# Copyright (C) Wesnoth development team, 2007-2010. # Translators: # Andrius Štikonas , 2007-2010. msgid "" msgstr "" "Project-Id-Version: Battle for Wesnoth 1.10\n" "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n" "POT-Creation-Date: 2010-12-28 13:01+0100\n" "PO-Revision-Date: 2010-01-01 00:00+0300\n" "Last-Translator: Andrius Štikonas \n" "Language-Team: Lithuanian \n" "Language: Lithuanian\n" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=4; plural=(n==1 ? 0 : n%10==1 && n%100!=11 ? 1 : n" "%10>=2 && (n%100<10 || n%100>=20) ? 2 : 3);\n" #. [time]: id=underground #. [illuminated_time]: id=underground_illum #: data/campaigns/Heir_To_The_Throne/utils/httt_utils.cfg:523 #: data/core/macros/schedules.cfg:85 data/core/macros/schedules.cfg:94 msgid "Underground" msgstr "Požemis" #. [berserk]: id=berserk #: data/campaigns/Under_the_Burning_Suns/scenarios/03_Stirring_in_the_Night.cfg:819 #: data/core/macros/abilities.cfg:554 msgid "berserk" msgstr "berserkas" #. [berserk]: id=berserk #: data/campaigns/Under_the_Burning_Suns/scenarios/03_Stirring_in_the_Night.cfg:822 #: data/core/macros/abilities.cfg:556 msgid "" "Berserk:\n" "Whether used offensively or defensively, this attack presses the engagement " "until one of the combatants is slain, or 30 rounds of attacks have occurred." msgstr "" "Berserkas:\n" "Ar naudojama puolant, ar ginantis, ši ataka išlaiko priešininką kovoje iki " "pat vieno iš besikaunančiųjų mirties, arba trisdešimt atakos raundų." #. [chance_to_hit]: id=magical #: data/campaigns/Under_the_Burning_Suns/scenarios/03_Stirring_in_the_Night.cfg:835 #: data/core/macros/abilities.cfg:640 msgid "magical" msgstr "magiška" #. [chance_to_hit]: id=magical #: data/campaigns/Under_the_Burning_Suns/scenarios/03_Stirring_in_the_Night.cfg:838 #: data/core/macros/abilities.cfg:642 msgid "" "Magical:\n" "This attack always has a 70% chance to hit regardless of the defensive " "ability of the unit being attacked." msgstr "" "Magiška:\n" "Ši ataka visada turi 70% tikimybę pataikyti, nepriklausomai nuo puolamo " "dalinio gynybinių gebėjimų." #. [firststrike]: id=firststrike #: data/campaigns/Under_the_Burning_Suns/scenarios/03_Stirring_in_the_Night.cfg:850 #: data/core/macros/abilities.cfg:689 msgid "firststrike" msgstr "pirmenybė" #. [firststrike]: id=firststrike #: data/campaigns/Under_the_Burning_Suns/scenarios/03_Stirring_in_the_Night.cfg:853 #: data/core/macros/abilities.cfg:691 msgid "" "First Strike:\n" "This unit always strikes first with this attack, even if they are defending." msgstr "" "Smūgio pirmenybė:\n" "Su šia ataka dalinys visuomet turės pirmenybę atakuoti, net kai ginasi." #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:16 #: data/core/macros/abilities.cfg:10 msgid "heals +4" msgstr "gydo +4" #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:17 #: data/core/macros/abilities.cfg:11 msgid "female^heals +4" msgstr "gydo +4" #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:22 #: data/core/macros/abilities.cfg:16 msgid "" "Heals +4:\n" "Allows the unit to heal adjacent allied units at the beginning of our turn.\n" "\n" "A unit cared for by this healer may heal up to 4 HP per turn, or stop poison " "from taking effect for that turn.\n" "A poisoned unit cannot be cured of its poison by a healer, and must seek the " "care of a village or a unit that can cure." msgstr "" "Gydo +4:\n" "Leidžia daliniui pagydyti gretimą draugišką dalinį mūsų ėjimo pradžioje.\n" "\n" "Gydomasis dalinys gali pagyti ne daugiau, nei 4 GT per ėjimą, arba tą ėjimą " "išvengti nuodų poveikio.\n" "Šis gydytojas negali išgydyti nuo nuodų. Apnuodytasis dalinys turi ieškoti " "pagalbos kaime arba pas dalinį, kuris gali atnuodyti." #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:45 #: data/core/macros/abilities.cfg:30 msgid "heals +8" msgstr "gydo +8" #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:46 #: data/core/macros/abilities.cfg:31 msgid "female^heals +8" msgstr "gydo +8" #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:51 #: data/core/macros/abilities.cfg:36 msgid "" "Heals +8:\n" "This unit combines herbal remedies with magic to heal units more quickly " "than is normally possible on the battlefield.\n" "\n" "A unit cared for by this healer may heal up to 8 HP per turn, or stop poison " "from taking effect for that turn.\n" "A poisoned unit cannot be cured of its poison by a healer, and must seek the " "care of a village or a unit that can cure." msgstr "" "Gydo +8:\n" "Šis dalinys apjungia vaistažoles su magija ir gydo dalinius greičiau, nei " "įprasta mūšio lauke.\n" "\n" "Gydomasis dalinys gali pagyti ne daugiau, nei 8 GT per ėjimą, arba tą ėjimą " "išvengti nuodų poveikio.\n" "Šis gydytojas negali išgydyti nuo nuodų. Apnuodytasis dalinys turi ieškoti " "pagalbos kaime arba pas dalinį, kuris gali atnuodyti." #. [section]: id=encyclopedia #. [topic]: id=..encyclopedia #: data/core/encyclopedia/_main.cfg:5 data/core/encyclopedia/_main.cfg:12 msgid "Encyclopedia" msgstr "Enciklopedija" #. [topic]: id=..encyclopedia #: data/core/encyclopedia/_main.cfg:14 msgid "dst='..geography' text='Geography'" msgstr "dst='..geography' text='Geografija'" #. [topic]: id=caste #: data/core/encyclopedia/drakes.cfg:5 msgid "Caste" msgstr "Pilis" #. [topic]: id=caste #: data/core/encyclopedia/drakes.cfg:7 msgid "" "Depending on special treatments to the drake dst='egg' text='egg' " "a tribe can control the form the later dst='hatchling' " "text='hatchling' takes on. The outcome can either be a " "dst='unit_Drake Clasher' text='Clasher' or a dst='unit_Drake " "Fighter' text='Drake Fighter'." msgstr "" #. [topic]: id=aerie #: data/core/encyclopedia/drakes.cfg:12 msgid "Aerie" msgstr "" #. [topic]: id=aerie #: data/core/encyclopedia/drakes.cfg:13 msgid "" "A drake home building, fortified. It contains the dst='breeding_pen' " "text='breeding pens'." msgstr "" #. [topic]: id=breeding_pen #: data/core/encyclopedia/drakes.cfg:18 #, fuzzy msgid "Breeding Pen" msgstr "maitinasi" #. [topic]: id=breeding_pen #: data/core/encyclopedia/drakes.cfg:19 msgid "" "Where the nonsentient dst='breeder' text='Breeders' live under " "the dst='dominant' text='Dominant'' s eye." msgstr "" #. [topic]: id=breeding_cycle #: data/core/encyclopedia/drakes.cfg:24 msgid "Breeding Cycle" msgstr "" #. [topic]: id=breeding_cycle #: data/core/encyclopedia/drakes.cfg:25 msgid "" "The time that passes between one dst=egg text='Egg' laying to the " "next." msgstr "" #. [topic]: id=world-ocean #. [topic]: id=new continent #: data/core/encyclopedia/drakes.cfg:30 data/core/encyclopedia/drakes.cfg:36 msgid " " msgstr " " #. [topic]: id=world-ocean #: data/core/encyclopedia/drakes.cfg:31 msgid "" "The Great Ocean is the name of the open seas that sourround the archipelago " "of dst='morogor' text='Morogor'. The drakes believe it to end at " "the dst='abyss' text='Abyss', a vast and deadly waterfall." msgstr "" #. [topic]: id=new continent #: data/core/encyclopedia/drakes.cfg:37 msgid "" "Great Continent -- The great continent to the east of dst='morogor' " "text='Morogor'. 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 "A vast and deadly waterfall where the ocean falls of 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 somehow avoiding a " "Malthusian final war. See also dst='straight_path' text='Straight " "Path'" 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 "" "'Those who follow the straight path' or short 'The Straight Path' as a " "single word for drakish traditions of perpetual expansion and conquest. This " "term is mostly used by the members of the dst='spiral_path' " "text='Spiral Path'." msgstr "" #. [topic]: id=dominant #: data/core/encyclopedia/drakes.cfg:61 msgid "Dominant" msgstr "" #. [topic]: id=dominant #: data/core/encyclopedia/drakes.cfg:62 msgid "" "The dst='aspirant' text='Aspirant' that established as the drake " "leader, the only drake in the tribe that is allowed to reproduce with the " "dst='breeder' text='breeders'. 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 " "dst='mount_morogor' text='Mount Morogor'. The " "dst='long_count' text='Long Count' 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 "" "Drakish scrollkeeper whose have mastered the drakish " "dst='drakish_script' text='script'. The recorders are the only " "dst='caste' text='caste' of Drake not determined by biology: they " "recruit their members from all of the other castes." msgstr "" #. [topic]: id=laying #: data/core/encyclopedia/drakes.cfg:79 msgid "Laying" msgstr "" #. [topic]: id=laying #. [topic]: id=hatching #: data/core/encyclopedia/drakes.cfg:80 data/core/encyclopedia/drakes.cfg:86 msgid "a period in the dst='breeding_cycle' text='breeding cycle'." 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 hasn't seen another generation hatch. The younger of the " "current generation of hatchlings are the most aggressive is the behaviour of " "the dst='flight' text='flight'." 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 " "dst='flight' text='flight' can afford the loss of a generation " "they start the dst='swarming' text='Swarming'." 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 dst='egg' text='eggs' 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 dst='hatching' text='hatching'." 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 dst=caste text='caste' the dst='hatchling' " "text='Hatchling' will belongs to is determined by the time it is laid." 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 dst='aerie' text='Aerie', " "controlling a hunting range. Each tribe has one dst='dominant' " "text='Dominant', 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 dst='breeder' text='breeders'. 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 dst='unit_Fire Dragon' text='dragon'." 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 dst='aspirant' text='Aspirant' lieutenants of a " "dst='dominant' text='Dominant'. Traditionally he has one of each " "dst=caste text='caste' 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 dst='swarmlings' text='Swarmlings' that have left the " "dst='aerie' text='aerie' 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 dst='flight' text='flight' for a new drake dst='aerie' " "text='aerie' that recurs every dst='breeding_cycle' " "text='breeding cycle. See dst='swarm' text='Swarm'" msgstr "" #. [topic]: id=runners #: data/core/encyclopedia/drakes.cfg:151 msgid "Runners" msgstr "" #. [topic]: id=runners #: data/core/encyclopedia/drakes.cfg:152 msgid "Drakish term for escaped slaves hunted as game." msgstr "" #. [topic]: id=mount_morogor #: data/core/encyclopedia/drakes.cfg:157 msgid "Mount Morogor" msgstr "" #. [topic]: id=mount_morogor #: data/core/encyclopedia/drakes.cfg:158 msgid "" "Volcanic mountain on the central island of the archipelago " "dst='morogor' text='Morogor'." 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 dst='vulcaniad' text='Vulcaniad' and " "dst=breeding_cycle text='Breeding cycles'." 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." msgstr "" #. [topic]: id=ceramic #: data/core/encyclopedia/drakes.cfg:175 msgid "Ceramics" msgstr "" #. [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 dst='unit_Drake Burner' text='burners' 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 dst='ceramic' " "text='ceramic' tablets by members of the dst='recorder' " "text='Recorder' 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:5 #: data/core/encyclopedia/geography.cfg:12 msgid "Geography" msgstr "Geografija" #. [topic]: id=arkan_thoria #: data/core/encyclopedia/geography.cfg:19 msgid "Arkan-thoria" msgstr "Arkan-torija" #. [topic]: id=arkan_thoria #: data/core/encyclopedia/geography.cfg:20 msgid "dst='heart_mountains' text='Heart Mountains'" msgstr "dst='heart_mountains' text='Šerdies kalnai'" #. [topic]: id=great_ocean #: data/core/encyclopedia/geography.cfg:25 msgid "Great Ocean" msgstr "Didysis vandenynas" #. [topic]: id=great_ocean #: data/core/encyclopedia/geography.cfg:26 msgid "" "Lies to the west of the dst='great_continent' text='continent' " "and all rivers eventually flow to it. In the middle of the great ocean is a " "huge archipelago called dst='morogor' text='Morogor'." msgstr "" #. [topic]: id=morogor #: data/core/encyclopedia/geography.cfg:31 msgid "Morogor" msgstr "" #. [topic]: id=morogor #: data/core/encyclopedia/geography.cfg:34 msgid "" "Archipelago, located somewhere in the dst='great_ocean' text='Great " "ocean' west of the dst='green_isle' text='Green Isle' and " "east of the dst=old_continent text='Old Continent'.\n" "It is mostly inhabited by dst='..race_drake' text='drakes'.