The steadiness of this unit reduces damage from some attacks, but only while "
"defending."
msgstr ""
"\n"
"• Šio kario atsparumas mažina kai kurių atakų žalą, tačiau tik besiginant."

#: data/core/macros/special-notes.cfg:41
#, fuzzy
msgid ""
"The leadership of this unit enables adjacent units of the same side to deal "
"more damage in combat, though this only applies to units of lower level."
msgstr ""
"\n"
"• Šio kario vadovavimas leidžia greta esantiems tos pačios pusės kariams "
"padaryti daugiau žalos mūšyje, tačiau tai galioja tik žemesnio lygio kariams."

#: data/core/macros/special-notes.cfg:44
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:47
#, fuzzy
msgid "Illumination increases the lighting level in adjacent areas."
msgstr ""
"\n"
"• Apšvietimas padidina šviesos lygį gretimuose laukeliuose."

#: data/core/macros/special-notes.cfg:50
#, fuzzy
msgid ""
"This unit can use one move to teleport between any two empty villages "
"controlled by its side."
msgstr ""
"\n"
"• Šis karys gali per vieną ėjimą teleportuotis tarp bet kurių dviejų tuščių "
"jo pusei priklausančių kaimų."

#: data/core/macros/special-notes.cfg:53
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:56
#, fuzzy
msgid "This unit is able to hide at night, leaving no trace of its presence."
msgstr ""
"\n"
"• Šis karys naktį gali pasislėpti, nepalikdamas jokio savo pėdsako."

#: data/core/macros/special-notes.cfg:59
#, fuzzy
msgid ""
"This unit can hide in villages (with the exception of water villages), and "
"remain undetected by its enemies, except by those standing next to it."
msgstr ""
"Šis karys gali slėptis kaimuose (išskyrus vandens kaimuose), ir likti "
"neaptiktu savo priešų, išskyrus tų, kurie stovi greta jo.\n"
"\n"
"Priešo kariai negali matyti šio kario, kol jis yra kaime, išskyrus tik jei "
"jie turi karių šalia jo. Bet kuris priešo karys, kuris pirmasis aptinka šį "
"karį, iš karto praranda visą likusį savo judėjimą."

#: data/core/macros/special-notes.cfg:62
#, fuzzy
msgid ""
"This unit can move unseen in deep water, requiring no air from the surface."
msgstr ""
"\n"
"• Šis karys gali nematomas judėti giliame vandenyje, nereikalaudamas oro iš "
"paviršiaus."

#: data/core/macros/special-notes.cfg:65
#, fuzzy
msgid ""
"This unit gains 1 hitpoint added to its maximum whenever it kills a living "
"unit."
msgstr ""
"\n"
"• Šis karys gauna 1 gyvybės tašką pridėtą prie jo maksimalaus, kai jis "
"nužudo gyvą karį."

#: data/core/macros/special-notes.cfg:68
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:71
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:74
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:77
#, fuzzy
msgid ""
"This unit is able to slow its enemies, halving their movement speed and "
"attack damage until they end a turn."
msgstr ""
"\n"
"• Šis karys sugeba sulėtinti savo priešus, dalydamas pusiau jų judėjimo "
"greitį ir puolimo žalą, iki jų ėjimo pabaigos."

#: data/core/macros/special-notes.cfg:80
#, fuzzy
msgid ""
"The ability to turn the living to stone makes this unit extremely dangerous."
msgstr ""
"\n"
"• Gebėjimas paversti gyvąjį akmeniu daro šį karį ypač pavojingu."

#: data/core/macros/special-notes.cfg:83
#, fuzzy
msgid ""
"This unit’s marksmanship gives it a high chance of hitting targeted enemies, "
"but only on the attack."
msgstr ""
"\n"
"• Šio kario taiklumas suteikia gerus šansus pataikyti į priešus, tačiau tik "
"puolant."

#: data/core/macros/special-notes.cfg:86
#, fuzzy
msgid ""
"This unit has magical attacks, which always have a high chance of hitting an "
"opponent."
msgstr ""
"\n"
"• Šis karys turi magiškas atakas, kurios visada turi dideles galimybes "
"pataikyti į priešininką."

#: data/core/macros/special-notes.cfg:89
msgid ""
"The swarming attacks of this unit become less deadly whenever its members "
"are wounded."
msgstr ""

#: data/core/macros/special-notes.cfg:92
msgid ""
"Using a charging attack doubles both damage dealt and received; this does "
"not affect defensive retaliation."
msgstr ""

#: data/core/macros/special-notes.cfg:95
#, fuzzy
msgid ""
"During battle, this unit can drain life from victims to renew its own health."
msgstr ""
"\n"
"• Mūšio metu šis karys gali išsiurbti gyvybę iš savo aukų, kad atnaujintų "
"savo jėgas."

#: data/core/macros/special-notes.cfg:98
#, fuzzy
msgid ""
"The length of this unit’s weapon allows it to strike first in melee, even in "
"defense."
msgstr ""
"\n"
"• Šio kario ginklo ilgis leidžia artimoje kovoje smogti pirmiau, netgi "
"ginantis."

#: data/core/macros/special-notes.cfg:101
#, fuzzy
msgid ""
"The victims of this unit’s poison will continually take damage until they "
"can be cured in town or by a unit which cures."
msgstr ""
"\n"
"• Šio kario nuodų aukos patirs žalą iki tol, kol būs pagydytos miesteliuose "
"arba karių, kurie atnuodija."

#: data/core/macros/special-notes.cfg:104
msgid ""
"This unit has a defense cap on certain terrain types — it cannot achieve a "
"higher defense rating on mixed terrains with such terrain types."
msgstr ""

#. [special_note]
#: data/core/macros/special-notes.cfg:160
#, fuzzy
msgid ""
"This unit heals itself each turn, though not as much as if stationed in a "
"village."
msgstr ""
"\n"
"• Šis karys regeneruoja, kas leidžia jam gydytis taip, lyg jis visada būtų "
"apsistojęs kaime."

#. [special_note]
#: data/core/macros/special-notes.cfg:304
msgid ""
"If there is an enemy of the target on the opposite side of the target while "
"attacking it, this unit diverts the target's attention and reduces its "
"chance to hit."
msgstr ""

#. [trait]: id=loyal
#: data/core/macros/traits.cfg:12
msgid "loyal"
msgstr "ištikimas"

#. [trait]: id=loyal
#: data/core/macros/traits.cfg:13
msgid "female^loyal"
msgstr "ištikima"

#. [trait]: id=loyal
#: data/core/macros/traits.cfg:14
msgid "Zero upkeep"
msgstr "Nemokamas išlaikymas"

#. [trait]: id=loyal
#: data/core/macros/traits.cfg:15
msgid ""
"\n"
"\n"
"During campaigns, certain units may opt to join the player’s forces of their "
"own volition. These units are marked with the loyal trait. Although they may "
"require payment to be recalled, they never incur any upkeep costs. This can "
"make them invaluable during a long campaign, when gold is in short supply. "
"This trait is never given to recruited units, so it may be unwise to dismiss "
"such units or to send them to a foolish death."
msgstr ""
"\n"
"\n"
"Užduoties vykdymo metu kai kurie kariai gali savanoriškai prisijungti prie "
"žaidėjo pajėgų. Tokie kariai pažymimi ištikimumo bruožu. Nors tokių karių "
"susigrąžinimas gali kainuoti, jų išlaikymas visuomet bus nemokamas. Ilgų "
"užduočių atveju, kai aukso atsargos ribotos, tokie kariai tampa "
"neįkainuojama parama. Ištikimumo bruožas niekada nepriskiriamas samdant "
"karius ir būtų neprotinga tokį bruožą turinčius karius atleisti arba kvailai "
"paaukoti."

#. [trait]: id=loyal
#: data/core/macros/traits.cfg:15
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> kariai nereikalauja užmokesčio. Dauguma "
"karių ėjimo pabaigoje paima užmokestį, tiek auksinių, koks yra jų lygis. "
"Ištikimiems kariams šio užmokesčio nereikia."

