# Copyright (C) Wesnoth development team, 2007-2012.
# Translators:
#  Andrius Štikonas <stikonas@gmail.com>, 2007-2012.
msgid ""
msgstr ""
"Project-Id-Version: Battle for Wesnoth 1.11\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
"POT-Creation-Date: 2012-10-27 15:56+0200\n"
"PO-Revision-Date: 2010-01-01 00:00+0300\n"
"Last-Translator: Andrius Štikonas <stikonas@gmail.com>\n"
"Language-Team: Lithuanian <komp_lt@konferencijos.lt>\n"
"Language: Lithuanian\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=4; plural=(n==1 ? 0 : n%10>=2 && (n%100<10 || n"
"%100>=20) ? 1 : n%10==0 || (n%100>10 && n%100<20) ? 2 : 3);\n"

#. [time]: id=underground
#: data/campaigns/Heir_To_The_Throne/utils/httt_utils.cfg:529
#: data/core/macros/schedules.cfg:78
msgid "Underground"
msgstr "Požemis"

#. [berserk]: id=berserk
#: data/campaigns/Under_the_Burning_Suns/scenarios/03_Stirring_in_the_Night.cfg:755
#: data/core/macros/abilities.cfg:562
msgid "berserk"
msgstr "berserkas"

#. [berserk]: id=berserk
#: data/campaigns/Under_the_Burning_Suns/scenarios/03_Stirring_in_the_Night.cfg:757
msgid ""
"Berserk:\n"
"Whether used offensively or defensively, this attack presses the engagement "
"until one of the combatants is slain, or 30 rounds of attacks have occurred."
msgstr ""
"Berserkas:\n"
"Ar naudojama puolant, ar ginantis, ši ataka išlaiko priešininką kovoje iki "
"pat vieno iš besikaunančiųjų mirties, arba trisdešimt atakos raundų."

#. [chance_to_hit]: id=magical
#: data/campaigns/Under_the_Burning_Suns/scenarios/03_Stirring_in_the_Night.cfg:770
#: data/core/macros/abilities.cfg:641
msgid "magical"
msgstr "magiška"

#. [chance_to_hit]: id=magical
#: data/campaigns/Under_the_Burning_Suns/scenarios/03_Stirring_in_the_Night.cfg:772
msgid ""
"Magical:\n"
"This attack always has a 70% chance to hit regardless of the defensive "
"ability of the unit being attacked."
msgstr ""
"Magiška:\n"
"Ši ataka visada turi 70% tikimybę pataikyti, nepriklausomai nuo puolamo "
"dalinio gynybinių gebėjimų."

#. [firststrike]: id=firststrike
#: data/campaigns/Under_the_Burning_Suns/scenarios/03_Stirring_in_the_Night.cfg:785
msgid "firststrike"
msgstr "pirmenybė"

#. [firststrike]: id=firststrike
#: data/campaigns/Under_the_Burning_Suns/scenarios/03_Stirring_in_the_Night.cfg:787
msgid ""
"First Strike:\n"
"This unit always strikes first with this attack, even if they are defending."
msgstr ""
"Smūgio pirmenybė:\n"
"Su šia ataka dalinys visuomet turės pirmenybę atakuoti, net kai ginasi."

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

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

#. [heals]: id=healing
#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:18
#: data/core/macros/abilities.cfg:12
#, fuzzy
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 ""
"Gydo +4:\n"
"Leidžia daliniui pagydyti gretimą draugišką dalinį mūsų ėjimo pradžioje.\n"
"\n"
"Gydomasis dalinys gali pagyti ne daugiau, nei 4 GT per ėjimą, arba tą ėjimą "
"išvengti nuodų poveikio.\n"
"Šis gydytojas negali išgydyti nuo nuodų. Apnuodytasis dalinys turi ieškoti "
"pagalbos kaime arba pas dalinį, kuris gali atnuodyti."

#. [heals]: id=healing
#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:44
#: data/core/macros/abilities.cfg:29
msgid "heals +8"
msgstr "gydo +8"

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

#. [heals]: id=healing
#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:46
#: data/core/macros/abilities.cfg:31
#, fuzzy
msgid ""
"This unit combines herbal remedies with magic to heal units more quickly "
"than is normally possible on the battlefield.\n"
"\n"
"A unit cared for by this healer may heal up to 8 HP per turn, or stop poison "
"from taking effect for that turn.\n"
"A poisoned unit cannot be cured of its poison by a healer, and must seek the "
"care of a village or a unit that can cure."
msgstr ""
"Gydo +8:\n"
"Šis dalinys apjungia vaistažoles su magija ir gydo dalinius greičiau, nei "
"įprasta mūšio lauke.\n"
"\n"
"Gydomasis dalinys gali pagyti ne daugiau, nei 8 GT per ėjimą, arba tą ėjimą "
"išvengti nuodų poveikio.\n"
"Šis gydytojas negali išgydyti nuo nuodų. Apnuodytasis dalinys turi ieškoti "
"pagalbos kaime arba pas dalinį, kuris gali atnuodyti."

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

#. [topic]: id=morogor
#: data/core/encyclopedia/geography.cfg:38
msgid ""
"Archipelago, located somewhere in the <ref>dst='great_ocean' text='Great "
"Ocean'</ref> west of the <ref>dst='green_isle' text='Green Isle'</ref> and "
"east of the <ref>dst=old_continent text='Old Continent'</ref>.\n"
"It is mostly inhabited by <ref>dst='..race_drake' text='drakes'</ref>.\n"
"The central island of the archipelago is also called ‘Morogor’."
msgstr ""

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

#. [topic]: id=green_isle
#: data/core/encyclopedia/geography.cfg:46
#, fuzzy
msgid ""
"A bigger island lying in the <ref>dst='great_ocean' text='Great Ocean'</ref>."
msgstr "<ref>dst='heart_mountains' text='Šerdies kalnai'</ref>"

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

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

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

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

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

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

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

#. [topic]: id=kingdom_wesnoth
#: data/core/encyclopedia/geography.cfg:70
msgid ""
"The Kingdom of Wesnoth is located in the north-central portion of the "
"<ref>dst='great_continent' text='Great Continent'</ref>. Most of the "
"mainline campaigns revolve around it. It is bounded on the map by the Great "
"River to the north, the shore of the Great Ocean to the west, the Aethenwood "
"to the <ref>dst='southwest_elven_lands' text='southwest'</ref>, and the "
"Bitter Swamp to the southeast (lower right corner of the main map).\n"
"\n"
"Over the River Aethen, south of Fort Tahn, is a Wesnothian frontier region. "
"It is bounded to the south (off-map) by dense woods of which the Aethenwood "
"may be considered a northernmost extension.\n"
"\n"
"    • Notable cities:\n"
"          ◦ Weldyn: The capital of Wesnoth.\n"
"          ◦ Aldril: City lying on the Bay of Pearls.\n"
"          ◦ Blackwater Port: City lying south of the Bay of Pearls.\n"
"          ◦ Carcyn: Located between the Grey Woods and the Great River.\n"
"          ◦ Dan’Tonk: Wesnoth’s largest city, located in the center of the "
"country, just west and north of Weldyn.\n"
"          ◦ Soradoc: The northernmost border outpost of Wesnoth, controls "
"the confluence of the Weldyn River and the Great River.\n"
"          ◦ Fort Tahn: The southernmost border outpost, controls the north/"
"south road crossing the River Aethen.\n"
"          ◦ Tath: Important fort city north of Dan’Tonk, exerts control over "
"the wilderness country around the east of the Brown Hills and north to the "
"Ford of Abez.\n"
"\n"
"    • Notable land features:\n"
"          ◦ Gryphon Mountain: Home of the fabled Gryphons\n"
"          ◦ Ford of Abez: Shallow part of the Great River, it is usually "
"controlled by Wesnothian forces\n"
"          ◦ Weldyn River: It branches from the Great River and goes south\n"
"          ◦ Great Central Plain: Area bounded by Weldyn, Dan’Tonk, and Fort "
"Tahn, this plain is Wesnoth’s bread basket and home to most of its "
"population\n"
"          ◦ Dulatus Hills: These rolling hills bordering the Great Central "
"Plain provide much of Wesnoth’s livestock and agriculture\n"
"          ◦ Brown Hills: Wasteland surrounding Gryphon Mountain that is not "
"well-populated and occasionally very dangerous.\n"
"          ◦ Horse Plains: Region of rolling plains just south of the Great "
"River, bounded by Glyn’s Forest to the west and the River Weldyn to the "
"east; the southern reach merges into the Central Plain. Home of the powerful "
"Clans; the best horses in Wesnoth are bred here.\n"
"          ◦ Estmark Hills: Largish range rising south of the Great River and "
"east of the Weldyn River. The northernmost portion, nearest the River "
"Weldyn, has at various times been settled by Wesnothians, but the Kingdom’s "
"control is tenuous at best and banditry is common.\n"
"          ◦ Glyn’s Forest: Sometimes known as the Royal Forest, named for "
"one of Haldric II’s sons\n"
"          ◦ Gray Woods: Large forest in the heart of the wilds of Wesnoth, "
"located between Carcyn and Aldril and generally considered to be haunted\n"
"          ◦ Green Swamp: Large swamp in the heart of the wilds of Wesnoth, "
"south of Aldril. It receives drainage from the Brown Hills and feeds into "
"the Great River. (Not shown on the main map.)"
msgstr ""

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

#. [topic]: id=elensefar
#: data/core/encyclopedia/geography.cfg:101
msgid ""
"Elensefar is at times a province of <ref>dst='kingdom_wesnoth' "
"text='Wesnoth'</ref>, at times an independent country, and at times in a "
"treaty federation with Wesnoth. Its borders are the Great River to the "
"north, a loosely defined line with Wesnoth to the east, the Bay of Pearls to "
"the south, and the <ref>dst='great_ocean' text='ocean'</ref> to the west. "
"More information is found in the historical narrative of Wesnoth.\n"
"\n"
"    • Notable cities:\n"
"          ◦ Elensefar: The capital, located on an island in the "
"<ref>dst='great_river' text='Great River'</ref> delta\n"
"          ◦ Carcyn: City on the Wesnoth–Elensefar border, disputed with "
"Wesnoth\n"
"    • Notable land features:\n"
"          ◦ <ref>dst='great_river' text='Great River'</ref>: It is very wide "
"at this point, and only ships can cross it."
msgstr ""

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

#. [topic]: id=northlands
#: data/core/encyclopedia/geography.cfg:113
msgid ""
"There is no government of the Northlands. Various groups of orcs, dwarves, "
"barbarian men and even elves populate the region. The northern and eastern "
"borders are not defined, the southern border is the <ref>dst='great_river' "
"text='Great River'</ref>, and the western border is the "
"<ref>dst='great_ocean' text='Great Ocean'</ref>.\n"
"\n"
"    • Notable cities:\n"
"          ◦ Glamdrol: An Orcish tribal capital\n"
"          ◦ Romyr: Another Orcish tribal capital\n"
"          ◦ Wesmere: The location of the Ka’lian — the Elvish Council\n"
"          ◦ Dwarven Doors: A mixed human/dwarven town in the region of "
"Knalga in the southern Heart Mountains. A major trade center.\n"
"          ◦ Dallben and Delwyn: Human villages originally built by settlers "
"who crossed the Great River during Wesnoth’s Golden Age expansion. Now "
"abandoned. The forested area northeast of Elensefar, where these villages "
"were located, was named the Annuvin province by men but was known by the "
"elves as Wesmere.\n"
"\n"
"    • Notable land features:\n"
"          ◦ Heart Mountains: A virtually impassable barrier between the "
"river country and the Northern Plains.\n"
"          ◦ Heartfangs: the particularly forbidding stretch of high peaks "
"southwest of Lake Vrug and north of the Forest of Wesmere. The most "
"inhospitable and dangerous portion of the Heart Mountains; only hermits, "
"madmen, and mages live there.\n"
"          ◦ Swamp of Dread: a very large bog located between the Heart "
"Mountains and the Great River. A notoriously dangerous place.\n"
"          ◦ Lake Vrug: A large mountain lake whose river carves the only "
"pathway through the Northern Mountains\n"
"          ◦ Arkan-thoria: The river than comes out of Lake Vrug. This is the "
"elvish name; among humans it is called Longlier.\n"
"          ◦ River Listra: The south-running tributary of the Great River "
"into which the Arkan-thoria empties.\n"
"          ◦ Lintanir Forest: The southernmost portion of the Great Northern "
"Forest, a gigantic wood whose eastern and northern boundaries are known only "
"the elves. Their capitol, Elensiria, has only seldom been visited by "
"humans.\n"
"          ◦ Great River: The origin of this river is somewhere in the east "
"of the northern lands"
msgstr ""

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

#. [topic]: id=southwest_elven_lands
#: data/core/encyclopedia/geography.cfg:136
msgid ""
"The Wood Elves are separate from those of the north, and have only "
"intermittent relations with them and most other countries. Its borders are "
"the Green Swamp to the northeast, the desert (not shown) to the south, and "
"the <ref>dst='great_ocean' text='Ocean'</ref> to the west.\n"
"\n"
"    • Notable cities\n"
"          ◦ None known\n"
"    • Notable land features:\n"
"          ◦ Aethen Forest: The largest southern forest, it extends far to "
"the southwest—much farther than is charted—and is home to <ref>dst='.."
"race_elf' text='elves'</ref>."
msgstr ""

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

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

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

#. [topic]: id=far_north
#: data/core/encyclopedia/geography.cfg:153
msgid ""
"Cold, harsh, and inaccessible, the Far North is the ancestral home of the "
"Orcish Clannate. It lies north of the <ref>dst='heart_mountains' text='Heart "
"Mountains'</ref>, which the Orcs call the Haggid-Dargor and claim (without "
"merit) as their own. To the east lie the Unaligned Tribes of the Wild "
"Steppe, who fell out of the control of the Clannate, instead roaming with "
"wild human barbarians and clashing with the High Elves of the North Plains "
"(known as North Elves in human lands). The High Elves themselves reside "
"further east, where it is rumored they rule a vast kingdom.\n"
"\n"
"    • Notable cities:\n"
"          ◦ Barag Gor, a city home to the Orcish Council\n"
"          ◦ Bitok\n"
"          ◦ Borstep\n"
"          ◦ Castelfrang\n"
"          ◦ Farzi\n"
"          ◦ Festog\n"
"          ◦ Grisbi\n"
"          ◦ Lmarig\n"
"          ◦ Melmog\n"
"          ◦ Prestim\n"
"          ◦ Tirigaz\n"
"    • Notable land features:\n"
"          ◦ Swamp of Desolation\n"
"          ◦ Mountains of Dorth\n"
"          ◦ Mountains of Haag\n"
"          ◦ Green Forest\n"
"          ◦ Silent Forest\n"
"          ◦ Forest of Thelien\n"
"          ◦ River Oumph\n"
"          ◦ River Bork\n"
"          ◦ Wild Steppe"
msgstr ""

#. [section]: id=introduction
#. [topic]: id=..introduction
#: data/core/help.cfg:10 data/core/help.cfg:84
msgid "Introduction"
msgstr "Įvadas"

#. [section]: id=gameplay
#. [topic]: id=..gameplay
#: data/core/help.cfg:16 data/core/help.cfg:135
msgid "Gameplay"
msgstr "Žaidimas"

#. [section]: id=traits_section
#. [topic]: id=..traits_section
#: data/core/help.cfg:22 data/core/help.cfg:357
msgid "Traits"
msgstr "Bruožai"

#. [section]: id=units
#. [topic]: id=..units
#: data/core/help.cfg:31 data/core/help.cfg:90
msgid "Units"
msgstr "Daliniai"

#. [section]: id=abilities_section
#. [topic]: id=..abilities_section
#: data/core/help.cfg:40 data/core/help.cfg:99
msgid "Abilities"
msgstr "Gebėjimai"

#. [section]: id=weapon_specials
#. [topic]: id=..weapon_specials
#: data/core/help.cfg:48 data/core/help.cfg:108
msgid "Weapon Specials"
msgstr "Ginklų ypatybės"

#. #-#-#-#-#  wesnoth-help.wml.pot (PACKAGE VERSION)  #-#-#-#-#
#. [section]: id=factions_section
#: data/core/help.cfg:56 src/help.cpp:1309 src/help.cpp:1311
msgid "Factions"
msgstr "Frakcijos"

#. [section]: id=terrains
#. [topic]: id=..terrains
#: data/core/help.cfg:63 data/core/help.cfg:491
msgid "Terrains"
msgstr "Vietovės"

#. [section]: id=addons
#. [topic]: id=..addons
#: data/core/help.cfg:70 data/core/help.cfg:793
msgid "Add-ons"
msgstr "Priedai"

#. [section]: id=commands
#. [topic]: id=..commands
#: data/core/help.cfg:76 data/core/help.cfg:854
msgid "Commands"
msgstr "Komandos"

#. [topic]: id=..units
#: data/core/help.cfg:91
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=..abilities_section
#: data/core/help.cfg:100
#, fuzzy
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 daliniai turi gebėjimų, kurie arba tiesiogiai veikia kitus "
"dalinius, arba turi įtakos dalinio sąveikavimui su kitais daliniais. Šie "
"gebėjimai, kai jūs juos sutiksite, bus vardinami šioje temoje.\n"
"\n"

#. [topic]: id=..weapon_specials
#: data/core/help.cfg:109
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:118
msgid "Unknown Unit"
msgstr "Nežinomas dalinys"

#. [topic]: id=.unknown_unit
#: data/core/help.cfg:119
msgid ""
"\n"
"\n"
"This unit is unknown for the moment. You must discover it in the game to be "
"allowed to see its description."
msgstr ""
"\n"
"\n"
"Šis dalinys šiuo metu nežinomas. Jūs privalote atrasti jį žaidime, kad "
"galėtumėte pamatyti jo aprašymą."

#. [topic]: id=introduction_topic
#: data/core/help.cfg:126
msgid "Overview"
msgstr "Apžvalga"

#. [topic]: id=introduction_topic
#: data/core/help.cfg:127
msgid ""
"\n"
"\n"
"<italic>text='Battle for Wesnoth'</italic> is a turn-based fantasy strategy "
"game somewhat unusual among modern strategy games. While other games strive "
"for complexity, <italic>text='Battle for Wesnoth'</italic> strives for "
"simplicity of both rules and gameplay. This does not make the game simple, "
"however — from these simple rules arise a wealth of strategy, making the "
"game easy to learn but a challenge to master."
msgstr ""
"\n"
"\n"
"<italic>text='Mūšis dėl Vesnoto'</italic> yra ėjimais pagrįstas fantastinis "
"strateginis žaidimas, iš dalies neįprastas tarp šiuolaikinių strateginių "
"žaidimų. Kol kiti žaidimai siekia sudėtingumo, <italic>text='Mūšis dėl "
"Vesnoto'</italic> siekia paprastumo, tačiau iš šių paprastų taisyklių "
"atsiranda strategijų gausumas, darantis žaidimą lengvai išmokstamą, bet "
"sunkų puikiai įvaldyti."

#. [topic]: id=fundamentals
#: data/core/help.cfg:141
msgid "Fundamentals of Gameplay"
msgstr "Žaidimo pagrindai"

#. [topic]: id=fundamentals
#: data/core/help.cfg:142
msgid ""
"\n"
"\n"
"To begin with, it’s best to click the <bold>text='Tutorial'</bold> button at "
"the main menu. This will take you to the interactive tutorial, which will "
"teach you the basics of Wesnoth. After this, it is recommended that you play "
"the Heir to the Throne campaign first — click <bold>text='Campaign'</bold> "
"then <italic>text='Heir to the Throne'</italic>. As <italic>text='Battle for "
"Wesnoth'</italic> can be quite challenging, you may wish to start on easy."
msgstr ""
"\n"
"\n"
"Pradžiai, geriausia pagrindiniame meniu nuspausti mygtuką "
"<italic>text='Apmokymas'</italic>. Tai nuves jus į interaktyvų apmokymą, "
"kuris išmokys jus Vesnoto pagrindų. Po to, rekomenduojama, kad pirmiausia "
"sužaistumėte kampaniją Sosto įpėdinis – spauskite <italic>text='Kampanija'</"
"italic>, tada <italic>text='Sosto įpėdinis'</italic>. Kadangi "
"<italic>text='Mūšis dėl Vesnoto'</italic> gali būti pakankamai iššaukiančiu, "
"galite norėti pradėti lengvu sudėtingumu."

#. [topic]: id=fundamentals
#: data/core/help.cfg:142
msgid ""
"These pages outline all you need to know to play <italic>text='Battle for "
"Wesnoth'</italic>. They cover how to play and the basic mechanics behind the "
"game. As you play the game, new information is added to these pages as you "
"come across new aspects of the game. For more detailed information on "
"special situations and exceptions, please follow the links included."
msgstr ""
"Čia rasite visą informaciją, kurią turėtumėte žinoti, kad galėtumėte žaisti "
"<italic>text='Mūšį dėl Vesnoto'</italic>. Jie apima instrukcijas, kaip "
"žaisti, ir pagrindinius žaidimo mechanizmus. Bežaidžiant prie šių puslapių "
"pridedama nauja informacija, kai atrandami nauji žaidimo aspektai. "
"Detalesnei informacijai apie specialias situacijas ir išskirtinumus prašome "
"aplankyti pridėtas nuorodas."

#. [topic]: id=fundamentals
#: data/core/help.cfg:147
msgid ""
"While playing, keep in mind that if you mouse-over many items in the game, "
"such as the information displayed in the status pane, a brief description "
"will be shown explaining each item. This is especially useful when you "
"encounter new <ref>dst='..abilities_section' text='abilities'</ref> for the "
"first time."
msgstr ""
"Turėkite omenyje, kad jeigu bežaidžiant jūs užvesite pelės žymeklį ant "
"objektų, tokių kaip informaciniai langeliai, bus parodytas trumpas "
"paaiškinimas apie kiekvieną objektą. Tai ypač naudinga pirmą kartą sutikus "
"naują <ref>dst='..abilities_section' text='gebėjimą'</ref>. "

#. [topic]: id=about_game
#: data/core/help.cfg:152
msgid "About the Game"
msgstr "Apie žaidimą"

#. [topic]: id=about_game
#: data/core/help.cfg:153
msgid ""
"\n"
"\n"
"<italic>text='Campaigns'</italic> consist of multiple scenarios that follow "
"on from each other, telling a story. In a campaign, you often need to play "
"more carefully, preserving your best troops so that they can be used again "
"in later scenarios in the campaign."
msgstr ""
"\n"
"\n"
"<italic>text='Kampanijos'</italic> susideda iš daugelio scenarijų, kurie "
"seka vienas kitą, pasakodami istoriją. Kampanijoje dažnai turėsite žaisti "
"atidžiau, išsaugodami geriausius savo karius, kad jie vėl galėtų būti "
"panaudoti vėlesniuose kampanijos scenarijuose."

#. [topic]: id=about_game
#: data/core/help.cfg:153
msgid ""
"The game takes place over a series of battles, called "
"<italic>text='scenarios'</italic>. Each scenario pits your troops against "
"the troops of one or more adversaries. You can play against the computer, or "
"with friends who each take turns sitting at the computer (hotseat play). If "
"your computer is connected to a computer network, you can also play against "
"other people connected to that network. If your computer has a connection to "
"the Internet, you can play against other people across the Internet."
msgstr ""
"Žaidimas vyksta mūšių serijomis, pavadintomis <italic>text='scenarijais'</"
"italic>. Kiekvienas scenarijus išbando jūsų karius prieš vieno ar kelių "
"priešininkų karius. Galite žaisti prieš kompiuterį arba su draugais, "
"paeiliui sėdėdami prie kompiuterio (karštos vietos žaidimas). Jeigu jūsų "
"kompiuteris prijungtas prie kompiuterių tinklo, galite žaisi su kitais "
"žmonėmis, prisijungusiais prie to tinklo. Jei jūsų kompiuteris turi ryšį su "
"internetu, galite žaisti su kitais žaidėjais per internetą."