\n" "The central island of the archipelago is also called 'Morogor'." msgstr "" #. [topic]: id=green_isle #: data/core/encyclopedia/geography.cfg:39 msgid "Green Isle" msgstr "Žalioji sala" #. [topic]: id=green_isle #: data/core/encyclopedia/geography.cfg:40 msgid "" "A bigger island lying in the dst='great_ocean' text='great ocean'." msgstr "" #. [topic]: id=old_continent #: data/core/encyclopedia/geography.cfg:45 msgid "Old Continent" msgstr "Senasis žemynas" #. [topic]: id=old_continent #: data/core/encyclopedia/geography.cfg:46 msgid "Lies in the west of dst='morogor' text='Morogor'." msgstr "" #. [topic]: id=great_continent #: data/core/encyclopedia/geography.cfg:51 msgid "Great Continent" msgstr "Didysis žemynas" #. [topic]: id=great_continent #: data/core/encyclopedia/geography.cfg:52 msgid "" "The continent on which the dst='kingdom_wesnoth' text='Kingdom of " "Wesnoth' lies. It's west coast is surrunded by the " "dst='great_ocean' text='Great Ocean'." msgstr "" #. [topic]: id=irdya #: data/core/encyclopedia/geography.cfg:57 msgid "Irdya" msgstr "" #. [topic]: id=irdya #: data/core/encyclopedia/geography.cfg:58 msgid "" "The name of the world in which the kingdom of dst='kingdom_wesnoth' " "text='Wesnoth' 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:63 msgid "Kingdom of Wesnoth" msgstr "Vesnoto karalystė" #. [topic]: id=kingdom_wesnoth #: data/core/encyclopedia/geography.cfg:89 msgid "" "The Kingdom of Wesnoth is located in the north-central portion of the " "dst='great_continent' text='Great Continent'. 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 dst='southwest_elven_lands' text='southwest', 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:94 msgid "Elensefar" msgstr "Elensefaras" #. [topic]: id=elensefar #: data/core/encyclopedia/geography.cfg:101 msgid "" "Elensefar is at times a province of dst='kingdom_wesnoth' " "text='Wesnoth', 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 dst='great_ocean' text='ocean' 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 " "dst='great_river' text='Great River' delta\n" " ◦ Carcyn: City on the Wesnoth-Elensefar border, disputed with " "Wesnoth \n" " • Notable land features:\n" " ◦ dst='great_river' text='Great River': It is very wide " "at this point, and only ships can cross it." msgstr "" #. [topic]: id=northlands #: data/core/encyclopedia/geography.cfg:106 msgid "Northlands" msgstr "" #. [topic]: id=northlands #: data/core/encyclopedia/geography.cfg:124 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 dst='great_river' " "text='Great River', and the western border is the " "dst='great_ocean' text='Great Ocean'.\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:129 msgid "Southwest Elven Lands" msgstr "" #. [topic]: id=southwest_elven_lands #: data/core/encyclopedia/geography.cfg:135 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 dst='great_ocean' text='Ocean' 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 dst='.." "race_elf' text='elves'." msgstr "" #. [topic]: id=heart_mountains #: data/core/encyclopedia/geography.cfg:140 msgid "Heart Mountains" msgstr "Šerdies kalnai" #. [topic]: id=heart_mountains #: data/core/encyclopedia/geography.cfg:141 msgid "" "A virtually impassable barrier between the dst='arkan_thoria' " "text='river' country and the dst='far_north' text='Northern " "Plains'." msgstr "" #. [topic]: id=far_north #: data/core/encyclopedia/geography.cfg:146 msgid "Far North" msgstr "" #. [topic]: id=far_north #: data/core/encyclopedia/geography.cfg:170 msgid "" "Cold, harsh, and inaccessible, the Far North is the ancestral home of the " "Orcish Clannate. It lies north of the dst='heart_mountains' text='Heart " "Mountains', 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:21 data/core/help.cfg:89 msgid "Introduction" msgstr "Įvadas" #. [section]: id=gameplay #. [topic]: id=..gameplay #: data/core/help.cfg:27 data/core/help.cfg:137 msgid "Gameplay" msgstr "Žaidimas" #. [section]: id=traits_section #. [topic]: id=..traits_section #: data/core/help.cfg:33 data/core/help.cfg:358 msgid "Traits" msgstr "Bruožai" #. [section]: id=units #. [topic]: id=..units #: data/core/help.cfg:42 data/core/help.cfg:95 msgid "Units" msgstr "Daliniai" #. [section]: id=abilities_section #. [topic]: id=..abilities_section #: data/core/help.cfg:51 data/core/help.cfg:101 msgid "Abilities" msgstr "Gebėjimai" #. [section]: id=weapon_specials #. [topic]: id=..weapon_specials #: data/core/help.cfg:59 data/core/help.cfg:110 msgid "Weapon Specials" msgstr "Ginklų ypatybės" #. #-#-#-#-# wesnoth-help.wml.pot (PACKAGE VERSION) #-#-#-#-# #. [section]: id=factions_section #: data/core/help.cfg:67 src/help.cpp:1298 src/help.cpp:1300 #, fuzzy msgid "Factions" msgstr "Veiksmai" #. [section]: id=terrains #. [topic]: id=..terrains #: data/core/help.cfg:74 data/core/help.cfg:478 msgid "Terrains" msgstr "Vietovės" #. [section]: id=commands #. [topic]: id=..commands #: data/core/help.cfg:81 data/core/help.cfg:780 msgid "Commands" msgstr "Komandos" #. [topic]: id=..abilities_section #: data/core/help.cfg:104 msgid "" "Certain units have abilities that either directly affect other units, or " "have an impact on how the unit interacts with other units. These abilities " "will be listed under this topic as you encounter them.\n" "\n" msgstr "" "Kai kurie daliniai turi gebėjimų, kurie arba tiesiogiai veikia kitus " "dalinius, arba turi įtakos dalinio sąveikavimui su kitais daliniais. Šie " "gebėjimai, kai jūs juos sutiksite, bus vardinami šioje temoje.\n" "\n" #. [topic]: id=..weapon_specials #: data/core/help.cfg:113 msgid "" "Some weapons have special features that increase the effectiveness of " "attacking with them.\n" "\n" msgstr "" "Kai kurie ginklai turi ypatingų savybių, kurios padidina puolimo jais " "efektyvumą.\n" "\n" #. [topic]: id=.unknown_unit #: data/core/help.cfg:120 msgid "Unknown Unit" msgstr "Nežinomas dalinys" #. [topic]: id=.unknown_unit #: data/core/help.cfg:123 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:128 msgid "Overview" msgstr "Apžvalga" #. [topic]: id=introduction_topic #: data/core/help.cfg:131 msgid "" "\n" "\n" "text='Battle for Wesnoth' is a turn-based fantasy strategy " "game somewhat unusual among modern strategy games. While other games strive " "for complexity, Battle for Wesnoth 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" "text='Mūšis dėl Vesnoto' yra ėjimais pagrįstas fantastinis " "strateginis žaidimas, iš dalies neįprastas tarp šiuolaikinių strateginių " "žaidimų. Kol kiti žaidimai siekia sudėtingumo, Mūšis dėl Vesnoto 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:143 msgid "Fundamentals of Gameplay" msgstr "Žaidimo pagrindai" #. [topic]: id=fundamentals #: data/core/help.cfg:144 msgid "" "These pages outline all you need to know to play text='Battle for " "Wesnoth'. 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 " "text='Mūšį dėl Vesnoto'. 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:146 #, fuzzy msgid "" "\n" "\n" "To begin with, it’s best to click the text=Tutorial 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 text=Campaign " "then text='Heir to the Throne'. As text='Battle for " "Wesnoth' can be quite challenging, you may wish to start on " "text=Easy." msgstr "" "\n" "\n" "Pradžiai, geriausia pagrindiniame meniu nuspausti mygtuką " "text=Apmokymas. Tai nuves jus į interaktyvų apmokymą, kuris " "išmokys jus Vesnoto pagrindų. Po to, rekomenduojama, kad pirmiausia " "sužaistumėte kampaniją Sosto įpėdinis – spauskite text=Kampanija, tada text='Sosto įpėdinis'. Kadangi " "text='Mūšis dėl Vesnoto' gali būti pakankamai iššaukiančiu, " "galite norėti pradėti text=Lengvu sudėtingumu." #. [topic]: id=fundamentals #: data/core/help.cfg:149 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 dst='..abilities_section' text='abilities' 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 dst='..abilities_section' text='gebėjimą'. " #. [topic]: id=about_game #: data/core/help.cfg:154 msgid "About the Game" msgstr "Apie žaidimą" #. [topic]: id=about_game #: data/core/help.cfg:155 msgid "" "The game takes place over a series of battles, called scenarios. 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 scenarijais. Kiekvienas " "scenarijus išbando jūsų karius prieš vieno ar kelių priešininkų karius. " "Galite žaisti prieš kompiuterį arba su draugais, paeiliui sėdėdami prie " "kompiuterio (karštos vietos žaidimas). Jeigu jūsų kompiuteris prijungtas " "prie kompiuterių tinklo, galite žaisi su kitais žmonėmis, prisijungusiais " "prie to tinklo. Jei jūsų kompiuteris turi ryšį su internetu, galite žaisti " "su kitais žaidėjais per internetą." #. [topic]: id=about_game #: data/core/help.cfg:157 msgid "" "\n" "\n" "Campaigns 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" "Kampanijos susideda iš daugelio scenarijų, kurie seka vienas kitą, " "pasakodami istoriją. Kampanijoje dažnai turėsite žaisti atidžiau, " "išsaugodami geriausius savo karius, kad jie vėl galėtų būti panaudoti " "vėlesniuose kampanijos scenarijuose." #. [topic]: id=victory_and_defeat #: data/core/help.cfg:163 msgid "Victory and Defeat" msgstr "Pergalė ir pralaimėjimas" #. [topic]: id=victory_and_defeat #: data/core/help.cfg:164 msgid "" "Pay careful attention to the Objectives 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 tikslo aprašymą. Paprastai pergalė pasiekiama sunaikinus " "visus priešo vadus, o pralaimima jūsų vado sunaikinimo atveju. Tačiau gali " "būti keliami kiti pergalės pasiekimo tikslai – tarkim atvesti savo vadą į " "nustatytą vietą arba ką nors išgelbėti, ar išspręsti galvosūkį, ar " "išsilaikyti apsiaustyje tam tikrą ėjimų skaičių." #. [topic]: id=victory_and_defeat #: data/core/help.cfg:166 msgid "" "\n" "\n" "When you win a scenario, the map will gray over and the text='End " "Turn' button will change to text='End Scenario'. 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 papilkės ir mygtukas text='Baigti " "ėjimą' pasikeis į text='Baigti scenarijų'. Pieš " "nuspausdami šį mygtuką, kad tęstumėte, dabar galite atlikti tokius veiksmus " "kaip keisti išsaugojimų nustatymus arba (jei esate daugelio žaidėjų žaidime) " "kalbėtis su kitais žaidėjais." #. [topic]: id=recruit_and_recall #: data/core/help.cfg:173 msgid "Recruiting and Recalling" msgstr "Samdymas ir grąžinimas" #. [topic]: id=recruit_and_recall #: data/core/help.cfg:174 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 dst='..units' " "text='units' into your army. To recruit, you must have your leader " "(for instance, Konrad in the Heir to the Throne campaign) on the Keep square " "of a dst='terrain_castle' text='Castle'. Then you may recruit by " "either choosing Recruit from the menu or right-clicking on a hex and " "selecting text=Recruit. 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 dst='.." "units' text='karių' savo kariuomenei. Tam tikslui, jūsų vadas " "(pavyzdžiui, Konradas Sosto įpėdinio kampanijoje) turi būti " "dst='terrain_castle' text='pilies' bokšto laukelyje. Tuomet " "galite samdyti arba išrinkdami „Samdyti“ iš meniu sąrašo arba iš sąrašo, " "atsiradusio paspaudus dešinį pelės klavišą ant langelio text=Samdyti. 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:176 msgid "" "\n" "\n" "If you right-clicked on a castle hex and selected recruit, the new unit will " "appear in that square. Otherwise, it will appear in a free square near the " "keep. You may only recruit as many units as you have free hexes in your " "castle, and you cannot spend more gold than you actually have on recruiting." msgstr "" "\n" "\n" "Paspaudus dešinį pelės klavišą ant pilies langelio ir pasirinkus samdyti, " "naujas dalinys atsiras tame laukelyje. Kitu atveju, dalinys atsiras laisvame " "laukelyje šalia bokšto. Galite samdyti tik tiek dalinių, kiek turite laisvų " "langelių savo pilyje ir negalite išleisti daugiau aukso negu turite samdymui." #. [topic]: id=recruit_and_recall #: data/core/help.cfg:178 msgid "" "\n" "\n" "Recruited units come with two random dst='..traits_section' " "text='Traits' which modify their statistics." msgstr "" "\n" "\n" "Pasamdyti daliniai turi du atsitiktinius dst='..traits_section' " "text='Bruožus', kurie keičia jų statistikas." #. [topic]: id=recruit_and_recall #: data/core/help.cfg:180 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:182 msgid "" "\n" "\n" "Units not only cost gold to Recruit or Recall, they also require money to " "support. See dst='income_and_upkeep' text='Income and Upkeep' for " "more information." msgstr "" "\n" "\n" "Ne tik dalinių samdymas ir sugrąžinimas, bet ir jų išlaikymas sekina jūsų " "aukso atsargas. Daugiau informacijos rasite skyrelyje " "dst='income_and_upkeep' text='Pajamos ir išlaikymas'. " #. [topic]: id=orbs #: data/core/help.cfg:189 msgid "Orbs" msgstr "Rutuliai" #. [topic]: id=orbs #: data/core/help.cfg:190 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:191 msgid "green if it hasn’t moved this turn," msgstr "žalias, jei dar nejudėjo šį ėjimą," #. [topic]: id=orbs #: data/core/help.cfg:192 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:193 msgid "" "red if it has finished its turn (might still be able to move or attack)." msgstr "raudonas, jei baigė savo ėjimą (galbūt dar gali judėti ar pulti)." #. [topic]: id=orbs #: data/core/help.cfg:194 msgid "The orb is blue if the unit is an ally you do not control." msgstr "Rutulys mėlynas, jei dalinys yra draugas, kurio jūs nevaldote." #. [topic]: id=orbs #: data/core/help.cfg:195 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:202 msgid "Hitpoints and Experience" msgstr "Gyvybės taškai ir patirtis" #. [topic]: id=hitpoints #: data/core/help.cfg:203 msgid "" "Each unit has a certain number of hitpoints (HP). If the hitpoints of a unit " "drop below 1, the unit dies. Each unit also has a certain number of " "experience points (XP). A freshly recruited unit starts with no experience " "points, and gains experience by fighting enemies." msgstr "" "Kiekvienas dalinys turi tam tikrą kiekį gyvybės taškų (GT). Jei dalinio " "gyvybės taškai nukrenta žemiau 1, jis miršta. Kiekvienas dalinys taip pat " "turi tam tikrą skaičių patirties taškų (PT). Naujai pasamdytas dalinys " "neturi patirties taškų ir įgauna patirties kovodamas su priešais." #. [topic]: id=hitpoints #: data/core/help.cfg:207 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:208 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 " "dst='experience_and_advancement' text='advance'." 