#. [trait]: id=undead
#: data/core/macros/traits.cfg:56
msgid "female^undead"
msgstr "nemirėlė"

#. [trait]: id=undead
#. [trait]: id=mechanical
#. [trait]: id=elemental
#: data/core/macros/traits.cfg:57 data/core/macros/traits.cfg:83
#: data/core/macros/traits.cfg:109
msgid "Immune to drain, poison, and plague"
msgstr "Atsparus išsiurbimui, nuodams ir marui"

#. [trait]: id=undead
#: data/core/macros/traits.cfg:58
msgid ""
"\n"
"\n"
"Undead units generally have undead as their only trait. Since undead units "
"are the bodies of the dead, risen to fight again, poison has no effect upon "
"them. This can make them invaluable in dealing with foes who use poison in "
"conjunction with their attacks."
msgstr ""
"\n"
"\n"
"Nemirėliai kariai 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."

#. [trait]: id=undead
#: data/core/macros/traits.cfg:58
msgid ""
"<italic>text='Undead'</italic> units are immune to poison, drain, and plague."
msgstr ""
"<italic>text='Nemirėlių'</italic> kariai yra atsparūs nuodams, išsiurbimui "
"ir marui."

#. [trait]: id=mechanical
#: data/core/macros/traits.cfg:81
msgid "mechanical"
msgstr "mechaninis"

#. [trait]: id=mechanical
#: data/core/macros/traits.cfg:82
msgid "female^mechanical"
msgstr "mechaninė"

#. [trait]: id=mechanical
#: data/core/macros/traits.cfg:84
msgid ""
"\n"
"\n"
"Mechanical units generally have mechanical as their only trait. Since "
"mechanical units don’t really have life, drain, poison, and plague have no "
"effect upon them."
msgstr ""
"\n"
"\n"
"Mechaniniai kariai paprastai turi vienintelį bruožą mechaninis. Kadangi "
"mechaniniai kariai iš tikrųjų neturi gyvybės, išsiurbimas, nuodai ir maras "
"jų neveikia."

#. [trait]: id=mechanical
#: data/core/macros/traits.cfg:84
msgid ""
"<italic>text='Mechanical'</italic> units are immune to poison, drain, and "
"plague."
msgstr ""
"<italic>text='Mechaniniai'</italic> kariai yra atsparūs nuodams, išsiurbimui "
"ir marui."

#. [trait]: id=elemental
#: data/core/macros/traits.cfg:107
msgid "elemental"
msgstr "stichiškas"

#. [trait]: id=elemental
#: data/core/macros/traits.cfg:108
msgid "female^elemental"
msgstr "stichiška"

#. [trait]: id=elemental
#: data/core/macros/traits.cfg:110
msgid ""
"\n"
"\n"
"Elemental units generally have elemental as their only trait. Since "
"elemental units are energy-based beings, drain, poison, and plague have no "
"effect upon them."
msgstr ""
"\n"
"\n"
"Stichiški kariai paprastai turi vienintelį bruožą stichiškas. Kadangi "
"stichiški kariai iš tikrųjų neturi gyvybės, išsiurbimas, nuodai ir maras jų "
"neveikia."

#. [trait]: id=elemental
#: data/core/macros/traits.cfg:110
msgid ""
"<italic>text='Elemental'</italic> units are immune to poison, drain, and "
"plague."
msgstr ""
"<italic>text='Stichiški'</italic> kariai yra atsparūs nuodams, be to "
"išsiurbimas ir maras jų neveikia."

#. [trait]: id=strong
#: data/core/macros/traits.cfg:132
msgid "strong"
msgstr "stiprus"

#. [trait]: id=strong
#: data/core/macros/traits.cfg:133
msgid "female^strong"
msgstr "stipri"

#. [trait]: id=strong
#: data/core/macros/traits.cfg:134
msgid ""
"\n"
"\n"
"While useful for any close-combat unit, strong is most effective for units "
"who have a high number of swings such as the elvish fighter. Strong units "
"can be very useful when a tiny bit of extra damage is all that is needed to "
"turn a damaging stroke into a killing blow."
msgstr ""
"\n"
"\n"
"Jėga yra naudinga visiems artimose kovose dalyvaujantiems kariams, bet "
"efektingiausia kariams turintiems didelį kirčių skaičių, pavyzdžiui, elfų "
"kovotojams. Stiprūs kariai gali būti labai naudingi, kai reikalinga truputį "
"didesnė žala paversti žalojantį smūgį į mirtiną."

#. [trait]: id=strong
#: data/core/macros/traits.cfg:134
msgid ""
"<italic>text='Strong'</italic> units do 1 more damage for every successful "
"strike in melee combat, and have 1 additional hitpoint."
msgstr ""
"<italic>text='Stiprūs'</italic> kariai padaro 1 tašku daugiau žalos per "
"kiekvieną pavykusį smūgį artimoje kovoje ir turi 1 papildomą gyvybės tašką."

#. [trait]: id=dextrous
#: data/core/macros/traits.cfg:153
msgid "dextrous"
msgstr "vikrus"

#. [trait]: id=dextrous
#: data/core/macros/traits.cfg:154
msgid "female^dextrous"
msgstr "vikri"

#. [trait]: id=dextrous
#: data/core/macros/traits.cfg:155
msgid ""
"\n"
"\n"
"Dextrous is a trait possessed only by elves. The elven people are known for "
"their uncanny grace, and their great facility with the bow. Some, however, "
"are gifted with natural talent that exceeds their brethren. These elves "
"inflict an additional point of damage with each arrow."
msgstr ""
"\n"
"\n"
"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."

#. [trait]: id=dextrous
#: data/core/macros/traits.cfg:155
msgid ""
"<italic>text='Dextrous'</italic> units do 1 more damage for every successful "
"strike in ranged combat."
msgstr ""
"<italic>text='Vikrūs'</italic> kariai padaro 1 tašku didesnę žalą po "
"kiekvieno sėkmingo smūgio nuotoliniame mūšyje."

#. [trait]: id=quick
#: data/core/macros/traits.cfg:170
msgid "quick"
msgstr "greitas"

#. [trait]: id=quick
#: data/core/macros/traits.cfg:171
msgid "female^quick"
msgstr "greita"

#. [trait]: id=quick
#: data/core/macros/traits.cfg:172
msgid ""
"\n"
"\n"
"Quick is the most noticeable trait, particularly in slower moving units such "
"as trolls or heavy infantry. Units with the quick trait often have greatly "
"increased mobility in rough terrain, which can be important to consider when "
"deploying your forces. Also, quick units aren’t quite as tough as units "
"without this trait and are subsequently less good at holding contested "
"positions."
msgstr ""
"\n"
"\n"
"Greitis yra viena iš labiausiai pastebimų savybių, ypač lėtesniuose "
"kariuose, pavyzdžiui, troliuose arba sunkiuosiuose pėstininkuose. Greiti "
"kariai turi žymiai didesnį judrumą nelygiose reljefuose, į ką svarbu "
"atkreipti dėmesį dėstant savo pajėgas. Taip pat žinotina, kad greiti kariai "
"nėra tokie stiprūs, kaip neturintys didelio greičio ir žymiai prasčiau "
"atlaiko ginčijamas pozicijas."

#. [trait]: id=quick
#: data/core/macros/traits.cfg:172
msgid ""
"<italic>text='Quick'</italic> units have 1 extra movement point, but 5% less "
"hitpoints than usual."
msgstr ""
"<italic>text='Greiti'</italic> kariai turi 1 papildomą judėjimo tašką, bet "
"5% mažiau gyvybės taškų nei įprasta."

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

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

#. [trait]: id=intelligent
#: data/core/macros/traits.cfg:192
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> kariai 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 karių, galbūt norėsite susigrąžinti karius, turinčius "
"norimų savybių."

#. [trait]: id=intelligent
#: data/core/macros/traits.cfg:192
msgid "Intelligent units require 20% less experience than usual to advance."
msgstr ""
"Protingiems kariams reikia 20% mažiau patirties nei įprasta, kad būtų "
"paaukštinti."

#. [trait]: id=resilient
#: data/core/macros/traits.cfg:206
msgid "resilient"
msgstr "gyvybingas"

#. [trait]: id=resilient
#: data/core/macros/traits.cfg:207
msgid "female^resilient"
msgstr "gyvybinga"

#. [trait]: id=resilient
#: data/core/macros/traits.cfg:208
msgid ""
"\n"
"\n"
"Resilient units can be useful at all stages of a campaign, and this is a "
"useful trait for all units. Resilient is often most helpful as a trait when "
"it occurs in a unit that has some combination of low hitpoints, good "
"defense, or high resistances. Resilient units are especially useful for "
"holding strategic positions against opponents."
msgstr ""
"\n"
"\n"
"Gyvybingi kariai būna naudingi visose kampanijos stadijose ir tai yra "
"visiems kariams naudingas bruožas. Gyvybingumas yra naudingiausias bruožas "
"kariams, turintiems mažai gyvybės taškų, gerą gynybą arba didelį atsparumą. "
"Gyvybingi kariai yra ypač naudingi strateginių pozicijų išlaikymui."