#. [topic]: id=victory_and_defeat
#: data/core/help.cfg:161
msgid "Victory and Defeat"
msgstr "Pergalė ir pralaimėjimas"

#. [topic]: id=victory_and_defeat
#: data/core/help.cfg:162
msgid ""
"\n"
"\n"
"When you win a scenario, the map grays over and the <bold>text='End Turn'</"
"bold> button changes to <bold>text='End Scenario'</bold>. You can now do "
"things like changing your save options or (if you are in a multiplayer game) "
"chatting with other players before pressing that button to advance."
msgstr ""
"\n"
"\n"
"Kai laimite scenarijų, žemėlapis papilkėja ir mygtukas <bold>text='Baigti "
"ėjimą'</bold> pasikeis į <bold>text='Baigti scenarijų'</bold>. Pieš "
"nuspausdami šį mygtuką, kad tęstumėte, dabar galite atlikti tokius veiksmus "
"kaip keisti išsaugojimų nustatymus arba (jei esate daugelio žaidėjų žaidime) "
"kalbėtis su kitais žaidėjais."

#. [topic]: id=victory_and_defeat
#: data/core/help.cfg:162
msgid ""
"Pay careful attention to the <bold>text='Objectives'</bold> pop-up box at "
"the beginning of each scenario. Usually you will achieve victory by killing "
"all enemy leaders, and only be defeated by having your leader killed. But "
"scenarios may have other victory objectives — getting your leader to a "
"designated point, say, or rescuing someone, or solving a puzzle, or holding "
"out against a siege until a certain number of turns have elapsed."
msgstr ""
"Ypatingai atkreipkite dėmesį į kiekvienos užduoties pradžioje iššokančiame "
"langelyje pateiktą <bold>text='tikslo'</bold> aprašymą. Paprastai pergalė "
"pasiekiama sunaikinus visus priešo vadus, o pralaimima jūsų vado sunaikinimo "
"atveju. Tačiau gali būti keliami kiti pergalės pasiekimo tikslai – tarkim "
"atvesti savo vadą į nustatytą vietą arba ką nors išgelbėti, ar išspręsti "
"galvosūkį, ar išsilaikyti apsiaustyje tam tikrą ėjimų skaičių."

#. [topic]: id=recruit_and_recall
#: data/core/help.cfg:171
msgid "Recruiting and Recalling"
msgstr "Samdymas ir grąžinimas"

#. [topic]: id=recruit_and_recall
#: data/core/help.cfg:172
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 dalinys atsiras tame laukelyje. Kitu atveju, dalinys atsiras laisvame "
"laukelyje šalia bokšto. Galite samdyti tik tiek dalinių, kiek turite laisvų "
"langelių savo pilyje ir negalite išleisti daugiau aukso negu turite samdymui."

#. [topic]: id=recruit_and_recall
#: data/core/help.cfg:172
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 recruit button to recruit it."
msgstr ""
"Pradžioje visi priešininkai turi po vieną vadą savo bokštuose. Kiekvieno "
"mūšio pradžioje, o kartais ir eigoje, jums reikės pasamdyti <ref>dst='.."
"units' text='karių'</ref> savo kariuomenei. Tam tikslui, jūsų vadas "
"(pavyzdžiui, Konradas <italic>text='Sosto įpėdinio'</italic> kampanijoje) "
"turi būti <ref>dst='terrain_castle' text='pilies'</ref> bokšto laukelyje. "
"Tuomet galite samdyti arba išrinkdami <bold>text='Samdyti'</bold> iš meniu "
"sąrašo arba iš sąrašo, atsidariusio paspaudus dešinį pelės klavišą ant "
"langelio <bold>text='Samdyti'</bold>. Samdymo meniu sąraše matysite laisvus "
"karius ir jų samdymo kainą auksu. Kario statistinius duomenis matysite "
"paspaudę ant kario, o jį nusamdyti paspaudę samdymo klavišą. "

#. [topic]: id=recruit_and_recall
#: data/core/help.cfg:174
msgid ""
"\n"
"\n"
"Recruited units come with two random <ref>dst='..traits_section' "
"text='traits'</ref> which modify their statistics."
msgstr ""
"\n"
"\n"
"Pasamdyti daliniai turi du atsitiktinius <ref>dst='..traits_section' "
"text='bruožus'</ref>, kurie keičia jų statistikas."

#. [topic]: id=recruit_and_recall
#: data/core/help.cfg:176
msgid ""
"\n"
"\n"
"In later scenarios, you may also Recall survivors from earlier battles. "
"Recalling costs a standard 20 gold and presents you with a list of all "
"surviving units from previous scenarios."
msgstr ""
"\n"
"\n"
"Vėlesnėse scenarijuose jūs taip pat galėsite susigrąžinti ankstesniuose "
"mūšiuose išlikusius dalinius. Sugrąžinant dalinį už standartinę 20 auksinių "
"kainą, bus parodomas visų, ankstesnėse užduotyse išlikusių dalinių sąrašas."

#. [topic]: id=recruit_and_recall
#: data/core/help.cfg:178
msgid ""
"\n"
"\n"
"Units not only cost gold to Recruit or Recall, they also require money to "
"support. See <ref>dst='income_and_upkeep' text='income and upkeep'</ref> for "
"more information."
msgstr ""
"\n"
"\n"
"Ne tik dalinių samdymas ir sugrąžinimas, bet ir jų išlaikymas sekina jūsų "
"aukso atsargas. Daugiau informacijos rasite skyrelyje "
"<ref>dst='income_and_upkeep' text='pajamos ir išlaikymas'</ref>. "

#. [topic]: id=orbs
#: data/core/help.cfg:187
msgid "Orbs"
msgstr "Rutuliai"

#. [topic]: id=orbs
#: data/core/help.cfg:188
msgid ""
"On top of the energy bar shown next to each unit of yours is an orb. For "
"units you control, this orb is:"
msgstr ""
"Virš energijos juostos, rodomos šalia jūsų dalinių, yra rutulys. Daliniams, "
"kuriuos jūs kontroliuojate, šis rutulys yra:"

#. [topic]: id=orbs
#: data/core/help.cfg:189
msgid " green if it hasn’t moved this turn,"
msgstr " žalias, jei dar nejudėjo šį ėjimą,"

#. [topic]: id=orbs
#: data/core/help.cfg:190
msgid " yellow if it has moved, but could still move further or attack, or"
msgstr " geltonas, jei judėjo, bet dar gali toliau judėti ar pulti arba"

#. [topic]: id=orbs
#: data/core/help.cfg:191
msgid ""
" red if it can no longer move or attack, or the user ended the unit’s turn."
msgstr ""

#. [topic]: id=orbs
#: data/core/help.cfg:192
msgid " blue if the unit is an ally you do not control."
msgstr " mėlynas, jei dalinys yra draugas, kurio jūs nevaldote."

#. [topic]: id=orbs
#: data/core/help.cfg:193
msgid " Enemy units have no orb on top of their energy bar."
msgstr " Priešo daliniai neturi rutulio virš jų energijos juostos."

#. [topic]: id=hitpoints
#: data/core/help.cfg:200
msgid "Hitpoints and Experience"
msgstr "Gyvybės taškai ir patirtis"

#. [topic]: id=hitpoints
#: data/core/help.cfg:201
msgid ""
"Each unit has a certain number of <italic>text='hitpoints'</italic> (HP). If "
"the hitpoints of a unit drop below 1, the unit dies. Each unit also has a "
"certain number of <italic>text='experience points'</italic> (XP). A freshly "
"recruited unit starts with no experience points, and gains experience by "
"fighting enemies."
msgstr ""
"Kiekvienas dalinys turi tam tikrą kiekį <italic>text='gyvybės taškų'</"
"italic> (GT). Jei dalinio gyvybės taškai nukrenta žemiau 1, jis miršta. "
"Kiekvienas dalinys taip pat turi tam tikrą skaičių <italic>text='patirties "
"taškų'</italic> (PT). Naujai pasamdytas dalinys neturi patirties taškų ir "
"įgauna patirties kovodamas su priešais."

#. [topic]: id=hitpoints
#: data/core/help.cfg:205
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:206
msgid ""
"The hitpoints are also indicated by an energy bar next to each unit, which "
"is green, yellow or red. A unit with at least 1 experience point has a blue "
"experience bar, which turns white as the unit is about to "
"<ref>dst='experience_and_advancement' text='advance'</ref>."
msgstr ""
"Gyvybės taškai taip pat rodomi dalinio energijos indikatoriuje, kuris "
"šviečia žalia, geltona arba raudona šviesa. Dalinys, turintis bent 1 "
"patirties tašką, turi mėlynos spalvos patirties indikatorių, kuris augant "
"patirčiai pasikeičia į baltą spalvą, kai dalinys beveik pasiruošęs "
"<ref>dst='experience_and_advancement' text='patobulėti'</ref>."

#. [topic]: id=movement
#: data/core/help.cfg:213
msgid "Movement"
msgstr "Judėjimas"

#. [topic]: id=movement
#: data/core/help.cfg:214
msgid ""
"\n"
"\n"
"Each unit has a certain number of movement points which are used up when "
"moving into a new hex, depending on the Terrain of that particular hex. For "
"instance, grassland nearly always costs 1 movement point to enter. Exactly "
"how many movement points are spent entering a hex depends on the unit type — "
"in forest, elvish units only spend 1 movement point, most human and orc "
"units spend 2, while horsemen spend 3. You can learn how many movement "
"points a unit requires to enter a certain terrain type by right-clicking on "
"it, selecting <bold>text='Unit Description'</bold>, and then looking at "
"<bold>text='Terrain Modifiers'</bold>."
msgstr ""
"\n"
"\n"
"Kiekvienas dalinys turi tam tikrą ėjimų skaičių, kurie išnaudojami pereinant "
"į naują langelį priklausomai nuo vietovės, kurioje yra konkretus langelis. "
"Pavyzdžiui, judant pievoje beveik visuomet išnaudosite vieną ėjimą. Kiek "
"ėjimų bus išnaudota patenkant ant langelio priklauso ir nuo dalinio tipo – "
"miške tik elfai išnaudoja 1 ėjimą, dauguma žmonių ir orkų dalinių išnaudoja "
"2 ėjimus, o raiteliai – 3. Sužinoti, kiek ėjimų reikia daliniui pereinant į "
"tam tikros rūšies teritoriją, galite užvedę pelės žymeklį ant dalinio ir "
"paspaudę dešinį pelės klavišą ir pažymėję <bold>text='Dalinio aprašymą'</"
"bold>, kuriame rasite <italic>text='Vietovių modifikatorius'</italic>."

#. [topic]: id=movement
#: data/core/help.cfg:214
msgid ""
"Movement in <italic>text='Battle for Wesnoth'</italic> is simple. Click on "
"the unit you wish to move to select it, then click on the hex you wish to "
"move it to. When a unit is selected, everywhere it can move this turn will "
"be highlighted, and all other hexes on the map are made dull. Mousing over a "
"highlighted hex shows the defense rating the unit would have if you moved it "
"to that hex. Mousing over a dull hex will also show the number of turns "
"required to reach it, and clicking will cause the unit to move towards it by "
"the fastest route over this and subsequent turns. If you don’t use up all of "
"a unit’s movement when you first move a unit, you may move it again. This is "
"useful when having two units switch places. Attacking with a unit will use "
"up its movement. Ending a move in a village you don’t already own will also "
"use up a unit’s movement, but will still allow it to attack."
msgstr ""
"Judėjimas <italic>text='Mūšyje dėl Vesnoto'</italic>  yra paprastas. Pelės "
"paspaudimu pažymėkite dalinį, kuriuo norite atlikti ėjimą. Tada spauskite "
"ant langelio, į kurį norite pereiti. Kai dalinys pažymėtas, visos vietos, į "
"kurias galima pereiti bus paryškintos, o visi kiti langeliai žemėlapyje "
"išblanks. Užslinkus pelės žymekliu ant užtamsinto langelio pamatysite "
"gynybos lygį, kurį dalinys įgis, jeigu jį ten perkelsite. Pelės žymeklį "
"užvedę ant išblankusio langelio, pamatysite ėjimų skaičių, reikalingą "
"langeliui pasiekti ir bandant spausti pelės klavišą ant to langelio, dalinys "
"paeis greičiausiu maršrutu į nurodyto langelio pusę šiuo ir kitais ėjimais. "
"Jeigu neišnaudojote visų dalinio ėjimų pirmu kartu, galite paeiti dar kartą. "
"Tokia galimybė padeda sukeisti dalinius vietomis. Dalinys išnaudoja savo "
"ėjimą puldamas. Pereidamas į svetimą kaimą, dalinys taip pat išnaudos ėjimą, "
"tačiau išsaugos galimybę pulti."

#. [topic]: id=movement
#: data/core/help.cfg:216
msgid ""
"\n"
"\n"
"Another thing to keep in mind while moving is <italic>text='zones of "
"control'</italic>. Each unit generates a zone of control in the hexes "
"immediately surrounding it, and any enemy unit entering those hexes "
"immediately ends its movement. Learning how to use zones of control to your "
"advantage is an important part of Wesnoth, as only "
"<ref>dst='ability_skirmisher' text='skirmishers'</ref> can ignore zones of "
"control."
msgstr ""
"\n"
"\n"
"Dar vienas dalykas, į kurį turėtumėte atkreipti dėmesį atlikdami ėjimą – "
"<italic>text='valdymo zonos'</italic>. Kiekvienas dalinys turi valdymo zoną "
"aplinkiniuose langeliuose ir priešų dalinys įėjęs į tokį langelį užbaigia "
"savo ėjimą. Valdymo zonų panaudojimas savo privalumui yra svarbi Vesnoto "
"dalis, nes tik <ref>dst='ability_skirmisher' text='peštukai'</ref> gali "
"nepaisyti valdymo zonų."

#. [topic]: id=movement
#: data/core/help.cfg:218
msgid ""
"\n"
"\n"
"To see where the enemy can move to during their next turn, press Ctrl-v or "
"Cmd-v. Ctrl-b or Cmd-b shows where the enemy could move, if your units were "
"not on the map to block their progress."
msgstr ""
"\n"
"\n"
"Kad pamatytumėte, kur priešas gali judėti pre kitą savo ėjimą, nuspauskite "
"Ctrl-v arba Cmd-v. Ctrl-b arba Cmd-b parodo, kur priešas gali judėti, jei "
"jūsų dalinių nebūtų žemėlapyje ir jie netrukdytų judėti."

#. [topic]: id=shroud_and_fog
#: data/core/help.cfg:227
msgid "Shroud and Fog of War"
msgstr "Uždanga ir karo rūkas"

#. [topic]: id=shroud_and_fog
#: data/core/help.cfg:228
msgid ""
"In some scenarios, parts of the map will be hidden from you. There are two "
"mechanisms that can be used separately or together. The "
"<italic>text='shroud'</italic> hides both the terrain and any units at a "
"location. However, once it is cleared, you can always see that location. The "
"<italic>text='fog of war'</italic> only hides units and ownership of "
"villages (other than by you or your allies). The fog of war is cleared "
"temporarily when you have units nearby, but returns when they leave. Both "
"the shroud and the fog of war are cleared by units. Each unit clears "
"locations adjacent to those within one turn’s move (ignoring zones of "
"control and enemy units).\n"
"\n"
"Normally you can undo a unit’s movement, as long as an event with a "
"randomized result has not occurred, such as combat or recruitment (as most "
"units receive random traits when recruited). Exploring hidden terrain by "
"clearing shroud or fog will also prevent undos to a previous state. You may "
"wish to activate <bold>text='Delay Shroud Updates'</bold> in the actions "
"menu. This will prevent units from clearing shroud or fog until the next "
"randomized event or a manual update via <bold>text='Update Shroud Now'</"
"bold> (or the end of your turn) and thereby preserve your ability to undo "
"movement."
msgstr ""
"Kai kuriose užduotyse dalis žemėlapio bus paslėpta nuo jūsų. Yra du "
"paslėpimo būdai, kurie gali būti naudojami atskirai arba kartu. "
"<italic>text='Uždanga'</italic> paslepia ir vietovę, ir dalinius. Tačiau "
"praskleidus uždangą, jūs visuomet galite matyti tą vietovę. "
"<italic>text='Karo rūkas'</italic> paslepia tik dalinius ir kaimo "
"priklausomybę (tik priešų). Karo rūkas laikinai prasisklaido, jei netoliese "
"turite savo dalinių, tačiau jiems nuėjus vėl apgaubia vietovę. Tiek uždanga, "
"tiek ir karo rūkas išsklaidomi dalinių pagalba. Kiekvienas dalinys išsklaido "
"teritoriją pasiekiamą vienu ėjimu (neskaitant valdymo zonų ir priešo "
"dalinių).\n"
"\n"
"Paprastai dalinio ėjimą galima atšaukti, jeigu nebuvo atliktas veiksmas, "
"priklausantis nuo atsitiktinumų, pavyzdžiui, grumtynių ar samdymo (nes "
"dauguma samdomų karių įgauna atsitiktinius bruožus). Žvalgantis paslėptose "
"teritorijose uždangos atskleidimas arba karo rūko prasklaidymas riboja "
"atstatymus į pradinę būseną. Tokiu atveju galima aktyvuoti "
"<bold>text='uždangos atsinaujinimo vėlinimą'</bold>, kuris yra veiksmų "
"meniu. Atlikus tokį veiksmą, daliniai neišsklaidys uždangos ar karo rūko iki "
"kito atsitiktinio įvykio arba rankinio atnaujinimo per "
"<bold>text='Atnaujinti uždangą'</bold> (arba tavo ėjimo pabaigos) ir dėl to "
"bus užtikrinta galimybė atšaukti ėjimą."

#. [topic]: id=combat
#: data/core/help.cfg:237
msgid "Combat"
msgstr "Grumtynės"

#. [topic]: id=combat
#: data/core/help.cfg:238
msgid ""
"\n"
"\n"
"<header>text='Order and Number of Strikes'</header>"
msgstr ""
"\n"
"\n"
"<header>text='Smūgių tvarka ir skaičius'</header>"

#. [topic]: id=combat
#: data/core/help.cfg:238
msgid ""
"Combat in <italic>text='Battle for Wesnoth'</italic> always takes place "
"between units in adjacent hexes. Click on your unit, and click on the enemy "
"you want to attack: your unit will move towards the enemy unit, and when "
"they are next to each other, combat will begin. The attacker and defender "
"alternate strikes until each has used their allotted number of strikes. The "
"attacker chooses one of its weapons to attack with, and the defender "
"retaliates with one of its attacks of the same type. There are two types of "
"attacks: <italic>text='melee'</italic>, which usually involves weapons such "
"as swords, axes or fangs; and <italic>text='ranged'</italic>, which usually "
"involves weapons such as bows, spears and fireballs."
msgstr ""
"Grumtynės tarp dalinių <italic>text='Mūšyje dėl Vesnoto'</italic> visuomet "
"vyksta gretimuose laukeliuose. Paspauskite ant savo dalinio ir priešo, kurį "
"norite pulti: jūsų dalinys paeis link priešo ir kai jie stovės greta, "
"prasidės grumtynės. Atakuojanti ir besiginanti figūros pasikeisdamos "
"smūgiuos tol, kol išnaudos leidžiamą savo smūgių skaičių. Puolantysis atakai "
"pasirenka vieną iš savo ginklų o ginantysis atsako su tokios pat rūšies "
"ginklu. Yra dviejų rūšių puolimai: <italic>text='fechtavimasis'</italic>, "
"kur naudojami kalvijai, kirviai ar iltys arba <italic>text='šaudymas'</"
"italic>, kur naudojami tokie ginklai, kaip lankai, ietys ir ugnies kamuoliai."

#. [topic]: id=combat
#: data/core/help.cfg:240
msgid ""
"\n"
"\n"
"The attacker gets the first strike, then the defender retaliates. Each "
"strike either hits, doing a given amount of damage, or misses, doing no "
"damage at all. Strikes alternate until each unit has used up all of its "
"strikes. The number of strikes a unit has varies; for instance, an elvish "
"fighter with a 5–4 attack may strike 4 times, each successful strike dealing "
"5 damage, while an orcish grunt with a 9–2 attack can only strike twice (but "
"at 9 damage for each hit)."
msgstr ""
"\n"
"\n"
"Puolantysis smūgiuoja pirmas, tuomet atsako besiginantis. Kiekvienas smūgis "
"kuris pasiekia tikslą padaro atitinkamą žalą priešininkui, jeigu nepataikoma "
"– žala nepadaroma. Smūgiuojama pakaitomis kol išnaudojami visi dalinio "
"smūgiai. Smūgių skaičius priklauso nuo dalinio; pavyzdžiui, elfas "
"atakuodamas 5–4 stiprumu gali smūgiuoti 4 kartus, ir kiekvieną kartą sėkmės "
"atveju padaroma 5 taškų žala, kai tuo tarpu orkų pėstininkas atakuodamas 9–2 "
"stiprumu tegali smūgiuoti 2 kartus (tačiau žala siekia 9 taškus)."

#. [topic]: id=combat
#: data/core/help.cfg:242
msgid ""
"\n"
"\n"
"<header>text='Chance to Hit'</header>"
msgstr ""
"\n"
"\n"
"<header>text='Tikimybė pataikyti'</header>"

#. [topic]: id=combat
#: data/core/help.cfg:244
msgid ""
"\n"
"\n"
"Every unit has a chance of being hit, based on the <italic>text='terrain'</"
"italic> it is in. This is shown in the status pane, and may also be found by "
"right-clicking a unit, selecting <bold>text='Unit Description'</bold>, and "
"then looking at <bold>text='Terrain Modifiers'</bold>. For instance, many "
"elves have a defense rating of 70% in forest, so a unit attacking them has "
"only a 30% chance of hitting. Conversely, the elf’s chance of hitting the "
"attacker in return depends on what terrain the attacker is in."
msgstr ""
"\n"
"\n"
"Kiekvienas dalinys gali būti sužeistas priklausomai nuo to, kokioje "
"<italic>text='vietovėje'</italic> jis stovi. Tai parodyta būsenos lange ir "
"taip pat randama <italic>text='Vietovių modifikatoriuose'</italic>, ant "
"dalinio paspaudus dešinį pelės klavišą ir išrinkus <bold>text='Dalinio "
"aprašymas'</bold>. Pavyzdžiui, dauguma elfų turi 70% atsparumą miške, taigi "
"užpuolikas turi tik 30% tikimybę pataikyti. Atitinkamai, tikimybė elfui "
"pataikyti į užpuoliką priklauso nuo vietovės, kurioje stovi užpuolikas."

#. [topic]: id=combat
#: data/core/help.cfg:246
msgid ""
"\n"
"\n"
"There are two exceptions to this rule: <ref>dst='weaponspecial_magical' "
"text='magical attacks'</ref> and <ref>dst='weaponspecial_marksman' "
"text='marksmen'</ref>. Magical attacks always have a 70% chance to hit, "
"regardless of terrain, and, when used offensively, marksmen always have at "
"least a 60% chance to hit, regardless of terrain."
msgstr ""
"\n"
"\n"
"Yra dvi šios taisyklės išimtys: <ref>dst='weaponspecial_magical' "
"text='magiškos atakos'</ref> ir <ref>dst='weaponspecial_marksman' "
"text='snaiperiai'</ref>. Magiškos atakos visada turi 70% tikimybę pataikyti, "
"nepriklausomai nuo vietovės, snaiperiai puldami turi bent 60% tikimybę "
"pataikyti, nepriklausomai nuo vietovės."