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 " "dst='experience_and_advancement' text='patobulėti'." #. [topic]: id=movement #: data/core/help.cfg:215 msgid "Movement" msgstr "Judėjimas" #. [topic]: id=movement #: data/core/help.cfg:216 msgid "" "Movement in text='Battle for Wesnoth' 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 text='Mūšyje dėl Vesnoto' 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:218 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 Unit Description, and then looking at text='Terrain " "Modifiers'." 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 Dalinio aprašymą, kuriame rasite " "text='Vietovių modifikatorius'." #. [topic]: id=movement #: data/core/help.cfg:220 msgid "" "\n" "\n" "Another thing to keep in mind while moving is Zones of Control. 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 dst='ability_skirmisher' text='Skirmishers' can ignore " "zones of control." msgstr "" "\n" "\n" "Dar vienas dalykas, į kurį turėtumėte atkreipti dėmesį atlikdami ėjimą – " "valdymo zonos. 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 " "dst='ability_skirmisher' text='Peštukai' gali nepaisyti valdymo " "zonų." #. [topic]: id=movement #: data/core/help.cfg:222 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:229 msgid "Shroud and Fog of War" msgstr "Uždanga ir karo rūkas" #. [topic]: id=shroud_and_fog #: data/core/help.cfg:232 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 Shroud hides both " "the terrain and any units at a location. However, once it is cleared, you " "can always see that location. The Fog of War 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 ‘delay shroud updates’ in the actions menu. This will " "prevent units from clearing Shroud or Fog until the next randomized event or " "a manual update via ‘update shroud now’ (or the end of your turn) and " "thereby perserve 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. Uždanga " "paslepia ir vietovę, ir dalinius. Tačiau praskleidus uždangą, jūs visuomet " "galite matyti tą vietovę. Karo rūkas paslepia tik dalinius ir kaimo " "priklausomybę (tik priešo). 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 „uždangos " "atsinaujinimo vėlinimą“, kuris yra veiksmų meniu. Atlikus tokį veiksmą, " "daliniai neišsklaidys uždangos ar karo rūko iki kito atsitiktinio įvykio " "arba rankinio atnaujinimo per „Atnaujinti uždangą“ (arba tavo ėjimo " "pabaigos) ir dėl to bus užtikrinta galimybė atšaukti ėjimą." #. [topic]: id=combat #: data/core/help.cfg:239 msgid "Combat" msgstr "Grumtynės" #. [topic]: id=combat #: data/core/help.cfg:240 msgid "" "Combat in text='Battle for Wesnoth' 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: melee, which usually involves weapons such as swords, axes or " "fangs; and ranged, which usually involves weapons such as bows, spears and " "fireballs." msgstr "" "Grumtynės tarp dalinių text='Mūšyje dėl Vesnoto' 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: fechtavimasis, kur naudojami kalvijai, " "kirviai ar iltys arba šaudymas-mėtymas, kur naudojami tokie ginklai, kaip " "lankai, ietys ir ugnies kamuoliai." #. [topic]: id=combat #: data/core/help.cfg:242 msgid "" "\n" "\n" "
text='Order and number of strikes'
" msgstr "" "\n" "\n" "
text='Smūgių tvarka ir skaičius'
" #. [topic]: id=combat #: data/core/help.cfg:244 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:246 msgid "" "\n" "\n" "
text='Chance to hit'
" msgstr "" "\n" "\n" "
text='Tikimybė pataikyti'
" #. [topic]: id=combat #: data/core/help.cfg:248 msgid "" "\n" "\n" "Every unit has a chance of being hit, based on the Terrain it is in. This is " "shown in the status pane, and may also be found by right-clicking a unit, " "selecting Unit Description, and then looking at text='Terrain " "Modifiers'. 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 " "vietovėje jis stovi. Tai parodyta būsenos lange ir taip pat randama " "text='Vietovių modifikatoriuose', ant dalinio paspaudus " "dešinį pelės klavišą ir išrinkus Dalinio aprašymas. 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:250 msgid "" "\n" "\n" "There are two exceptions to this rule: dst='weaponspecial_magical' " "text='Magical attacks' and dst='weaponspecial_marksman' " "text='Marksmen'. 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: dst='weaponspecial_magical' " "text='magiškos atakos' ir dst='weaponspecial_marksman' " "text='snaiperiai'. 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:252 msgid "" "\n" "\n" "
text=Damage
" msgstr "" "\n" "\n" "
text=Žala
" #. [topic]: id=combat #: data/core/help.cfg:254 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: " "dst='damage_types_and_resistance' text='Resistance' and " "dst='time_of_day' text='Time of Day'. To see how base damage is " "modified by the circumstances, select text='Damage Calculations' 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: dst='damage_types_and_resistance' text='atsparumu' " "ir dst='time_of_day' text='dienos laiku'. Tam, kad pamatyti, kaip " "aplinkybės keičia žalos dydį, puolimo išrinkimo meniu pasirinkite " "text='Žalos skaičiavimai'." #. [topic]: id=combat #: data/core/help.cfg:256 #, fuzzy msgid "" "\n" "\n" "A few units have special dst='..abilities_section' text='abilities' which affect damage dealt in combat. The most common of these is " "dst='weaponspecial_charge' text='Charge', which doubles the " "damage dealt by both attacker and defender when the unit with Charge attacks." msgstr "" "\n" "\n" "Keletas dalinių turi ypatingų dst='..abilities_section' " "text='gebėjimų', kurie turi įtakos kovoje daromai žalai. Dažniausiai " "sutinkamas iš tokių gebėjimų yra dst='weaponspecial_charge' " "text='įkrova', kai naudojant įkrovą tiek puolančiojo, tiek " "besiginančio padaroma žala padvigubėja." #. [topic]: id=damage_types_and_resistance #: data/core/help.cfg:262 msgid "Damage Types and Resistance" msgstr "Žalos tipai ir atsparumas" #. [topic]: id=damage_types_and_resistance #: data/core/help.cfg:263 msgid "" "In Wesnoth, there are three types of damage usually associated with physical " "attacks: Blade, Pierce and Impact damage. Additionally, there are three " "further types of damage usually associated with magical attacks: Fire, Cold " "and Arcane attacks. Different units may have resistances which alter the " "damage which they take from certain damage types." msgstr "" "Vesnote naudojami trys fizinės žalos rūšys: kirtimo, dūrio ir smūgio. Apart " "to yra trys žalų, paprastai siejamų su magiškomis atakomis, rūšys: ugnies, " "šalčio ir paslaptingos. Įvairūs daliniai gali turėti atsparumus, keičiančius " "patiriamą atitinkamos rūšies žalą." #. [topic]: id=damage_types_and_resistance #: data/core/help.cfg:265 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:267 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:269 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:275 msgid "Time of Day" msgstr "Dienos laikas" #. [topic]: id=time_of_day #: data/core/help.cfg:280 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" " Liminal units get +25% damage during twilight.\n" " Neutral units are unaffected by the time of day." msgstr "" "Dienos laikas turi įtakos tam tikrų dalinių žalos dydžiui:\n" "Šviesos daliniai dienos metu daro +25% daugiau žalos, o nakties metu daro " "−25% mažiau žalos.\n" "Chaotiški daliniai nakties metu daro +25% daugiau žalos, o dienos metu daro " "−25% mažiau žalos.\n" "Prieblandos daliniai prieblandos metu daro +25% daugiau žalos.\n" "Neutralių dalinių daroma žala nepriklauso nuo dienos laiko." #. [topic]: id=time_of_day #: data/core/help.cfg:283 msgid "" "\n" "\n" "The current time of day can be observed under the minimap in the status " "pane. For the usual day/night cycle, Morning and Afternoon count as day, " "First and Second Watch count as night:\n" msgstr "" "\n" "\n" "Dabartinis dienos laikas matomas po mažu žemėlapiu esančiame būsenos " "langelyje. Įprastame dienos/nakties cikle, rytas ir popietė yra diena, " "pirmoji ir antroji sargyba – naktis:\n" #. [time]: id=dawn #. [topic]: id=time_of_day #: data/core/help.cfg:283 data/core/macros/schedules.cfg:6 msgid "Dawn" msgstr "Aušra" #. [time]: id=morning #. [topic]: id=time_of_day #: data/core/help.cfg:284 data/core/macros/schedules.cfg:17 msgid "Morning" msgstr "Rytas" #. [time]: id=afternoon #. [topic]: id=time_of_day #: data/core/help.cfg:285 data/core/macros/schedules.cfg:26 msgid "Afternoon" msgstr "Popietė" #. [time]: id=dusk #. [topic]: id=time_of_day #: data/core/help.cfg:286 data/core/macros/schedules.cfg:35 msgid "Dusk" msgstr "Prieblanda" #. [time]: id=first_watch #. [topic]: id=time_of_day #: data/core/help.cfg:287 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:288 data/core/macros/schedules.cfg:58 msgid "Second Watch" msgstr "Antroji sargyba" #. [topic]: id=time_of_day #: data/core/help.cfg:290 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:297 msgid "Experience and Advancement" msgstr "Patirtis ir paaukštinimai" #. [topic]: id=experience_and_advancement #: data/core/help.cfg:298 #, fuzzy 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:300 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:302 msgid "" "\n" "\n" "While most units have three levels, not all do. Occasional units (such as " "dst='unit_Mage' text='Magi') may have four. Once a unit has " "reached its maximum level, it may have an After Maximum Level Advancement " "(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 dst='unit_Mage' text='magai') gali turėti keturis. Kai " "dalinys pasiekia aukščiausią lygį, jis gali įgyti virš aukščiausio lygio " "paaukštinimą (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:309 msgid "Healing" msgstr "Gydymas" #. [topic]: id=healing #: data/core/help.cfg:310 msgid "" "In combat, your units will inevitably take damage. When a unit " "dst='experience_and_advancement' text='advances', 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 " "dst='experience_and_advancement' text='paaukštinamas', 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:312 msgid "" "\n" "\n" "Resting: A unit which neither moves, attacks, nor is attacked will heal 2 HP " "in its next turn." msgstr "" "\n" "\n" "Poilsis: dalinys, kuris nei juda, nei puola, nei yra puolamas, kitą ėjimą " "pagis 2 GT." #. [topic]: id=healing #: data/core/help.cfg:313 msgid "" "\n" "Villages: A unit which starts a turn in a village will heal 8HP." msgstr "" "\n" "Kaimai: dalinys, pradedantis ėjimą kaime, pagis 8 GT." #. [topic]: id=healing #: data/core/help.cfg:314 msgid "" "\n" "dst='ability_regenerates' text='Regeneration': Certain units " "(such as trolls) will automatically heal 8HP every turn." msgstr "" "\n" "dst='ability_regenerates' text='Regeneruoja': Kai kurie daliniai " "(pavyzdžiui, troliai) kiekvieną ėjimą savaime pasigydys 8 GT." #. [topic]: id=healing #: data/core/help.cfg:315 msgid "" "\n" "Healing units: Units with the dst='ability_heals +4' text='Heals' " "ability will heal each allied adjacent unit, usually dst='ability_heals " "+4' text='4HP' or dst='ability_heals +8' text='8HP' per " "turn, or prevent Poison from causing that unit damage." msgstr "" "\n" "Gydantys daliniai: daliniai, turintys gebėjimą dst='ability_heals +4' " "text='Gydo', gydys kiekvieną greta esantį draugišką dalinį, paprastai " "dst='ability_heals +4' text='4 GT' arba dst='ability_heals " "+8' text='8 GT' per ėjimą, arba neutralizuoja nuodų poveikį daliniui." #. [topic]: id=healing #: data/core/help.cfg:316 msgid "" "\n" "Curing units: Units with the dst='ability_cures' text='Cures' " "ability will cure Poison in all allied adjacent units (in preference to " "healing, if it has that ability as well)." msgstr "" "\n" "Atnuodijantys daliniai: daliniai, turintys dst='ability_cures' " "text='atnuodijimo' galių, atnuodys greta esančius apnuodytus dalinius " "(vietoj gydymo, jei jis turi ir tą gebėjimą)." #. [topic]: id=healing #: data/core/help.cfg:318 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:325 msgid "Income and Upkeep" msgstr "Pajamos ir išlaikymas" #. [topic]: id=income_and_upkeep #: data/core/help.cfg:326 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; " "Income and Upkeep." 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; Pajamos ir Išlaikymas." #. [topic]: id=income_and_upkeep #: data/core/help.cfg:328 msgid "" "\n" "\n" "Income is simple. You have a base income of 2 gold per turn. For every " "village you control, you gain one additional gold each turn. Thus, if you " "have ten villages, you would normally gain 12 gold each turn. Your Upkeep " "costs are subtracted from this income, as detailed below." msgstr "" "\n" "\n" "Pajamos yra paprasta. Jūs gaunate 2 auksinius per kiekvieną ėjimą. Iš " "kiekvieno jums priklausančio kaimo kiekvieną ėjimą gausite vieną papildomą " "auksinį. 