#. [trait]: id=resilient
#: data/core/macros/traits.cfg:208
msgid ""
"<italic>text='Resilient'</italic> units have an additional 4 hitpoints, and "
"gain 1 more per level."
msgstr ""
"<italic>text='Gyvybingi'</italic> kairia turi papildomus 4 gyvybės taškus, "
"ir gauna 1 GT daugiau už kiekvieną lygį."

#. [trait]: id=healthy
#: data/core/macros/traits.cfg:228
msgid "female^healthy"
msgstr "sveika"

#. [trait]: id=healthy
#: data/core/macros/traits.cfg:230
msgid ""
"\n"
"\n"
"<italic>text='Healthy'</italic> units have 1 additional hitpoint, and gain 1 "
"more per level. They will also heal 2 hitpoints each turn, regardless of "
"whether they engaged in combat the turn before."
msgstr ""
"\n"
"\n"
"<italic>text='Sveiki'</italic> kariai turi 1 papildomą gyvybės tašką, ir "
"gauna dar po 1 už kiekvieną lygį. Jie taip pat kas ėjimą pagis 2 gyvybės "
"taškais, nepriklausomai nuo to, ar jie kovėsi praeitą ėjimą."

#. [trait]: id=healthy
#: data/core/macros/traits.cfg:230
msgid ""
"Renowned for their vitality, some dwarves are sturdier than others and can "
"rest even when traveling."
msgstr ""
"Pagarsėję savo gyvybingumu, kai kurie dvarfai yra ištvermingesni negu kiti "
"ir gali ilsėtis net keliaudami."

#. [trait]: id=fearless
#: data/core/macros/traits.cfg:253 data/core/macros/traits.cfg:270
msgid "female^fearless"
msgstr "bebaimė"

#. [trait]: id=fearless
#: data/core/macros/traits.cfg:254 data/core/macros/traits.cfg:271
msgid "Fights normally during unfavorable times of day/night"
msgstr "Normaliai kaunasi nepalankiu dienos/nakties laiku"

#. [trait]: id=fearless
#: data/core/macros/traits.cfg:255 data/core/macros/traits.cfg:272
msgid "Aversion to light and dark holds no sway over these brave individuals."
msgstr "Priklausymas šviesai ar tamsai neįtakoja šių drąsių individų."

#. [trait]: id=feral
#: data/core/macros/traits.cfg:285
msgid "feral"
msgstr "laukinis"

#. [trait]: id=feral
#: data/core/macros/traits.cfg:286
msgid "female^feral"
msgstr "laukinė"

#. [trait]: id=feral
#: data/core/macros/traits.cfg:287
msgid "Receives only 50% defense in land-based villages"
msgstr "Gauna tik 50% gynybą sausumos kaimuose"

#. [trait]: id=feral
#: data/core/macros/traits.cfg:288
msgid ""
"Dwellings of sentient beings are not easily used for cover by feral "
"creatures of low intelligence. As a result, <italic>text='feral'</italic> "
"units receive a maximum of 50% 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> padarai turi ne daugiau, kaip 50% "
"gynybą bet kuriame ant žemės esančiame kaime, nepriklausomai nuo bazinio "
"reljefo."

#. [trait]: id=weak
#: data/core/macros/traits.cfg:304
msgid "weak"
msgstr "silpnas"

#. [trait]: id=weak
#: data/core/macros/traits.cfg:305
msgid "female^weak"
msgstr "silpna"

#. [trait]: id=weak
#: data/core/macros/traits.cfg:306
msgid ""
"Units with the <italic>text='weak'</italic> trait receive a 1 point decrease "
"in hitpoints and melee damage."
msgstr ""
"<italic>text='Silpni'</italic> kariai turi 1 mažiau gyvybės taškų ir "
"artimoje kovoje daro 1 tašku mažesnę žalą."

#. [trait]: id=slow
#: data/core/macros/traits.cfg:323
msgid "slow"
msgstr "lėtas"

#. [trait]: id=slow
#: data/core/macros/traits.cfg:324
msgid "female^slow"
msgstr "lėta"

#. [trait]: id=slow
#: data/core/macros/traits.cfg:325
msgid ""
"\n"
"\n"
"Thick-bodied and clumsy, slow individuals of goblins and other species take "
"a movement penalty but are compensated for it with a slight increase in "
"endurance."
msgstr ""
"\n"
"\n"
"Apkūnūs ir nerangūs, lėti goblinų ir kitų rūšių individai nepasižymi "
"judrumu, tačiau tai kompensuoja truputį didesne ištverme."

#. [trait]: id=slow
#: data/core/macros/traits.cfg:325
msgid ""
"<italic>text='Slow'</italic> units have 1 less movement point but 5% more "
"hitpoints."
msgstr ""
"<italic>text='Lėti'</italic> kariai turi 1 judėjimo tašku mažiau, bet 5% "
"daugiau gyvybės taškų."

#. [trait]: id=dim
#: data/core/macros/traits.cfg:343
msgid "dim"
msgstr "bukas"

#. [trait]: id=dim
#: data/core/macros/traits.cfg:344
msgid "female^dim"
msgstr "buka"

#. [trait]: id=dim
#: data/core/macros/traits.cfg:345
msgid ""
"\n"
"\n"
"Dim is a trait all too common in goblins and other lesser species. There are "
"reasons these species are lesser, and this is one of them."
msgstr ""
"\n"
"\n"
"Bukas yra gebėjimas būdingas goblinams ir kitoms žemesniosioms rūšims. Esama "
"priežasčių, kodėl šios rūšys yra žemesniosios, ir bukumas yra viena iš jų."

#. [trait]: id=dim
#: data/core/macros/traits.cfg:345
msgid ""
"Units with trait <italic>text='dim'</italic> suffer a 20% increase in "
"experience required to advance."
msgstr ""
"Kariams su bruožu <italic>text='bukas'</italic> reikia 20% daugiau patirties "
"tam, kad patobulėtų."

#. [trait]: id=aged
#: data/core/macros/traits.cfg:359
msgid "aged"
msgstr "pagyvenęs"

#. [trait]: id=aged
#: data/core/macros/traits.cfg:360
msgid "female^aged"
msgstr "pagyvęnusi"

#. [trait]: id=aged
#: data/core/macros/traits.cfg:361
msgid ""
"Units with the <italic>text='aged'</italic> trait have 8 hitpoints less and "
"suffer from a 1 point decrease in movement and melee damage."
msgstr ""
"Kariai su bruožu <italic>text='pagyvenęs'</italic> turi 8 gyvybės taškais "
"mažiau, turi vienu judėjimo ir artimoje kovoje daromos žalos tašku mažiau."

#: data/core/units.cfg:4
msgid ""
"Despite orcs’ reliance on raw strength, few of their children are destined "
"to grow to possess any. Goblins are, despite their appearance, born as "
"siblings to the orcs and members of the same race. While other races usually "
"bear children singly or in pairs, orcs will have large litters of children "
"all at once, causing their populations to explode. Within any litter, there "
"will be only one or two who grow to the strength of a “true orc”, a few who "
"are born slightly smaller and weaker, and the rest, often a full half of any "
"litter, are much weaker and destined to be goblins. Almost as newborns the "
"class system of orcish society is visible, with the weak put in their place "
"by their stronger siblings. The stronger ones will routinely grab most of "
"the food and thus grow stronger still, while their weaker siblings do not."
msgstr ""

#. [race]: id=bats
#: data/core/units.cfg:39
msgid "race^Bat"
msgstr "Šikšnosparnis"

#. [race]: id=bats
#: data/core/units.cfg:40
msgid "race+female^Bat"
msgstr "Šikšnosparnė"

#. [race]: id=bats
#: data/core/units.cfg:41
msgid "race^Bats"
msgstr "Šikšnosparniai"

#. [race]: id=bats
#: data/core/units.cfg:42
msgid ""
"Bats come in many shapes and sizes, and most are fairly harmless, feeding on "
"insects and other small animals. The larger and more vicious breeds are "
"known to pose a threat to humans and other races as well as their livestock, "
"especially when encountered in groups. Typically nocturnal, they are often "
"kept (and occasionally tamed) by those who share their love of the night."
msgstr ""
"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:51
msgid "race^Drake"
msgstr "Slibinas"