#. [topic]: id=combat
#: data/core/help.cfg:248
msgid ""
"\n"
"\n"
"<header>text=Damage</header>"
msgstr ""
"\n"
"\n"
"<header>text=Žala</header>"

#. [topic]: id=combat
#: data/core/help.cfg:250
msgid ""
"\n"
"\n"
"Each strike which hits causes a base amount of damage depending on the "
"attack type. For instance, an elvish fighter with a 5–4 attack does 5 base "
"damage. This is usually modified by two things: "
"<ref>dst='damage_types_and_resistance' text='resistance'</ref> and "
"<ref>dst='time_of_day' text='time of day'</ref>. To see how base damage is "
"modified by the circumstances, select <bold>text='Damage Calculations'</"
"bold> in the attack selection menu."
msgstr ""
"\n"
"\n"
"Kiekvienas sėkmingas smūgis padaro priskirto dydžio bazinę žalą, "
"priklausomai nuo puolimo rūšies. Pavyzdžiui, elfų kovotojo padaroma bazinė "
"žala, naudojant 5–4 ataką, yra 5 taškai. Ji paprastai yra keičiama dviem "
"parametrais: <ref>dst='damage_types_and_resistance' text='atsparumu'</ref> "
"ir <ref>dst='time_of_day' text='dienos laiku'</ref>. Tam, kad pamatyti, kaip "
"aplinkybės keičia žalos dydį, puolimo išrinkimo meniu pasirinkite "
"<bold>text='Žalos skaičiavimai'</bold>."

#. [topic]: id=combat
#: data/core/help.cfg:252
#, fuzzy
msgid ""
"\n"
"\n"
"A few units have special <ref>dst='..abilities_section' text='abilities'</"
"ref> which affect damage dealt in combat. The most common of these is "
"<ref>dst='weaponspecial_charge' text='charge'</ref>, which doubles the "
"damage dealt by both attacker and defender when the unit with charge attacks."
msgstr ""
"\n"
"\n"
"Keletas dalinių turi ypatingų <ref>dst='..abilities_section' "
"text='gebėjimų'</ref>, kurie turi įtakos kovoje daromai žalai. Dažniausiai "
"sutinkamas iš tokių gebėjimų yra <ref>dst='weaponspecial_charge' "
"text='įkrova'</ref>, kai naudojant įkrovą tiek puolančiojo, tiek "
"besiginančio padaroma žala padvigubėja."

#. [topic]: id=damage_types_and_resistance
#: data/core/help.cfg:260
msgid "Damage Types and Resistance"
msgstr "Žalos tipai ir atsparumas"

#. [topic]: id=damage_types_and_resistance
#: data/core/help.cfg:261
msgid ""
"\n"
"\n"
"Resistances work very simply: if a unit has 40% resistance against a damage "
"type, then it will suffer 40% less damage when hit with that damage type. It "
"is also possible for a unit to be vulnerable against some damage types. If a "
"unit has −100% resistance against a damage type, it will suffer 100% more "
"damage when hit by that type."
msgstr ""
"\n"
"\n"
"Atsparumai veikia labai paprastai: jei dalinys turi 40% atsparumą prieš tam "
"tikrą žalos rūšį, jis nukentės 40% mažiau kai patirs tos rūšies žalą. Taip "
"pat yra galimybė, kad dalinys yra pažeidžiamas tam tikriems žalų tipams. "
"Jeigu dalinio atsparumas yra  −100% tam tikrai žalos rūšiai, jis nukentės "
"dvigubai (100% labiau), kai patirs tos rūšies žalą."

#. [topic]: id=damage_types_and_resistance
#: data/core/help.cfg:261
msgid ""
"In Wesnoth, there are three types of damage usually associated with physical "
"attacks: <italic>text='blade, pierce, and impact damage'</italic>. "
"Additionally, there are three further types of damage usually associated "
"with magical attacks: <italic>text='fire, cold, and arcane attacks'</"
"italic>. Different units may have resistances which alter the damage which "
"they take from certain damage types."
msgstr ""
"Vesnote naudojami trys fizinės žalos rūšys: <italic>text='kirtimo, dūrio ir "
"smūgio'</italic>. Apart to yra trys žalų, paprastai siejamų su magiškomis "
"atakomis, rūšys: <italic>text='ugnies, šalčio ir paslaptingos'</italic>. "
"Įvairūs daliniai gali turėti atsparumus, keičiančius patiriamą atitinkamos "
"rūšies žalą."

#. [topic]: id=damage_types_and_resistance
#: data/core/help.cfg:263
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:265
msgid ""
"\n"
"\n"
"If a strike is determined to hit, it will always do at least 1 point of "
"damage. This applies even if the defender has 100% resistance to the damage "
"type."
msgstr ""
"\n"
"\n"
"Jeigu smūgis yra pataikomas, tai visuomet atneš bent 1 tašką žalos. Tai "
"galioja net ir esant 100% atsparumui žalos rūšiai."

#. [topic]: id=time_of_day
#: data/core/help.cfg:273
msgid "Time of Day"
msgstr "Dienos laikas"

#. [topic]: id=time_of_day
#: data/core/help.cfg:274
#, fuzzy
msgid ""
"The time of day affects the damage of certain units as follows:\n"
" Lawful units get +25% damage in daytime, and −25% damage at night.\n"
" Chaotic units get +25% damage at night, and −25% in daytime.\n"
" Neutral units are unaffected by the time of day.\n"
" Liminal units get −25% damage during both night and daytime."
msgstr ""
"Dienos laikas turi įtakos tam tikrų dalinių žalos dydžiui:\n"
"Šviesos daliniai dienos metu daro +25% daugiau žalos, o nakties metu daro "
"−25% mažiau žalos.\n"
"Chaotiški daliniai nakties metu daro +25% daugiau žalos, o dienos metu daro "
"−25% mažiau žalos.\n"
"Prieblandos daliniai prieblandos metu daro +25% daugiau žalos.\n"
"Neutralių dalinių daroma žala nepriklauso nuo dienos laiko."

#. [topic]: id=time_of_day
#: data/core/help.cfg:278
msgid ""
"\n"
"\n"
"The current time of day can be observed under the minimap in the status "
"pane. For the usual day/night cycle, morning and afternoon count as day, "
"first and second watch count as night:\n"
msgstr ""
"\n"
"\n"
"Dabartinis dienos laikas matomas po mažu žemėlapiu esančiame būsenos "
"langelyje. Įprastame dienos/nakties cikle, rytas ir popietė yra diena, "
"pirmoji ir antroji sargyba – naktis:\n"

#. [time]: id=dawn
#. [time]: id=dawn_hour
#. [topic]: id=time_of_day
#: data/core/help.cfg:281 data/core/macros/schedules.cfg:6
#: data/core/macros/schedules.cfg:246
msgid "Dawn"
msgstr "Aušra"

#. [time]: id=morning
#. [topic]: id=time_of_day
#: data/core/help.cfg:282 data/core/macros/schedules.cfg:17
msgid "Morning"
msgstr "Rytas"

#. [time]: id=afternoon
#. [topic]: id=time_of_day
#: data/core/help.cfg:283 data/core/macros/schedules.cfg:26
msgid "Afternoon"
msgstr "Popietė"

#. [time]: id=dusk
#. [time]: id=dusk_hour
#. [topic]: id=time_of_day
#: data/core/help.cfg:284 data/core/macros/schedules.cfg:35
#: data/core/macros/schedules.cfg:358
msgid "Dusk"
msgstr "Prieblanda"

#. [time]: id=first_watch
#. [topic]: id=time_of_day
#: data/core/help.cfg:285 data/core/macros/schedules.cfg:46
msgid "First Watch"
msgstr "Pirmoji sargyba"

#. [time]: id=second_watch
#. [topic]: id=time_of_day
#: data/core/help.cfg:286 data/core/macros/schedules.cfg:58
msgid "Second Watch"
msgstr "Antroji sargyba"

#. [topic]: id=time_of_day
#: data/core/help.cfg:288
msgid ""
"Keep in mind that some scenarios take place underground, where it is "
"perpetually night!"
msgstr ""
"Turėkite omeny, kad kai kurie scenarijai vyksta požemyje, kur nuolat yra "
"naktis!"

#. [topic]: id=experience_and_advancement
#: data/core/help.cfg:295
msgid "Experience and Advancement"
msgstr "Patirtis ir paaukštinimai"

#. [topic]: id=experience_and_advancement
#: data/core/help.cfg:296
msgid ""
"\n"
"\n"
"Units have a certain amount of experience required to advance (this is 20% "
"less for units with the Intelligent trait). Once they achieve this amount, "
"they immediately advance to the next level, healing fully in the process. In "
"some cases, you will be given a choice of advancement options."
msgstr ""
"\n"
"\n"
"Tam, kad patobulėtų, daliniai turi gauti tam tikrą kiekį patirties "
"(protingiems daliniams reikia 20% mažiau patirties). Kai tik pasiekiamas "
"atitinkamas kiekis, jie tuoj pat pasikelia lygį ir pilnai pasveiksta. Tam "
"tikrais atvejais jūs galėsite pasirinkti vieną iš kelių paaukštinimo "
"galimybių."

#. [topic]: id=experience_and_advancement
#: data/core/help.cfg:296
msgid ""
"If both units survive a combat, they gain a number of experience points "
"equal to the level of the unit they’re fighting. If a unit kills another in "
"combat, however, it gains much more experience — 4 for a level 0 unit, 8 for "
"level 1, 16 for level 2, 24 for level 3, and so forth."
msgstr ""
"Jeigu abu daliniai išgyvena kovą, jie gauna patirties taškų skaičių lygų "
"dalinio, su kuriuo jie kaunasi, lygiui. Tačiau jei dalinys kovoje užmuša "
"kitą, jis gauna kur kas daugiau patirties – 4 už 0 lygio dalinį, 8 – už 1 "
"lygio, 16 – už 2 lygio, 24 – už 3 lygio ir t.t."

#. [topic]: id=experience_and_advancement
#: data/core/help.cfg:298
msgid ""
"\n"
"\n"
"While most units have three levels, not all do. Occasional units (such as "
"<ref>dst='unit_Mage' text='magi'</ref>) may have four. Once a unit has "
"reached its maximum level, it may have an <italic>text='After Maximum Level "
"Advancement'</italic> (AMLA) available to it. The AMLA will modify the unit "
"each time the unit reaches the experience goal, but the unit will remain the "
"same level. The typical AMLA effect is for the unit to raise the maximum HP "
"by 3 and full-heal it. The first AMLA will normally be reached with 150 XP "
"gained (120 XP for intelligent units). However, gaining an AMLA becomes "
"progressively harder for each AMLA the unit receives, and so it is usually "
"more useful to try to advance your lower level units."
msgstr ""
"\n"
"\n"
"Dauguma dalinių turi tris lygius, bet ne visi. Kai kurie daliniai (tokie "
"kaip <ref>dst='unit_Mage' text='magai'</ref>) gali turėti keturis. Kai "
"dalinys pasiekia aukščiausią lygį, jis gali įgyti <italic>text='virš "
"aukščiausio lygio paaukštinimą'</italic> (VALP). Kiekvieną kartą, kai "
"dalinys surenka pakankamai patirties, VALP pakeičia dalinį, tačiau jo lygis "
"išlieka nepakitęs. VALP pagrindinis poveikis yra maksimalaus GT kiekio "
"pakėlimas 3 punktais ir pilnas pagydymas. Pirmą kartą VALP paprastai "
"pasiekiamas surinkus 150 PT (120 PT protingiems daliniams). Tačiau vėliau "
"tampa vis sunkiau pasiekti VALP, todėl naudingiau bandyti patobulinti "
"žemesnio lygio dalinius."

#. [topic]: id=healing
#: data/core/help.cfg:307
msgid "Healing"
msgstr "Gydymas"

#. [topic]: id=healing
#: data/core/help.cfg:308
msgid ""
"\n"
"\n"
"<italic>text='Resting'</italic>: A unit which neither moves, attacks, nor is "
"attacked will heal 2 HP in its next turn."
msgstr ""
"\n"
"\n"
"<italic>text='Poilsis'</italic>: dalinys, kuris nei juda, nei puola, nei yra "
"puolamas, kitą ėjimą pagis 2 GT."

#. [topic]: id=healing
#: data/core/help.cfg:308
msgid ""
"In combat, your units will inevitably take damage. When a unit "
"<ref>dst='experience_and_advancement' text='advances'</ref>, it will heal "
"fully. This can happen as you finish fighting an enemy, whether it is your "
"turn or not. Wesnoth offers several other ways for your units to heal, all "
"of which take place at the beginning of your turn, before you take action."
msgstr ""
"Grumtynėse jūsų daliniai neišvengiamai bus sužaloti. Kai dalinys "
"<ref>dst='experience_and_advancement' text='paaukštinamas'</ref>, jis pilnai "
"pasveiksta. Tai gali įvykti pasibaigus kovai, nepriklausomai kieno – jūsų ar "
"priešininko ėjimas. Vesnote yra keletas kitų būdų dalinių išgijimui, ir visi "
"jie atliekami jūsų ėjimo pradžioje, prieš pradedant veiksmus."

#. [topic]: id=healing
#: data/core/help.cfg:310
msgid ""
"\n"
"<italic>text='Villages'</italic>: A unit which starts a turn in a village "
"will heal 8HP."
msgstr ""
"\n"
"<italic>text='Kaimai'</italic>: dalinys, pradedantis ėjimą kaime, pagis 8 GT."

#. [topic]: id=healing
#: data/core/help.cfg:311
msgid ""
"\n"
"<ref>dst='ability_regenerates' text='Regeneration'</ref>: Certain units "
"(such as trolls) will automatically heal 8HP every turn."
msgstr ""
"\n"
"<ref>dst='ability_regenerates' text='Regeneruoja'</ref>: Kai kurie daliniai "
"(pavyzdžiui, troliai) kiekvieną ėjimą savaime pasigydys 8 GT."

#. [topic]: id=healing
#: data/core/help.cfg:312
msgid ""
"\n"
"<italic>text='Healing units'</italic>: Units with the "
"<ref>dst='ability_heals +4' text='Heals'</ref> ability will heal each allied "
"adjacent unit, usually <ref>dst='ability_heals +4' text='4HP'</ref> or "
"<ref>dst='ability_heals +8' text='8HP'</ref> per turn, or prevent Poison "
"from causing that unit damage."
msgstr ""
"\n"
"<italic>text='Gydantys daliniai'</italic>: daliniai, turintys gebėjimą "
"<ref>dst='ability_heals +4' text='Gydo'</ref>, gydys kiekvieną greta esantį "
"draugišką dalinį, paprastai <ref>dst='ability_heals +4' text='4 GT'</ref> "
"arba  <ref>dst='ability_heals +8' text='8 GT'</ref> per ėjimą, arba "
"neutralizuoja nuodų poveikį daliniui."

#. [topic]: id=healing
#: data/core/help.cfg:313
msgid ""
"\n"
"<italic>text='Curing units'</italic>: Units with the "
"<ref>dst='ability_cures' text='cures'</ref> ability will cure Poison in all "
"allied adjacent units (in preference to healing, if it has that ability as "
"well)."
msgstr ""
"\n"
"<italic>text='Atnuodijantys daliniai'</italic>: daliniai, turintys "
"<ref>dst='ability_cures' text='atnuodijimo'</ref> galių, atnuodys greta "
"esančius apnuodytus dalinius (vietoj gydymo, jei jis turi ir tą gebėjimą)."

#. [topic]: id=healing
#: data/core/help.cfg:314
msgid ""
"\n"
"\n"
"Resting can be combined with other forms of healing, but villages, "
"regeneration, healing and curing cannot combine with each other: the best "
"option will be used. Finally, units heal fully between scenarios."
msgstr ""
"\n"
"\n"
"Poilsis gali būti detinamas su kitomis gydymo formomis, tačiau kaimai, "
"regeneravimas ir gydymas negali būti naudojami tuo pačiu metu: bus "
"naudojamas tik tuo metu geriausias variantas. Galiausiai, daliniai pilnai "
"pasveiksta pereidami iš vieno scenarijaus į kitą."

#. [topic]: id=income_and_upkeep
#: data/core/help.cfg:323
msgid "Income and Upkeep"
msgstr "Pajamos ir išlaikymas"

#. [topic]: id=income_and_upkeep
#: data/core/help.cfg:324
msgid ""
"\n"
"\n"
"Income is simple. You have a base income of 2 gold per turn. For every "
"village you control, you gain one additional gold each turn. (In general "
"this is configurable but in campaigns it is almost always one gold per "
"village.) Thus, if you have ten villages, you would normally gain 12 gold "
"each turn. Your upkeep costs are subtracted from this income, as detailed "
"below."
msgstr ""
"\n"
"\n"
"Pajamos yra paprasta. Jūs gaunate 2 auksinius per kiekvieną ėjimą. Iš "
"kiekvieno jums priklausančio kaimo kiekvieną ėjimą gausite vieną papildomą "
"auksinį (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:324
msgid ""
"In Wesnoth, it is not enough simply to recruit units and fight. You must "
"watch your gold as well, especially in campaigns, where you can carry extra "
"gold over from one scenario to the next. There are two aspects to this; "
"<italic>text='income'</italic> and <italic>text='upkeep'</italic>."
msgstr ""
"Vesnote nepakanka tiesiog samdyti dalinius ir kautis. Jūs taip pat privalote "
"stebėti savo auksą, ypač kampanijose, kur galite persinešti papildomą auksą "
"iš vieno scenarijaus į kitą. Yra du šito aspektai; <italic>text='pajamos'</"
"italic> ir <italic>text='išlaikymas'</italic>."

#. [topic]: id=income_and_upkeep
#: data/core/help.cfg:326
msgid ""
"\n"
"\n"
"Upkeep is also fairly simple. Each unit requires an amount of Upkeep equal "
"to its level. You can support as many levels worth of units as you have "
"villages, without paying any upkeep. However, for each level of unit beyond "
"the number of villages you have, you must pay one gold per turn. For "
"example, if you have twelve level one units and ten villages, you would have "
"to pay two gold each turn in upkeep."
msgstr ""
"\n"
"\n"
"Išlaikymas taip pat yra pakankamai paprastas. Kiekvieno dalinio išlaikymo "
"kaina lygi jo lygiui. Nemokėdami išlaikymo išlaidų jūs galite išlaikyti tiek "
"lygių text=vertų dalinių, kiek turite kaimų. Tačiau už kiekvieną dalinio "
"lygį, viršijantį kaimų skaičių, turite mokėti po vieną auksinį per ėjimą. "
"Pavyzdžiui, jeigu turite dvylika pirmo lygio dalinių ir dešimt kaimų, "
"turėsite mokėti po du auksinius išlaikymo išlaidų kiekvieno ėjimo metu."

#. [topic]: id=income_and_upkeep
#: data/core/help.cfg:328
msgid ""
"\n"
"\n"
"Upkeep costs are subtracted from your income, so in the case of twelve "
"levels of units and ten villages, your resultant Income would be 10 gold per "
"turn."
msgstr ""
"\n"
"\n"
"Išlaikymo kaštai atimami iš jūsų pajamų, taigi dvylikos dalinių lygių ir "
"dešimties kaimų atveju jūsų pajamos bus 10 aukso per ėjimą."

#. [topic]: id=income_and_upkeep
#: data/core/help.cfg:330
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 daliniai ir "
"vadai nereikalauja Išlaikymo. Scenarijaus pradžioje turimi daliniai "
"(pavyzdžiui, Delfadoras), arba daliniai, prisijungiantys scenarijaus metu "
"(pavyzdžiui, raiteliai antrajame <italic>text='Sosto įpėdinio'</italic> "
"scenarijuje), paprastai turi <italic>text='ištikimo'</italic> dalinio "
"bruožą. Daliniai, kuriais jūs žaidžiate (pavyzdžiui, Konradas), beveik "
"visada būna vadai."

#. [topic]: id=wrap_up
#: data/core/help.cfg:338
msgid "Wrap Up"
msgstr "Reziumė"

#. [topic]: id=wrap_up
#: data/core/help.cfg:339
msgid ""
"This concludes the fundamentals of Wesnoth. You might want to read up on "
"basic strategy, or familiarize yourself with <ref>dst='..traits_section' "
"text='traits'</ref> and <ref>dst='..abilities_section' text='abilities'</"
"ref>, but you now know everything you need to know to play the "
"<italic>text='Heir to the Throne'</italic> campaign. Have fun, and good luck!"
msgstr ""
"Čia pasibaigia Vesnoto pagrindai. Jums būtų pravartu pasiskaityti apie "
"taktiką ar susipažinti su <ref>dst='..traits_section' text='bruožais'</ref> "
"ir <ref>dst='..abilities_section' text='gebėjimais'</ref>, tačiau jūs žinote "
"pakankamai, kad galėtumėte žaisti <italic>text='Sosto įpėdinio'</italic> "
"kampaniją. Linkime smagaus žaidimo ir sėkmės!"

#. [topic]: id=about
#: data/core/help.cfg:344
msgid "ingame_help_item^Contributors"
msgstr "Autoriai"

#. [topic]: id=license
#: data/core/help.cfg:350
msgid "License"
msgstr "Licencija"

#. [topic]: id=..traits_section
#: data/core/help.cfg:359
msgid ""
"\n"
"\n"
"The traits that are available to all non-undead units are "
"<ref>dst='traits_intelligent' text='intelligent'</ref>, "
"<ref>dst='traits_quick' text='quick'</ref>, <ref>dst='traits_resilient' "
"text='resilient'</ref>, and <ref>dst='traits_strong' text='strong'</ref>."
msgstr ""
"\n"
"\n"
"Bruožai galimi visiems ne-nemirėliams daliniams yra "
"<ref>dst='traits_intelligent' text='protingas'</ref>, "
"<ref>dst='traits_quick' text='greitas'</ref>, <ref>dst='traits_resilient' "
"text='gyvybingas'</ref> ir <ref>dst='traits_strong' text='stiprus'</ref>."

#. [topic]: id=..traits_section
#: data/core/help.cfg:359
msgid ""
"Most units have two traits. However, undead units are assigned the single "
"trait <italic>text='undead'</italic>, and woses do not receive any traits. "
"Traits are modifications that change a unit’s attributes slightly. They are "
"usually randomly assigned to a unit when it is recruited."
msgstr ""
"Dauguma dalinių turi du bruožus. Tačiau nemirėlių daliniams priskirtas "
"vienintelis bruožas <italic>text='nemirėlis'</italic>, o miškiniai neturi "
"jokių bruožų. Bruožai yra pakeitimai, kurie šiek tiek pakeičia dalinio "
"atributus. Jie paprastai atsitiktinai priskiriami daliniui, kai jis yra "
"pasamdomas."