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:330 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 text=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:332 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:333 msgid "" "\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 Heir to the Throne) will usually have the Loyal " "trait. The unit you are playing (such as Konrad) will almost always be a " "leader." msgstr "" "\n" "Išlaikymo išlaidoms yra numatytos dvi svarbios išimtys: ištikimi daliniai ir " "vadai nereikalauja Išlaikymo. Scenarijaus pradžioje turimi daliniai " "(pavyzdžiui, Delfadoras), arba daliniai, prisijungiantys scenarijaus metu " "(pavyzdžiui, raiteliai antrajame Sosto įpėdinio scenarijuje), paprastai turi " "ištikimo dalinio bruožą. Daliniai, kuriais jūs žaidžiate (pavyzdžiui, " "Konradas), beveik visuomet būna vadai." #. [topic]: id=wrap_up #: data/core/help.cfg:339 msgid "Wrap Up" msgstr "Reziumė" #. [topic]: id=wrap_up #: data/core/help.cfg:340 msgid "" "This concludes the fundamentals of Wesnoth. You might want to read up on " "Basic Strategy, or familiarize yourself with dst='..traits_section' " "text='Traits' and dst='..abilities_section' text='Abilities', but you now know everything you need to know to play the Heir to the " "Throne campaign. Have fun, and good luck!" msgstr "" "Čia pasibaigia Vesnoto pagrindai. Jums būtų pravartu pasiskaityti apie " "taktiką ar susipažinti su dst='..traits_section' text='bruožais' " "ir dst='..abilities_section' text='gebėjimais', tačiau jūs žinote " "pakankamai, kad galėtumėte žaisti ir vykdyti Sosto Įpėdinio kampaniją. " "Linkime smagaus žaidimo ir sėkmės!" #. [topic]: id=about #: data/core/help.cfg:345 msgid "ingame_help_item^Contributors" msgstr "Autoriai" #. [topic]: id=license #: data/core/help.cfg:351 msgid "License" msgstr "Licencija" #. [topic]: id=..traits_section #: data/core/help.cfg:360 msgid "" "Most units have two traits. However, Undead units are assigned the single " "trait text='Undead', 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 text='Nemirėlis', 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:362 msgid "" "\n" "\n" "The traits that are available to all non-Undead units are " "dst='traits_intelligent' text='Intelligent', " "dst='traits_quick' text='Quick', dst='traits_resilient' " "text='Resilient', and dst='traits_strong' text='Strong'." msgstr "" "\n" "\n" "Bruožai galimi visiems ne-nemirėliams daliniams yra " "dst='traits_intelligent' text='Protingas', " "dst='traits_quick' text='Greitas', dst='traits_resilient' " "text='Gyvybingas' ir dst='traits_strong' text='Stiprus'." #. [topic]: id=..traits_section #: data/core/help.cfg:366 msgid "" "\n" "\n" "Other traits that may be assigned to units are dst='traits_dextrous' " "text='Dextrous', dst='traits_loyal' text='Loyal', and " "dst='traits_undead' text='Undead'.\n" "\n" msgstr "" "\n" "\n" "Kiti bruožai, kurie gali būti priskirti daliniams yra " "dst='traits_dextrous' text='Vikrus', dst='traits_loyal' " "text='Ištikimas', and dst='traits_undead' text='Nemirėlis'.\n" "\n" #. [topic]: id=traits_intelligent #: data/core/help.cfg:372 msgid "Intelligent" msgstr "Protingas" #. [topic]: id=traits_intelligent #: data/core/help.cfg:373 msgid "Intelligent units require 20% less experience than usual to advance." msgstr "" "Protingiems daliniams reikia 20% mažiau patirties nei įprasta, kad būtų " "paaukštinti." #. [topic]: id=traits_intelligent #: data/core/help.cfg:375 msgid "" "\n" "\n" "Intelligent 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 After Maximum Level Advancement (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" "Protingi daliniai yra labai naudingi kampanijos pradžioje, nes gali greitai " "pasiekti aukštą lygį. Vėliau protas nebėra toks svarbus, nes pasiekus vvirš " "aukščiausio lygio paaukštinimą (VALP), tobulėjimas nebėra toks staigus. " "Jeigu turite daug aukščiausio lygio dalinių, galbūt norėsite susigrąžinti " "dalinius, turinčius norimų savybių." #. [topic]: id=traits_quick #: data/core/help.cfg:380 msgid "Quick" msgstr "Greitas" #. [topic]: id=traits_quick #: data/core/help.cfg:381 msgid "Quick units have 1 extra movement point, but 5% less HP than usual." msgstr "" "Greiti daliniai turi 1 papildomą judėjimo tašką, bet 5% mažiau GT nei " "įprasta." #. [topic]: id=traits_quick #: data/core/help.cfg:383 msgid "" "\n" "\n" "Quick is the most noticeable trait, particularly in slower moving units such " "as trolls or heavy infantry. Units with the Quick trait often have greatly " "increased mobility in rough terrain, which can be important to consider when " "deploying your forces. Also, Quick units aren’t quite as tough as units " "without this trait and are subsequently less good at holding contested " "positions." msgstr "" "\n" "\n" "Greitis yra viena iš labiausiai pastebimų savybių, ypač lėtesniuose " "daliniuose, pavyzdžiui, troliuose arba sunkiuosiuose pėstininkuose. Greiti " "daliniai turi žymiai didesnį judrumą nelygiose vietovėse, į ką svarbu " "atkreipti dėmesį dėstant savo pajėgas. Taip pat žinotina, kad greiti " "daliniai nėra tokie stiprūs, kaip neturintys didelio greičio ir žymiai " "prasčiau atlaiko ginčijamas pozicijas." #. [topic]: id=traits_resilient #: data/core/help.cfg:388 msgid "Resilient" msgstr "Gyvybingas" #. [topic]: id=traits_resilient #: data/core/help.cfg:389 msgid "Resilient units have 4 HP plus 1 HP per level more than usual." msgstr "Gyvybingi daliniai turi 4 GT plius 1 GT lygiui daugiau negu įprasta." #. [topic]: id=traits_resilient #: data/core/help.cfg:391 msgid "" "\n" "\n" "Resilient units can be useful at all stages of a campaign, and this is a " "useful trait for all units. Resilient is often most helpful as a trait when " "it occurs in a unit that has some combination of low hitpoints, good " "defense, or high resistances. Resilient units are especially useful for " "holding strategic positions against opponents." msgstr "" "\n" "\n" "Gyvybingi daliniai būna naudingi visose kampanijos stadijose ir tai yra " "visiems daliniams naudingas bruožas. Gyvybingumas yra naudingiausias bruožas " "daliniams, turintiems mažai gyvybės taškų, gerą gynybą arba didelį " "atsparumą. Gyvybingi daliniai yra ypač naudingi strateginių pozicijų " "išlaikymui." #. [topic]: id=traits_strong #: data/core/help.cfg:396 msgid "Strong" msgstr "Stiprus" #. [topic]: id=traits_strong #: data/core/help.cfg:397 msgid "" "Strong units do 1 more damage for every successful strike in melee combat, " "and have 1 more HP." msgstr "" "Stiprūs daliniai padaro 1 tašku daugiau žalos per kiekvieną pavykusį smūgį " "artimoje kovoje ir turi 1 GT daugiau." #. [topic]: id=traits_strong #: data/core/help.cfg:399 msgid "" "\n" "\n" "While useful for any close-combat unit, Strong is most effective for units " "who have a high number of swings such as the Elvish Fighter. Strong units " "can be very useful when a tiny bit of extra damage is all that is needed to " "turn a damaging stroke into a killing blow." msgstr "" "\n" "\n" "Jėga yra naudinga visiems artimose kovose dalyvaujantiems daliniams, bet " "efektingiausia daliniams turintiems didelį kirčių skaičių, pavyzdžiui, elfų " "kovotojams. Stiprūs daliniai gali būti labai naudingi, kai reikalinga " "truputį didesnė žala paversti žalojantį smūgį į mirtiną." #. [topic]: id=traits_fearless #: data/core/help.cfg:404 msgid "Fearless" msgstr "Bebaimis" #. [topic]: id=traits_fearless #: data/core/help.cfg:405 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:410 msgid "Feral" msgstr "Laukinis" #. [topic]: id=traits_feral #: data/core/help.cfg:411 msgid "" "Dwellings of sentient beings are not easily used for cover by feral " "creatures of low intelligence. As a result, feral units receive a maximum of " "40% defense in any land-based village regardless of base terrain." msgstr "" "Protingų būtybių namai nėra pritaikyti žemo intelekto laukiniams padarams. " "Dėl to laukiniai turi ne daugiau, kaip 40% gynybą bet kuriame ant žemės " "esančiame kaime, nepriklausomai nuo bazinės vietovės." #. [topic]: id=traits_loyal #: data/core/help.cfg:416 msgid "Loyal" msgstr "Ištikimas" #. [topic]: id=traits_loyal #: data/core/help.cfg:417 msgid "" "Loyal 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 "" "Ištikimi daliniai nereikalauja užmokesčio. Dauguma dalinių ėjimo pabaigoje " "paima užmokestį, tiek auksinių, koks yra jų lygis. Ištikimiems daliniams šio " "užmokesčio nereikia." #. [topic]: id=traits_loyal #: data/core/help.cfg:419 msgid "" "\n" "\n" "During campaigns, certain units may opt to join the player’s forces of their " "own volition. These units are marked with the Loyal trait. Although they may " "require payment to be recalled, they never incur any upkeep costs. This can " "make them invaluable during a long campaign, when gold is in short supply. " "This trait is never given to recruited units, so it may be unwise to dismiss " "such units or to send them to a foolish death." msgstr "" "\n" "\n" "Užduoties vykdymo metu kai kurie daliniai gali savanoriškai prisijungti prie " "žaidėjo pajėgų. Tokie daliniai pažymimi ištikimumo bruožu. Nors tokių " "dalinių susigrąžinimas gali kainuoti, jų išlaikymas visuomet bus nemokamas. " "Ilgų užduočių atveju, kai aukso atsargos ribotos, tokie daliniai tampa " "neįkainuojama parama. Ištikimumo bruožas niekada nepriskiriamas samdant " "dalinius ir būtų neprotinga tokį bruožą turinčius dalinius atleisti arba " "kvailai paaukoti." #. [topic]: id=traits_undead #: data/core/help.cfg:424 msgid "trait^Undead" msgstr "Nemirėlis" #. [topic]: id=traits_undead #: data/core/help.cfg:425 msgid "" "Undead units are immune to poison, also drain and plague doesn’t work on " "them." msgstr "" "Nemirėlių daliniai yra atsparūs nuodams, be to jų neveikia išsiurbimas ir " "maras." #. [topic]: id=traits_undead #: data/core/help.cfg:427 msgid "" "\n" "\n" "Undead units generally have text='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 text='nemirėliškumo' " "bruožą. Kadangi nemirėliai yra mirusiųjų kūnai, prisikėlę naujoms kovoms, " "nuodai jų neveikia. Tai tampa neįkainuojamu pranašumu prieš oponentus, savo " "atakoms naudojančius nuodus." #. [topic]: id=traits_mechanical #: data/core/help.cfg:432 msgid "trait^Mechanical" msgstr "Mechaninis" #. [topic]: id=traits_mechanical #: data/core/help.cfg:433 msgid "" "Mechanical units are immune to poison, also drain and plague doesn’t work on " "them." msgstr "" "Mechaniniai daliniai yra atsparūs nuodams, be to išsiurbimas ir maras " "neveikia jų." #. [topic]: id=traits_mechanical #: data/core/help.cfg:435 msgid "" "\n" "\n" "Mechanical units generally have text='Mechanical' as their " "only trait. Since mechanical units don’t really have life, drain, poison and " "plague has no effect upon them." msgstr "" "\n" "\n" "Mechaniniai daliniai paprastai turi vienintelį bruožą " "text='Mechaninis'. Kadangi mechaniniai daliniai iš tikrųjų " "neturi gyvybės, išsiurbimas, nuodai ir maras jų neveikia." #. [topic]: id=traits_dextrous #: data/core/help.cfg:440 msgid "Dextrous" msgstr "Vikrus" #. [topic]: id=traits_dextrous #: data/core/help.cfg:441 msgid "" "Dextrous units do 1 more damage for every successful strike in ranged combat." msgstr "" "Vikrūs daliniai padaro 1 tašku didesnę žalą po kiekvieno sėkmingo smūgio " "nuotoliniame mūšyje." #. [topic]: id=traits_dextrous #: data/core/help.cfg:443 msgid "" "\n" "\n" "Dextrous is a trait possessed only by Elves. The Elven people are known for " "their uncanny grace, and their great facility with the bow. Some, however, " "are gifted with natural talent that exceeds their brethren. These elves " "inflict an additional point of damage with each arrow." msgstr "" "\n" "\n" "Vikrumas yra tik elfams būdinga savybė. Elfai garsėja savo nepaprastu " "grakštumu ir taiklumu šaudant iš lanko. Tačiau kai kurie iš jų apdovanoti " "išskirtiniu talentu lyginant su kitais tėvynainiais. Šių elfų strėlės atneša " "vienu tašku daugiau žalos." #. [topic]: id=traits_healthy #: data/core/help.cfg:448 msgid "Healthy" msgstr "Sveikas" #. [topic]: id=traits_healthy #: data/core/help.cfg:449 msgid "" "Renowned for their vitality, some dwarves are sturdier than others and can " "rest even when travelling." msgstr "" "Pagarsėję savo gyvybingumu, kai kurie dvarfai ištvermingesni negu kiti ir " "gali ilsėtis net keliaudami." #. [topic]: id=traits_healthy #: data/core/help.cfg:451 msgid "" "\n" "\n" "Healthy 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" "Sveiki daliniai turi 1 GT daugiau ir papildomaiu 1 GT kiekvienam lygiui, o " "poilsis paprastai prideda 2 GT po kiekvieno ėjimo, kurio metu jie nesigrūmė. " "Taip pat jie ketvirčiu mažiau nukenčia nuo nuodų." #. [topic]: id=traits_dim #: data/core/help.cfg:456 msgid "Dim" msgstr "Bukas" #. [topic]: id=traits_dim #: data/core/help.cfg:457 msgid "" "Units with trait Dim suffer a 20% increase in experience required to advance." msgstr "" "Daliniams su gebėjimu Bukas reikia 20% daugiau patirties tam, kad patobulėtų." #. [topic]: id=traits_dim #: data/core/help.cfg:459 msgid "" "\n" "\n" "Dim is a trait all too common in goblins and other lesser species. There are " "reasons these species are lesser, and this is one of them." msgstr "" "\n" "\n" "Bukas yra gebėjimas būdingas goblinams ir kitoms žemesniosioms rūšims. Esama " "priežasčių, kodėl šios rūšys yra žemesniosios, ir bukumas yra viena iš jų." #. [topic]: id=traits_slow #: data/core/help.cfg:464 msgid "Slow" msgstr "Lėtas" #. [topic]: id=traits_slow #: data/core/help.cfg:465 msgid "Slow units have −1 movement but 5% more hitpoints." msgstr "" "Lėti daliniai turi 1 judėjimo tašku mažiau, bet 5% daugiau gyvybės taškų." #. [topic]: id=traits_slow #: data/core/help.cfg:467 msgid "" "\n" "\n" "Thick-bodied and clumsy, slow individuals of goblins and other species take " "a movement penalty but are compensated for it with a slight increase in " "endurance." msgstr "" "\n" "\n" "Apkūnūs ir nerangūs, lėti goblinų ir kitų rūšių individai nepasižymi " "judrumu, tačiau tai kompensuoja truputį didesne ištverme." #. [topic]: id=traits_weak #: data/core/help.cfg:472 msgid "Weak" msgstr "Silpnas" #. [topic]: id=traits_weak #: data/core/help.cfg:473 msgid "Units with trait Weak get a −1 increment in hitpoints and melee damage." msgstr "" "Silpni daliniai turi 1 GT mažiau ir artimoje kovoje patiria 1 tašku didesnę " "žalą." #. [topic]: id=..terrains #: data/core/help.cfg:481 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:488 msgid "Flat" msgstr "Plokščia" #. [topic]: id=terrain_flat #: data/core/help.cfg:493 msgid "" "Grassland 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 "" "Pievos, 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:502 msgid "Road" msgstr "Kelias" #. [topic]: id=terrain_road #: data/core/help.cfg:507 #, fuzzy msgid "" "Roads are beaten paths of dirt, formed by many travelers passing over them. " "As far as gameplay is concerned, Roads behave as dst='terrain_flat' " "text='Flat' terrain.