#. [race]: id=drake
#: data/core/units.cfg:52
msgid "race+female^Drake"
msgstr "Slibinė"

#. [race]: id=drake
#: data/core/units.cfg:53
msgid "race^Drakes"
msgstr "Slibinai"

#. [race]: id=drake
#: data/core/units.cfg:54
msgid ""
"Drakes are large, winged and fire-breathing creatures, reminiscent of true "
"dragons. On average, an adult drake stands around three meters tall and "
"easily weighs more than a man and a horse combined. Their skin is made up of "
"hard scales, resistant to most physical strikes except piercing and cold "
"damage. Most drakes are capable of true flight and can travel long distances "
"quickly. However, their sheer weight and bulk limits their flight ability "
"somewhat, making them ungainly in the air. Where possible, they make use of "
"terrain features such as hills, mountains and trees as launch points in "
"order to gain greater height and speed. Fortunately for their enemies, they "
"are still quite clumsy creatures and surprisingly slow in combat. This, "
"combined with their large size, renders them easy targets for those who dare "
"attack them.\n"
"\n"
"Drakes are inherently magical creatures, with a mysterious internal fire "
"fueling their very lives. This can easily be witnessed when one of their "
"kind perishes in combat; its internal fire is released, burning their "
"remains in to ashes. Their internal fire is also their greatest weakness; it "
"makes them extremely vulnerable to cold attacks. Despite their magical "
"nature, drakes are incapable of channeling magic in a controlled manner. "
"While the magic imbued within a drake’s body enables it to spit fire and "
"gives it life, they have no willful control over the functions of this "
"magic.\n"
"\n"
"<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 — dominant who rules the society with an iron fist. Every drake is "
"expected to earn their place in the strict hierarchy, to obey their "
"superiors and command their inferiors. Entry to the ruling elite is only "
"possible through challenging and defeating a superior in single combat, "
"which is the way the hierarchy within the elite itself is established. The "
"use of deception of any kind towards any fellow drake is, without exception, "
"seen as cowardly and unacceptable.\n"
"\n"
"While their warlike nature and sense of territory drives them to defend "
"their territories savagely, drakes rarely invade or trespass on areas "
"already occupied by the other major races. Instead, they settle in "
"unpopulated areas to establish their own territory there. They primarily "
"feed on large game they hunt in the lowlands around their homes, but "
"hatchlings and lower caste drakes are known to feed also on certain kinds of "
"moss and fungi they cultivate deep in their caverns. Drakes value armor- and "
"weapon-smithing, but neither know nor need other science and culture besides "
"this. Nonetheless, the few implements they do fashion are almost unrivaled "
"in quality, only matched by those produced in the finest Dwarvish "
"foundries.\n"
"\n"
"Drakes hatch from eggs and usually live naturally between 20 to 30 years. "
"Death in battle is the most preferred way for a drake to leave this world. "
"Unlike the elder members of other races, drakes naturally grow more "
"aggressive and reckless towards the ends of their natural lives, perhaps to "
"help ensure their place in the heroic legends of their kind.\n"
"\n"
"<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. Nors slibino kūnas "
"stebuklingai paruošia spjaudomąją ugnį, jie negali sąmoningai kontroliuoti "
"šių burtų veikimo.\n"
"\n"
"<header>text='Visuomenė'</header>\n"
"Slibinai yra gana 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 "
"<ref>dst='dominant' text='vado'</ref>, 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 šarvų bei "
"ginklų gamybą, bet neišmano kitų mokslo ir kultūros sričių. Nepaisant to, "
"tie keli gaminiai, kuriuos jie pagamina, yra beveik neprilygstami savo "
"kokybe ir tik geriausių dvarfų liejyklų gaminiai jiems prilygsta.\n"
"\n"
"Slibinai išsirita iš kiaušinių ir gyvena nuo 20 iki 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 <ref>dst='morogor' text='Morogoro'</ref> vulkaninių salų, "
"esančių <ref>dst='great_ocean' text='Didžiajame vandenyne'</ref>, grandinės. "
"Didelė populiacija ir salų mažėjimas privertė juos plėstis į "
"<ref>dst='great_continent' text='Didįjį žemyną'</ref>. 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:87
msgid "race^Dwarf"
msgstr "Dvarfas"

#. [race]: id=dwarf
#: data/core/units.cfg:88
msgid "race+female^Dwarf"
msgstr "Dvarfė"

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

#. [race]: id=dwarf
#: data/core/units.cfg:90
msgid ""
"The dwarves are a race famed for their miners, blacksmiths, merchants and "
"warriors. Considered as the third oldest race on the great continent after "
"the elves and trolls, their early history is shrouded in mystery. Legends "
"tell of a time long forgotten when their people began emerging from their "
"underground world through caves. Nothing is known about their life prior to "
"their arrival, or their reasons for entering the surface world, but they "
"have been an integral part of the history of the continent since. Soon after "
"their emergence from the underground, the dwarves entered into conflict with "
"the original inhabitants of the land, the elves. The original reason for "
"their dispute has been lost to history, but the two races have since fought "
"three long wars, interrupted by a few decades of peace. During these wars "
"the dwarves could not dislodge the elves from the deep forests in the south, "
"but managed to consolidate their position in hills and the mountains in the "
"north of the continent, known now as the Northlands. Since then they have "
"constructed fantastic fortifications and settlements deep within the "
"mountains and crags of their territory.\n"
"\n"
"Possibly due to their isolation, the dwarves are generally distrustful or "
"hostile towards most other races, particularly the elves. The single "
"exception to this temperament is towards humans. This could be traced back "
"to the era of Haldric I and the arrival of humans and orcs to the continent. "
"At this point the dwarves began allowing some humans, mostly dissidents and "
"outlaws from the Kingdom of Wesnoth, to settle in certain areas of the "
"Northlands. Their motivation was unsurprising. The plight of these "
"individuals reminded the dwarves of their early history of persecution, "
"eliciting a sense of solidarity. The dwarves also had much to gain in "
"forming a bond with these outcasts. They would settle in areas where dwarves "
"disliked living themselves; plains, forests, and swamps, freeing them from "
"defending these areas.\n"
"\n"
"Dwarves are of small stature by human measure, but they are by no means "
"fragile. Their warriors, tough and powerful are both feared and respected "
"throughout the continent for their prowess in battle. In addition, dwarves "
"are known for their calculating intellects and superb craftsmanship. Dwarven "
"smiths are renowned for their deadly weapons and heavy armor. These "
"accouterments are unrivaled in quality, possibly only matched by those "
"produced by drake armorers. Their intelligence and natural inquisitiveness "
"has also made them the most technically advanced race on the continent. One "
"of their most famous, and feared, discoveries was a mysterious powder that "
"produces an immense explosion when exposed to fire or sparks. Certain dwarf "
"warriors use this powder to hurl small objects at tremendous speeds. Given "
"their technological inclinations, many dwarves tend to distrust magic users. "
"However, some practice a form of magic based on the engraving of runes. "
"Called runesmiths, they use these carvings to enchant items in order to "
"augment certain aspects of their natures."
msgstr ""
"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 magiją pagrįstą runų raižymu. Runakaliai naudoja tuos "
"raižinius daiktų užkerėjimui, tam, kad išryškintų tam tikrus jų kilmės "
"aspektus."