#. [topic]: id=..traits_section
#: data/core/help.cfg:361
msgid ""
"\n"
"\n"
"Other traits that may be assigned to units are <ref>dst='traits_dextrous' "
"text='dextrous'</ref>, <ref>dst='traits_loyal' text='loyal'</ref>, and "
"<ref>dst='traits_undead' text='undead'</ref>.\n"
"\n"
msgstr ""
"\n"
"\n"
"Kiti bruožai, kurie gali būti priskirti daliniams yra "
"<ref>dst='traits_dextrous' text='vikrus'</ref>, <ref>dst='traits_loyal' "
"text='ištikimas'</ref> ir <ref>dst='traits_undead' text='nemirėlis'</ref>.\n"
"\n"

#. [topic]: id=traits_intelligent
#: data/core/help.cfg:371
msgid "Intelligent"
msgstr "Protingas"

#. [topic]: id=traits_intelligent
#: data/core/help.cfg:372
msgid ""
"\n"
"\n"
"<italic>text='Intelligent'</italic> units are very useful at the beginning "
"of a campaign as they can advance to higher levels more quickly. Later in "
"campaigns Intelligent is not quite as useful because the <italic>text='After "
"Maximum Level Advancement'</italic> (AMLA) is not as significant a change as "
"advancing a level. If you have many ‘maximum level’ units you may wish to "
"recall units with more desirable traits."
msgstr ""
"\n"
"\n"
"<italic>text='Protingi'</italic> daliniai yra labai naudingi kampanijos "
"pradžioje, nes gali greitai pasiekti aukštą lygį. Vėliau protas nebėra toks "
"svarbus, nes pasiekus <italic>text='virš aukščiausio lygio paaukštinimą'</"
"italic> (VALP), tobulėjimas nebėra toks staigus. Jeigu turite daug "
"aukščiausio lygio dalinių, galbūt norėsite susigrąžinti dalinius, turinčius "
"norimų savybių."

#. [topic]: id=traits_intelligent
#: data/core/help.cfg:372
msgid "Intelligent units require 20% less experience than usual to advance."
msgstr ""
"Protingiems daliniams reikia 20% mažiau patirties nei įprasta, kad būtų "
"paaukštinti."

#. [topic]: id=traits_quick
#: data/core/help.cfg:379
msgid "Quick"
msgstr "Greitas"

#. [topic]: id=traits_quick
#: data/core/help.cfg:380
msgid ""
"\n"
"\n"
"Quick is the most noticeable trait, particularly in slower moving units such "
"as trolls or heavy infantry. Units with the quick trait often have greatly "
"increased mobility in rough terrain, which can be important to consider when "
"deploying your forces. Also, quick units aren’t quite as tough as units "
"without this trait and are subsequently less good at holding contested "
"positions."
msgstr ""
"\n"
"\n"
"Greitis yra viena iš labiausiai pastebimų savybių, ypač lėtesniuose "
"daliniuose, pavyzdžiui, troliuose arba sunkiuosiuose pėstininkuose. Greiti "
"daliniai turi žymiai didesnį judrumą nelygiose vietovėse, į ką svarbu "
"atkreipti dėmesį dėstant savo pajėgas. Taip pat žinotina, kad greiti "
"daliniai nėra tokie stiprūs, kaip neturintys didelio greičio ir žymiai "
"prasčiau atlaiko ginčijamas pozicijas."

#. [topic]: id=traits_quick
#: data/core/help.cfg:380
msgid ""
"<italic>text='Quick'</italic> units have 1 extra movement point, but 5% less "
"HP than usual."
msgstr ""
"<italic>text='Greiti'</italic> daliniai turi 1 papildomą judėjimo tašką, bet "
"5% mažiau GT nei įprasta."

#. [topic]: id=traits_resilient
#: data/core/help.cfg:387
msgid "Resilient"
msgstr "Gyvybingas"

#. [topic]: id=traits_resilient
#: data/core/help.cfg:388
msgid ""
"\n"
"\n"
"Resilient units can be useful at all stages of a campaign, and this is a "
"useful trait for all units. Resilient is often most helpful as a trait when "
"it occurs in a unit that has some combination of low hitpoints, good "
"defense, or high resistances. Resilient units are especially useful for "
"holding strategic positions against opponents."
msgstr ""
"\n"
"\n"
"Gyvybingi daliniai būna naudingi visose kampanijos stadijose ir tai yra "
"visiems daliniams naudingas bruožas. Gyvybingumas yra naudingiausias bruožas "
"daliniams, turintiems mažai gyvybės taškų, gerą gynybą arba didelį "
"atsparumą. Gyvybingi daliniai yra ypač naudingi strateginių pozicijų "
"išlaikymui."

#. [topic]: id=traits_resilient
#: data/core/help.cfg:388
msgid ""
"<italic>text='Resilient'</italic> units have 4 HP plus 1 HP per level more "
"than usual."
msgstr ""
"<italic>text='Gyvybingi'</italic> daliniai turi 4 GT plius 1 GT lygiui "
"daugiau negu įprasta."

#. [topic]: id=traits_strong
#: data/core/help.cfg:395
msgid "Strong"
msgstr "Stiprus"

#. [topic]: id=traits_strong
#: data/core/help.cfg:396
msgid ""
"\n"
"\n"
"While useful for any close-combat unit, strong is most effective for units "
"who have a high number of swings such as the elvish fighter. Strong units "
"can be very useful when a tiny bit of extra damage is all that is needed to "
"turn a damaging stroke into a killing blow."
msgstr ""
"\n"
"\n"
"Jėga yra naudinga visiems artimose kovose dalyvaujantiems daliniams, bet "
"efektingiausia daliniams turintiems didelį kirčių skaičių, pavyzdžiui, elfų "
"kovotojams. Stiprūs daliniai gali būti labai naudingi, kai reikalinga "
"truputį didesnė žala paversti žalojantį smūgį į mirtiną."

#. [topic]: id=traits_strong
#: data/core/help.cfg:396
msgid ""
"<italic>text='Strong'</italic> units do 1 more damage for every successful "
"strike in melee combat, and have 1 more HP."
msgstr ""
"<italic>text='Stiprūs'</italic> daliniai padaro 1 tašku daugiau žalos per "
"kiekvieną pavykusį smūgį artimoje kovoje ir turi 1 GT daugiau."

#. [topic]: id=traits_fearless
#: data/core/help.cfg:403
msgid "Fearless"
msgstr "Bebaimis"

#. [topic]: id=traits_fearless
#: data/core/help.cfg:404
msgid "Aversion to light and dark holds no sway over these brave individuals."
msgstr "Priklausymas šviesai ar tamsai neįtakoja šių drąsių individų."

#. [topic]: id=traits_feral
#: data/core/help.cfg:409
msgid "Feral"
msgstr "Laukinis"

#. [topic]: id=traits_feral
#: data/core/help.cfg:410
#, fuzzy
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> turi ne daugiau, kaip 40% gynybą "
"bet kuriame ant žemės esančiame kaime, nepriklausomai nuo bazinės vietovės."

#. [topic]: id=traits_loyal
#: data/core/help.cfg:415
msgid "Loyal"
msgstr "Ištikimas"

#. [topic]: id=traits_loyal
#: data/core/help.cfg:416
msgid ""
"\n"
"\n"
"During campaigns, certain units may opt to join the player’s forces of their "
"own volition. These units are marked with the loyal trait. Although they may "
"require payment to be recalled, they never incur any upkeep costs. This can "
"make them invaluable during a long campaign, when gold is in short supply. "
"This trait is never given to recruited units, so it may be unwise to dismiss "
"such units or to send them to a foolish death."
msgstr ""
"\n"
"\n"
"Užduoties vykdymo metu kai kurie daliniai gali savanoriškai prisijungti prie "
"žaidėjo pajėgų. Tokie daliniai pažymimi ištikimumo bruožu. Nors tokių "
"dalinių susigrąžinimas gali kainuoti, jų išlaikymas visuomet bus nemokamas. "
"Ilgų užduočių atveju, kai aukso atsargos ribotos, tokie daliniai tampa "
"neįkainuojama parama. Ištikimumo bruožas niekada nepriskiriamas samdant "
"dalinius ir būtų neprotinga tokį bruožą turinčius dalinius atleisti arba "
"kvailai paaukoti."

#. [topic]: id=traits_loyal
#: data/core/help.cfg:416
msgid ""
"<italic>text='Loyal'</italic> units don’t incur upkeep. Most units incur an "
"upkeep cost at the end of every turn, which is equal to their level. Loyal "
"units do not incur this cost."
msgstr ""
"<italic>text='Ištikimi'</italic> daliniai nereikalauja užmokesčio. Dauguma "
"dalinių ėjimo pabaigoje paima užmokestį, tiek auksinių, koks yra jų lygis. "
"Ištikimiems daliniams šio užmokesčio nereikia."

#. [topic]: id=traits_undead
#: data/core/help.cfg:423
msgid "trait^Undead"
msgstr "Nemirėlis"

#. [topic]: id=traits_undead
#: data/core/help.cfg:424
msgid ""
"\n"
"\n"
"Undead units generally have undead as their only trait. Since undead units "
"are the bodies of the dead, risen to fight again, poison has no effect upon "
"them. This can make them invaluable in dealing with foes who use poison in "
"conjunction with their attacks."
msgstr ""
"\n"
"\n"
"Nemirėliai daliniai paprastai turi tik nemirėliškumo bruožą. Kadangi "
"nemirėliai yra mirusiųjų kūnai, prisikėlę naujoms kovoms, nuodai jų "
"neveikia. Tai tampa neįkainuojamu pranašumu prieš oponentus, savo atakoms "
"naudojančius nuodus."

#. [topic]: id=traits_undead
#: data/core/help.cfg:424
msgid ""
"<italic>text='Undead'</italic> units are immune to poison, drain, and plague."
msgstr ""
"<italic>text='Nemirėlių'</italic> daliniai yra atsparūs nuodams, išsiurbimui "
"ir marui."

#. [topic]: id=traits_mechanical
#: data/core/help.cfg:431
msgid "trait^Mechanical"
msgstr "Mechaninis"

#. [topic]: id=traits_mechanical
#: data/core/help.cfg:432
msgid ""
"\n"
"\n"
"Mechanical units generally have mechanical as their only trait. Since "
"mechanical units don’t really have life, drain, poison, and plague have no "
"effect upon them."
msgstr ""
"\n"
"\n"
"Mechaniniai daliniai paprastai turi vienintelį bruožą mechaninis. Kadangi "
"mechaniniai daliniai iš tikrųjų neturi gyvybės, išsiurbimas, nuodai ir maras "
"jų neveikia."

#. [topic]: id=traits_mechanical
#: data/core/help.cfg:432
msgid ""
"<italic>text='Mechanical'</italic> units are immune to poison, drain, and "
"plague."
msgstr ""
"<italic>text='Mechaniniai'</italic> daliniai yra atsparūs nuodams, "
"išsiurbimui ir marui."

#. [topic]: id=traits_elemental
#: data/core/help.cfg:439
#, fuzzy
msgid "trait^Elemental"
msgstr "stichiškas"

#. [topic]: id=traits_elemental
#: data/core/help.cfg:440
#, fuzzy
msgid ""
"\n"
"\n"
"Elemental units generally have elemental as their only trait. Since "
"elemental units are energy-based beings, drain, poison, and plague have no "
"effect upon them."
msgstr ""
"\n"
"\n"
"Mechaniniai daliniai paprastai turi vienintelį bruožą mechaninis. Kadangi "
"mechaniniai daliniai iš tikrųjų neturi gyvybės, išsiurbimas, nuodai ir maras "
"jų neveikia."

#. [topic]: id=traits_elemental
#: data/core/help.cfg:440
#, fuzzy
msgid ""
"<italic>text='Elemental'</italic> units are immune to poison, drain, and "
"plague."
msgstr ""
"<italic>text='Mechaniniai'</italic> daliniai yra atsparūs nuodams, be to "
"išsiurbimas ir maras neveikia jų."

#. [topic]: id=traits_dextrous
#: data/core/help.cfg:447
msgid "Dextrous"
msgstr "Vikrus"

#. [topic]: id=traits_dextrous
#: data/core/help.cfg:448
msgid ""
"\n"
"\n"
"Dextrous is a trait possessed only by elves. The elven people are known for "
"their uncanny grace, and their great facility with the bow. Some, however, "
"are gifted with natural talent that exceeds their brethren. These elves "
"inflict an additional point of damage with each arrow."
msgstr ""
"\n"
"\n"
"Vikrumas yra tik elfams būdinga savybė. Elfai garsėja savo nepaprastu "
"grakštumu ir taiklumu šaudant iš lanko. Tačiau kai kurie iš jų apdovanoti "
"išskirtiniu talentu lyginant su kitais tėvynainiais. Šių elfų strėlės atneša "
"vienu tašku daugiau žalos."

#. [topic]: id=traits_dextrous
#: data/core/help.cfg:448
msgid ""
"<italic>text='Dextrous'</italic> units do 1 more damage for every successful "
"strike in ranged combat."
msgstr ""
"<italic>text='Vikrūs'</italic> daliniai padaro 1 tašku didesnę žalą po "
"kiekvieno sėkmingo smūgio nuotoliniame mūšyje."

#. [topic]: id=traits_healthy
#: data/core/help.cfg:455
msgid "Healthy"
msgstr "Sveikas"

#. [topic]: id=traits_healthy
#: data/core/help.cfg:456
msgid ""
"\n"
"\n"
"<italic>text='Healthy'</italic> units have 1 HP plus 1 HP per level more "
"than usual and rest heal the usual 2 HP after each turn they did not fight. "
"They also suffer a quarter less damage from poison."
msgstr ""
"\n"
"\n"
"<italic>text='Sveiki'</italic> daliniai turi 1 GT daugiau ir papildomaiu 1 "
"GT kiekvienam lygiui, o poilsis paprastai prideda 2 GT po kiekvieno ėjimo, "
"kurio metu jie nesigrūmė. Taip pat jie ketvirčiu mažiau nukenčia nuo nuodų."

#. [topic]: id=traits_healthy
#: data/core/help.cfg:456
msgid ""
"Renowned for their vitality, some dwarves are sturdier than others and can "
"rest even when travelling."
msgstr ""
"Pagarsėję savo gyvybingumu, kai kurie dvarfai ištvermingesni negu kiti ir "
"gali ilsėtis net keliaudami."

#. [topic]: id=traits_dim
#: data/core/help.cfg:463
msgid "Dim"
msgstr "Bukas"

#. [topic]: id=traits_dim
#: data/core/help.cfg:464
msgid ""
"\n"
"\n"
"Dim is a trait all too common in goblins and other lesser species. There are "
"reasons these species are lesser, and this is one of them."
msgstr ""
"\n"
"\n"
"Bukas yra gebėjimas būdingas goblinams ir kitoms žemesniosioms rūšims. Esama "
"priežasčių, kodėl šios rūšys yra žemesniosios, ir bukumas yra viena iš jų."

#. [topic]: id=traits_dim
#: data/core/help.cfg:464
msgid ""
"Units with trait <italic>text='dim'</italic> suffer a 20% increase in "
"experience required to advance."
msgstr ""
"Daliniams su bruožu <italic>text='bukas'</italic> reikia 20% daugiau "
"patirties tam, kad patobulėtų."

#. [topic]: id=traits_slow
#: data/core/help.cfg:471
msgid "Slow"
msgstr "Lėtas"

#. [topic]: id=traits_slow
#: data/core/help.cfg:472
msgid ""
"\n"
"\n"
"Thick-bodied and clumsy, slow individuals of goblins and other species take "
"a movement penalty but are compensated for it with a slight increase in "
"endurance."
msgstr ""
"\n"
"\n"
"Apkūnūs ir nerangūs, lėti goblinų ir kitų rūšių individai nepasižymi "
"judrumu, tačiau tai kompensuoja truputį didesne ištverme."

#. [topic]: id=traits_slow
#: data/core/help.cfg:472
msgid ""
"<italic>text='Slow'</italic> units have −1 movement but 5% more hitpoints."
msgstr ""
"<italic>text='Lėti'</italic> daliniai turi 1 judėjimo tašku mažiau, bet 5% "
"daugiau gyvybės taškų."

#. [topic]: id=traits_weak
#: data/core/help.cfg:479
msgid "Weak"
msgstr "Silpnas"

#. [topic]: id=traits_weak
#: data/core/help.cfg:480
msgid ""
"Units with trait <italic>text='weak'</italic> get a −1 increment in "
"hitpoints and melee damage."
msgstr ""
"<italic>text='Silpni'</italic> daliniai turi 1 GT mažiau ir artimoje kovoje "
"patiria 1 tašku didesnę žalą."

#. [topic]: id=traits_aged
#: data/core/help.cfg:485
msgid "trait^Aged"
msgstr "Pagyvenęs"

#. [topic]: id=traits_aged
#: data/core/help.cfg:486
#, fuzzy
msgid ""
"Units with trait <italic>text='aged'</italic> get a −8 increment in "
"hitpoints and a −1 increment in movement and melee damage."
msgstr ""
"<italic>text='Silpni'</italic> daliniai turi 1 GT mažiau ir artimoje kovoje "
"patiria 1 tašku didesnę žalą."

#. [topic]: id=..terrains
#: data/core/help.cfg:492
msgid ""
"Game maps feature a variety of terrains that affect both unit movement and a "
"unit’s defensive capability in combat.\n"
"\n"
msgstr ""
"Žaidimo žemėlapiuose yra įvairių vietovių, kuriuos veikia ir dalinių "
"judėjimą, ir dalinių gynybinius sugebėjimus mūšyje.\n"
"\n"

#. [topic]: id=terrain_flat
#: data/core/help.cfg:501
msgid "Flat"
msgstr "Plokščia"

#. [topic]: id=terrain_flat
#: data/core/help.cfg:504
msgid ""
"<italic>text='Grassland'</italic> represents open plains, whether "
"cultivated, cut back for grazing, or wild. Being open ground, grassland is "
"both very easy to move across, but is also difficult to defend oneself in. "
"Typically, those units that perform best on grassland are either cavalry, or "
"very agile units which take advantage of the open space.\n"
"\n"
"Most units have defense of 30 to 40% on grassland."
msgstr ""
"<italic>text='Pievos'</italic>, nesvarbu ar naudojamos kaip dirbama žemė, ar "
"kaip ganyklos, ar laukinės, yra sutapatinamos su atvira lyguma. Judėti per "
"pievą yra lengva, tačiau joje sunku apsiginti. Pievose efektyviausi daliniai "
"yra raiteliai arba labai judrūs daliniai, galintys išnaudoti atvirą erdvę.\n"
"\n"
"Dauguma dalinių pievose turi nuo 30 iki 40% gynybos rodiklį."

#. [topic]: id=terrain_road
#: data/core/help.cfg:515
msgid "Road"
msgstr "Kelias"

#. [topic]: id=terrain_road
#: data/core/help.cfg:518
#, fuzzy
msgid ""
"<italic>text='Roads'</italic> are beaten paths of dirt, formed by many "
"travelers passing over them. As far as gameplay is concerned, roads behave "
"as <ref>dst='terrain_flat' text='flat'</ref> terrain.\n"
"\n"
msgstr ""
"Savanos yra lygumos su aukšta žole, randamos šiltesnio klimato pasaulio "
"dalyse. Žaidime jos yra identiškos <ref>dst=terrain_grassland text=pievoms</"
"ref>."

#. [topic]: id=terrain_forest
#: data/core/help.cfg:527
msgid "Forest"
msgstr "Miškas"

#. [topic]: id=terrain_forest
#: data/core/help.cfg:530
msgid ""
"<italic>text='Forests'</italic> represent any woodland with significant "
"undergrowth, enough to hinder passage. Though they slow nearly everyone "
"down, forests do offer better defense to most units than open ground. "
"Cavalry, however, have so much trouble navigating them that any benefit "
"gained by stealth is negated. Elves are an exception to this general rule "
"for forests. Not only do they possess full movement in forests, but they "
"also gain a considerable defensive bonus. Dwarves are another exception to "
"this rule; though they are able to plow through the forests without much "
"loss of speed, their utter unfamiliarity with the terrain causes them to "
"receive no defensive bonus.\n"
"\n"
"Most units have 50% defense in forests, but cavalry are limited to 30%. "
"Elves, on the other hand, enjoy 60 to 70% defense, even their mounted units. "
"Dwarves generally receive only 30% defense in forests.\n"
"\n"
msgstr ""
"<italic>text='Miškai'</italic>, tai pakankamai medžių ir augmenijos turinti "
"vietovė trukdanti praeiti. Nors jie sulėtina beveik visus, miške daugumai "
"dalinių galimybė apsiginti yra didesnė negu atviroje vietovėje. Tačiau "
"raiteliams keliauti mišku taip sunku, kad jie praranda bet kokį pranašumą "
"atsirandantį dėl slaptumo. Elfai yra išimtis šiai miškų taisyklei. Miškas jų "
"ne tik kad nesulėtina, bet jie įgyja dar ir apčiuopiamą gynybinį pranašumą. "
"Kita išimtis yra dvarfai, kurie miške greičio beveik nepraranda, tačiau "
"neišmanydami vietovės jie gynybinio pranašumo neįgauna.\n"
"\n"
"Dauguma dalinių miške turi 50% gynybinį rodiklį, bet raiteliai teturi 30%. "
"Kita vertus, elfų rodiklis siekia 60–70%, įskaitant ir jų raituosius "
"dalinius. Dvarfai paprastai miške turi 30% gynybos rodiklį.\n"
"\n"

#. [topic]: id=terrain_hills
#: data/core/help.cfg:542
msgid "Hills"
msgstr "Kalvos"

#. [topic]: id=terrain_hills
#: data/core/help.cfg:545
msgid ""
"<italic>text='Hills'</italic> represent any reasonably rough terrain, with "
"enough dips and rises in the ground to provide some cover. Hills are "
"difficult for most troops to navigate. Dwarves, trolls, and orcs have enough "
"familiarity with the terrain that they can pass through it without being "
"slowed down. Cavalry have enough trouble navigating the terrain that any "
"defensive aid lent by cover is negated.\n"
"\n"
"Most units have about 50% defense in hills, whereas cavalry are limited to "
"40%. Dwarves enjoy 60% defense in hills.\n"
"\n"
msgstr ""
"<italic>text='Kalvos'</italic> yra pakankamai nelygi vietovė, kur yra "
"pakankamai pasislėpimui tinkamų daubų ir iškilimų. Daugumai karių judėti "
"kalvose yra sunku. Dvarfai, troliai ir orkai kalnuose yra pakankamai "
"susipažinę su vietove, todėl gali ją įveikti be pristabdymo. Raiteliai gana "
"sunkiai juda kalvota vietove, todėl jiems neturi kalvų teikiamo gynybinio "
"pranašumas.\n"
"\n"
"Dauguma karių kalvose turi 50% gynybinį rodiklį, o raiteliai apribojami 40%. "
"Dvarfų gynybinis rodiklis kalvose yra net 60%.\n"
"\n"

#. [topic]: id=terrain_mountains
#: data/core/help.cfg:556
msgid "Mountains"
msgstr "Kalnai"

#. [topic]: id=terrain_mountains
#: data/core/help.cfg:559
msgid ""
"<italic>text='Mountains'</italic> are steep enough that units often have to "
"climb over obstacles to move. By this nature, they provide a considerable "
"defensive bonus for most troops, but they also severely impede any passage "
"through them. Most cavalry simply cannot enter mountainous terrain; however, "
"elvish cavalry is an exception to this, as are the goblin wolf riders. Both "
"dwarves and trolls are native to mountainous terrain, and have a very easy "
"time getting around.\n"
"\n"
"Most units receive about 60% defense in mountains, whereas Dwarves enjoy 70%."
msgstr ""
"<italic>text='Kalnai'</italic> yra gan statūs, tad daliniai dažnai turi "
"įveikinėti kliūtis lipdami. Daugumai karių tai suteikia papildomą apsaugą, "
"bet labai apsunkina praeinamumą. Dauguma raiteliu negali net įjoti į "
"kalnuotą vietovę, tačiau elfų raiteliai, kaip ir vilkais jojantys goblinai, "
"yra išimtis. Ir dvarfai, ir troliai yra kalnų būtybės ir jiems įveikti "
"kalnus yra vieni niekai.\n"
"\n"
"Dauguma karių kalnuose turi 60% gynybinį rodiklį, tuo tarpu dvarfai "
"mėgaujasi 70%."