\n" "\n" msgstr "" "Savanos yra lygumos su aukšta žole, randamos šiltesnio klimato pasaulio " "dalyse. Žaidime jos yra identiškos dst=terrain_grassland text=žolynams." #. [topic]: id=terrain_forest #: data/core/help.cfg:514 msgid "Forest" msgstr "Miškas" #. [topic]: id=terrain_forest #: data/core/help.cfg:521 msgid "" "Forests 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 "" "Miškai, 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:529 msgid "Hills" msgstr "Kalvos" #. [topic]: id=terrain_hills #: data/core/help.cfg:536 msgid "" "Hills 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 "" "Kalvos 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:543 msgid "Mountains" msgstr "Kalnai" #. [topic]: id=terrain_mountains #: data/core/help.cfg:548 msgid "" "Mountains 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 "" "Kalnai 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:555 msgid "Swamp" msgstr "Pelkė" #. [topic]: id=terrain_swamp_water #: data/core/help.cfg:560 msgid "" "Swamps 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 "" "Pelkės 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:567 msgid "Shallow Water" msgstr "Seklus vanduo" #. [topic]: id=terrain_shallow_water #: data/core/help.cfg:572 msgid "" "Shallow water represents any body of water deep enough to come up to roughly " "a man’s waist. This is enough to slow down nearly anyone and leave them wide " "open to attack. Dwarves, given that the water reaches up almost to their " "heads, have an extremely hard time of this. The exception is any race whose " "bodies naturally lend themselves to swimming, for which they receive a " "considerable defensive bonus and full movement.\n" "\n" "Most units make do with 20 to 30% defense in shallow water, whereas both " "Naga and Mermen enjoy 60%." msgstr "" "Seklus vanduo vaizduoja bet kokį vandens telkinį, kurio gilumas yra iki " "žmogaus juosmens. Šis gilumas užtektinas sulėtinti kiekvieną ir palikti juos " "plačiai atvertus puolimams. Dvarfams apsiginti ypač sunku, nes vanduo beveik " "siekia jų galvas. Būtybės, kurių kūnai skirti plaukimui, yra viena išimtis, " "jos gauna pastebimą gynybinį pranašumą ir juda visu greičiu.\n" "\n" "Dauguma dalinių turi nuo 20 iki 30% gynybą sekliame vandenyje, tačiau nágai " "ir vandeniai mėgaujasi 60%." #. [topic]: id=terrain_deep_water #: data/core/help.cfg:579 msgid "Deep Water" msgstr "Gilus vanduo" #. [topic]: id=terrain_deep_water #: data/core/help.cfg:584 msgid "" "Deep water represents any body of water deep enough to cover a man’s head. " "Most units cannot enter deep water: it is the domain of units which can " "either fly, or are exceptionally strong swimmers.\n" "\n" "Mermen and Naga both receive 50% defense in deep water, with full movement." msgstr "" "Gilus vanduo vaizduoja vandens telkinį, kuriame vanduo padengia žmogaus " "galvą. Dauguma dalinių negali įplaukti į gilų vandenį: tai įmanoma tik " "daliniams, kurie yra gali skristi arba yra ypač geri plaukikai.\n" "\n" "Vandeniai ir nágai turi 50% gynybą giliame vandenyje ir juda visu greičiu." #. [topic]: id=terrain_frozen #: data/core/help.cfg:591 msgid "Frozen" msgstr "Užšalusi" #. [topic]: id=terrain_frozen #: data/core/help.cfg:596 msgid "" "Frozen 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 "" "Užšalusi 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:603 msgid "Castle" msgstr "Pilis" #. [topic]: id=terrain_castle #: data/core/help.cfg:610 msgid "" "Castles are any sort of permanent fortification. Nearly all units receive a " "considerable bonus to their defense by being stationed in a castle, and all " "units receive full movement in a castle. Stationing units in a castle " "represents its defensive capability. Without a unit in each wall hex, an " "enemy can simply sneak into the castle unchallenged, gaining the same " "defensive bonus as everyone inside.\n" "\n" "Most units have about 60% defense in a castle.\n" "\n" msgstr "" "Pilys yra bet kokie nuolatiniai apsauginiai įtvirtinimai. Beveik visų pilyje " "dislokuotų dalinių galimybė apsiginti pastebimai išauga ir visi daliniai " "pilyje gali judėti visu greičiu. Pilyje dislokuoti daliniai parodo jos " "gynybinę galią. Jeigu daliniai nėra užpildę visų pilies pasienyje esančių " "langelių, priešas gali tiesiog prasmukti vidun be pasipriešinimo ir įgyti " "tokias pačias gynybines galias, kaip ir kiti pilyje esantys daliniai.\n" "\n" "Dauguma dalinių pilyje turi apie 60% gynybinį rodiklį.\n" #. [topic]: id=terrain_sand #: data/core/help.cfg:619 msgid "Sand" msgstr "Smėlis" #. [topic]: id=terrain_sand #: data/core/help.cfg:624 msgid "" "The instability of sand 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 lizardly races make sand much easier for them to navigate.\n" "\n" "Most units receive 20 to 40% defense in Sand." msgstr "" "Smėlio klampumas apsunkina daugumos dalinių judėjimą ir nesudaro priedangos " "priešo atakos atveju. Tačiau plačiapadžiams arba gyvačių formos kūnus " "turintiems driežiškų 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:631 msgid "Desert" msgstr "Dykuma" #. [topic]: id=terrain_desert #: data/core/help.cfg:634 msgid "" "Deserts have a somewhat different composition than small sand pits or " "beaches, however for gameplay purposes they are identical. See " "dst='terrain_sand' text='Sand'." msgstr "" "Dykumos turi kiek kitokią sudėtį, negu mažos smėlio duobutės ar paplūdimiai, " "tačiau žaidime jų savybės vienodos. Žiūrėkite dst='terrain_sand' " "text='Smėlis'." #. [topic]: id=terrain_cave #: data/core/help.cfg:641 msgid "Cave" msgstr "Urvas" #. [topic]: id=terrain_cave #: data/core/help.cfg:646 #, fuzzy msgid "" "Cave 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 " "dst='terrain_illuminated_cave' text='Illuminated'.\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:653 msgid "Rockbound Cave" msgstr "Uolėtas urvas" #. [topic]: id=terrain_rockbound_cave #: data/core/help.cfg:658 msgid "" "Rockbound cave 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 " "dst='terrain_illuminated_cave' text='Illuminated'\n" "\n" "Most units have about 50% defense in rocky caves, whereas cavalry are " "limited to 40%. Dwarves enjoy 60% defense in Rockbound caves." msgstr "" "Uolėtas urvas yra suformuotas vėjyje ir vandenyje esančių erozinių dalelių, " "kurios išėda uolienas. Siauras požeminis urvas sumažina daugumos dalinių " "efektyvumą, bet sustiprina gynybinį pajėgumą. Dvarfai ir troliai yra urvų " "gyventojai, todėl jiems šioje aplinkoje judėti pakankamai lengva. Dvarfai " "dėl savo mažo ūgio urvuose turi visišką pranašumą. Vietomis urvai yra " "dst='terrain_illuminated_cave' text='apšviesti' \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:665 msgid "Illuminated Cave" msgstr "Apšviestas urvas" #. [topic]: id=terrain_illuminated_cave #: data/core/help.cfg:668 #, fuzzy 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 cave terrains." 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 urvams." #. [topic]: id=terrain_fungus #: data/core/help.cfg:675 msgid "Mushroom Grove" msgstr "Grybų giraitė" #. [topic]: id=terrain_fungus #: data/core/help.cfg:680 msgid "" "Mushroom groves are vast underground forests of giant mushrooms, which " "thrive in the damp darkness. Most units have trouble negotiating the spongy " "floor of smaller fungi, but they have plenty of cover behind the larger " "stalks. Mounted units, however, become completely mired and lack proper " "freedom of movement in combat. Undead units have a natural affinity for " "decay and function quite well in mushroom forests.\n" "\n" "Most units receive 50% to 60% defense in mushroom groves, whereas cavalry " "receive only 20%." msgstr "" "Grybų giraitės yra didelė milžiniškų grybų požeminė karalystė, paskandinta " "nuolatinėje tamsoje. Dauguma karių turi sunkumų judėdami samanotu " "paviršiumi, tačiau nesunkiai gali pasislėpti už storų kotų. Tačiau raiti " "kariai dažnai įklimpsta ir mūšio metu yra nejudrūs. Nemirėliai grybų " "giraitėje jaučiasi neblogai dėl savo polinkio į irimą.\n" "\n" "Grybų giraitėje dauguma dalinių turi nuo 50 iki 60% gynybinį rodiklį, o " "raiteliai turi tik 20%." #. [topic]: id=terrain_village #: data/core/help.cfg:687 msgid "Village" msgstr "Kaimas" #. [topic]: id=terrain_village #: data/core/help.cfg:694 msgid "" "Villages 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 "" "Kaimus 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:703 msgid "Submerged Village" msgstr "Užtvindytas kaimas" #. [topic]: id=terrain_water_village #: data/core/help.cfg:708 msgid "" "Submerged villages are the homes of Merfolk and Nagas. While water-dwelling " "creatures are at home here, land-dwellers have a hard time navigating and " "defending these villages. However, like any village, the facilites are " "available to all creatures which allow units to tend to their wounds. Any " "unit stationed in a village can heal eight hitpoints each turn, or be cured " "of poison.\n" "\n" "Merfolk and Nagas have 60% defense in submerged villages, whereas land based " "units usually have a low defense." msgstr "" "Povandeniniai kaimai yra vandenių ir nágų gyvenamoji vieta. Nors vandens " "padarams tai natūrali aplinka, žemės padarams yra sunku judėti ir gintis " "povandeniniuose kaimuose. Tačiau kaip ir kituose kaimuose, čia galima " "išsigydyti savo žaizdas. Bet koks dalinys kiekvieno ėjimo metu gauna 8 " "gyvybės taškus arba yra išgydomas nuo nuodų.\n" "\n" "Povandeniniuose kaimuose vandeniai ir nágai turi 60% gynybinį rodiklį, o " "žemės padarai paprastai turi žemą gynybinį rodiklį. " #. [topic]: id=terrain_unwalkable #: data/core/help.cfg:715 #, fuzzy msgid "Unwalkable" msgstr "Nevaikštoma" #. [topic]: id=terrain_unwalkable #: data/core/help.cfg:718 msgid "" "Unwalkable terrain 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 "" "Nepraeinamos vietovės, 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:725 msgid "Lava" msgstr "Lava" #. [topic]: id=terrain_lava #: data/core/help.cfg:728 #, fuzzy msgid "" "The dangers inherent in trying to walk on lava are fairly obvious. As far as " "movement is concerned, lava is equivalent to dst='terrain_unwalkable' " "text='Unwalkable' terrain, and can only be crossed by those units " "capable of flying a considerable distance above it. The molten magma also " "produces a substantial glow, illuminating the area immediately above it. " "This provides an attack bonus for lawful units and removes the attack bonus " "from chaotic units." msgstr "" "Bandymas eiti lava, be abejo, yra pavojingas. Kai reikia pereiti lavą, kaip " "ir dst='terrain_unwalkable' text='nepereinamos'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:735 msgid "River Ford" msgstr "Upės brasta" #. [topic]: id=terrain_ford #: data/core/help.cfg:738 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:745 msgid "Coastal Reef" msgstr "Pakrantės uolynai" #. [topic]: id=terrain_reef #: data/core/help.cfg:750 msgid "" "Coastal reefs are shallows formed by stone, coral and sand. This provides " "most land units with a more steady footing and defensive positions than " "wading in shallow water normally would and also grants most water-dwelling " "races an exceptionally high defense.\n" "\n" "Mermen and Naga both receive 70% defense on coastal reefs." msgstr "" "Pakrantės uolynai suformuoti iš akmenų, smėlio ir koralų. Tai suteikia " "daugumai žemės dalinių geresnę galimybę lengvai judėti ir apsiginti nei " "sekliuose vandenyse. Pakrantė taip pat suteikia vandens gyventojams " "išskirtinai didelę gynybinę galią.