#. [race]: id=elf
#: data/core/units.cfg:107
msgid "race^Elf"
msgstr "Elfas"

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

#. [race]: id=elf
#: data/core/units.cfg:109
msgid "race^Elves"
msgstr "Elfai"

#. [race]: id=elf
#: data/core/units.cfg:111
msgid ""
"Compared to humans, elves are somewhat taller, more agile but less sturdy. "
"They have slightly pointy ears, pale skin and usually blond hair. Few "
"differences between humans and elves are more pronounced than the Elves’ "
"unusually long life — most, unless claimed by illness, accident or war, live "
"at least a full two centuries. While some elves possessing a high magical "
"aptitude have been known to live longer, most elves begin to grow physically "
"frail at some point between 250 and 300 years of age and pass away rapidly "
"thereafter.\n"
"\n"
"Most elves share an intense affection for unspoiled nature and find "
"themselves uncomfortable in open, unvegetated places. They live primarily in "
"the forests of the Great Continent, the Aethenwood in the southwest, Wesmere "
"in the northwest, and the great northern woods of which the Lintanir Forest "
"is the southernmost edge.\n"
"\n"
"Elves are the eldest race of the continent, with the possible exception of "
"trolls. Many of their settlements cannot be reliably dated, undoubtedly "
"having existed for several millennia.\n"
"\n"
"<header>text='Magic'</header>\n"
"While elves are fundamentally different creatures than the fabled fair folk, "
"their magic has some connection to the faerie and is the source of their "
"unusually keen senses as well as their long lives. Elven magic is split "
"between two different paths, one focused on manipulation of the mundane or "
"natural world, and one focused on divination into the arcane plane. More "
"common is the the way of corporeal alteration, which has more tangible "
"effects than its antithesis in the arcane. Though elven nature magic is ill-"
"suited toward combat, its potent ability to harness earthly energies to "
"nurture and protect is the primary reason for the effectiveness of elven "
"healing as well as the beauty and vitality of their forests.\n"
"\n"
"Those who follow the mystic path are also well-regarded by other elves, but "
"their motives and abilities are often unclear to those outside of their "
"order. Some who venture far down the path of mysticism take on more faerie-"
"like traits, gaining extraordinary insight and longevity, but also becoming "
"sensitive to and even burned by the presence of cold iron.\n"
"\n"
"<header>text='Culture'</header>\n"
"Elves spend much of their time honing their talents and skills. Those not "
"adept at the magical arts typically devote their time honing their physical "
"skills, often for sporting purposes. As a result, elves excel at archery, a "
"craft that is readily and effectively applied to warfare. Elves are also "
"renowned musicians, particularly skilled at wind and plucked string "
"instruments in small ensembles. The Aeolian harps of the Aethenwood, for "
"example, are crafted from the fine wood of Elven yew trees and are legendary "
"for their soft, gentle tone.\n"
"\n"
"<header>text='Society'</header>\n"
"Elvish society is roughly divided into three factions: a pseudo-military "
"faction responsible for defending their forests, peaceful civilians who are "
"usually craftsmen and artists, and healers and mystics who maintain the "
"elves’ connection to the faerie. Responsible for governing these different "
"aspects is the nobility, who are treated as servants to the broader social "
"order, rather than as strict rulers of their people. The process for "
"selecting these nobles differs between the various elven conclaves, with the "
"governing council of Wesmere — the Ka’lian — being elected and the nobility "
"in Lintanir usually being inherited.\n"
"\n"
"In times of strife, the hierarchy of command becomes more adaptable, with "
"the ordinary aristocracy deferring to more war-minded marshals. By "
"tradition, in both Wesmere and Lintanir, an enchantress from the order of "
"elven mystics is also called upon to facilitate the transition of power."
msgstr ""

#. [race]: id=falcon
#: data/core/units.cfg:137
msgid "race^Falcon"
msgstr "Sakalas"

#. [race]: id=falcon
#: data/core/units.cfg:138
msgid "race+female^Falcon"
msgstr "Sakalė"

#. [race]: id=falcon
#: data/core/units.cfg:139
msgid "race^Falcons"
msgstr "Sakalai"

#. [race]: id=falcon
#: data/core/units.cfg:140
msgid ""
"Falcons are birds of prey, noted for their exceptional speed and agility. "
"Lighter and with less powerful talons than other raptors, falcons instead "
"favor the use of their beak to kill their targets. Their keen eye and "
"capacity for domestication makes them a populous and well-known creature, "
"used both by nobles in sport, and by nomads or tribes who find them useful "
"in hunting for food. Falcons occasionally find a role on the field of war as "
"well, with certain falconers training their birds to distinguish between "
"friend and foe, making them a useful asset to aid in an army’s charge."
msgstr ""

#. [race]: id=goblin
#: data/core/units.cfg:150
msgid "race^Goblin"
msgstr "Goblinas"

#. [race]: id=goblin
#: data/core/units.cfg:151
msgid "race+female^Goblin"
msgstr "Goblinė"

#. [race]: id=goblin
#: data/core/units.cfg:152
msgid "race^Goblins"
msgstr "Goblinai"

#. [race]: id=goblin
#: data/core/units.cfg:153
msgid ""
"\n"
"\n"
"Goblins are puny and quite frail, rarely growing past the size and stature "
"of a human child.\n"
"\n"
"Goblins are born into a lifetime of near-slavery to their larger kin, and "
"used as sword-fodder in battle. They thrive in spite of their tragic fate; "
"in part because they are so very numerous, and also because their brother "
"orcs are well aware how dependent they are on the goblins. They perform the "
"bulk of manual labor needed by the orcs, with the sole exception of jobs "
"that require the brute strength of true orcs. Those the orcs revel in as "
"proof of their prowess."
msgstr ""
"\n"
"\n"
"Goblinai yra gležni ir žemi, retai praauga žmonių vaikus.\n"
"\n"
"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. Jie 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
#: data/core/units.cfg:170
msgid "race^Gryphon"
msgstr "Grifas"

#. [race]: id=gryphon
#: data/core/units.cfg:171
msgid "race+female^Gryphon"
msgstr "Grifė"

#. [race]: id=gryphon
#: data/core/units.cfg:172
msgid "race^Gryphons"
msgstr "Grifai"

#. [race]: id=gryphon
#: data/core/units.cfg:173
msgid ""
"Gryphons are broad, powerful beasts with traits shared from both terrestrial "
"predators and birds of prey. While occasionally tamed and ridden by the "
"daring, gryphons are very territorial and aggressive, particularly regarding "
"their nests.\n"
"\n"
"The means by which gryphons are able to fly despite their great weight has "
"been a source of debate for centuries, but it remains as mysterious as their "
"origins."
msgstr ""
"Grifai yra platūs, galingi žvėrys, turintys ir sausumos plėšrūnų, ir plėšrių "
"paukščių bruožų. Nors kartais būna drąsuolių raitelių prijaukinami, grifai "
"yra labai teritoriniai ir agresyvūs, ypač kai kalba eina apie jų lizdus.\n"
"\n"
"Kaip grifai sugeba skristi, nepaisant jų didelio svorio, buvo diskutuojama "
"šimtmečiais, bet tai lieka tokia pat paslaptimi, kaip ir jų kilmė."

#. [race]: id=human
#: data/core/units.cfg:191
msgid "race^Human"
msgstr "Žmogus"

#. [race]: id=human
#: data/core/units.cfg:192
msgid "race+female^Human"
msgstr "Žmogus"

#. [race]: id=human
#: data/core/units.cfg:193
msgid "race^Humans"
msgstr "Žmonės"

#. [race]: id=human
#: data/core/units.cfg:194
msgid ""
"The race of men is an extremely diverse one. Although they originally came "
"from the Old Continent, men have spread all over the world and split into "
"many different cultures and races. Although they are not imbued with magic "
"like other creatures, humans can learn to wield it and are able to learn "
"more types than most others. They have no extra special abilities or "
"aptitudes except their versatility and drive. While often at odds with other "
"races, they can occasionally form alliances with the less aggressive races "
"such as elves and dwarves. The less scrupulous among them do not shrink back "
"from hiring orcish mercenaries, either. They have no natural enemies, "
"although the majority of men, like most people of all races, have an "
"instinctive dislike of the undead. Men are shorter than the elves, but "
"taller still than dwarves. Their skin color can vary, from almost white to "
"dark brown.\n"
"\n"
"<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=dunefolk
#: data/core/units.cfg:209
msgid "race^Dunefolk Human"
msgstr "Kopų žmogus"

#. [race]: id=dunefolk
#: data/core/units.cfg:210
msgid "race+female^Dunefolk Human"
msgstr "Kopų žmogus"

#. [race]: id=dunefolk
#: data/core/units.cfg:211
msgid "race+plural^Dunefolk"
msgstr "Kopų žmonės"