#. [topic]: id=terrain_swamp_water
#: data/core/help.cfg:568
msgid "Swamp"
msgstr "Pelkė"

#. [topic]: id=terrain_swamp_water
#: data/core/help.cfg:571
msgid ""
"<italic>text='Swamps'</italic> represent any sort of wetlands. Swamps slow "
"down nearly everyone, and inhibit their ability to defend themselves. An "
"exception to this is any race bodily skilled in navigating water; these "
"receive both full movement and a defensive bonus. Those that make their "
"living in the wetlands are also adept at using this terrain for cover.\n"
"\n"
"Most units make do with 30% defense in swamps. Mermen, naga, and saurians "
"all generally enjoy 60%."
msgstr ""
"<italic>text='Pelkės'</italic> atvaizduoja bet kokias pelkėtas vietoves. "
"Pelkės sulėtina beveik visus ir mažina galimybę apsiginti, išskyrus tuos, "
"kurių kūnai yra pritaikyti keliauti vandeniu; pelkė tokių karių nepristabdo, "
"maža to, jie įgyja ir gynybinį pranašumą. Pelkių gyventojai puikiai "
"išnaudoja šią vietovę priedangai.\n"
"\n"
"Dauguma dalinių pelkėje teturi 30% gynybinį rodiklį. Vandenių, nágų ir "
"roplių gynybinis rodiklis paprastai yra 60%."

#. [topic]: id=terrain_shallow_water
#: data/core/help.cfg:580
msgid "Shallow Water"
msgstr "Seklus vanduo"

#. [topic]: id=terrain_shallow_water
#: data/core/help.cfg:583
msgid ""
"<italic>text='Shallow water'</italic> represents any body of water deep "
"enough to come up to roughly a man’s waist. This is enough to slow down "
"nearly anyone and leave them wide open to attack. Dwarves, given that the "
"water reaches up almost to their heads, have an extremely hard time of this. "
"The exception is any race whose bodies naturally lend themselves to "
"swimming, for which they receive a considerable defensive bonus and full "
"movement.\n"
"\n"
"Most units make do with 20 to 30% defense in shallow water, whereas both "
"naga and mermen enjoy 60%."
msgstr ""
"<italic>text='Seklus vanduo'</italic> vaizduoja bet kokį vandens telkinį, "
"kurio gilumas yra iki žmogaus juosmens. Šis gilumas užtektinas sulėtinti "
"kiekvieną ir palikti juos plačiai atvertus puolimams. Dvarfams apsiginti "
"ypač sunku, nes vanduo beveik siekia jų galvas. Būtybės, kurių kūnai skirti "
"plaukimui, yra viena išimtis, jos gauna pastebimą gynybinį pranašumą ir juda "
"visu greičiu.\n"
"\n"
"Dauguma dalinių turi nuo 20 iki 30% gynybą sekliame vandenyje, tačiau nágai "
"ir vandeniai mėgaujasi 60%."

#. [topic]: id=terrain_deep_water
#: data/core/help.cfg:592
msgid "Deep Water"
msgstr "Gilus vanduo"

#. [topic]: id=terrain_deep_water
#: data/core/help.cfg:595
msgid ""
"<italic>text='Deep water'</italic> represents any body of water deep enough "
"to cover a man’s head. Most units cannot enter deep water: it is the domain "
"of units which can either fly, or are exceptionally strong swimmers.\n"
"\n"
"Mermen and naga both receive 50% defense in deep water, with full movement."
msgstr ""
"<italic>text='Gilus vanduo'</italic> vaizduoja vandens telkinį, kuriame "
"vanduo padengia žmogaus galvą. Dauguma dalinių negali įplaukti į gilų "
"vandenį: tai įmanoma tik daliniams, kurie yra gali skristi arba yra ypač "
"geri plaukikai.\n"
"\n"
"Vandeniai ir nágai turi 50% gynybą giliame vandenyje ir juda visu greičiu."

#. [topic]: id=terrain_frozen
#: data/core/help.cfg:604
msgid "Frozen"
msgstr "Užšalusi"

#. [topic]: id=terrain_frozen
#: data/core/help.cfg:607
msgid ""
"<italic>text='Frozen'</italic> terrain represents any flat area that is "
"covered by snow or ice. Most units are slowed down on it, and have a harder "
"time defending themselves. Note that swimming units, even those who can "
"breathe underwater, cannot swim underneath ice.\n"
"\n"
"Most units have 20 to 40% defense in frozen terrain."
msgstr ""
"<italic>text='Užšalusi'</italic> vietovė vaizduoja bet kokią lygumą, apklotą "
"sniegu ir ledu. Dauguma dalinių joje juda lėčiau ir turi sunkumų ginantis. "
"Plaukiojantys daliniai, netgi tie, kurie gali kvėpuoti po vandeniu, po ledu "
"plaukti negali.\n"
"\n"
"Dauguma dalinių turi nuo 20 iki 40% gynybinį rodiklį užšalusioje lygumoje."

#. [topic]: id=terrain_castle
#: data/core/help.cfg:616
msgid "Castle"
msgstr "Pilis"

#. [topic]: id=terrain_castle
#: data/core/help.cfg:619
msgid ""
"<italic>text='Castles'</italic> are any sort of permanent fortification. "
"Nearly all units receive a considerable bonus to their defense by being "
"stationed in a castle, and most units receive full movement in a castle. "
"Stationing units in a castle represents its defensive capability. Without a "
"unit in each wall hex, an enemy can simply sneak into the castle "
"unchallenged, gaining the same defensive bonus as everyone inside.\n"
"\n"
"Most units have about 60% defense in a castle.\n"
"\n"
msgstr ""
"<italic>text='Pilys'</italic> yra bet kokie nuolatiniai apsauginiai "
"įtvirtinimai. Beveik visų pilyje dislokuotų dalinių galimybė apsiginti "
"pastebimai išauga ir dauguma dalinių pilyje gali judėti visu greičiu. Pilyje "
"dislokuoti daliniai parodo jos gynybinę galią. Jeigu daliniai nėra užpildę "
"visų pilies pasienyje esančių langelių, priešas gali tiesiog prasmukti vidun "
"be pasipriešinimo ir įgyti tokias pačias gynybines galias, kaip ir kiti "
"pilyje esantys daliniai.\n"
"\n"
"Dauguma dalinių pilyje turi apie 60% gynybinį rodiklį.\n"

#. [topic]: id=terrain_sand
#: data/core/help.cfg:632
msgid "Sand"
msgstr "Smėlis"

#. [topic]: id=terrain_sand
#: data/core/help.cfg:635
msgid ""
"The instability of <italic>text='sand'</italic> makes it harder for most "
"units to cross, and leaves them wide open to attack. In contrast, the wide "
"feet or snakelike bodies of the reptilian races make sand much easier for "
"them to navigate.\n"
"\n"
"Most units receive 20 to 40% defense in sand."
msgstr ""
"<italic>text='Smėlio'</italic> klampumas apsunkina daugumos dalinių judėjimą "
"ir nesudaro priedangos priešo atakos atveju. Tačiau plačiapadžiams arba "
"gyvačių formos kūnus turintiems roplių rasių daliniams smėlis kaip tik "
"palengvina judėjimą.\n"
"\n"
"Dauguma dalinių smėlynuose turi  nuo 20 iki 40% gynybinį rodiklį."

#. [topic]: id=terrain_desert
#: data/core/help.cfg:644
msgid "Desert"
msgstr "Dykuma"

#. [topic]: id=terrain_desert
#: data/core/help.cfg:647
msgid ""
"<italic>text='Deserts'</italic> have a somewhat different composition than "
"small sand pits or beaches, however for gameplay purposes they are "
"identical. See <ref>dst='terrain_sand' text='sand'</ref>."
msgstr ""
"<italic>text='Dykumos'</italic> turi kiek kitokią sudėtį, negu mažos smėlio "
"duobutės ar paplūdimiai, tačiau žaidime jų savybės vienodos. Žiūrėkite "
"<ref>dst='terrain_sand' text='smėlį'</ref>."

#. [topic]: id=terrain_cave
#: data/core/help.cfg:654
msgid "Cave"
msgstr "Urvas"

#. [topic]: id=terrain_cave
#: data/core/help.cfg:657
#, fuzzy
msgid ""
"<italic>text='Cave'</italic> terrain represents any underground cavern with "
"enough room for a unit to pass. Most units are wholly unfamiliar with the "
"terrain, and thus are both slowed down and hindered in defense. Dwarves and "
"trolls, who make their homes in caves, both have a relatively easy time "
"navigating this terrain, especially dwarves, who by dint of their small size "
"can navigate many obstacles that other races cannot. Occasionally caves are "
"<ref>dst='terrain_illuminated_cave' text='illuminated'</ref>.\n"
"\n"
"Most units receive 20 to 40% defense in caves, whereas dwarves have 50%."
msgstr "Uolos tai bet kokia viršžeminė "

#. [topic]: id=terrain_rockbound_cave
#: data/core/help.cfg:666
msgid "Rockbound Cave"
msgstr "Uolėtas urvas"

#. [topic]: id=terrain_rockbound_cave
#: data/core/help.cfg:669
msgid ""
"<italic>text='Rockbound cave'</italic> terrain is formed by the action of "
"water and wind, carrying erosive particles that carve the rock. It resembles "
"a scraggy underground cavern which reduces efficiency of most units, but "
"shoulders defense. Dwarves and trolls, who are main settlers of caves, have "
"a relatively easy time navigating this terrain. Dwarves, who by dint of "
"their small size have the full advantage of navigation in such topography. "
"Occasionally caves are <ref>dst='terrain_illuminated_cave' "
"text='illuminated'</ref>\n"
"\n"
"Most units have about 50% defense in rocky caves, whereas cavalry are "
"limited to 40%. Dwarves enjoy 60% defense in rockbound caves."
msgstr ""
"<italic>text='Uolėtas urvas'</italic> yra suformuotas vėjyje ir vandenyje "
"esančių erozinių dalelių, kurios išėda uolienas. Siauras požeminis urvas "
"sumažina daugumos dalinių efektyvumą, bet sustiprina gynybinį pajėgumą. "
"Dvarfai ir troliai yra urvų gyventojai, todėl jiems šioje aplinkoje judėti "
"pakankamai lengva. Dvarfai dėl savo mažo ūgio urvuose turi visišką "
"pranašumą. Vietomis urvai yra <ref>dst='terrain_illuminated_cave' "
"text='apšviesti'</ref> \n"
"\n"
"Dauguma dalinių turi apie 50% gynybinį rodiklį uolėtuose urvuose, tuo tarpu "
"raiteliai teturi 40%. Dvarfų gynybinis rodiklis uolėtuose urvuose net 60%. "

#. [topic]: id=terrain_illuminated_cave
#: data/core/help.cfg:678
msgid "Illuminated Cave"
msgstr "Apšviestas urvas"

#. [topic]: id=terrain_illuminated_cave
#: data/core/help.cfg:681
msgid ""
"Rare patches of the underground world are illuminated by light from the "
"surface shining down into the gloomy darkness. This provides an attack bonus "
"for lawful units and removes the attack bonus from chaotic units. In all "
"other regards this terrain is functionally identical to normal "
"<ref>dst='terrain_cave' text='cave terrains'</ref>."
msgstr ""
"Tik retose požeminio pasaulio vietose išorės šviesa pasiekia apsiblaususias "
"tamsumas. Tai suteikia geresnį puolimą šviesos daliniams ir pablogina "
"chaotiškiems daliniams. Visais kitais atžvilgiais ši aplinka identiška "
"kitiems <ref>dst='terrain_cave' text='urvams'</ref>urvams."

#. [topic]: id=terrain_fungus
#: data/core/help.cfg:688
msgid "Mushroom Grove"
msgstr "Grybų giraitė"

#. [topic]: id=terrain_fungus
#: data/core/help.cfg:691
msgid ""
"<italic>text='Mushroom groves'</italic> are vast underground forests of "
"giant mushrooms, which thrive in the damp darkness. Most units have trouble "
"negotiating the spongy floor of smaller fungi, but they have plenty of cover "
"behind the larger stalks. Mounted units, however, become completely mired "
"and lack proper freedom of movement in combat. Undead units have a natural "
"affinity for decay and function quite well in mushroom forests.\n"
"\n"
"Most units receive 50% to 60% defense in mushroom groves, whereas cavalry "
"receive only 20%."
msgstr ""
"<italic>text='Grybų giraitės'</italic> yra didelė milžiniškų grybų požeminė "
"karalystė, paskandinta nuolatinėje tamsoje. Dauguma karių turi sunkumų "
"judėdami samanotu paviršiumi, tačiau nesunkiai gali pasislėpti už storų "
"kotų. Tačiau raiti kariai dažnai įklimpsta ir mūšio metu yra nejudrūs. "
"Nemirėliai grybų giraitėje jaučiasi neblogai dėl savo polinkio į irimą.\n"
"\n"
"Grybų giraitėje dauguma dalinių turi nuo 50 iki 60% gynybinį rodiklį, o "
"raiteliai turi tik 20%."

#. [topic]: id=terrain_village
#: data/core/help.cfg:700
msgid "Village"
msgstr "Kaimas"

#. [topic]: id=terrain_village
#: data/core/help.cfg:703
msgid ""
"<italic>text='Villages'</italic> represent any group of buildings, human or "
"otherwise. Almost all units, even cavalry, have an easy time navigating "
"villages, and most units gain a defensive bonus from being stationed in a "
"village. Villages allow units the resources to clean and tend to their "
"wounds, which allows any unit stationed therein to heal eight hitpoints each "
"turn, or to be cured of poison.\n"
"\n"
"Most units have 50 to 60% defense in villages, whereas cavalry receive only "
"40%.\n"
"\n"
msgstr ""
"<italic>text='Kaimus'</italic> sudaro pastatai, žmonės ir visa kita. Beveik "
"visi daliniai, netgi raiteliai, neturi jokių problemų judėti kaimo vietovėje "
"ir beveik visi įgauna didesnę gynybinę galią. Kaimai suteikia galimybę "
"išsigydyti žaizdas, todėl kiekvieno ėjimo metu daliniai gauna 8 gyvybės "
"taškus arba yra išgydomas nuo nuodų.\n"
"\n"
"Kaimuose dauguma dalinių turi nuo 50 iki 60% gynybinį rodiklį, o raiteliai "
"turi tik 40%.\n"
"\n"

#. [topic]: id=terrain_water_village
#: data/core/help.cfg:716
msgid "Submerged Village"
msgstr "Užtvindytas kaimas"

#. [topic]: id=terrain_water_village
#: data/core/help.cfg:719
msgid ""
"<italic>text='Submerged villages'</italic> are the homes of merfolk and "
"nagas. While water-dwelling creatures are at home here, land-dwellers have a "
"hard time navigating and defending these villages. However, like any "
"village, the facilites are available to all creatures which allow units to "
"tend to their wounds. Any unit stationed in a village can heal eight "
"hitpoints each turn, or be cured of poison.\n"
"\n"
"Merfolk and nagas have 60% defense in submerged villages, whereas land based "
"units usually have a low defense."
msgstr ""
"<italic>text='Povandeniniai kaimai'</italic> yra vandenių ir nágų gyvenamoji "
"vieta. Nors vandens padarams tai natūrali aplinka, žemės padarams yra sunku "
"judėti ir gintis povandeniniuose kaimuose. Tačiau kaip ir kituose kaimuose, "
"čia galima išsigydyti savo žaizdas. Bet koks dalinys kiekvieno ėjimo metu "
"gauna 8 gyvybės taškus arba yra išgydomas nuo nuodų.\n"
"\n"
"Povandeniniuose kaimuose vandeniai ir nágai turi 60% gynybinį rodiklį, o "
"žemės padarai paprastai turi žemą gynybinį rodiklį. "

#. [topic]: id=terrain_unwalkable
#: data/core/help.cfg:728
msgid "Unwalkable"
msgstr "Nevaikštoma"

#. [topic]: id=terrain_unwalkable
#: data/core/help.cfg:731
msgid ""
"<italic>text='Unwalkable terrain'</italic> covers any chasm or gorge which, "
"as the name implies, cannot be crossed simply by walking. Chasms are noted "
"for sheer walls which would take days to traverse. As far as gameplay is "
"concerned, only units capable of flying can cross this terrain."
msgstr ""
"<italic>text='Nepraeinamos vietovės'</italic>, kaip ir sako pavadinimas, yra "
"nepraeinamos tiesiog einant. Įveikti stačias sienas turinčias bedugnes "
"prireiktų kelių dienų. Pagal ši žaidimą tik skraidyti galintys daliniai gali "
"įveikti šią vietovę. "

#. [topic]: id=terrain_lava
#: data/core/help.cfg:738
msgid "Lava"
msgstr "Lava"

#. [topic]: id=terrain_lava
#: data/core/help.cfg:741
msgid ""
"The dangers inherent in trying to walk on <italic>text='lava'</italic> are "
"fairly obvious. As far as movement is concerned, lava is equivalent to "
"<ref>dst='terrain_unwalkable' text='unwalkable'</ref> terrain, and can only "
"be crossed by those units capable of flying a considerable distance above "
"it. The molten magma also produces a substantial glow, illuminating the area "
"immediately above it. This provides an attack bonus for lawful units and "
"removes the attack bonus from chaotic units."
msgstr ""
"Bandymas eiti <italic>text='lava'</italic>, be abejo, yra pavojingas. Kai "
"reikia pereiti lavą, kaip ir <ref>dst='terrain_unwalkable' "
"text='nepereinamos'</ref>vietovės atveju, tik aukštai skraidantys daliniai "
"gali skristi virš jos. Išsilydžiusi magma švyti apšviesdama erdvę virš jos. "
"Šviesos daliniams tai suteikia puolimo pranašumą, o chaotiškiems daliniams – "
"pablogina."

#. [topic]: id=terrain_ford
#: data/core/help.cfg:748
msgid "River Ford"
msgstr "Upės brasta"

#. [topic]: id=terrain_ford
#: data/core/help.cfg:751
msgid ""
"When a river happens to be extremely shallow, passing over it is a trivial "
"matter for land based units. Moreover, any creature best adapted to swimming "
"has full mobility even at such places in the river. As far as gameplay is "
"concerned, a river ford is treated as either grassland or shallow water, "
"choosing whichever one offers the best defensive and movement bonuses for "
"the unit on it."
msgstr ""
"Kai upė labai sekli sausumos daliniams ją pereiti nėra jokių kliūčių. Negana "
"to, vandens padarai net ir esant tokiam upės seklumui nepraranda savo "
"judrumo. Šiame žaidime upės brasta prilyginama pievai ar sekliems vandenims, "
"pasirenkant kuri aplinka daliniui duotų geriausią gynybą ir nevaržytų "
"judėjimo."

#. [topic]: id=terrain_reef
#: data/core/help.cfg:758
msgid "Coastal Reef"
msgstr "Pakrantės uolynai"

#. [topic]: id=terrain_reef
#: data/core/help.cfg:761
msgid ""
"<italic>text='Coastal reefs'</italic> are shallows formed by stone, coral "
"and sand. This provides most land units with a more steady footing and "
"defensive positions than wading in shallow water normally would and also "
"grants most water-dwelling races an exceptionally high defense.\n"
"\n"
"Mermen and Naga both receive 70% defense on coastal reefs."
msgstr ""
"<italic>text='Pakrantės uolynai'</italic> suformuoti iš akmenų, smėlio ir "
"koralų. Tai suteikia daugumai žemės dalinių geresnę galimybę lengvai judėti "
"ir apsiginti nei sekliuose vandenyse. Pakrantė taip pat suteikia vandens "
"gyventojams išskirtinai didelę gynybinę galią.\n"
"\n"
"Vandeniai ir nágai pakrantės uolynuose gauna 70% gynybinį rodiklį."

#. [topic]: id=terrain_bridge
#: data/core/help.cfg:770
msgid "Bridge"
msgstr "Tiltas"

#. [topic]: id=terrain_bridge
#: data/core/help.cfg:774
msgid ""
"To those capable of building one, the ability to lay a "
"<italic>text='bridge'</italic> offers a liberation from the fickle nature of "
"waterways, whose fords come and go with the rise and fall of the waterline. "
"This is to say nothing of the luxury of dry feet, the loss of which is no "
"laughing matter in the cold months of the year.\n"
"\n"
"For those who go by land or sea, a bridge is the best of both worlds — for "
"gameplay purposes, it is treated either as grassland or the underlying "
"water, whichever offers the best movement and defensive bonuses for the unit "
"occupying the bridge hex. Note that a swimming unit and a land unit are not "
"capable of occupying a bridge hex at the same time."
msgstr ""
"Tiems, kurie turi statybos įgūdžių, <italic>text='tiltų'</italic> pastatymas "
"leidžia išvengti bridimo nepastoviais vandens keliais, kurie atsiranda ir "
"pradingsta kintant vandens lygiui. Jau nekalbant apie prabangą išsaugoti "
"sausas kojas, kas yra visai nejuojinga šaltuoju metų laiku.\n"
"\n"
"Ir tiems kurie vaikšto žeme, ir tiems kurie plaukia jūra, tiltas žaidime "
"naudojamas pasirinktinai kaip pieva arba po tiltu esantis vanduo, "
"priklausomai nuo to kuri vietovė suteiktų geriausią judėjimo ir gynybos "
"galią ant tilto esančiam daliniui. Turėkite omeny, kad tuo pačiu metu ant "
"tilto negali būti ir žemės, ir vandens padarai."

#. [topic]: id=terrain_impassable
#: data/core/help.cfg:783
msgid "Impassable"
msgstr "Nepraeinama"

#. [topic]: id=terrain_impassable
#: data/core/help.cfg:786
msgid ""
"Obstacles that not even the most determined traveler may overcome include "
"solid walls of stone and mountains so tall and steep that they are "
"constantly wreathed in cloud. Even flying creatures cannot navigate the "
"jagged peaks at such rarified heights, and not even the fiercest troll can "
"smash through thick walls of stone."
msgstr ""
"Kliūtys, kurių net labai pasiryžęs keliautojas negali įveikti, yra storos "
"akmeninės sienos ir aukšti kalnai, tokie aukšti, kad juos nuolat gaubia "
"debesys. Netgi skraidantys padarai negali orientuotis tarp dantytų viršūnių "
"tokiame dideliame aukštyje ir netgi smarkiausias trolis negali prasibrauti "
"pro storas akmenines sienas."