\n" "\n" "Vandeniai ir nágai pakrantės uolynuose gauna 70% gynybinį rodiklį." #. [topic]: id=terrain_bridge #: data/core/help.cfg:757 msgid "Bridge" msgstr "Tiltas" #. [topic]: id=terrain_bridge #: data/core/help.cfg:763 msgid "" "To those capable of building one, the ability to lay a bridge offers a " "liberation from the fickle nature of waterways, whose fords come and go with " "the rise and fall of the waterline. This is to say nothing of the luxury of " "dry feet, the loss of which is no laughing matter in the cold months of the " "year.\n" "\n" "For those who go by land or sea, a bridge is the best of both worlds — for " "gameplay purposes, it is treated either as grassland or the underlying " "water, whichever offers the best movement and defensive bonuses for the unit " "occupying the bridge hex. Note that a swimming unit and a land unit are not " "capable of occupying a bridge hex at the same time." msgstr "" "Tiems, kurie turi statybos įgūdžių, tiltų pastatymas leidžia išvengti " "bridimo nepastoviais vandens keliais, kurie atsiranda ir pradingsta kintant " "vandens lygiui. Jau nekalbant apie prabangą išsaugoti sausas kojas, kas yra " "visai nejuojinga šaltuoju metų laiku.\n" "\n" "Ir tiems kurie vaikšto žeme, ir tiems kurie plaukia jūra, tiltas žaidime " "naudojamas pasirinktinai kaip pieva arba po tiltu esantis vanduo, " "priklausomai nuo to kuri vietovė suteiktų geriausią judėjimo ir gynybos " "galią ant tilto esančiam daliniui. Turėkite omeny, kad tuo pačiu metu ant " "tilto negali būti ir žemės, ir vandens padarai." #. [topic]: id=terrain_impassable #: data/core/help.cfg:770 msgid "Impassable" msgstr "Nepraeinama" #. [topic]: id=terrain_impassable #: data/core/help.cfg:773 msgid "" "Obstacles that not even the most determined traveler may overcome include " "solid walls of stone and mountains so tall and steep that they are " "constantly wreathed in cloud. Even flying creatures cannot navigate the " "jagged peaks at such rarified heights, and not even the fiercest troll can " "smash through thick walls of stone." msgstr "" "Kliūtys, kurių net labai pasiryžęs keliautojas negali įveikti, yra storos " "akmeninės sienos ir aukšti kalnai, tokie aukšti, kad juos nuolat gaubia " "debesys. Netgi skraidantys padarai negali orientuotis tarp dantytų viršūnių " "tokiame dideliame aukštyje ir netgi smarkiausias trolis negali prasibrauti " "pro storas akmenines sienas." #. [topic]: id=general_commands #: data/core/help.cfg:786 msgid "General commands" msgstr "Bendros komandos" #. [topic]: id=general_commands #: data/core/help.cfg:791 msgid "" "\n" "Clear chat messages.\n" "\n" msgstr "" "\n" "Išvalyti pokalbių žinutes.\n" "\n" #. [topic]: id=general_commands #: data/core/help.cfg:795 msgid "" "\n" "Switch debug mode on (does not work in multiplayer). See " "dst='debug_commands' text='Debug mode commands'.\n" "Debug mode is turned off by quitting the game or :nodebug.\n" "\n" msgstr "" "\n" "Įjungti derinimo režimą (neveikia daugelio žaidėjų žaidime). Žiūrėkite " "dst='debug_commands' text='Derinimo režimo komandos'.\n" "Derinimo režimas išjungiamas, kai jūs baigiate žaidimą arba surenkate :" "nodebug.\n" "\n" #. [topic]: id=general_commands #: data/core/help.cfg:798 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:801 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:804 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:807 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:810 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:813 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:816 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:817 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:825 msgid "Multiplayer commands" msgstr "Daugelio žaidėjų žaidimo komandos" #. [topic]: id=mp_commands #: data/core/help.cfg:831 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:834 msgid "" "\n" "Change the controller for side (write here the number of the side) to " "username (write here the nick of the player or observer). You can check what " "side belongs to which player in the text='Scenario Settings' " "dialog (Press the text='More' button in the text='Status " "Table' (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:837 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:840 #, 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:843 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:846 msgid "" "\n" "Toggle muting/silencing of all observers on/off.\n" "\n" msgstr "" #. [topic]: id=mp_commands #: data/core/help.cfg:849 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:850 #, 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:857 msgid "Debug mode commands" msgstr "Derinimo režimo komandos" #. [topic]: id=debug_commands #: data/core/help.cfg:861 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:864 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:867 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:870 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:873 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:876 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:879 msgid "" "\n" "Show a gamestate variable.\n" "\n" msgstr "" "\n" "Rodyti žaidimo būsenos kintamąjį.\n" "\n" #. [topic]: id=debug_commands #: data/core/help.cfg:882 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:885 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:886 msgid "" "\n" "Makes the selected unit level up N times. Example: :unit advances=2" msgstr "" "\n" "Pažymėtą dalinį paaukština N kartų. Pavyzdžiui: :unit advances=2" #. [heals]: id=curing #: data/core/macros/abilities.cfg:51 msgid "cures" msgstr "atnuodija" #. [heals]: id=curing #: data/core/macros/abilities.cfg:52 msgid "female^cures" msgstr "atnuodija" #. [heals]: id=curing #: data/core/macros/abilities.cfg:54 msgid "" "Cures:\n" "A curer can cure a unit of poison, although that unit will receive no " "additional healing on the turn it is cured of the poison." msgstr "" "Atnuodija:\n" "Atnuodytojas gali iš dalinio pašalinti nuodus, tačiau tas dalinys nebegaus " "jokio papildomo gydymo tą ėjimą, kai jis buvo atnuodytas." #. [regenerate]: id=regenerates #: data/core/macros/abilities.cfg:76 msgid "regenerates" msgstr "regeneruoja" #. [regenerate]: id=regenerates #: data/core/macros/abilities.cfg:77 msgid "female^regenerates" msgstr "regeneruoja" #. [regenerate]: id=regenerates #: data/core/macros/abilities.cfg:79 msgid "" "Regenerates:\n" "The unit will heal itself 8 HP per turn. If it is poisoned, it will remove " "the poison instead of healing." msgstr "" "Regeneruoja:\n" "Dalinys gydysis 8 GT per ėjimą. Jei jis yra apnuodytas, tai vietoj gydymosi " "pasišalins nuodus." #. [resistance]: id=steadfast #: data/core/macros/abilities.cfg:98 msgid "steadfast" msgstr "atsparus" #. [resistance]: id=steadfast #: data/core/macros/abilities.cfg:99 msgid "female^steadfast" msgstr "atspari" #. [resistance]: id=steadfast #: data/core/macros/abilities.cfg:101 msgid "" "Steadfast:\n" "This unit’s resistances are doubled, up to a maximum of 50%, when defending. " "Vulnerabilities are not affected." msgstr "" "Atsparus:\n" "Šio dalinio atsparumai yra padvigubinami, iki didžiausių įmanomų 50%, kai " "ginamasi. Pažeidžiamumai nepaveikiami." #. [leadership]: id=leadership #: data/core/macros/abilities.cfg:114 data/core/macros/abilities.cfg:137 #: data/core/macros/abilities.cfg:172 data/core/macros/abilities.cfg:219 #: data/core/macros/abilities.cfg:278 msgid "leadership" msgstr "vadovavimas" #. [leadership]: id=leadership #: data/core/macros/abilities.cfg:115 data/core/macros/abilities.cfg:138 #: data/core/macros/abilities.cfg:173 data/core/macros/abilities.cfg:220 #: data/core/macros/abilities.cfg:279 msgid "female^leadership" msgstr "vadovavimas" #. [leadership]: id=leadership #: data/core/macros/abilities.cfg:119 data/core/macros/abilities.cfg:142 #: data/core/macros/abilities.cfg:177 data/core/macros/abilities.cfg:224 #: data/core/macros/abilities.cfg:283 msgid "" "Leadership:\n" "This unit can lead our own units that are next to it, making them fight " "better.\n" "\n" "Adjacent own units of lower level will do more damage in battle. When a unit " "adjacent to, of a lower level than, and on the same side as a unit with " "Leadership engages in combat, its attacks do 25% more damage times the " "difference in their levels." msgstr "" #. [skirmisher]: id=skirmisher #: data/core/macros/abilities.cfg:347 msgid "skirmisher" msgstr "peštukas" #. [skirmisher]: id=skirmisher #: data/core/macros/abilities.cfg:348 msgid "female^skirmisher" msgstr "peštukė" #. [skirmisher]: id=skirmisher #: data/core/macros/abilities.cfg:350 msgid "" "Skirmisher:\n" "This unit is skilled in moving past enemies quickly, and ignores all enemy " "Zones of Control." msgstr "" "Peštukas:\n" "Šis dalinys gali greitai judėti tarp priešų ir nepaiso valdymo zonų." #. [illuminates]: id=illumination #: data/core/macros/abilities.cfg:363 msgid "illuminates" msgstr "apšviečia" #. [illuminates]: id=illumination #: data/core/macros/abilities.cfg:364 msgid "female^illuminates" msgstr "apšviečia" #. [illuminates]: id=illumination #: data/core/macros/abilities.cfg:368 msgid "" "Illuminates:\n" "This unit illuminates the surrounding area, making lawful units fight " "better, and chaotic units fight worse.\n" "\n" "Any units adjacent to this unit will fight as if it were dusk when it is " "night, and as if it were day when it is dusk." msgstr "" #. [teleport]: id=teleport #: data/core/macros/abilities.cfg:378 msgid "teleport" msgstr "teleportavimas" #. [teleport]: id=teleport #: data/core/macros/abilities.cfg:379 msgid "female^teleport" msgstr "teleportavimas" #. [teleport]: id=teleport #: data/core/macros/abilities.cfg:381 msgid "" "Teleport:\n" "This unit may teleport between any two empty villages owned by its side " "using one of its moves." msgstr "" "Teleportavimas:\n" "Šis dalinys gali teleportuotis tarp bet kokių dviejų jo pusės kaimų, " "naudodamas vieną iš savo judėjimų." #. [hides]: id=ambush #: data/core/macros/abilities.cfg:390 data/core/macros/abilities.cfg:392 msgid "ambush" msgstr "pasalūnas" #. [hides]: id=ambush #: data/core/macros/abilities.cfg:391 data/core/macros/abilities.cfg:393 msgid "female^ambush" msgstr "pasalūnė" #. [hides]: id=ambush #: data/core/macros/abilities.cfg:397 data/core/macros/abilities.cfg:401 #, fuzzy msgid "" "Ambush:\n" "This unit can hide in forest, and remain undetected by its enemies.\n" "\n" "Enemy units cannot see this unit while it is in forest, except if they have " "units next to it. Any enemy unit that first discovers this unit immediately " "loses all its remaining movement." msgstr "" "Slėpimasis:\n" "Šis dalinys gali slėptis kaimuose (išskyrus vandens kaimuose), ir likti " "neaptiktu savo priešų, išskyrus tų, kurie stovi greta jo.\n" "\n" "Priešo daliniai negali matyti šio dalinio, kol jis yra kaime, išskyrus tik " "jei jie turi dalinių šalia jo. Bet kuris priešo dalinys, kuris pirmas " "aptinka šį dalinį iš karto praranda likusį judėjimą." #. [hides]: id=nightstalk #: data/core/macros/abilities.cfg:416 data/core/macros/abilities.cfg:417 #: data/core/macros/abilities.cfg:422 msgid "nightstalk" msgstr "naktinis seklys" #. [hides]: id=nightstalk #: data/core/macros/abilities.cfg:421 data/core/macros/abilities.cfg:427 msgid "" "Nightstalk:\n" "The unit becomes invisible during night.\n" "\n" "Enemy units cannot see this unit at night, except if they have units next to " "it. Any enemy unit that first discovers this unit immediately loses all its " "remaining movement." msgstr "" "Naktinis seklys:\n" "Naktimis dalinys pasidaro nematomas.\n" "\n" "Priešo daliniai negali matyti šio dalinio naktimis, nebent jeigu jie turi " "dalinių prie jūsų dalinių. Kai jūsų dalinį pamato priešo dalinys, tas " "dalinys iš karto praranda visą likusį savo judėjimą." #. [hides]: id=nightstalk #: data/core/macros/abilities.cfg:423 msgid "female^nightstalk" msgstr "naktinė seklė" #. [hides]: id=concealment #: data/core/macros/abilities.cfg:442 data/core/macros/abilities.cfg:448 msgid "concealment" msgstr "slėpimasis" #. [hides]: id=concealment #: data/core/macros/abilities.cfg:443 data/core/macros/abilities.cfg:449 msgid "female^concealment" msgstr "slėpimasis" #. [hides]: id=concealment #: data/core/macros/abilities.cfg:447 data/core/macros/abilities.cfg:453 msgid "" "Concealment:\n" "This unit can hide in villages (with the exception of water villages), and " "remain undetected by its enemies, except by those standing next to it.\n" "\n" "Enemy units can not see this unit while it is in a village, except if they " "have units next to it. Any enemy unit that first discovers this unit " "immediately loses all its remaining movement." msgstr "" "Slėpimasis:\n" "Šis dalinys gali slėptis kaimuose (išskyrus vandens kaimuose), ir likti " "neaptiktu savo priešų, išskyrus tų, kurie stovi greta jo.\n" "\n" "Priešo daliniai negali matyti šio dalinio, kol jis yra kaime, išskyrus tik " "jei jie turi dalinių šalia jo. Bet kuris priešo dalinys, kuris pirmas " "aptinka šį dalinį iš karto praranda likusį judėjimą." #. [hides]: id=submerge #: data/core/macros/abilities.cfg:468 data/core/macros/abilities.cfg:474 msgid "submerge" msgstr "nardymas" #. [hides]: id=submerge #: data/core/macros/abilities.cfg:469 data/core/macros/abilities.cfg:475 msgid "female^submerge" msgstr "nardymas" #. [hides]: id=submerge #: data/core/macros/abilities.cfg:473 data/core/macros/abilities.cfg:479 #, fuzzy msgid "" "Submerge:\n" "This unit can hide in deep water, and remain undetected by its enemies.