#. [race]: id=dunefolk
#: data/core/units.cfg:213
msgid ""
"An offshoot of a forgotten nomadic civilization, the Dunefolk lay claim to "
"the river valleys and oases of the Sandy Wastes. How they came to inhabit "
"this far corner of the Great Continent is unknown. Their legends tell of "
"many long and perilous travels through far-flung lands, but the true origin "
"of their people is a topic of endless and heated debate among even the most "
"erudite of their scholars.\n"
"\n"
"Whatever their origin, the Dunefolk have thrived. Bustling cities stand "
"proudly in the largest fertile regions. Skilled artisans, fine smiths, and "
"wealthy merchants form the backbone of the urban economy. Each of these "
"cities also enjoys a degree of independence less common in the more "
"centralized nations to the north, many even maintaining their own standing "
"armies. In times of need, however, each and all rally to a higher authority "
"designated to protect the superior interest of the nation.\n"
"\n"
"Those who have not settled in these urban centers still adhere to the "
"lifestyle of their ancestors, roaming the dunes and leading their herds from "
"one watering hole to another. They are most active during the early hours of "
"dawn and the onset of dusk, when the wastelands are neither too hot nor too "
"cold. Their skill at moving through the sands is excellent even by Dunefolk "
"standards. Although sometimes regarded with contempt by their city "
"counterparts, they provide an invaluable service as mobile, light troops in "
"war, or as escorts for trading caravans during times of peace.\n"
"\n"
"The Dunefolk’s inclination towards trade and exploration has allowed their "
"cities to amass immense fortunes, a fact regarded both with admiration and "
"envy by other races. Mutual interests have fostered cordial relations with "
"neighboring Naga tribes, but more secretive races such as Drakes and Elves "
"have always considered Dunefolk expeditions to be too intrusive, especially "
"when they venture close to territorial boundaries. It is not uncommon for "
"caravans to fall prey to troll ambushes in the mountains, something that has "
"given rise to countless tales of unimaginable treasure amassed in hidden "
"caves.\n"
"\n"
"As a result of living in hostile environments for centuries, the Dunefolk "
"have developed rational methods of enquiry through which they continue to "
"improve their understanding of the world. Their study of herbal medicine "
"keeps their warriors and workers fresh and healthy. Their knowledge of "
"alchemy allows them to tame fire and wield it as a deadly weapon in battle. "
"At the same time, this analytical mindset has distanced them from magical "
"arts; to the rational mind, magic is uncontrollable, unpredictable, and "
"hence unreliable. For this reason, the Dunefolk especially loathe the "
"perversions of necromancy and the dark arts, even more so than other races.\n"
"\n"
"The Dunefolk’s inquisitive and explorative nature does not preclude military "
"strength. Not only do they field nimble light troops, cataphracts, and "
"heavily armored infantry, but their keen knowledge of technology grants them "
"a decisive advantage over their opponents. When facing the Dunefolk in "
"battle, however, the most fearsome sight is certainly their deployment of "
"ferocious and bizarre beasts. From the majestic Roc to the imposing Wyvern, "
"their synergy with these creatures allows for great versatility in combat. "
"The origins of this tradition likely lie in the heritage of the Dunefolk’s "
"distant past in the exotic far corners of Irdya."
msgstr ""

#. [race]: id=lizard
#: data/core/units.cfg:234
msgid "race^Saurian"
msgstr "Roplys"

#. [race]: id=lizard
#: data/core/units.cfg:235
msgid "race+female^Saurian"
msgstr "Roplė"

#. [race]: id=lizard
#: data/core/units.cfg:236
msgid "race^Saurians"
msgstr "Ropliai"

#. [race]: id=lizard
#: data/core/units.cfg:237
msgid ""
"Saurians are lizard-like creatures. Smaller and more slender than humans, "
"they rarely stand taller than a ten year old child, though from tip of snout "
"to end of tail a Saurian can be as long as the average man is tall. Light "
"and nimble, the warriors prefer to fight as they hunt — slipping through "
"enemy lines to target the weak and the injured while evading their "
"attackers.\n"
"\n"
"<header>text='Society'</header>\n"
"Saurians are very mysterious creatures due to their tendency to live in "
"areas inhospitable to others, such as swamps. Fatalistic in the extreme, "
"Saurians believe all the events in a life can be predicted by the use of a "
"complex form of astrology.\n"
"\n"
"Saurian culture is sharply segregated between the genders. Within each "
"gender the members compete, and through skill, determination, and reputation "
"establish a clear pecking order, with a chief at the top. On those occasions "
"when the two genders interact they do not contest for dominance; instead, "
"the situation determines the dominant gender. The chief of the males is "
"alpha within the clan's village or encampment while the chief of females is "
"dominant anywhere else. This continues down the rank structure with each "
"male or female being dominant over any member of the opposite gender with "
"lower rank and submitting to members of the opposite gender with higher "
"rank.\n"
"\n"
"The segregation and alternating gender-dominance of Saurian society is an "
"outgrowth of their clearly defined gender roles. It is the responsibility of "
"the female to hunt and find food, skills which ultimately train them to be "
"warriors: the skirmishers, flankers, and ambushers other races so fear. "
"Males, meanwhile, are responsible for guarding the clutch — the eggs left by "
"the females. While this leaves time for the males to develop and hone the "
"arts of astrology, healing, and magic, it also exposes them to significant "
"danger, as they are stationary targets for a Saurian clan's number one enemy "
"— other Saurian clans.\n"
"\n"
"New Saurian clans are started when the proper astrological signs are read. "
"Called a “hatching,” each female indicated by the conjunction selects a "
"group of individuals with lower rank and leave their source clan. Frequently "
"all females with a specific trait will be indicated, causing multiple clans "
"to “hatch” at the same time. Selection is a simple process: no group leaving "
"can be larger than any other, all the groups together cannot be larger than "
"the group being left, and higher ranking allows a female to overrule another "
"female's choice of who they take.\n"
"\n"
"Because of their rapid population growth, frequent splits in clans, and the "
"fact that cannibalism is not taboo, violence is one of the defining features "
"of Saurian life. This limits the growth of the Saurian culture to fits and "
"starts, as much of their knowledge is passed by oral tradition and their "
"possessions must be mobile.\n"
"\n"
"<header>text='Geography'</header>\n"
"Saurians can live in many different areas, though swamps are by far their "
"most common habitat.\n"
"\n"
"<header>text='Biology'</header>\n"
"Saurians live spectacularly short lives by comparison to most of the other "
"races of Wesnoth, reaching full adulthood within three years and often dying "
"by the time they are 10 to 15 years old. By far, the most common cause of "
"death is violence. Saurian females produce clutches of about 20 eggs roughly "
"once a year, which creates constant population pressure and would stress "
"most carnivores' food supply. Hunters and scavengers, Saurians have "
"extremely strong jaws and have a very powerful digestive system with highly "
"acidic fluids, making them capable of eating and digesting all of their prey "
"including skin, teeth, horns and bones. Further, they have no aversion to "
"eating carrion and even committing cannibalism, which are both regular "
"occurrences."
msgstr ""

#. [race]: id=mechanical
#: data/core/units.cfg:263
msgid "race^Mechanical"
msgstr "Mechanizmas"

#. [race]: id=mechanical
#: data/core/units.cfg:264
msgid "race+plural^Mechanical"
msgstr "Mechanizmai"

#. [race]: id=mechanical
#: data/core/units.cfg:265
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, <italic>text='mechanizmai'</"
"italic> 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:274
msgid "race^Merman"
msgstr "Vandenis"

#. [race]: id=merman
#: data/core/units.cfg:275
msgid "race^Mermaid"
msgstr "Vandenė"

#. [race]: id=merman
#: data/core/units.cfg:276
msgid "race^Merfolk"
msgstr "Vandeniai"

#. [race]: id=merman
#: data/core/units.cfg:278
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 miškinguose reljefuose."