#. [topic]: id=..addons
#: data/core/help.cfg:794
msgid ""
"Wesnoth’s extensibility allows the thriving user community to develop "
"content by making use of the game engine’s full potential to deliver new "
"scenarios, campaigns, and more beyond what the official content set has to "
"offer.\n"
"\n"
msgstr ""

#. [topic]: id=using_addons
#: data/core/help.cfg:804
msgid "Using Add-ons"
msgstr "Priedų naudojimas"

#. [topic]: id=using_addons
#: data/core/help.cfg:805
#, fuzzy
msgid ""
"\n"
"\n"
"<header>text='Campaigns and Scenarios'</header>"
msgstr ""
"\n"
"\n"
"<header>text=Žala</header>"

#. [topic]: id=using_addons
#: data/core/help.cfg:805
msgid ""
"The game supports various types of add-ons that are used differently "
"according to their purpose."
msgstr ""

#. [topic]: id=using_addons
#: data/core/help.cfg:807
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 in the title screen."
msgstr ""

#. [topic]: id=using_addons
#: data/core/help.cfg:809
#, fuzzy
msgid ""
"\n"
"\n"
"<header>text='Multiplayer Campaigns, Scenarios, and Map Packs'</header>"
msgstr "<header>text='Daliniai turintys šią specialią ataką'</header>"

#. [topic]: id=using_addons
#: data/core/help.cfg:811
msgid ""
"\n"
"\n"
"<italic>text='Multiplayer'</italic> games can be played on fully customized, "
"scripted scenarios or even specially designed campaigns. There are also "
"packs providing sets of individual multiplayer scenarios not connected in "
"the form of a campaign."
msgstr ""

#. [topic]: id=using_addons
#: data/core/help.cfg:813
#, fuzzy
msgid ""
"\n"
"\n"
"<header>text='Multiplayer Eras and Factions'</header>"
msgstr ""
"\n"
"\n"
"<header>text='Smūgių tvarka ir skaičius'</header>"

#. [topic]: id=using_addons
#: data/core/help.cfg:815
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:819
#, fuzzy
msgid ""
"\n"
"\n"
"<header>text='Creator Resources'</header>"
msgstr ""
"\n"
"\n"
"<header>text='Tikimybė pataikyti'</header>"

#. [topic]: id=using_addons
#: data/core/help.cfg:821
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 the players’ use and cannot be "
"directly used in-game on their own; 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:830
msgid "Installing Add-ons"
msgstr "Priedų diegimas"

#. [topic]: id=installing_addons
#: data/core/help.cfg:831
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 in 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 remote versions will be shown on "
"the <italic>text='Version'</italic> column.\n"
"\n"
"To search for add-ons by using keywords, type them in any order in the "
"<bold>text='Filter'</bold> box, separated by spaces. You can also sort the "
"add-on list by clicking the column headers. It is also possible to choose to "
"display only add-ons of specific categories by clicking on the "
"<bold>text='Options'</bold> button on the top-right corner.\n"
"\n"
"To install an add-on, select it from the list and click <bold>text='OK'</"
"bold>, or simply double click the add-on’s title. The "
"<bold>text='Description'</bold> button provides you with additional details "
"about the add-on, such as its full description, installation status, and "
"available languages."
msgstr ""

#. [topic]: id=removing_addons
#: data/core/help.cfg:844
msgid "Removing Add-ons"
msgstr "Priedų šalinimas"

#. [topic]: id=removing_addons
#: data/core/help.cfg:845
msgid ""
"To remove add-ons, click <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"
"This feature cannot remove add-ons for which there is publishing information "
"(<italic>text='.pbl'</italic> files) attached, in order to prevent "
"accidental loss. Instead, you have to manually delete the information files "
"or the add-ons themselves using your platform’s facilities."
msgstr ""

#. [topic]: id=general_commands
#: data/core/help.cfg:860
msgid "General commands"
msgstr "Bendros komandos"

#. [topic]: id=debug_commands
#. [topic]: id=general_commands
#. [topic]: id=mp_commands
#: data/core/help.cfg:862 data/core/help.cfg:902 data/core/help.cfg:934
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:864
msgid ""
"\n"
"Clear chat messages.\n"
"\n"
msgstr ""
"\n"
"Išvalyti pokalbių žinutes.\n"
"\n"

#. [topic]: id=general_commands
#: data/core/help.cfg:867
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:871
msgid ""
"\n"
"Set or toggle player on side between human and AI player. The player/client "
"who controls that side needs to issue this command. If no second parameter "
"is supplied, toggle bewteen human and AI. If it is ‘on’, set an AI "
"controller. If it is ‘off’ set a human controller. Defaults to the currently "
"active side if no parameter is supplied.\n"
"\n"
msgstr ""

#. [topic]: id=general_commands
#: data/core/help.cfg:874
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:877
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:880
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:883
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:886
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:889
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:892
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:901
msgid "Multiplayer commands"
msgstr "Daugelio žaidėjų žaidimo komandos"

#. [topic]: id=mp_commands
#: data/core/help.cfg:904
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:907
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:910
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:913
#, 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:916
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:919
msgid ""
"\n"
"Toggle muting/silencing of all observers on/off.\n"
"\n"
msgstr ""

#. [topic]: id=mp_commands
#: data/core/help.cfg:922
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:925
#, 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:933
msgid "Debug mode commands"
msgstr "Derinimo režimo komandos"

#. [topic]: id=debug_commands
#: data/core/help.cfg:936
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:939
msgid ""
"\n"
"Create a unit of the specified type on the selected hex.\n"
"\n"
msgstr ""
"\n"
"Sukuria nurodyto tipo dalinį nurodytame laukelyje.\n"
"\n"

#. [topic]: id=debug_commands
#: data/core/help.cfg:942
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:945
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:948
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:951
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:954
msgid ""
"\n"
"Show a gamestate variable.\n"
"\n"
msgstr ""
"\n"
"Rodyti žaidimo būsenos kintamąjį.\n"
"\n"

#. [topic]: id=debug_commands
#: data/core/help.cfg:957
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:960
msgid ""
"\n"
"Modifies the specified property of the selected unit. Example: :unit "
"hitpoints=100\n"
"\n"
msgstr ""
"\n"
"Pakeičia nurodytą pasirinkto dalinio ypatybę. Pavyzdžiui: :unit "
"hitpoints=100\n"
"\n"

#. [topic]: id=debug_commands
#: data/core/help.cfg:963
msgid ""
"\n"
"Makes the selected unit level up N times. Example: :unit advances=2"
msgstr ""
"\n"
"Pažymėtą dalinį paaukština N kartų. Pavyzdžiui: :unit advances=2"

#. [heals]: id=curing
#: data/core/macros/abilities.cfg:49
msgid "cures"
msgstr "atnuodija"

#. [heals]: id=curing
#: data/core/macros/abilities.cfg:50
msgid "female^cures"
msgstr "atnuodija"

#. [heals]: id=curing
#: data/core/macros/abilities.cfg:51
#, fuzzy
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 ""
"Atnuodija:\n"
"Atnuodytojas gali iš dalinio pašalinti nuodus, tačiau tas dalinys nebegaus "
"jokio papildomo gydymo tą ėjimą, kai jis buvo atnuodytas."

#. [regenerate]: id=regenerates
#: data/core/macros/abilities.cfg:73
msgid "regenerates"
msgstr "regeneruoja"

#. [regenerate]: id=regenerates
#: data/core/macros/abilities.cfg:74
msgid "female^regenerates"
msgstr "regeneruoja"

#. [regenerate]: id=regenerates
#: data/core/macros/abilities.cfg:75
#, fuzzy
msgid ""
"The unit will heal itself 8 HP per turn. If it is poisoned, it will remove "
"the poison instead of healing."
msgstr ""
"Regeneruoja:\n"
"Dalinys gydysis 8 GT per ėjimą. Jei jis yra apnuodytas, tai vietoj gydymosi "
"pasišalins nuodus."

#. [resistance]: id=steadfast
#: data/core/macros/abilities.cfg:94
msgid "steadfast"
msgstr "atsparus"

#. [resistance]: id=steadfast
#: data/core/macros/abilities.cfg:95
msgid "female^steadfast"
msgstr "atspari"

#. [resistance]: id=steadfast
#: data/core/macros/abilities.cfg:96
#, fuzzy
msgid ""
"This unit’s resistances are doubled, up to a maximum of 50%, when defending. "
"Vulnerabilities are not affected."
msgstr ""
"Atsparus:\n"
"Šio dalinio atsparumai yra padvigubinami, iki didžiausių įmanomų 50%, kai "
"ginamasi. Pažeidžiamumai nepaveikiami."

#. [leadership]: id=leadership
#: data/core/macros/abilities.cfg:109 data/core/macros/abilities.cfg:131
#: data/core/macros/abilities.cfg:165 data/core/macros/abilities.cfg:211
#: data/core/macros/abilities.cfg:269
msgid "leadership"
msgstr "vadovavimas"

#. [leadership]: id=leadership
#: data/core/macros/abilities.cfg:110 data/core/macros/abilities.cfg:132
#: data/core/macros/abilities.cfg:166 data/core/macros/abilities.cfg:212
#: data/core/macros/abilities.cfg:270
msgid "female^leadership"
msgstr "vadovavimas"

#. [leadership]: id=leadership
#: data/core/macros/abilities.cfg:111 data/core/macros/abilities.cfg:133
#: data/core/macros/abilities.cfg:167 data/core/macros/abilities.cfg:213
#: data/core/macros/abilities.cfg:271
msgid ""
"This unit can lead our own units that are next to it, making them fight "
"better.\n"
"\n"
"Adjacent own units of lower level will do more damage in battle. When a unit "
"adjacent to, of a lower level than, and on the same side as a unit with "
"Leadership engages in combat, its attacks do 25% more damage times the "
"difference in their levels."
msgstr ""

#. [skirmisher]: id=skirmisher
#: data/core/macros/abilities.cfg:337
msgid "skirmisher"
msgstr "peštukas"

#. [skirmisher]: id=skirmisher
#: data/core/macros/abilities.cfg:338
msgid "female^skirmisher"
msgstr "peštukė"

#. [skirmisher]: id=skirmisher
#: data/core/macros/abilities.cfg:339
#, fuzzy
msgid ""
"This unit is skilled in moving past enemies quickly, and ignores all enemy "
"Zones of Control."
msgstr ""
"Peštukas:\n"
"Šis dalinys gali greitai judėti tarp priešų ir nepaiso valdymo zonų."

#. [illuminates]: id=illumination
#: data/core/macros/abilities.cfg:352
msgid "illuminates"
msgstr "apšviečia"

#. [illuminates]: id=illumination
#: data/core/macros/abilities.cfg:353
msgid "female^illuminates"
msgstr "apšviečia"

#. [illuminates]: id=illumination
#: data/core/macros/abilities.cfg:354
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:366
msgid "teleport"
msgstr "teleportavimas"

#. [teleport]: id=teleport
#: data/core/macros/abilities.cfg:367
msgid "female^teleport"
msgstr "teleportavimas"

#. [teleport]: id=teleport
#: data/core/macros/abilities.cfg:368
#, fuzzy
msgid ""
"This unit may teleport between any two empty villages owned by its side "
"using one of its moves."
msgstr ""
"Teleportavimas:\n"
"Šis dalinys gali teleportuotis tarp bet kokių dviejų jo pusės kaimų, "
"naudodamas vieną iš savo judėjimų."

#. [hides]: id=ambush
#: data/core/macros/abilities.cfg:404 data/core/macros/abilities.cfg:406
msgid "ambush"
msgstr "pasalūnas"

#. [hides]: id=ambush
#: data/core/macros/abilities.cfg:405 data/core/macros/abilities.cfg:407
msgid "female^ambush"
msgstr "pasalūnė"

#. [hides]: id=ambush
#: data/core/macros/abilities.cfg:408 data/core/macros/abilities.cfg:411
#, fuzzy
msgid ""
"This unit can hide in forest, and remain undetected by its enemies.\n"
"\n"
"Enemy units cannot see this unit while it is in forest, except if they have "
"units next to it. Any enemy unit that first discovers this unit immediately "
"loses all its remaining movement."
msgstr ""
"Slėpimasis:\n"
"Šis dalinys gali slėptis kaimuose (išskyrus vandens kaimuose), ir likti "
"neaptiktu savo priešų, išskyrus tų, kurie stovi greta jo.\n"
"\n"
"Priešo daliniai negali matyti šio dalinio, kol jis yra kaime, išskyrus tik "
"jei jie turi dalinių šalia jo. Bet kuris priešo dalinys, kuris pirmas "
"aptinka šį dalinį iš karto praranda likusį judėjimą."

#. [hides]: id=nightstalk
#: data/core/macros/abilities.cfg:428 data/core/macros/abilities.cfg:429
#: data/core/macros/abilities.cfg:433
msgid "nightstalk"
msgstr "naktinis seklys"

#. [hides]: id=nightstalk
#: data/core/macros/abilities.cfg:430 data/core/macros/abilities.cfg:435
#, fuzzy
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 ""
"Naktinis seklys:\n"
"Naktimis dalinys pasidaro nematomas.\n"
"\n"
"Priešo daliniai negali matyti šio dalinio naktimis, nebent jeigu jie turi "
"dalinių prie jūsų dalinių. Kai jūsų dalinį pamato priešo dalinys, tas "
"dalinys iš karto praranda visą likusį savo judėjimą."

#. [hides]: id=nightstalk
#: data/core/macros/abilities.cfg:434
msgid "female^nightstalk"
msgstr "naktinė seklė"

#. [hides]: id=concealment
#: data/core/macros/abilities.cfg:452 data/core/macros/abilities.cfg:457
msgid "concealment"
msgstr "slėpimasis"

#. [hides]: id=concealment
#: data/core/macros/abilities.cfg:453 data/core/macros/abilities.cfg:458
msgid "female^concealment"
msgstr "slėpimasis"

#. [hides]: id=concealment
#: data/core/macros/abilities.cfg:454 data/core/macros/abilities.cfg:459
#, fuzzy
msgid ""
"This unit can hide in villages (with the exception of water villages), and "
"remain undetected by its enemies, except by those standing next to it.\n"
"\n"
"Enemy units can not see this unit while it is in a village, except if they "
"have units next to it. Any enemy unit that first discovers this unit "
"immediately loses all its remaining movement."
msgstr ""
"Slėpimasis:\n"
"Šis dalinys gali slėptis kaimuose (išskyrus vandens kaimuose), ir likti "
"neaptiktu savo priešų, išskyrus tų, kurie stovi greta jo.\n"
"\n"
"Priešo daliniai negali matyti šio dalinio, kol jis yra kaime, išskyrus tik "
"jei jie turi dalinių šalia jo. Bet kuris priešo dalinys, kuris pirmas "
"aptinka šį dalinį iš karto praranda likusį judėjimą."

#. [hides]: id=submerge
#: data/core/macros/abilities.cfg:476 data/core/macros/abilities.cfg:481
msgid "submerge"
msgstr "nardymas"

#. [hides]: id=submerge
#: data/core/macros/abilities.cfg:477 data/core/macros/abilities.cfg:482
msgid "female^submerge"
msgstr "nardymas"

#. [hides]: id=submerge
#: data/core/macros/abilities.cfg:478 data/core/macros/abilities.cfg:483
#, fuzzy
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 ""
"Slėpimasis:\n"
"Šis dalinys gali slėptis kaimuose (išskyrus vandens kaimuose), ir likti "
"neaptiktu savo priešų, išskyrus tų, kurie stovi greta jo.\n"
"\n"
"Priešo daliniai negali matyti šio dalinio, kol jis yra kaime, išskyrus tik "
"jei jie turi dalinių šalia jo. Bet kuris priešo dalinys, kuris pirmas "
"aptinka šį dalinį iš karto praranda likusį judėjimą."

#. [dummy]: id=feeding
#: data/core/macros/abilities.cfg:503
msgid "feeding"
msgstr "maitinasi"

#. [dummy]: id=feeding
#: data/core/macros/abilities.cfg:504
msgid "female^feeding"
msgstr "maitinasi"

#. [dummy]: id=feeding
#: data/core/macros/abilities.cfg:505
#, fuzzy
msgid ""
"This unit gains 1 hitpoint added to its maximum whenever it kills a living "
"unit."
msgstr ""
"Šis dalinys gauna 1 gyvybės tašką pridėtą prie jo maksimalaus, kai jis "
"nužudo gyvą dalinį."

#. [unstore_unit]
#: data/core/macros/abilities.cfg:531
msgid "+1 max HP"
msgstr "+1 maks. GT"

#. [berserk]: id=berserk
#: data/core/macros/abilities.cfg:563
#, fuzzy
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 ""
"Berserkas:\n"
"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:573
msgid "backstab"
msgstr "dūris į nugarą"

#. [damage]: id=backstab
#: data/core/macros/abilities.cfg:574
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}
#. [plague]: id=plague, type=Walking Corpse
#: data/core/macros/abilities.cfg:586 data/core/macros/abilities.cfg:597
msgid "plague"
msgstr "maras"

#. [plague]: id=plague({TYPE}), type={TYPE}
#: data/core/macros/abilities.cfg:587
#, fuzzy
msgid ""
"When a unit is killed by a Plague attack, that unit is replaced with a unit "
"identical to and on the same side as the unit with the Plague attack. This "
"doesn’t work on Undead or units in villages."
msgstr ""
"Maras:\n"
"Kai dalinys nužudomas maro ataka, tas dalinys pakeičiamas vaikščiojančiu "
"lavonu toje pačioje pusėje kaip ir dalinys su maro ataka. Tai neveikia su "
"nemirėliais arba kaime esančiais daliniais."

#. [plague]: id=plague, type=Walking Corpse
#: data/core/macros/abilities.cfg:598
#, fuzzy
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 ""
"Maras:\n"
"Kai dalinys nužudomas maro ataka, tas dalinys pakeičiamas vaikščiojančiu "
"lavonu toje pačioje pusėje kaip ir dalinys su maro ataka. Tai neveikia su "
"nemirėliais arba kaime esančiais daliniais."

#. [slow]: id=slow
#: data/core/macros/abilities.cfg:608
msgid "slows"
msgstr "sulėtina"

#. [slow]: id=slow
#: data/core/macros/abilities.cfg:609
#, fuzzy
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 ""
"Sulėtina:\n"
"Ši ataka sulėtina taikinį iki jo ėjimo pabaigos. Sulėtinimas perpus sumažina "
"atakų daromą žalą ir sulėtinto dalinio judėjimo kaina yra padvigubinta. "
"Dalinys, kuris yra sulėtintas turi sraigės ženkliuką savo šoninės juostos "
"informacijoje, kai jis yra pažymėtas."

#. [petrifies]: id=petrifies
#: data/core/macros/abilities.cfg:618
msgid "petrifies"
msgstr "paverčia akmeniu"

#. [petrifies]: id=petrifies
#: data/core/macros/abilities.cfg:619
#, fuzzy
msgid ""
"This attack petrifies the target, turning it to stone. Units that have been "
"petrified may not move or attack."
msgstr ""
"Sustingdymas:\n"
"Ši ataka taikinį paverčia akmeniu. Daliniai, kurie buvo paversti į akmenį, "
"negali judėti ar pulti."

#. [chance_to_hit]: id=marksman
#: data/core/macros/abilities.cfg:628
msgid "marksman"
msgstr "snaiperis"

#. [chance_to_hit]: id=marksman
#: data/core/macros/abilities.cfg:629
#, fuzzy
msgid ""
"When used offensively, this attack always has at least a 60% chance to hit."
msgstr ""
"Snaiperis:\n"
"Kai naudojama puolant, ši ataka visada turi bent 60% tikimybę pataikyti."

#. [chance_to_hit]: id=magical
#: data/core/macros/abilities.cfg:642
#, fuzzy
msgid ""
"This attack always has a 70% chance to hit regardless of the defensive "
"ability of the unit being attacked."
msgstr ""
"Magiška:\n"
"Ši ataka visada turi 70% tikimybę pataikyti, nepriklausomai nuo puolamo "
"dalinio gynybinių gebėjimų."

#. [swarm]: id=swarm
#: data/core/macros/abilities.cfg:653
#, fuzzy
msgid "swarm"
msgstr "pulkas"

#. [swarm]: id=swarm
#: data/core/macros/abilities.cfg:654
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:663
#, fuzzy
msgid "charge"
msgstr "įkrova"

#. [damage]: id=charge
#: data/core/macros/abilities.cfg:664
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:676
msgid "drains"
msgstr "išsiurbia"

#. [drains]: id=drains
#: data/core/macros/abilities.cfg:677
#, fuzzy
msgid ""
"This unit drains health from living units, healing itself for half the "
"amount of damage it deals (rounded down)."
msgstr ""
"Išsiurbia:\n"
"Šis dalinys išsiurbia jėgas iš gyvų dalinių, gydydamasis pusė padarytos "
"žalos kiekio (suapvalintos žemyn)."

#. [firststrike]: id=firststrike
#: data/core/macros/abilities.cfg:686
#, fuzzy
msgid "first strike"
msgstr "pirmenybė"

#. [firststrike]: id=firststrike
#: data/core/macros/abilities.cfg:687
#, fuzzy
msgid ""
"This unit always strikes first with this attack, even if they are defending."
msgstr ""
"Smūgio pirmenybė:\n"
"Su šia ataka dalinys visuomet turės pirmenybę atakuoti, net kai ginasi."

#. [poison]: id=poison
#: data/core/macros/abilities.cfg:696
msgid "poison"
msgstr "nuodai"

#. [poison]: id=poison
#: data/core/macros/abilities.cfg:697
#, fuzzy
msgid ""
"This attack poisons living targets. Poisoned units lose 8 HP every turn "
"until they are cured or are reduced to 1 HP. Poison can not, of itself, kill "
"a unit."
msgstr ""
"Nuodai:\n"
"Ši atakos rūšis apnuodija gyvuosius taikinius. Apnuodyti daliniai kiekvieno "
"ėjimo metu iki išgydymo, netenka 8 GT arba jų GT sumažėja iki 1. Patys "
"nuodai dalinio nenužudo."

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

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

#. [time]: id=deep_underground
#: data/core/macros/schedules.cfg:90
msgid "Deep Underground"
msgstr "Gilus požemis"

#. [time]: id=midnight_hour
#: data/core/macros/schedules.cfg:162
msgid "Midnight"
msgstr "Vidurnaktis"

#. [time]: id=second_watch_hour1
#: data/core/macros/schedules.cfg:174
msgid "Second Watch — First Hour"
msgstr "Antroji sargyba — Pirmoji valanda"

#. [time]: id=second_watch_hour2
#: data/core/macros/schedules.cfg:186
msgid "Second Watch — Second Hour"
msgstr "Antroji sargyba — Antroji valanda"

#. [time]: id=second_watch_hour3
#: data/core/macros/schedules.cfg:198
msgid "Second Watch — Third Hour"
msgstr "Antroji sargyba — Trečioji valanda"

#. [time]: id=second_watch_hour4
#: data/core/macros/schedules.cfg:210
msgid "Second Watch — Fourth Hour"
msgstr "Antroji sargyba — Ketvirtoji valanda"

#. [time]: id=second_watch_hour5
#: data/core/macros/schedules.cfg:222
msgid "Second Watch — Fifth Hour"
msgstr "Antroji sargyba — Penktoji valanda"

#. [time]: id=second_watch_hour6
#: data/core/macros/schedules.cfg:234
msgid "Second Watch — Sixth Hour"
msgstr "Antroji sargyba — Šeštoji valanda"

#. [time]: id=morning_hour1
#: data/core/macros/schedules.cfg:257
msgid "Morning — First Hour"
msgstr "Rytas — Pirmoji valanda"

#. [time]: id=morning_hour2
#: data/core/macros/schedules.cfg:266
msgid "Morning — Second Hour"
msgstr "Rytas — Antroji valanda"

#. [time]: id=morning_hour3
#: data/core/macros/schedules.cfg:275
msgid "Morning — Third Hour"
msgstr "Rytas — Trečioji valanda"

#. [time]: id=morning_hour4
#: data/core/macros/schedules.cfg:284
msgid "Morning — Fourth Hour"
msgstr "Rytas — Ketvirtoji valanda"

#. [time]: id=midday_hour
#: data/core/macros/schedules.cfg:293
msgid "Midday"
msgstr "Vidurdienis"

#. [time]: id=afternoon_hour1
#: data/core/macros/schedules.cfg:302
msgid "Afternoon — First Hour"
msgstr "Popietė — Pirmoji valanda"

#. [time]: id=afternoon_hour2
#: data/core/macros/schedules.cfg:311
msgid "Afternoon — Second Hour"
msgstr "Popietė — Antroji valanda"

#. [time]: id=afternoon_hour3
#: data/core/macros/schedules.cfg:320
msgid "Afternoon — Third Hour"
msgstr "Popietė — Trečioji valanda"

#. [time]: id=afternoon_hour4
#: data/core/macros/schedules.cfg:329
msgid "Afternoon — Fourth Hour"
msgstr "Popietė — Ketvirtoji valanda"

#. [time]: id=afternoon_hour5
#: data/core/macros/schedules.cfg:338
msgid "Afternoon — Fifth Hour"
msgstr "Popietė — Penktoji valanda"

#. [time]: id=afternoon_hour6
#: data/core/macros/schedules.cfg:347
msgid "Afternoon — Sixth Hour"
msgstr "Popietė — Šeštoji valanda"

#. [time]: id=first_watch_hour1
#: data/core/macros/schedules.cfg:369
msgid "First Watch — First Hour"
msgstr "Pirmoji sargyba — Pirmoji valanda"

#. [time]: id=first_watch_hour2
#: data/core/macros/schedules.cfg:381
msgid "First Watch — Second Hour"
msgstr "Pirmoji sargyba — Antroji valanda"

#. [time]: id=first_watch_hour3
#: data/core/macros/schedules.cfg:393
msgid "First Watch — Third Hour"
msgstr "Pirmoji sargyba — Trečioji valanda"

#. [time]: id=first_watch_hour4
#: data/core/macros/schedules.cfg:405
msgid "First Watch — Fourth Hour"
msgstr "Pirmoji sargyba — Ketvirtoji valanda"

#: data/core/macros/special-notes.cfg:3
msgid ""
"\n"
"\n"
"Special Notes:"
msgstr ""
"\n"
"\n"
"Ypatingos pastabos:"

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

#. [race]: id=bats
#: data/core/units.cfg:42
msgid "race^Bat"
msgstr "Šikšnosparnis"

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

#. [race]: id=bats
#: data/core/units.cfg:44
msgid "race^Bats"
msgstr "Šikšnosparniai"

#. [race]: id=bats
#: data/core/units.cfg:45
msgid ""
"Bats come in many shapes and sizes, and most are fairly harmless, feeding on "
"insects and other small animals. The larger and more vicious breeds are "
"known to pose a threat to humans and other races as well as their livestock, "
"especially when encountered in groups. Typically nocturnal, they are often "
"kept (and occasionally tamed) by those who share their love of the night."
msgstr ""
"Šikšnosparniai būna įvairių dydžių ir formų, dauguma jų yra nepavojingi, "
"besimaitinantys vabzdžiais ir smulkiais gyvūnais. Didesnės ir piktesnės "
"veislės kelia pavojų žmonėms ir kitiems padarams, taip pat ir galvijams, "
"ypač kai šikšnosparnių daug. Šiuos naktinius gyvūnus dažniausiai laiko (ir "
"kartais prijaukina) tie, kurie prijaučia naktiniam gyvenimui."