\n" "\n" "Enemy units cannot see this unit while it is in deep water, except if they " "have units next to it. Any enemy unit that first discovers this unit " "immediately loses all its remaining movement." msgstr "" "Slėpimasis:\n" "Šis dalinys gali slėptis kaimuose (išskyrus vandens kaimuose), ir likti " "neaptiktu savo priešų, išskyrus tų, kurie stovi greta jo.\n" "\n" "Priešo daliniai negali matyti šio dalinio, kol jis yra kaime, išskyrus tik " "jei jie turi dalinių šalia jo. Bet kuris priešo dalinys, kuris pirmas " "aptinka šį dalinį iš karto praranda likusį judėjimą." #. [dummy]: id=feeding #: data/core/macros/abilities.cfg:497 msgid "feeding" msgstr "maitinasi" #. [dummy]: id=feeding #: data/core/macros/abilities.cfg:498 msgid "female^feeding" msgstr "maitinasi" #. [dummy]: id=feeding #: data/core/macros/abilities.cfg:500 msgid "" "Feeding:\n" "This unit gains 1 hitpoint added to its maximum whenever it kills a living " "unit." msgstr "" "Maitinasi:\n" "Šis dalinys gauna 1 gyvybės tašką, pridedamą prie jo maksimalaus, kai jis " "užmuša gyvą dalinį." #. [unstore_unit] #: data/core/macros/abilities.cfg:524 msgid "+1 max HP" msgstr "+1 maks. GT" #. [damage]: id=backstab #: data/core/macros/abilities.cfg:566 msgid "backstab" msgstr "dūris į nugarą" #. [damage]: id=backstab #: data/core/macros/abilities.cfg:568 msgid "" "Backstab:\n" "When used offensively, this attack deals double damage if there is an enemy " "of the target on the opposite side of the target, and that unit is not " "incapacitated (turned to stone or otherwise paralyzed)." msgstr "" #. [plague]: id=plague({TYPE}), type={TYPE} #. [plague]: id=plague, type=Walking Corpse #: data/core/macros/abilities.cfg:580 data/core/macros/abilities.cfg:592 msgid "plague" msgstr "maras" #. [plague]: id=plague({TYPE}), type={TYPE} #: data/core/macros/abilities.cfg:582 #, fuzzy msgid "" "Plague:\n" "When a unit is killed by a Plague attack, that unit is replaced with a unit " "identical to and on the same side as the unit with the Plague attack. This " "doesn’t work on Undead or units in villages." msgstr "" "Maras:\n" "Kai dalinys nužudomas maro ataka, tas dalinys pakeičiamas vaikščiojančiu " "lavonu toje pačioje pusėje kaip ir dalinys su maro ataka. Tai neveikia su " "nemirėliais arba kaime esančiais daliniais." #. [plague]: id=plague, type=Walking Corpse #: data/core/macros/abilities.cfg:594 msgid "" "Plague:\n" "When a unit is killed by a Plague attack, that unit is replaced with a " "Walking Corpse on the same side as the unit with the Plague attack. This " "doesn’t work on Undead or units in villages." msgstr "" "Maras:\n" "Kai dalinys nužudomas maro ataka, tas dalinys pakeičiamas vaikščiojančiu " "lavonu toje pačioje pusėje kaip ir dalinys su maro ataka. Tai neveikia su " "nemirėliais arba kaime esančiais daliniais." #. [slow]: id=slow #: data/core/macros/abilities.cfg:604 msgid "slows" msgstr "sulėtina" #. [slow]: id=slow #: data/core/macros/abilities.cfg:606 msgid "" "Slow:\n" "This attack slows the target until it ends a turn. Slow halves the damage " "caused by attacks and the movement cost for a slowed unit is doubled. A unit " "that is slowed will feature a snail icon in its sidebar information when it " "is selected." msgstr "" "Sulėtina:\n" "Ši ataka sulėtina taikinį iki jo ėjimo pabaigos. Sulėtinimas perpus sumažina " "atakų daromą žalą ir sulėtinto dalinio judėjimo kaina yra padvigubinta. " "Dalinys, kuris yra sulėtintas turi sraigės ženkliuką savo šoninės juostos " "informacijoje, kai jis yra pažymėtas." #. [petrifies]: id=petrifies #: data/core/macros/abilities.cfg:615 msgid "petrifies" msgstr "paverčia akmeniu" #. [petrifies]: id=petrifies #: data/core/macros/abilities.cfg:617 msgid "" "Petrify:\n" "This attack petrifies the target, turning it to stone. Units that have been " "petrified may not move or attack." msgstr "" "Sustingdymas:\n" "Ši ataka taikinį paverčia akmeniu. Daliniai, kurie buvo paversti į akmenį, " "negali judėti ar pulti." #. [chance_to_hit]: id=marksman #: data/core/macros/abilities.cfg:626 msgid "marksman" msgstr "snaiperis" #. [chance_to_hit]: id=marksman #: data/core/macros/abilities.cfg:628 msgid "" "Marksman:\n" "When used offensively, this attack always has at least a 60% chance to hit." msgstr "" "Snaiperis:\n" "Kai naudojama puolant, ši ataka visada turi bent 60% tikimybę pataikyti." #. [swarm]: id=swarm #: data/core/macros/abilities.cfg:653 #, fuzzy msgid "swarm" msgstr "pulkas" #. [swarm]: id=swarm #: data/core/macros/abilities.cfg:655 msgid "" "Swarm:\n" "The number of strikes of this attack decreases when the unit is wounded. The " "number of strikes is proportional to the percentage of its of maximum HP the " "unit has. For example a unit with 3/4 of its maximum HP will get 3/4 of the " "number of strikes." msgstr "" #. [damage]: id=charge #: data/core/macros/abilities.cfg:664 #, fuzzy msgid "charge" msgstr "įkrova" #. [damage]: id=charge #: data/core/macros/abilities.cfg:666 msgid "" "Charge:\n" "When used offensively, this attack deals double damage to the target. It " "also causes this unit to take double damage from the target’s counterattack." msgstr "" #. [drains]: id=drains #: data/core/macros/abilities.cfg:678 msgid "drains" msgstr "išsiurbia" #. [drains]: id=drains #: data/core/macros/abilities.cfg:680 msgid "" "Drain:\n" "This unit drains health from living units, healing itself for half the " "amount of damage it deals (rounded down)." msgstr "" "Išsiurbia:\n" "Šis dalinys išsiurbia jėgas iš gyvų dalinių, gydydamasis pusė padarytos " "žalos kiekio (suapvalintos žemyn)." #. [poison]: id=poison #: data/core/macros/abilities.cfg:700 msgid "poison" msgstr "nuodai" #. [poison]: id=poison #: data/core/macros/abilities.cfg:702 msgid "" "Poison:\n" "This attack poisons living targets. Poisoned units lose 8 HP every turn " "until they are cured or are reduced to 1 HP. Poison can not, of itself, kill " "a unit." msgstr "" "Nuodai:\n" "Ši atakos rūšis apnuodija gyvuosius taikinius. Apnuodyti daliniai kiekvieno " "ėjimo metu iki išgydymo, netenka 8 GT arba jų GT sumažėja iki 1. Patys " "nuodai dalinio nenužudo." #. [advancement]: id=amla_default #: data/core/macros/amla.cfg:10 msgid "Max HP bonus +3, Max XP +20%" msgstr "Didžiausias GT priedas +3, didžiausi PT +20%" #. [time]: id=indoors #. [illuminated_time]: id=indoors_illum #: data/core/macros/schedules.cfg:70 data/core/macros/schedules.cfg:76 #, fuzzy msgid "Indoors" msgstr "Netinkama spalva" #. [time]: id=deep_underground #. [illuminated_time]: id=deep_underground_illum #: data/core/macros/schedules.cfg:102 data/core/macros/schedules.cfg:111 msgid "Deep Underground" msgstr "Gilus požemis" #: data/core/macros/special-notes.cfg:5 msgid "" "\n" "\n" "Special Notes:" msgstr "" "\n" "\n" "Ypatingos pastabos:" #: data/core/macros/special-notes.cfg:8 msgid "" " Spirits have very unusual resistances to damage, and move quite slowly over " "open water." msgstr "" " Dvasios turi labai neįprastus atsparumus žalai ir pakankamai lėtai juda " "virš atviro vandens." #: data/core/macros/special-notes.cfg:11 msgid "" " This unit’s arcane attack deals tremendous damage to magical creatures, and " "even some to mundane creatures." msgstr "" " Šio dalinio paslaptinga ataka daro milžinišką žalą magiškoms būtybėms ir " "netgi kai kurioms paprastoms būtybėms." #: data/core/macros/special-notes.cfg:14 msgid " This unit is capable of basic healing." msgstr " Šis dalinys truputį sugeba gydyti." #: data/core/macros/special-notes.cfg:17 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:20 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:23 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:26 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:29 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:32 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:35 msgid " Illumination increases the lighting level in adjacent areas." msgstr " Apšvietimas padidina šviesos lygį gretimuose laukeliuose." #: data/core/macros/special-notes.cfg:38 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:41 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:44 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:47 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:50 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:53 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:56 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:59 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:62 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:65 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:68 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:71 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:74 msgid "" " The unit has magical attacks, which always have a high chance of hitting an " "opponent." msgstr "" " Šis dalinys turi magiškas atakas, kurios visada turi dideles galimybes " "pataikyti į priešininką." #: data/core/macros/special-notes.cfg:77 msgid "" " The swarming attacks of this unit become less deadly whenever its members " "are wounded." msgstr "" #: data/core/macros/special-notes.cfg:80 msgid "" " Using a charging attack doubles both damage dealt and received; this does " "not affect defensive retaliation." msgstr "" #: data/core/macros/special-notes.cfg:83 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:86 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:89 msgid "" " The victims of this unit’s poison will continually take damage until they " "can be cured in town or by a unit which cures." msgstr "" #. [trait]: id=loyal #: data/core/macros/traits.cfg:8 msgid "loyal" msgstr "ištikimas" #. [trait]: id=loyal #: data/core/macros/traits.cfg:9 msgid "female^loyal" msgstr "ištikima" #. [trait]: id=loyal #: data/core/macros/traits.cfg:10 msgid "Zero upkeep" msgstr "Nemokamas išlaikymas" #. [trait]: id=undead #: data/core/macros/traits.cfg:22 msgid "undead" msgstr "nemirėlis" #. [trait]: id=undead #: data/core/macros/traits.cfg:23 msgid "female^undead" msgstr "nemirėlė" #. [trait]: id=undead #. [trait]: id=mechanical #. [trait]: id=elemental #: data/core/macros/traits.cfg:24 data/core/macros/traits.cfg:39 #: data/core/macros/traits.cfg:54 msgid "Immune to drain, poison and plague" msgstr "Atsparus išsiurbimui, nuodams ir marui" #. [trait]: id=mechanical #: data/core/macros/traits.cfg:37 msgid "mechanical" msgstr "mechaninis" #. [trait]: id=mechanical #: data/core/macros/traits.cfg:38 msgid "female^mechanical" msgstr "mechaninė" #. [trait]: id=elemental #: data/core/macros/traits.cfg:52 msgid "elemental" msgstr "stichiškas" #. [trait]: id=elemental #: data/core/macros/traits.cfg:53 msgid "female^elemental" msgstr "stichiška" #. [trait]: id=strong #: data/core/macros/traits.cfg:66 msgid "strong" msgstr "stiprus" #. [trait]: id=strong #: data/core/macros/traits.cfg:67 msgid "female^strong" msgstr "stipri" #. [trait]: id=dextrous #: data/core/macros/traits.cfg:84 msgid "dextrous" msgstr "vikrus" #. [trait]: id=dextrous #: data/core/macros/traits.cfg:85 msgid "female^dextrous" msgstr "vikri" #. [trait]: id=quick #: data/core/macros/traits.cfg:98 msgid "quick" msgstr "greitas" #. [trait]: id=quick #: data/core/macros/traits.cfg:99 msgid "female^quick" msgstr "greita" #. [trait]: id=intelligent #: data/core/macros/traits.cfg:115 msgid "intelligent" msgstr "protingas" #. [trait]: id=intelligent #: data/core/macros/traits.cfg:116 msgid "female^intelligent" msgstr "protinga" #. [trait]: id=resilient #: data/core/macros/traits.cfg:128 msgid "resilient" msgstr "gyvybingas" #. [trait]: id=resilient #: data/core/macros/traits.cfg:129 msgid "female^resilient" msgstr "gyvybinga" #. [trait]: id=healthy #: data/core/macros/traits.cfg:146 msgid "healthy" msgstr "sveikas" #. [trait]: id=healthy #: data/core/macros/traits.cfg:147 msgid "female^healthy" msgstr "sveika" #. [trait]: id=healthy #: data/core/macros/traits.cfg:148 msgid "Always rest heals" msgstr "Visuomet pagyja kaip besiilsint" #. [trait]: id=fearless #: data/core/macros/traits.cfg:165 data/core/macros/traits.cfg:178 msgid "fearless" msgstr "bebaimis" #. [trait]: id=fearless #: data/core/macros/traits.cfg:166 data/core/macros/traits.cfg:179 msgid "female^fearless" msgstr "bebaimė" #. [trait]: id=fearless #: data/core/macros/traits.cfg:167 data/core/macros/traits.cfg:180 msgid "Fights normally during unfavorable times of day/night" msgstr "Normaliai kaunasi nepalankiu dienos/nakties laiku" #. [trait]: id=feral #: data/core/macros/traits.cfg:190 msgid "feral" msgstr "laukinis" #. [trait]: id=feral #: data/core/macros/traits.cfg:191 msgid "female^feral" msgstr "laukinė" #. [trait]: id=feral #: data/core/macros/traits.cfg:192 msgid "Receive only 40% defense in land-based villages" msgstr "Gauna tik 40% 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:52 msgid "race^Drake" msgstr "Slibinas" #. [race]: id=drake #: data/core/units.cfg:53 msgid "race+female^Drake" msgstr "Slibinė" #. [race]: id=drake #: data/core/units.cfg:54 msgid "race^Drakes" msgstr "Slibinai" #. [race]: id=drake #: data/core/units.cfg:67 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" "
text='Society'