#. [race]: id=monster
#: data/core/units.cfg:286
msgid "race^Monster"
msgstr "Pabaisa"

#. [race]: id=monster
#: data/core/units.cfg:287
msgid "race+female^Monster"
msgstr "Monstrė"

#. [race]: id=monster
#: data/core/units.cfg:288
msgid "race^Monsters"
msgstr "Pabaisos"

#. [race]: id=monster
#: data/core/units.cfg:289
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 ""
"„Pabaisa“ 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:296
msgid "race^Naga"
msgstr "Nágas"

#. [race]: id=naga
#: data/core/units.cfg:297
msgid "race^Nagini"
msgstr "Nága"

#. [race]: id=naga
#: data/core/units.cfg:298
msgid "race^Nagas"
msgstr "Nágai"

#. [race]: id=naga
#: data/core/units.cfg:299
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 suprasti 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:307
msgid "race^Ogre"
msgstr "Žmogėdra"

#. [race]: id=ogre
#: data/core/units.cfg:308
msgid "race+female^Ogre"
msgstr "Žmogėdra"

#. [race]: id=ogre
#: data/core/units.cfg:309
msgid "race^Ogres"
msgstr "Žmogėdros"

#. [race]: id=ogre
#: data/core/units.cfg:310
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:318
msgid "race^Orc"
msgstr "Orkas"

#. [race]: id=orc
#: data/core/units.cfg:319
msgid "race+female^Orc"
msgstr "Orkė"

#. [race]: id=orc
#: data/core/units.cfg:320
msgid "race^Orcs"
msgstr "Orkai"

#. [race]: id=orc
#: data/core/units.cfg:321
#, fuzzy
msgid ""
"In appearance, orcs resemble humans but with some bestial features. They are "
"taller, sturdier and stronger than humans. They are warlike, savage, and "
"cruel by nature. Their blood is darker and thicker than that of humans, and "
"they have little care for personal hygiene or their personal appearance. "
"Although Orcs are violent even among themselves, they are pack-oriented; an "
"orc never travels alone or lives in groups smaller than half a dozen.\n"
"\n"
"<header>text='Society'</header>\n"
"Almost every orc is a member of a tribe or a clan. Relations between "
"neighboring tribes are usually violent, except in cases of a mutual enemy "
"threatens their existence or prospects of great plunder override mutual "
"animosity. Occasionally, a single strong chieftain may emerge to lead "
"multiple tribes from time to time, usually through intimidation of "
"followers. An orc tribe in times of peace tends to focus almost solely on "
"strengthening itself in preparation for the next armed conflict. Orcs are "
"known to possess a crude system of writing — usually in blood — although "
"it’s most commonly used to trade insults or threats among tribal leaders.\n"
"\n"
"Orc societies are based on little else but strength; might makes right, and "
"a leader leads and survives only as long as no one manages to wrest the "
"title from him. A constant struggle for power simmers among potential tribal "
"chiefs. An orcish leader rarely lives more than a handful of years to enjoy "
"his absolute authority before being killed for his position — although "
"history knows some notable exceptions. Orcs hold no particular honor code "
"and while indisputable raw strength is usually the preferred method of "
"displaying power, assassination, poisoning and backstabbing are completely "
"viable means to further one’s own goals.\n"
"\n"
"Orcs mostly live in rural areas, often in foothills or mountainous regions, "
"sometimes in caves. They grow no crops nor keep livestock, but are competent "
"hunters as a result of their physical stature and brutality. Due to their "
"large numbers they are capable of hunting an area virtually clean of "
"anything larger than rodents in relatively short period of time. Due to this "
"and their unstable leadership, orcish tribes tend to lead a semi-nomadic "
"lifestyle, never settling in one region for too long. The larger tribes may "
"establish themselves firmly in an area for years or even decades and build "
"large encampments almost resembling cities, but even these are easily "
"dismantled and abandoned if there is a need to relocate the horde.\n"
"\n"
"The oldest known orcs have been around 50 to 60 years of age, but very few "
"individuals ever live to see over two or three decades before meeting their "
"end either in war or by the hand of one of their kin. The oldest orcs are "
"often shamans, which are perhaps the only ones most of their kind sees as "
"being trustworthy and neutral. The origins of this custom are unknown, as "
"the shamans do not directly contribute much to orcish societies but only act "
"as advisors — not something orcs tend to otherwise tolerate. Shamans are in "
"many ways the opposite of most other orcs: they are often physically "
"withered and frail in comparison and lack skill in battle.\n"
"\n"
msgstr ""
"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=orc
#: data/core/units.cfg:332
msgid ""
"\n"
"\n"
"Orcs who were not the strongest of their litter tend to specialize in other "
"skills, like archery or assassination."
msgstr ""
"\n"
"\n"
"Orkai, kurie nėra stipriausi yra linkę specializuotis kituose įgūdžiuose, "
"pavyzdžiui šaudyme iš lanko ar nužudyme."

#. [race]: id=troll
#: data/core/units.cfg:341
msgid "race^Troll"
msgstr "Trolis"

#. [race]: id=troll
#: data/core/units.cfg:342
msgid "race+female^Troll"
msgstr "Trolė"

#. [race]: id=troll
#: data/core/units.cfg:343
msgid "race^Trolls"
msgstr "Troliai"

#. [race]: id=troll
#: data/core/units.cfg:344
msgid ""
"Trolls are ancient creatures, one of the oldest known races known to inhabit "
"the Great Continent. They are large, slow, simple, and live extremely long "
"lives inside deep caves or atop high mountains. The most unique "
"characteristic of trolls is an internal vitality that sustains and heals "
"them from within. As a result they live very different lives from almost any "
"known creature. Trolls have few real needs: they require little food or "
"water, and thus they have little incentive to pursue much besides protection "
"from those who are hostile towards them. This in turn means they rarely have "
"to worry about anything and can spend much of their time sleeping or in "
"contemplation. Trolls have a curious affinity with nature. They do not "
"relate with living things like elves do, but instead with earth and stone. "
"They are also somewhat curious of their surroundings and many younger whelps "
"even enjoy traveling and seeing the world. As trolls grow older they tend to "
"become increasingly passive, gradually losing interest in their environment "
"and spending more of their time sleeping in a quiet, familiar corner of "
"their home cave. This is until they finally pass away as their bodies "
"themselves slowly turn into lifeless statues of stone.\n"
"\n"
"Trolls are seen by many as being little more than yet another race of savage "
"monsters. This common misconception is in part perpetuated by orcish "
"successes in persuading trolls to join their armies. Because they are rather "
"simple and do not understand the ways of other races or sometimes cannot "
"even tell them apart, it is usually easy for an orcish band to convince a "
"group of trolls that by joining them they get to exact revenge on those that "
"have before hunted them. These new recruits are then directed to attack "
"whoever the orcs themselves are currently in conflict with, whether "
"previously a foe of the trolls or not, accumulating even more enemies for "
"the misled trolls. The most common enemy of trolls are dwarves, and the "
"animosity between these two races is ancient.\n"
"\n"
"<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:364
msgid "race^Undead"
msgstr "Nemirėlis"

#. [race]: id=undead
#: data/core/units.cfg:365
msgid "race+female^Undead"
msgstr "Nemirėlė"

#. [race]: id=undead
#: data/core/units.cfg:366
msgid "race+plural^Undead"
msgstr "Nemirėliai"

#. [race]: id=undead
#: data/core/units.cfg:367
#, fuzzy
msgid ""
"Undead are not really a single race of creatures, although often treated as "
"such. Most ordinary creatures can, by a sufficiently skilled necromancer, be "
"reanimated into constructs of varying character — resurrection of the "
"physical form often results in a minion that obeys its master without "
"question, while manifestation of a soul usually produces a servant with at "
"least a modicum of thought. A great mystery of necromancy is how these "
"constructs are sustained and controlled without continuous effort from the "
"necromancer. Most dark magi do not provide constant attention or maintenance "
"to their creations, instead allowing them a small degree of independence to "
"function autonomously in line with the provided commands. However, when left "
"unchecked, some undead gain enough sovereignty to break free from and even "
"turn on their masters. Accordingly, while even lesser undead require "
"periodic maintenance, this is especially true for more powerful undead, "
"particularly greater spirits or death knights, who possess a high degree of "
"inherent will. In these cases, necromancy becomes a battle of resolve "
"between mage and minion. The necromancer must maintain a delicate balance "
"between control over their servants and alloting them free will — the source "
"of their individual powers.\n"
"\n"
"Necromancy is almost solely limited to humans. Even the legends of magically "
"apt races like elves and merfolk tell of very few of their kind who have "
"ever delved in the dark arts. It is surmised that necromantic magic requires "
"great adaptability and a flexible mind, extremes of which are most commonly "
"found in humans. The ultimate goal of most necromancers is to turn the same "
"art of preserving and imbuing life upon themselves, to alter themselves at "
"whatever cost, to ultimately escape death by preserving their own mind and "
"spirit.\n"
"\n"
"<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
#: data/core/units.cfg:380
msgid "race^Wolf"
msgstr "Vilkas"

#. [race]: id=wolf
#: data/core/units.cfg:381
msgid "race+female^Wolf"
msgstr "Vilkė"

#. [race]: id=wolf
#: data/core/units.cfg:382
msgid "race^Wolves"
msgstr "Vilkai"