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

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

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

#. [race]: id=drake
#: data/core/units.cfg:57
msgid ""
"Drakes are large, winged and fire-breathing creatures, reminiscent of true "
"dragons. On average, an adult drake stands around three meters tall and "
"easily weighs more than a man and a horse combined. Their skin is made up of "
"hard scales, resistant to most physical strikes except piercing and cold "
"damage. Most drakes are capable of true flight and can travel long distances "
"quickly. However, their sheer weight and bulk limits their flight ability "
"somewhat, making them ungainly in the air. Where possible, they make use of "
"terrain features such as hills, mountains and trees as launch points in "
"order to gain greater height and speed. Fortunately for their enemies, they "
"are still quite clumsy creatures and surprisingly slow in combat. This, "
"combined with their large size, renders them easy targets for those who dare "
"attack them.\n"
"\n"
"Drakes are inherently magical creatures, with a mysterious internal fire "
"fueling their very lives. This can easily be witnessed when one of their "
"kind perishes in combat; its internal fire is released, burning their "
"remains in to ashes. Their internal fire is also their greatest weakness; it "
"makes them extremely vulnerable to cold attacks. Despite their magical "
"nature, drakes are incapable of channeling magic in a controlled manner. "
"While the magic imbued within a drake’s body enables it to spit fire and "
"gives it life, they have no willful control over its functions of this "
"magic.\n"
"\n"
"<header>text='Society'</header>\n"
"Drakes are a relatively warlike race and their societies can be best "
"described as cultured martial societies. The core of a drake tribe is a "
"small group of veteran warriors headed by a mutually respected — or simply "
"feared — <ref>dst='dominant' text='dominant'</ref> who rules the society "
"with an iron fist. Every drake is expected to earn their place in the strict "
"hierarchy, to obey their superiors and command their inferiors. Entry to the "
"ruling elite is only possible through challenging and defeating a superior "
"in single combat, which is the way the hierarchy within the elite itself is "
"established. The use of deception of any kind towards any fellow drake is, "
"without exception, seen as cowardly and unacceptable.\n"
"\n"
"While their warlike nature and sense of territory drives them to defend "
"their territories savagely, drakes rarely invade or trespass on areas "
"already occupied by the other major races. Instead, they settle in "
"unpopulated areas to establish their own territory there. They primarily "
"feed on large game they hunt in the lowlands around their homes, but "
"hatchlings and lower caste drakes are known to feed also on certain of moss "
"and fungi they cultivate deep in their caverns. The only technology drakes "
"value is armor- and weapon-smithing, and neither know or need other science "
"and culture besides this. However the few implements they do fashion are "
"almost unrivaled in quality, only matched by those produced in the finest "
"Dwarvish foundries.\n"
"\n"
"Drakes are hatched from eggs and usually live naturally between 20 to 30 "
"years. Death in battle is the most preferred way for a drake to leave this "
"world. Unlike the elder members of other races, drakes naturally grow more "
"aggressive and reckless towards the ends of their natural lives, perhaps to "
"help ensure their place in the heroic legends of their kind.\n"
"\n"
"<header>text='Geography'</header>\n"
"Drakes originated from an archipelago of volcanic islands called "
"<ref>dst='morogor' text='Morogor'</ref> in the <ref>dst='great_ocean' "
"text='Great Ocean'</ref>. A combination of population pressure and the "
"subsidence of many of their home islands has caused colonies of drakes to "
"spread to the <ref>dst='great_continent' text='Great Continent'</ref>. "
"Drakes tend to make their homes in mountain caverns near volcanoes to "
"protect their eggs, hatchings and forges. While drakes naturally prefer "
"warmth, their internal fire is more than capable of sustaining them even in "
"a relatively cold climate, a feature which has allowed them to populate even "
"some of the mountains of the far north of the Great Continent."
msgstr ""
"Slibinai yra dideli sparnuoti ir spjaudantys ugnimi sutvėrimai, panašūs į "
"tikrus drakonus. Suaugęs slibinas yra vidutiniškai apie 3 metrų aukščio ir "
"sveria daugiau nei raitelis kartu su arkliu. Jų oda sudaryta iš kietų žvynų, "
"atsparių fiziniam poveikiui, išskyrus, dūriams ir šalčiui. Dauguma slibinų "
"gali skristi ir pajėgūs greitai nukeliauti didelius atstumus. Tačiau jų "
"dydis ir svoris dėl jų nerangumo riboja skraidymo galimybes. Ten, kur "
"įmanoma, kalvas, kalnus ir medžius naudoja kaip pakilimo takus tam, kad "
"įgautų didesnį greitį ir aukštį. Varžovų laimei, jie yra labai nerangūs "
"padarai ir mūšio metu būna stulbinančiai lėti. Be to, dar turint omeny jų "
"dydį, drįstantiems juos užpulti, slibinai yra lengvi taikiniai.\n"
"\n"
"Slibinai yra iš prigimties stebuklingi padarai su paslaptinga vidine ugnimi, "
"kuri palaiko jų pačių gyvybes. Tai akivaizdžiai galima pamatyti, kai vienas "
"iš jų žūsta mūšyje, vidinė ugnis išsilaisvina iš kūno, pilnai sudegindama "
"palaikus. Jų vidinė ugnis yra ir jų pagrindinė silpnybė, daranti slibinus "
"ypač pažeidžiamus šalčio atakoms. Nežiūrint į savo stebuklingą būvį, "
"slibinai negali kontroliuoti savo magiškų galių. Kai slibino kūnas "
"stebuklingai paruošia spjaudomąją ugnį, jie negali kontroliuoti šių burtų "
"veikimo.\n"
"\n"
"<header>text='Visuomenė'</header>\n"
"Slibinai yra karinga rūšis ir jų visuomenė gali būti apibūdinama kaip kovos "
"menų visuomenė. Genties stuburą sudaro nedidelė senbuvių karių grupė, lydima "
"bendru sutarimu gerbiamo arba tiesiog labiausiai bijomo <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 tik ginklų "
"ir šarvų gamybą ir neišmano kitų mokslo ir kultūros sričių. Tačiau tai, ką "
"jie daro, yra beveik neprilygstami savo kokybe ir tik geriausi dvarfų kalvių "
"gaminiai jiems prilygsta.\n"
"\n"
"Slibinai išsirita iš kiaušinių ir gyvena tarp 20 ir 30 metų. Žūti mūšyje yra "
"priimtiniausia mirties forma. Skirtingai negu kitų rūšių vyresnieji, "
"slibinai į gyvenimo galą darosi agresyvesni ir narsesni, galbūt norėdami "
"užtikrinti savo vietą slibinų legendose apie didvyrius.\n"
"\n"
"<header>text='Geografija'</header>\n"
"Slibinai kilę iš <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:90
msgid "race^Dwarf"
msgstr "Dvarfas"

#. [race]: id=dwarf
#: data/core/units.cfg:91
msgid "race+female^Dwarf"
msgstr "Dvarfė"

#. [race]: id=dwarf
#: data/core/units.cfg:92
msgid "race^Dwarves"
msgstr "Dvarfai"

#. [race]: id=dwarf
#: data/core/units.cfg:93
msgid ""
"The dwarves are a race famed for their miners, blacksmiths, merchants and "
"warriors. Considered as the third oldest race on the great continent after "
"the elves and trolls, their early history is shrouded in mystery. Legends "
"tell of a time long forgotten when their people began emerging from their "
"underground world through caves. Nothing is known about their life prior to "
"their arrival, or their reasons for entering the surface world, but they "
"have been an integral part of the history of the continent since. Soon after "
"their emergence from the underground, the dwarves entered into conflict with "
"the original inhabitants of the land, the elves. The original reason for "
"their dispute has been lost to history, but the two races have since fought "
"three long wars, interrupted by a few decades of peace. During these wars "
"the dwarves could not dislodge the elves from the deep forests in the south, "
"but managed to consolidate their position in hills and the mountains in the "
"north of the continent, known now as the Northlands. Since then they have "
"constructed fantastic fortifications and settlements deep within the "
"mountains and crags of their territory.\n"
"\n"
"Possibly due to their isolation, the dwarves are generally distrustful or "
"hostile towards most other races, particularly the elves. The single "
"exception to this temperament is towards humans. This could be traced back "
"to the era of Haldric I and the arrival of humans and orcs to the continent. "
"At this point the dwarves began allowing some humans, mostly dissidents and "
"outlaws from the Kingdom of Wesnoth, to settle in certain areas of the "
"Northlands. Their motivation was unsurprising. The plight of these "
"individuals reminded the dwarves of their early history of persecution, "
"eliciting a sense of solidarity. The dwarves also had much to gain in "
"forming a bond with these outcasts. They would settle in areas where dwarves "
"disliked living themselves; plains, forests, and swamps, freeing them from "
"defending these areas.\n"
"\n"
"Dwarves are of small stature by human measure, but they are by no means "
"fragile. Their warriors, tough and powerful are both feared and respected "
"throughout the continent for their prowess in battle. In addition, dwarves "
"are known for their calculating intellects and superb craftsmanship. Dwarven "
"smiths are renowned for their deadly weapons and heavy armor. These "
"accouterments are unrivaled in quality, possibly only matched by those "
"produced by drake armorers. Their intelligence and natural inquisitiveness "
"has also made them the most technically advanced race on the continent. One "
"of their most famous, and feared, discoveries was a mysterious powder that "
"produces an immense explosion when exposed to fire or sparks. Certain dwarf "
"warriors use this powder to hurl small objects at tremendous speeds. Given "
"their technological inclinations, many dwarves tend to distrust magic users. "
"However some practice a form of magic based on the engraving of runes. "
"Called runesmiths, they use these carvings to enchant items in order to "
"augment certain aspects of their natures."
msgstr ""
"Dvarfai yra savo kalnakasiais, kalviais, pirkliais ir kariais garsėjanti "
"rūšis. Didžiajame žemyne pripažįstami trečiąja seniausia rūšimi po elfų ir "
"trolių, jų ankstyvoji istorija yra apgaubta paslapčių. Legendos byloja apie "
"senai užmirštus laikus, kai dvarfai pradėjo per urvus lįsti iš savo "
"požeminio pasaulio. Iki jų pasirodymo apie jų ankstesnį gyvenimą nieko "
"nežinoma, kaip ir priežastys, kodėl jiems prireikė išlįsti į paviršių, "
"tačiau nuo tų laikų jie tapo neatsiejama žemyno istorijos dalimi. Netrukus "
"po pasirodymo dvarfai susikivirčijo su vietiniais žemės gyventojais, elfais. "
"Istorija neatmena nesantaikos priežasčių, bet nuo to laiko šios dvi rūšys "
"dalyvavo trijuose ilguose karuose su kelių dešimtmečių pertraukomis tarp jų. "
"Tų karų metu dvarfai nesugebėjo išvyti elfų iš gilių miškų pietuose, tačiau "
"jiems pavyko įsitvirtinti šiaurinėje žemyno dalyje esančiuose kalnuose, "
"žinomuose, kaip Šiaurinės žemės. Nuo tada giliai savo teritorijoje "
"esančiuose kalnuose ir uolynuose jie pasistatė puikias gynybines tvirtoves "
"ir gyvenvietes.\n"
"\n"
"Galbūt dėl savo atsiskyrimo dvarfai nėra patiklūs ar svetingi daugumai kitų "
"rūšių, ypač elfams. Vienintelė tokio jų nusistatymo išimtis yra žmonės. "
"Grįžtant į Haldriko I-ojo laikus ir žemyne išsilaipinus žmonėms bei orkams, "
"dvarfai leido kai kuriems žmonėms, pagrinde Vesnoto karalystės kaliniams ir "
"nusikaltėliams apsigyventi tam tikrose Šiaurinių žemių vietovėse. Ir "
"nenuostabu, kad apgailėtina šių asmenų padėtis priminė dvarfams jų "
"persekiojimo laikus, taip sukeldama solidarumo jausmą. Be to, santarvė su "
"šiais tremtiniais dvarfams buvo labai naudinga. Jie apsigyvendavo tose "
"vietovėse, kurios dvarfans ir taip nepatiko – lygumose, miškuose ir pelkėse, "
"ir dvarfams jau nebereikėjo rūpintis tų vietų gynyba.\n"
"\n"
"Palyginus su žmonėmis, dvarfai yra mažo sudėjimo, tačiau jie visiškai nėra "
"kresni. Jų kariai yra tvirti ir galingi, dėl jų šaunumo kovų metu, žemyne "
"yra gerbiami ir jų prisibijoma. Priedo, dvarfai garsėja savo skaičiavimo "
"sugebėjimais ir nagingumu. Dvarfų meistrai yra žinomi dėl savo mirtinų "
"ginklų ir sunkių šarvų, įskaitant nepralenkiamą jų kokybę, kuriai galbūt "
"teprilygsta slibinų kalvių gaminiai. Jų išprusimas ir įgimtas smalsumas "
"leido patapti labiausiai žemyne techniškai išsivysčiusia rūšimi. Vienas "
"žymiausių ir baugiausių atradimų buvo nuo ugnies ar kibirkščių didžiulį "
"sprogimą sukeliančių paslaptingų miltelių atradimas. Kai kurie dvarfų kariai "
"naudoja šiuos miltelius mažų objektų svaidymui žaibišku greičiu. Dėl savo "
"technologinių polinkių dauguma dvarfų nepasitiki burtininkais, tačiau kai "
"kurie naudoja magiškų runų raižymus. Runakaliai naudoja tuos raižinius "
"daiktų užkerėjimui, tam , kad išryškintų tam tikrus jų kilmės aspektus."

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

#. [race]: id=elf
#: data/core/units.cfg:111
msgid "race+female^Elf"
msgstr "Elfė"

#. [race]: id=elf
#: data/core/units.cfg:112
msgid "race^Elves"
msgstr "Elfai"

#. [race]: id=elf
#: data/core/units.cfg:114
msgid ""
"Compared to humans, elves are somewhat taller, more agile but less sturdy. "
"They have slightly pointy ears, pale skin and usually blond hair. Few "
"differences between humans and elves are more pronounced than the Elves’ "
"unusually long life — most, unless claimed by illness, accident or war, live "
"a full two and a half centuries. While some elves possessing a high magical "
"aptitude have been known to live an additional full century, most elves "
"begin to grow physically frail at some point between 250 and 300 years of "
"age and pass away rapidly (generally within a year or two) thereafter.\n"
"\n"
"Elves are naturally imbued with magic to a small degree. Though most are "
"unable to channel it directly, its latent presence gives them their keen "
"senses and long life. Many elves have magic-driven talents such as "
"marksmanship or stealth, allowing them to achieve tasks that most normal "
"beings would find astonishing. Those elves that learn to wield this power in "
"more general ways can become truly formidable in its use. Many choose to use "
"their gift to heal others.\n"
"\n"
"A few elves, venturing far down the paths of magic and mysticism, become "
"sensitive to the presence of cold iron and can even be burned by it. Elvish "
"legend hints that this was more common in the far past.\n"
"\n"
"Elves spend much of their time honing their talents and skills. Those not "
"adept at the magical arts typically devote their time honing their physical "
"skills. As a result, elves excel at archery, which is perhaps their most "
"important method of warfare. Most elvish troops carry a bow and no other "
"race can rival their archers in speed and accuracy. All elves also share an "
"intense affection for unspoiled nature. They often feel uncomfortable in "
"open unvegetated spaces. They live primarily in the forests of the Great "
"Continent; the Aethenwood in the southwest, Wesmere in the northwest, and "
"the great northern woods of which the Lintanir Forest is the southernmost "
"edge.\n"
"\n"
"Elves are the eldest race of the continent, with the possible exception of "
"trolls. Many of their settlements cannot be reliably dated, undoubtedly "
"having existed for over a millennium."
msgstr ""
"Lyginant su žmonėmis, elfai yra šiek tiek aukštesni, vikresni, bet mažiau "
"tvirti. Jie turi šiek tiek smailias ausis, blankią odą ir dažniausiai "
"šviesius plaukus. Mažai skirtumų tarp žmonių ir elfų yra labiau išryškinti, "
"nei neįprastai ilgas elfų gyvenimas – dauguma, nebent pasiglemžti ligos, "
"nelaimingo atsitikimo ar karo, gyvena pilnus du su puse šimtmečius. "
"Nepaisant to, kad yra žinoma, kad kai kurie elfai, turintys aukštus magiškus "
"gabumus, gyvena papildomą pilną šimtmetį, dauguma elfų pradeda darytis "
"fiziškai silpni kažkur tarp 250 ir 300 metų, ir po to greitai miršta "
"(dažniausiai per vienerius ar dvejus metus).\n"
"\n"
"Elfai yra įgimtai truputį pripildyti magijos. Nors ir dauguma nesugeba "
"tiesiogiai jos nukreipti, jos paslėptas buvimas duoda jiems jų aštrius "
"pojūčius ir ilgą gyvenimą. Daug elfų turi magija varomų gabumų, tokių, kaip "
"taiklus šaudymas ar slaptumas, leidžiančių jiems atlikti užduotis, kurias "
"paprastos būtybės laiko įspūdingomis. Tie elfai, kurie išmoksta valdyti šią "
"galią bendresniais būdais, gali tapti iš tikrųjų sunkiai įveikiami ją "
"naudojant. Daugelis pasirenka naudoti savo dovaną gydyti kitus.\n"
"\n"
"Elfai daug savo laiko išleidžia tobulindami savo gabumus ir gebėjimus. Tie, "
"kurie nenusimano magiškuose menuose, paprastai skiria savo laiką šlifuodami "
"savo fizinius gebėjimus. Todėl elfai išsiskiria šaudyme iš lanko, kas yra, "
"matyt, jų svarbiausias kariavimo būdas. Dauguma elfų karių nešiojasi lanką "
"ir jokia kita rasė negali lygintis su jų lankininkais greičiu ir taiklumu. "
"Visi elfai taip pat turi nepaaiškinamą potraukį prie nepaliestos gamtos. Jie "
"dažnai jaučiasi nejaukiai didelėse erdvėse be augalų. Elfai pagrinde gyvena "
"Didžiojo žemyno miškuose; Ėtenvude pietvakariuose, Vesmeroje šiaurės "
"vakaruose ir didžiajame šiauriniame miške, kurio piečiausias kraštas "
"vadinamas Lintaniro mišku.\n"
"\n"
"Elfai yra seniausia žemyno rasė, galbūt neskaitant trolių. Daugumos iš jų "
"gyvenviečių amžius negali būti patikimai nustatytas, jos neabejotinai "
"egzistavo virš tūkstantmečio."

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

#. [race]: id=goblin
#: data/core/units.cfg:133
msgid "race+female^Goblin"
msgstr "Goblinė"

#. [race]: id=goblin
#: data/core/units.cfg:134
msgid "race^Goblins"
msgstr "Goblinai"

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

#. [race]: id=gryphon, description=
#: data/core/units.cfg:150
msgid "race^Gryphon"
msgstr "Grifas"

#. [race]: id=gryphon, description=
#: data/core/units.cfg:151
msgid "race+female^Gryphon"
msgstr "Grifė"

#. [race]: id=gryphon, description=
#: data/core/units.cfg:152
msgid "race^Gryphons"
msgstr "Grifai"

#. [race]: id=human
#: data/core/units.cfg:168
msgid "race^Human"
msgstr "Žmogus"

#. [race]: id=human
#: data/core/units.cfg:169
msgid "race+female^Human"
msgstr "Žmogus"

#. [race]: id=human
#: data/core/units.cfg:170
msgid "race^Humans"
msgstr "Žmonės"

#. [race]: id=human
#: data/core/units.cfg:171
msgid ""
"The race of men is an extremely diverse one. Although they originally came "
"from the Old Continent, men have spread all over the world and split into "
"many different cultures and races. Although they are not imbued with magic "
"like other creatures, humans can learn to wield it and able to learn more "
"types than most others. They have no extra special abilities or aptitudes "
"except their versatility and drive. While often at odds with other races, "
"they can occasionally form alliances with the less aggressive races such as "
"elves and dwarves. The less scrupulous among them do not shrink back from "
"hiring orcish mercenaries, either. They have no natural enemies, although "
"the majority of men, like most people of all races, have an instinctive "
"dislike of the undead. Men are shorter than the elves, but taller still than "
"dwarves. Their skin color can vary, from almost white to dark brown.\n"
"\n"
"<header>text='Subjects of the Crown'</header>\n"
"Many different groups of men exist, but the majority of them on the Great "
"Continent live under the rule of the Crown of Wesnoth. The humans first "
"appeared on the Great Continent from a land far across the ocean to the "
"West, the Green Isle, and soon established their capital at the inland city "
"of Weldyn. Over the following centuries they have built up a number cities "
"across the continent. The soldiers from the Crown of Wesnoth protect the "
"country, forming the most organized military force in the known world. Its "
"warriors come from the main provinces, where all men are conscripted at an "
"early age.\n"
"\n"
"<header>text='The Clansmen'</header>\n"
"The eastern provinces of Wesnoth, known as the Clan Homelands, have a "
"geography consisting of more open plains and rolling hills than the western, "
"more civilized provinces. They are home to the Horse Clans, who are allied "
"with the Crown of Wesnoth but operate independently and maintain their own "
"identity. Some consider them to be a tributary state, which sends food and "
"soldiers to Crown in exchange for protection. Others say they are on equal "
"footing with the western half of Wesnoth. In any case, the eastern provinces "
"do not have a conscript army the way Western Wesnoth does. Training for "
"fighting is part of the way of life of the Clans; the parents teach the "
"children to ride horses, fight and shoot a bow from an early age. In "
"general, the Clan warriors are less organized than the civilized fighters, "
"and the strengths and weaknesses of these groups complement each other."
msgstr ""
"Žmonių rasė yra ypač įvairi. Nors jie iš pradžių atėjo iš Senojo žemyno, "
"žmonės išplito visame pasaulyje ir suskilo į daugybę įvairių kultūrų ir "
"rasių. Nežiūrint to, kad jie nėra pripildyti magijos kaip kitos būtybės, "
"žmonės gali išmokti ja naudotis ir sugeba išmokti daugiau magijos rūšių nei "
"dauguma kitų. Jie neturi jokių neeilinių galimybių ar gebėjimų, išskyrus jų "
"visapusiškumą ir veržlumą. Nepaisant to, kad dažnai pykstasi su visomis "
"rasėmis, jie retkarčiais gali sudaryti sąjungas su mažiau agresyviomis "
"rasėmis, kaip antai elfai ir dvarfai. Mažiau sąžiningi žmonės taip pat "
"nevengia samdytis orkų samdinių. Jie neturi įgimtų priešų, tačiau dauguma "
"žmonių, kaip ir dauguma kitų rasių atstovų, instinktyviai nemėgsta "
"nemirėlių. Žmonės yra mažesni už elfus, bet vis dar aukštesni už dvarfus. Jų "
"odos spalva gali būti įvairi, nuo beveik baltos iki tamsiai rudos.\n"
"\n"
"<header>text='Karūnos pavaldiniai'</header>\n"
"Egzistuoja daugybė skirtingų žmonių grupių, bet Didžiajame žemyne dauguma jų "
"gyvena valdomi Vesnoto karūnos. Žmonės pirmiausiai atsirado Didžiajame "
"žemyne iš krašto, esančio toli į vakarus už vandenyno, Žaliosios salos, ir "
"greitai įkūrė savo sostinę krašto viduje esančiame Veldyno mieste. Per "
"ateinančius šimtmečius visame žemyne jie pastatė daugybę miestų. Vesnoto "
"karūnos kareiviai gina šalį, sudarydami labiausiai organizuotą karinę jėgą "
"žinomame pasaulyje. Jos kariai ateina iš pagrindinių provincijų, kur visi "
"vyrai į karo tarnybą pašaukiami ankstyvame amžiuje.\n"
"\n"
"<header>text='Klanų žmonės'</header>\n"
"Rytinės Vesnoto provincijos, žinomos kaip Klanų tėvynė, geografiškai daugiau "
"sudarytos iš atvirų lygumų ir mažų kalvų negu vakarinės, labiau civilizuotos "
"provincijos. Jos yra Arklių klanų, kurie yra sąjungoje su Vesnoto karūna, "
"bet veikia nepriklausomai, ir išlaiko savo tapatybę, namai. Vis dėlto, "
"rytinės provincijos neturi šauktinės armijos taip, kaip turi Vakarų "
"Vesnotas. Treniravimasis kovai yra Klanų gyvenimo būdas; tėvai moko vaikus "
"joti žirgais, kautis ir šaudyti iš lanko nuo ankstyvo amžiaus. Apskritai, "
"Klanų kariai yra mažiau organizuoti nei civilizuoti kovotojai, ir "
"stipriosios bei silpnosios šių grupių pusės papildo viena kitą."

#. [race]: id=lizard, description=
#: data/core/units.cfg:185
msgid "race^Saurian"
msgstr "Roplys"

#. [race]: id=lizard, description=
#: data/core/units.cfg:186
msgid "race+female^Saurian"
msgstr "Roplė"

#. [race]: id=lizard, description=
#: data/core/units.cfg:187
msgid "race^Saurians"
msgstr "Ropliai"

#. [race]: id=mechanical
#: data/core/units.cfg:197
msgid "race^Mechanical"
msgstr "Mechanizmas"

#. [race]: id=mechanical
#: data/core/units.cfg:198
msgid "race+plural^Mechanical"
msgstr "Mechanizmai"

#. [race]: id=mechanical
#: data/core/units.cfg:199
#, fuzzy
msgid ""
"Animated neither by natural life nor by necromancy, the term "
"<italic>text='mechanical'</italic> describes a created artifact of an "
"intelligent being. Most mechanical things neither move nor think on their "
"own, but some do so as a result of magical enchantment."
msgstr ""
"Neturėdami nei gyvos, nei mirusios dvasios, „mechanizmai“ yra dirbtinai "
"protingų būtybių sukurti daiktai. Dauguma mechanizmų patys negali nei "
"judėti, nei galvoti, tačiau kai kurie, paveikti burtų, gali. "

#. [race]: id=merman
#: data/core/units.cfg:208
msgid "race^Merman"
msgstr "Vandenis"

#. [race]: id=merman
#: data/core/units.cfg:209
msgid "race^Mermaid"
msgstr "Vandenė"

#. [race]: id=merman
#: data/core/units.cfg:210
msgid "race^Mermen"
msgstr "Vandeniai"

#. [race]: id=merman
#: data/core/units.cfg:212
msgid ""
"Something like a fusion between humans and fish, the merfolk are an "
"enigmatic race with both piscine and humanoid attributes. They have strong "
"tails that lend themselves to quick movement in any watery environment while "
"their dextrous hands and intelligent minds allow fine craftsmanship and "
"toolmaking. Semi-aquatic by nature, merfolk can breathe both water and air "
"without difficulty. Despite being able to survive on land, they are much "
"quicker and more agile in the water and will rarely be found far from the "
"ocean. They are typically wary of dry land, as they are awkward and clumsy "
"there and they struggle greatly to move over rough or forested terrain."
msgstr ""
"Mišinys tarp žmogaus ir žuvies, vandeniai yra mįslinga rūšis, turinti ir "
"žmogaus, ir žuvies atributų. Jie turi tvirtą uodegą, leidžiančią greitai "
"judėti bet kokiuose vandenyse, o rankos ir protas leidžia kokybiškai gaminti "
"įrankius. Iš prigimties būdami pusiau vandens gyvūnai, vandeniai gali "
"laisvai kvėpuoti ir po vandeniu, ir ore. Nors jie gali išgyventi ant žemės, "
"vandeniai yra žymiai greitesni ir tikslesni vandenyje, todėl juos retai "
"sutiksi toli nuo vandenyno. Paprastai jie prisisaugo sausų žemių, kur būna "
"nerangūs ir sunkiai juda grubiose ir miškingose vietovėse. "

#. [race]: id=monster
#: data/core/units.cfg:220
msgid "race^Monster"
msgstr "Pabaisa"

#. [race]: id=monster
#: data/core/units.cfg:221
msgid "race+female^Monster"
msgstr "Monstrė"

#. [race]: id=monster
#: data/core/units.cfg:222
msgid "race^Monsters"
msgstr "Pabaisos"

#. [race]: id=monster
#: data/core/units.cfg:223
msgid ""
"The term “monster” incorporates many hideous beasts that haunt the caves, "
"wilderness, ocean depths, and other climes of the world. They figure largely "
"in the tales and nightmares of its denizens, as well."
msgstr ""
"„Siaubūnas“ apima daug bjaurių žvėrių tūnančių urvuose, laukuose, vandenyno "
"dugne ir kitose pasaulio vietose. Jie taip pat dažnai aptinkami čiabuvių "
"padavimuose ir košmaruose."

#. [race]: id=naga
#: data/core/units.cfg:230
msgid "race^Naga"
msgstr "Nágas"

#. [race]: id=naga
#: data/core/units.cfg:231
msgid "race^Nagini"
msgstr "Nága"

#. [race]: id=naga
#: data/core/units.cfg:232
msgid "race^Nagas"
msgstr "Nágai"

#. [race]: id=naga
#: data/core/units.cfg:233
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:241
msgid "race^Ogre"
msgstr "Žmogėdra"

#. [race]: id=ogre
#: data/core/units.cfg:242
msgid "race+female^Ogre"
msgstr "Žmogėdra"

#. [race]: id=ogre
#: data/core/units.cfg:243
msgid "race^Ogres"
msgstr "Žmogėdros"

#. [race]: id=ogre
#: data/core/units.cfg:244
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:252
msgid "race^Orc"
msgstr "Orkas"

#. [race]: id=orc
#: data/core/units.cfg:253
msgid "race+female^Orc"
msgstr "Orkė"

#. [race]: id=orc
#: data/core/units.cfg:254
msgid "race^Orcs"
msgstr "Orkai"

#. [race]: id=orc
#: data/core/units.cfg:255
#, fuzzy
msgid ""
"In appearance, orcs are half men and half beasts. They are taller, sturdier "
"and stronger than humans. They are warlike, savage, and cruel by nature. "
"Their blood is darker and thicker than that of normal humans and they have "
"little care for personal hygiene or their personal appearance. Although Orcs "
"are violent even among themselves creatures, they are pack-oriented; an orc "
"never travels long or lives alone in groups smaller than half a dozen.\n"
"\n"
"<header>text='Society'</header>\n"
"Almost every orc are a member of a tribe or a clan. Relations between "
"neighboring tribes are usually violent, except in cases of a mutual enemy "
"threatens their existence or prospects of great plunder override mutual "
"animosity. Occasionally, a single strong chieftain may emerge to lead "
"multiple tribes from time to time, usually through intimidation of "
"followers. An orc tribe in times of peace tends to focus almost solely on "
"strengthening itself in preparation for the next armed conflict. Orcs are "
"known to possess a crude system of writing — usually in blood — although "
"it’s most commonly used to trade insults or threats among tribal leaders.\n"
"\n"
"Orc societies are based on little else but strength; might makes right, and "
"a leader leads and survives only as long as no one manages to wrest the "
"title from him. A constant struggle for power simmers among potential tribal "
"chiefs. An orcish leader rarely lives more than a handful of years to enjoy "
"his absolute authority before being killed for his position — although "
"history knows some notable exceptions. Orcs hold no particular honor code "
"and while indisputable raw strength is usually the preferred method of "
"displaying power, assassination, poisoning and backstabbing are completely "
"viable means to further one’s own goals.\n"
"\n"
"Orcs mostly live in rural areas, often in foothills or mountainous regions, "
"sometimes in caves. They grow no crops nor keep livestock, but are competent "
"hunters as a result of their physical stature and brutality. Due to their "
"large numbers they are capable of hunting an area virtually clean of "
"anything larger than rodents in relatively short period of time. Due to this "
"and their unstable leadership, orcish tribes tend to lead a semi-nomadic "
"lifestyle, never settling in one region for too long. The larger tribes may "
"establish themselves firmly in an area for years or even decades and build "
"large encampments almost resembling cities, but even these are easily "
"dismantled and abandoned if there is a need to relocate the horde.\n"
"\n"
"The oldest known orcs have been around 50 to 60 years of age, but very few "
"individuals ever live to see over two or three decades before meeting their "
"end either in war or by the hand of one of their kin. The oldest orcs are "
"often shamans, which are perhaps the only ones most of their kind sees as "
"being trustworthy and neutral. The origins of this custom are unknown, as "
"the shamans do not directly contribute much to orcish societies but only act "
"as advisors — not something orcs tend to otherwise tolerate. Shamans are in "
"many ways the opposite of most other orcs: they are often physically "
"withered and frail in comparison and lack skill in battle. Despite their "
"reliance on raw strength, not nearly all orcs are destined to grow to "
"possess any. Many orcs are born smaller and weaker than the rest, and "
"already almost as newborns are put in their place by their stronger "
"siblings. The stronger ones will routinely grab most of the food and thus "
"grow stronger still, while their weaker siblings do not. Many of these "
"individuals tend to specialize in other skills, like archery or "
"assassination."
msgstr ""
"Pagal išvaizdą, orkai yra pusiau žmonės, pusiau žvėrys. Jie yra aukštesni, "
"tvirtesni ir stipresni už žmones. Jie yra karingi ir žiaurūs. Jų kraujas yra "
"tamsesnis ir tirštesnis negu žmonių ir jie nesirūpina nei asmenine švara, "
"nei išvaizda. Tačiau orkai yra žiaurūs net tarp savęs ir gyvena grupuotėmis; "
"orkai niekuomet nekeliauja ilgų atstumų ir negyvena mažesnėse negu pusė "
"tuzino grupėse.\n"
"\n"
"<header>text='Visuomenė'</header>\n"
"Beveik kiekvienas orkas priklauso genčiai ar gaujai. "

#. [race]: id=troll
#: data/core/units.cfg:271
msgid "race^Troll"
msgstr "Trolis"

#. [race]: id=troll
#: data/core/units.cfg:272
msgid "race+female^Troll"
msgstr "Trolė"

#. [race]: id=troll
#: data/core/units.cfg:273
msgid "race^Trolls"
msgstr "Troliai"

#. [race]: id=troll
#: data/core/units.cfg:274
msgid ""
"Trolls are ancient creatures, one of the oldest known races known to inhabit "
"the Great Continent. They are large, slow, simple-minded, and live extremely "
"long lives inside deep caves or atop high mountains. The most unique "
"characteristic of trolls is an internal vitality that sustains and heals "
"them from within. As a result they live very different lives from almost any "
"known creature. Trolls have few real needs: they require little food or "
"water, and thus they have little incentive to pursue much besides protection "
"from those who are hostile towards them. This in turn means they rarely have "
"to worry about anything and can spend much of their time sleeping or in "
"contemplation. Trolls have a curious affinity with nature. They do not "
"relate with living things like elves do, but instead with earth and stone. "
"They are also somewhat curious of their surroundings and many younger whelps "
"even enjoy traveling and seeing the world. As trolls grow older they tend to "
"become increasingly passive, gradually losing interest in their environment "
"and spending more of their time sleeping in a quiet, familiar corner of "
"their home cave. This is until they finally pass away as their bodies "
"themselves slowly turn into lifeless statues of stone.\n"
"\n"
"Trolls are seen by many as being little more than yet another race of savage "
"monsters. This common misconception is in part perpetuated by orcs to "
"persuade trolls to join their armies. Because they are rather simple and do "
"not understand the ways of other races or sometimes can even tell them "
"apart, it is usually easy for an orcish band to convince a group of trolls "
"that by joining them they get to exact revenge on those that have before "
"hunted them. These new recruits are then directed to attack whoever the orcs "
"themselves are currently in conflict with, whether previously a foe of the "
"trolls or not, accumulating even more enemies for the misled trolls. The "
"most common enemy of trolls are dwarves, and the animosity between these two "
"races is ancient.\n"
"\n"
"<header>text='Geography'</header>\n"
"Trolls have inhabited the mountains of the Great Continent longer than the "
"dwarves who migrated there. Trolls are a common sight on the mountain ranges "
"north and east of Wesnoth, and wherever Orcish hordes travel."
msgstr ""

#. [race]: id=undead
#: data/core/units.cfg:294
msgid "race^Undead"
msgstr "Nemirėlis"

#. [race]: id=undead
#: data/core/units.cfg:295
msgid "race+female^Undead"
msgstr "Nemirėlė"

#. [race]: id=undead
#: data/core/units.cfg:296
msgid "race+plural^Undead"
msgstr "Nemirėliai"

#. [race]: id=undead
#: data/core/units.cfg:297
msgid ""
"Undead are not really a single race of creatures, although often treated as "
"such. Almost any dead creature can, by a sufficiently skilled necromancer, "
"be reanimated and rise again in undeath. Undead are for the most part "
"unnatural but mindless constructs, obeying whoever created them without "
"question nor thought. A greater mystery of necromancy is in how constructs "
"are sustained without continuous effort from the necromancer. An undead "
"creature does not require the constant attention of the necromancer to "
"command and sustain, but can work autonomously according to the commands of "
"it’s master. Only rarely, perhaps once every few months, does the "
"necromancer need to maintain his creation.\n"
"\n"
"Necromancy is almost solely limited to humans. Even the legends of magically "
"apt races like elves and mermen tell of very few of their kind who have ever "
"delved in the dark arts. It is surmised that necromantic magic requires "
"great adaptability and a flexible mind, extremes of which are most commonly "
"found in humans. The ultimate goal of most necromancers is to turn the same "
"art of preserving and imbuing life upon themselves, to alter themselves at "
"whatever cost, to ultimately escape death by preserving their own mind and "
"spirit.\n"
"\n"
"<header>text='Geography'</header>\n"
"While undead lords arrived on the Great Continent in considerable numbers "
"only in the wake of Haldric I, they were not completely unheard of by elves "
"and dwarves before that."
msgstr ""
"Nemirėliai iš tikrųjų nėra vientisa būtybių rasė, nors dažnai tokia laikomi. "
"Pakankamai įgudęs nekromantas gali prikelti beveik bet kokią mirusią būtybę. "
"Nemirėliai didžiąja dalimi yra baisūs, bet nemąstantys tvariniai, be "
"klausimų ar apmąstymų paklūstantys tam, kas juos sukūrė. Didesnė "
"nekromantijos paslaptis yra kaip šie tvariniai yra išlaikomi be nuolatinių "
"nekromanto pastangų. Nemirėlis nereikalauja pastovaus nekromanto dėmesio "
"vadovaujant ir išlaikant, o gali dirbti autonomiškai pagal šeimininko "
"įsakymus. Tik kartais, galbūt kas kelis mėnesius, nekromantas turi "
"prižiūrėti savo kūrinį.\n"
"\n"
"Nekromantija yra beveik be išimčių apribota žmonėmis. Net magijai gabių "
"rasių kaip elfai ir vandeniai legendos byloja tik apie kelis iš jų rūšies, "
"kurie kada nors šniukštinėjo po juodąją magiją. Yra spėjama, kad "
"nekromantinei magijai reikia didelio pritaikomumo ir lankstaus proto, "
"kraštutinybės, kurios dažniausiai randamos pas žmones. Galutinis daugumos "
"nekromantų tikslas yra pasinaudoti tuo pačiu gyvybės išsaugojimo ir įkvėpimo "
"menu, kad pasikeistų save bet kuria kaina, galutinai pabėgtų nuo mirties "
"išsaugodami tik savo protą ir dvasią.\n"
"\n"
"<header>text='Geografija'</header>\n"
"Nors nemirėlių valdovai į Didįjį žemyną žymiais kiekiais atvyko tik Haldriko "
"I pėdomis, tačiau ir prieš tai jie nebuvo visiškai negirdėti elfams ir "
"dvarfams."

#. [race]: id=wolf, description=
#: data/core/units.cfg:310
msgid "race^Wolf"
msgstr "Vilkas"

#. [race]: id=wolf, description=
#: data/core/units.cfg:311
msgid "race+female^Wolf"
msgstr "Vilkė"

#. [race]: id=wolf, description=
#: data/core/units.cfg:312
msgid "race^Wolves"
msgstr "Vilkai"

#. [race]: id=wose, description=
#: data/core/units.cfg:322
msgid "race^Wose"
msgstr "Miškinis"

#. [race]: id=wose, description=
#: data/core/units.cfg:323
msgid "race^Woses"
msgstr "Miškiniai"

#: src/help.cpp:52
msgid "Help"
msgstr "Pagalba"

#: src/help.cpp:1144
msgid "<header>text='Units having this special attack'</header>"
msgstr "<header>text='Daliniai turintys šią specialią ataką'</header>"

#: src/help.cpp:1238
msgid "<header>text='Units having this ability'</header>"
msgstr "<header>text='Daliniai turintys šį gebėjimą'</header>"

#: src/help.cpp:1271
msgid "Leaders:"
msgstr "Vadai:"

#: src/help.cpp:1280
msgid "Recruits:"
msgstr "Samdiniai: "

#: src/help.cpp:1294
msgid "Era:"
msgstr "Era:"

#: src/help.cpp:1302
msgid "Factions:"
msgstr "Frakcijos:"

#: src/help.cpp:1312
msgid "Factions are only used in multiplayer"
msgstr "Frakcijos naudojamos tik daugelio žaidėjų žaidime"

#: src/help.cpp:1356
msgid "level"
msgstr "lygis"

#: src/help.cpp:1389
msgid "Advances from: "
msgstr "Tobulėja iš: "

#: src/help.cpp:1391
msgid "Advances to: "
msgstr "Tobulėja į: "

#: src/help.cpp:1414
msgid "Base unit: "
msgstr ""

#: src/help.cpp:1424
#, fuzzy
msgid "Variations: "
msgstr "Frakcijos:"

#: src/help.cpp:1450 src/help.cpp:1825 src/help.cpp:1898
msgid "race^Miscellaneous"
msgstr "Įvairūs"

#: src/help.cpp:1452
msgid "Race: "
msgstr "Rasė: "

#: src/help.cpp:1459
msgid "Abilities: "
msgstr "Gebėjimai: "

#: src/help.cpp:1476
msgid "Ability Upgrades: "
msgstr "Gebėjimų patobulinimai: "

#: src/help.cpp:1492
msgid "HP: "
msgstr "GT: "

#: src/help.cpp:1493
msgid "Moves: "
msgstr "Žingsniai: "

#: src/help.cpp:1495
msgid "Vision: "
msgstr ""

#: src/help.cpp:1497
msgid "Jamming: "
msgstr ""

#: src/help.cpp:1498
msgid "Cost: "
msgstr "Kaina: "

#: src/help.cpp:1499
msgid "Alignment: "
msgstr "Prigimtis: "

#: src/help.cpp:1505
msgid "Required XP: "
msgstr "Reikalingi PT: "

#: src/help.cpp:1514
msgid "unit help^Attacks"
msgstr "Atakos"

#: src/help.cpp:1521
msgid "unit help^Name"
msgstr "Vardas"

#: src/help.cpp:1522
msgid "Type"
msgstr "Tipas"

#: src/help.cpp:1523
msgid "Strikes"
msgstr "Smūgiai"

#: src/help.cpp:1524
msgid "Range"
msgstr "Nuotolis"

#: src/help.cpp:1525
msgid "Special"
msgstr "Ypatinga"

#: src/help.cpp:1571
msgid "Resistances"
msgstr "Atsparumai"

#: src/help.cpp:1575
msgid "Attack Type"
msgstr "Atakos tipas"

#: src/help.cpp:1576
msgid "Resistance"
msgstr "Atsparumas"

#: src/help.cpp:1615
msgid "Terrain Modifiers"
msgstr "Vietovių modifikatoriai"

#: src/help.cpp:1619
msgid "Terrain"
msgstr "Vietovė"

#: src/help.cpp:1620
msgid "Defense"
msgstr "Gynyba"

#: src/help.cpp:1621
msgid "Movement Cost"
msgstr "Judėjimo kaina"

#: src/help.cpp:1624
msgid "Vision Cost"
msgstr ""

#: src/help.cpp:1626
msgid "Jamming Cost"
msgstr ""

#: src/help.cpp:1904
msgid "<header>text='Units of this race'</header>"
msgstr "<header>text='Šios rasės daliniai'</header>"

#: src/help.cpp:2817
msgid " < Back"
msgstr " < Atgal"

#: src/help.cpp:2818
msgid "Forward >"
msgstr "Pirmyn >"

#: src/help.cpp:2926
msgid "Reference to unknown topic: "
msgstr "Nuoroda į nežinomą temą: "

#: src/help.cpp:3182
msgid "corrupted original file"
msgstr "sugadintas pradinis failas"

#: src/help.cpp:3281
msgid "Close"
msgstr "Užverti"

#: src/help.cpp:3284
msgid "The Battle for Wesnoth Help"
msgstr "Mūšio dėl Vesnoto pagalba"

#: src/help.cpp:3340
msgid "Parse error when parsing help text: "
msgstr "Nagrinėjimo klaida nagrinėjant pagalbos tekstą: "