#. [race]: id=wolf
#: data/core/units.cfg:383
msgid ""
"Wolves are predatory canines encountered frequently in the wilderness. "
"Quick, tough, and durable, a solitary wolf suffices to maim or kill "
"civilians and untrained soldiers with ease, but it is their tendency to "
"travel in packs and attack in an organized manner that makes them "
"particularly fearsome to travelers. They tend to stay away from "
"civilization, though, only occasionally venturing close to prey upon "
"livestock."
msgstr ""

#. [race]: id=wose
#: data/core/units.cfg:392
msgid "race^Wose"
msgstr "Miškinis"

#. [race]: id=wose
#: data/core/units.cfg:393
msgid "race^Woses"
msgstr "Miškiniai"

#. [race]: id=wose
#: data/core/units.cfg:394
msgid ""
"The mighty wose resides within the deepest forests of the known world. To "
"the untrained eye, the wose appears to be nothing more than an oddly shaped, "
"yet noble, tree. As guardians of the forest, the woses share a connection to "
"the woodlands deeper than even the elves’. While the woses are a peaceful "
"race, disturbance of the ancient forests, which they tend, will incite the "
"wrath of nature itself. Woses are slow moving creatures that may spend "
"centuries standing in one location undisturbed by the ebb and flow of time.\n"
"\n"
"Although they practice no magic of their own, the woses share a deep "
"connection to faerie. What little is known of this ancient race comes from "
"elvish scholars who believe that this mystical power, which the mightiest "
"elves have dedicated their lives to master, is inherent to the wose. Though "
"woses resemble them, they share no ancestry with trees. Woses are believed "
"to be some of the oldest creatures in the world, perhaps even more ancient "
"than the forests in which they dwell, and it is thought that the power of "
"faerie has given these beings the eternal task of serving as wardens of the "
"forest.\n"
"\n"
"Woses are not warlike in the least and are ill-accustomed to combat. They "
"will however respond with indiscriminate violence in defense of their "
"forested territory. Woses are slow moving and are vulnerable away from the "
"woodlands. Due to their close connection with faerie, woses are particularly "
"sensitive to the arcane. The hardwood that makes the wose nigh-impervious to "
"physical assault has left it grievously vulnerable to flame. Their thick "
"bark and ability to harness the power of faerie to regenerate quickly when "
"injured allows the wose to survive an enemy onslaught long enough to respond "
"with a crushing might belied by its peaceful, plodding nature. Within its "
"forest home, the wose can disappear amongst the trees and ambush even the "
"best-trained elvish scout.\n"
"\n"
"The life span of the wose is unknown, although the most ancient members of "
"this race have lived many hundreds of years and have grown to massive "
"heights. It is thought that unless a wose falls in battle, it will find no "
"natural end. Content to pass the centuries standing like a sentry, "
"uninterested in the goings-on of the civilized world, the wose will stir "
"only to march to the defense of the natural world and the forests it calls "
"home."
msgstr ""

#: src/help/help.cpp:179
msgid "Close"
msgstr "Užverti"

#: src/help/help.cpp:182
msgid "The Battle for Wesnoth Help"
msgstr "Mūšio dėl Vesnoto pagalba"

#: src/help/help.cpp:236 src/help/help.cpp:240
msgid "Parse error when parsing help text:"
msgstr ""

#: src/help/help_topic_generators.cpp:64
msgid "Best of"
msgstr ""

#: src/help/help_topic_generators.cpp:64
msgid "Worst of"
msgstr ""

#: src/help/help_topic_generators.cpp:157
msgid "Base Terrain: "
msgstr "Bazinis reljefas: "

#: src/help/help_topic_generators.cpp:177
msgid "Movement properties: "
msgstr "Judėjimo savybės: "

#: src/help/help_topic_generators.cpp:181
msgid "Defense properties: "
msgstr "Gynybos savybės: "

#: src/help/help_topic_generators.cpp:261
msgid "Level"
msgstr "Lygis"

#: src/help/help_topic_generators.cpp:322
msgid "Advances from: "
msgstr "Tobulėja iš: "

#: src/help/help_topic_generators.cpp:324
msgid "Advances to: "
msgstr "Tobulėja į: "

#: src/help/help_topic_generators.cpp:353
msgid "Base unit: "
msgstr "Bazinis karys: "

#: src/help/help_topic_generators.cpp:358
msgid "Base units: "
msgstr "Baziniai kariai: "

#: src/help/help_topic_generators.cpp:376
msgid "Variations: "
msgstr "Variacijos: "

#: src/help/help_topic_generators.cpp:400
msgid "race^Miscellaneous"
msgstr "Įvairūs"

#: src/help/help_topic_generators.cpp:402
msgid "Race: "
msgstr "Rasė: "

#: src/help/help_topic_generators.cpp:472
msgid "Abilities: "
msgstr "Gebėjimai: "

#: src/help/help_topic_generators.cpp:498
msgid "Ability Upgrades: "
msgstr "Gebėjimų patobulinimai: "

#. TRANSLATORS: This string is used in the help page of a single unit.  If the translation
#. uses spaces, use non-breaking spaces as appropriate for the target language to prevent
#. unpleasant line breaks (issue #3256).
#: src/help/help_topic_generators.cpp:528
msgid "HP:"
msgstr "GT:"

#. TRANSLATORS: This string is used in the help page of a single unit.  If the translation
#. uses spaces, use non-breaking spaces as appropriate for the target language to prevent
#. unpleasant line breaks (issue #3256).
#: src/help/help_topic_generators.cpp:532
msgid "Moves:"
msgstr "Žingsniai:"

#. TRANSLATORS: This string is used in the help page of a single unit.  If the translation
#. uses spaces, use non-breaking spaces as appropriate for the target language to prevent
#. unpleasant line breaks (issue #3256).
#: src/help/help_topic_generators.cpp:537
msgid "Vision:"
msgstr "Matymas:"

#. TRANSLATORS: This string is used in the help page of a single unit.  If the translation
#. uses spaces, use non-breaking spaces as appropriate for the target language to prevent
#. unpleasant line breaks (issue #3256).
#: src/help/help_topic_generators.cpp:543
msgid "Jamming:"
msgstr "Įspėjimas:"

#. TRANSLATORS: This string is used in the help page of a single unit.  If the translation
#. uses spaces, use non-breaking spaces as appropriate for the target language to prevent
#. unpleasant line breaks (issue #3256).
#: src/help/help_topic_generators.cpp:548
msgid "Cost:"
msgstr "Kaina:"

#. TRANSLATORS: This string is used in the help page of a single unit.  If the translation
#. uses spaces, use non-breaking spaces as appropriate for the target language to prevent
#. unpleasant line breaks (issue #3256).
#: src/help/help_topic_generators.cpp:552
msgid "Alignment:"
msgstr "Prigimtis:"

#. TRANSLATORS: This string is used in the help page of a single unit.  It uses
#. non-breaking spaces to prevent unpleasant line breaks (issue #3256).  In the
#. translation use non-breaking spaces as appropriate for the target language.
#: src/help/help_topic_generators.cpp:559
msgid "Required XP:"
msgstr "Reikalingi PT:"

#: src/help/help_topic_generators.cpp:574
msgid "unit help^Attacks"
msgstr "Atakos"

#: src/help/help_topic_generators.cpp:581
msgid "unit help^Name"
msgstr "Vardas"

#: src/help/help_topic_generators.cpp:583
msgid "Range"
msgstr "Nuotolis"

#: src/help/help_topic_generators.cpp:584
msgid "Type"
msgstr "Tipas"

#: src/help/help_topic_generators.cpp:585
#, fuzzy
msgid "Special"
msgstr "Ginklų ypatybės"

#: src/help/help_topic_generators.cpp:667
msgid "Attack Type"
msgstr "Puolimo tipas"

#: src/help/help_topic_generators.cpp:668
msgid "Resistance"
msgstr "Atsparumas"

#: src/help/help_topic_generators.cpp:697
msgid "Terrain Modifiers"
msgstr "Reljefo modifikatoriai"

#: src/help/help_topic_generators.cpp:701
msgid "Terrain"
msgstr "Reljefas"

#: src/help/help_topic_generators.cpp:703
msgid "Movement Cost"
msgstr "Judėjimo kaina"

#: src/help/help_topic_generators.cpp:707
msgid "Defense Cap"
msgstr "Gynybos lubos"

#: src/help/help_topic_generators.cpp:712
msgid "Vision Cost"
msgstr "Matymo kaina"

#: src/help/help_topic_generators.cpp:716
msgid "Jamming Cost"
msgstr "Įspėjimo kaina"