\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 — dst='dominant' text='dominant' who rules the society " "with an iron fist. Every drake is expected to earn their place in the strict " "hierarchy, to obey their superiors and command their inferiors. Entry to the " "ruling elite is only possible through challenging and defeating a superior " "in single combat, which is the way the hierarchy within the elite itself is " "established. The use of deception of any kind towards any fellow drake is, " "without exception, seen as cowardly and unacceptable.\n" "\n" "While their warlike nature and sense of territory drives them to defend " "their territories savagely, drakes rarely invade or trespass on areas " "already occupied by the other major races. Instead, they settle in " "unpopulated areas to establish their own territory there. They primarily " "feed on large game they hunt in the lowlands around their homes, but " "hatchlings and lower caste drakes are known to feed also on certain 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" "
text='Geography'
\n" "Drakes originated from an archipelago of volcanic islands called " "dst='morogor' text='Morogor' in the dst='great_ocean' " "text='Great Ocean'. A combination of population pressure and the " "subsidence of many of their home islands has caused colonies of drakes to " "spread to the dst='great_continent' text='Great Continent'. " "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" "
text='Visuomenė'
\n" "Slibinai yra karinga rūšis ir jų visuomenė gali būti apibūdinama kaip kovos " "menų visuomenė. Genties stuburą sudaro nedidelė senbuvių karių grupė, lydima " "bendru sutarimu gerbiamo arba tiesiog labiausiai bijomo vado, kuris " "visuomenei vadovauja su geležiniu kumščiu. Kiekvienas slibinas turi " "užsitarnauti savo vietą bandoje pagal griežtus hierarchijos principus, " "klausyti vyresniųjų ir vadovauti jaunesniesiems. Į valdančiųjų ratą galima " "patekti tiktai dvikovoje nukovus vyresnį, tokiu pačiu principu hierarchija " "sudaroma ir valdančiųjų rate. Bet kokios apgavystės tarp slibinų yra, be " "išimčių, visiškai nepriimtinos.\n" "\n" "Nors jų karingumas ir savų teritorijų suvokimas verčia juos tas teritorijas " "įnirtingai ginti, slibinai retai įsiveržia į kitų rasių užimtas teritorijas. " "Veikiau jie įsikuria neapgyvendintose vietovėse. Jie daugiausia maitinasi " "didesniais gyvūnais, kuriuos sumedžioja apie namus esančiose žemumose, bet " "jaunikliai ir žemesnio rango slibinai taip pat maitinasi tam tikrom samanom " "ir grybais, kuriuos augina giliai savo urvuose. Slibinai vertina tik ginklų " "ir šarvų gamybą ir neišmano kitų mokslo ir kultūros sričių. Tačiau tai, ką " "jie daro, yra beveik neprilygstami savo kokybe ir tik geriausi dvarfų kalvių " "gaminiai jiems prilygsta.\n" "\n" "Slibinai išsirita iš kiaušinių ir gyvena tarp 20 ir 30 metų. Žūti mūšyje yra " "priimtiniausia mirties forma. Skirtingai negu kitų rūšių vyresnieji, " "slibinai į gyvenimo galą darosi agresyvesni ir narsesni, galbūt norėdami " "užtikrinti savo vietą slibinų legendose apie didvyrius.\n" "\n" "
text='Geografija'
\n" "Slibinai kilę iš vulkaninių salų, esančių Didžiajame vandenyne, grandinės. " "Didelė populiacija ir salų mažėjimas privertė juos plėstis į Didįjį žemyną. " "Slibinai linkę įsikurti kalnų urvuose netoli ugnikalnių tam, kad apsaugotų " "savo kiaušinius, jauniklius ir dirbtuves. Slibinai mėgsta šiltesnį klimatą, " "tačiau dėl savo vidinės ugnies jie gali pakelti šaltį ir tai leidžia jiems " "plėstis net į Didžiojo žemyno tolimoje šiaurėje esančius kalnus." #. [race]: id=dwarf #: data/core/units.cfg:89 msgid "race^Dwarf" msgstr "Dvarfas" #. [race]: id=dwarf #: data/core/units.cfg:90 msgid "race+female^Dwarf" msgstr "Dvarfė" #. [race]: id=dwarf #: data/core/units.cfg:91 msgid "race^Dwarves" msgstr "Dvarfai" #. [race]: id=dwarf #: data/core/units.cfg:96 msgid "" "The dwarves are a race famed for their miners, blacksmiths, merchants and " "warriors. Considered as the third oldest race on the great continent after " "the elves and trolls, their early history is shrouded in mystery. Legends " "tell of a time long forgotten when their people began emerging from their " "underground world through caves. Nothing is known about their life prior to " "their arrival, or their reasons for entering the surface world, but they " "have been an integral part of the history of the continent since. Soon after " "their emergence from the underground, the dwarves entered into conflict with " "the original inhabitants of the land, the elves. The original reason for " "their dispute has been lost to history, but the two races have since fought " "three long wars, interrupted by a few decades of peace. During these wars " "the dwarves could not dislodge the elves from the deep forests in the south, " "but managed to consolidate their position in hills and the mountains in the " "north of the continent, known now as the Northlands. Since then they have " "constructed fantastic fortifications and settlements deep within the " "mountains and crags of their territory.\n" "\n" "Possibly due to their isolation, the dwarves are generally distrustful or " "hostile towards most other races, particularly the elves. The single " "exception to this temperament is towards humans. This could be traced back " "to the era of Haldric I and the arrival of humans and orcs to the continent. " "At this point the dwarves began allowing some humans, mostly dissidents and " "outlaws from the Kingdom of Wesnoth, to settle in certain areas of the " "Northlands. Their motivation was unsurprising. The plight of these " "individuals reminded the dwarves of their early history of persecution, " "eliciting a sense of solidarity. The dwarves also had much to gain in " "forming a bond with these outcasts. They would settle in areas where dwarves " "disliked living themselves; plains, forests, and swamps, freeing them from " "defending these areas.\n" "\n" "Dwarves are of small stature by human measure, but they are by no means " "fragile. Their warriors, tough and powerful are both feared and respected " "throughout the continent for their prowess in battle. In addition, dwarves " "are known for their calculating intellects and superb craftsmanship. Dwarven " "smiths are renowned for their deadly weapons and heavy armor. These " "accouterments are unrivaled in quality, possibly only matched by those " "produced by drake armorers. Their intelligence and natural inquisitiveness " "has also made them the most technically advanced race on the continent. One " "of their most famous, and feared, discoveries was a mysterious powder that " "produces an immense explosion when exposed to fire or sparks. Certain dwarf " "warriors use this powder to hurl small objects at tremendous speeds. Given " "their technological inclinations, many dwarves tend to distrust magic users. " "However some practice a form of magic based on the engraving of runes. " "Called runesmiths, they use these carvings to enchant items in order to " "augment certain aspects of their natures." msgstr "" "Dvarfai yra savo kalnakasiais, kalviais, pirkliais ir kariais garsėjanti " "rūšis. Didžiajame žemyne pripažįstami trečiąja seniausia rūšimi po elfų ir " "trolių, jų ankstyvoji istorija yra apgaubta paslapčių. Legendos byloja apie " "senai užmirštus laikus, kai dvarfai pradėjo per urvus lįsti iš savo " "požeminio pasaulio. Iki jų pasirodymo apie jų ankstesnį gyvenimą nieko " "nežinoma, kaip ir priežastys, kodėl jiems prireikė išlįsti į paviršių, " "tačiau nuo tų laikų jie tapo neatsiejama žemyno istorijos dalimi. Netrukus " "po pasirodymo dvarfai susikivirčijo su vietiniais žemės gyventojais, elfais. " "Istorija neatmena nesantaikos priežasčių, bet nuo to laiko šios dvi rūšys " "dalyvavo trijuose ilguose karuose su kelių dešimtmečių pertraukomis tarp jų. " "Tų karų metu dvarfai nesugebėjo išvyti elfų iš gilių miškų pietuose, tačiau " "jiems pavyko įsitvirtinti šiaurinėje žemyno dalyje esančiuose kalnuose, " "žinomuose, kaip Šiaurinės žemės. Nuo tada giliai savo teritorijoje " "esančiuose kalnuose ir uolynuose jie pasistatė puikias gynybines tvirtoves " "ir gyvenvietes.\n" "\n" "Galbūt dėl savo atsiskyrimo dvarfai nėra patiklūs ar svetingi daugumai kitų " "rūšių, ypač elfams. Vienintelė tokio jų nusistatymo išimtis yra žmonės. " "Grįžtant į Haldriko I-ojo laikus ir žemyne išsilaipinus žmonėms bei orkams, " "dvarfai leido kai kuriems žmonėms, pagrinde Vesnoto karalystės kaliniams ir " "nusikaltėliams apsigyventi tam tikrose Šiaurinių žemių vietovėse. Ir " "nenuostabu, kad apgailėtina šių asmenų padėtis priminė dvarfams jų " "persekiojimo laikus, taip sukeldama solidarumo jausmą. Be to, santarvė su " "šiais tremtiniais dvarfams buvo labai naudinga. Jie apsigyvendavo tose " "vietovėse, kurios dvarfans ir taip nepatiko – lygumose, miškuose ir pelkėse, " "ir dvarfams jau nebereikėjo rūpintis tų vietų gynyba.\n" "\n" "Palyginus su žmonėmis, dvarfai yra mažo sudėjimo, tačiau jie visiškai nėra " "kresni. Jų kariai yra tvirti ir galingi, dėl jų šaunumo kovų metu, žemyne " "yra gerbiami ir jų prisibijoma. Priedo, dvarfai garsėja savo skaičiavimo " "sugebėjimais ir nagingumu. Dvarfų meistrai yra žinomi dėl savo mirtinų " "ginklų ir sunkių šarvų, įskaitant nepralenkiamą jų kokybę, kuriai galbūt " "teprilygsta slibinų kalvių gaminiai. Jų išprusimas ir įgimtas smalsumas " "leido patapti labiausiai žemyne techniškai išsivysčiusia rūšimi. Vienas " "žymiausių ir baugiausių atradimų buvo nuo ugnies ar kibirkščių didžiulį " "sprogimą sukeliančių paslaptingų miltelių atradimas. Kai kurie dvarfų kariai " "naudoja šiuos miltelius mažų objektų svaidymui žaibišku greičiu. Dėl savo " "technologinių polinkių dauguma dvarfų nepasitiki burtininkais, tačiau kai " "kurie naudoja magiškų runų raižymus. Runakaliai naudoja tuos raižinius " "daiktų užkerėjimui, tam , kad išryškintų tam tikrus jų kilmės aspektus." #. [race]: id=elf #: data/core/units.cfg:108 msgid "race^Elf" msgstr "Elfas" #. [race]: id=elf #: data/core/units.cfg:109 msgid "race+female^Elf" msgstr "Elfė" #. [race]: id=elf #: data/core/units.cfg:110 msgid "race^Elves" msgstr "Elfai" #. [race]: id=elf #: data/core/units.cfg:120 msgid "" "Compared to humans, elves are somewhat taller, more agile but less sturdy. " "They have slightly pointy ears, pale skin and usually blond hair. Few " "differences between humans and elves are more pronounced than the Elves’ " "unusually long life — most, unless claimed by illness, accident or war, live " "a full two and a half centuries. While some elves possessing a high magical " "aptitude have been known to live an additional full century, most elves " "begin to grow physically frail at some point between 250 and 300 years of " "age and pass away rapidly (generally within a year or two) thereafter.\n" "\n" "Elves are naturally imbued with magic to a small degree. Though most are " "unable to channel it directly, its latent presence gives them their keen " "senses and long life. Many elves have magic-driven talents such as " "marksmanship or stealth, allowing them to achieve tasks that most normal " "beings would find astonishing. Those elves that learn to wield this power in " "more general ways can become truly formidable in its use. Many choose to use " "their gift to heal others.\n" "\n" "A few elves, venturing far down the paths of magic and mysticism, become " "sensitive to the presence of cold iron and can even be burned by it. Elvish " "legend hints that this was more common in the far past.\n" "\n" "Elves spend much of their time honing their talents and skills. Those not " "adept at the magical arts typically devote their time honing their physical " "skills. As a result, elves excel at archery, which is perhaps their most " "important method of warfare. Most elvish troops carry a bow and no other " "race can rival their archers in speed and accuracy. All elves also share an " "intense affection for unspoiled nature. They often feel uncomfortable in " "open unvegetated spaces. They live primarily in the forests of the Great " "Continent; the Aethenwood in the southwest, Wesmere in the northwest, and " "the great northern woods of which the Lintanir Forest is the southernmost " "edge.\n" "\n" "Elves are the eldest race of the continent, with the possible exception of " "trolls. Many of their settlements cannot be reliably dated, undoubtedly " "having existed for over a millennium." msgstr "" "Lyginant su žmonėmis, elfai yra šiek tiek aukštesni, vikresni, bet mažiau " "tvirti. Jie turi šiek tiek smailias ausis, blankią odą ir dažniausiai " "šviesius plaukus. Mažai skirtumų tarp žmonių ir elfų yra labiau išryškinti, " "nei neįprastai ilgas elfų gyvenimas – dauguma, nebent pasiglemžti ligos, " "nelaimingo atsitikimo ar karo, gyvena pilnus du su puse šimtmečius. " "Nepaisant to, kad yra žinoma, kad kai kurie elfai, turintys aukštus magiškus " "gabumus, gyvena papildomą pilną šimtmetį, dauguma elfų pradeda darytis " "fiziškai silpni kažkur tarp 250 ir 300 metų, ir po to greitai miršta " "(dažniausiai per vienerius ar dvejus metus).\n" "\n" "Elfai yra įgimtai truputį pripildyti magijos. Nors ir dauguma nesugeba " "tiesiogiai jos nukreipti, jos paslėptas buvimas duoda jiems jų aštrius " "pojūčius ir ilgą gyvenimą. Daug elfų turi magija varomų gabumų, tokių, kaip " "taiklus šaudymas ar slaptumas, leidžiančių jiems atlikti užduotis, kurias " "paprastos būtybės laiko įspūdingomis. Tie elfai, kurie išmoksta valdyti šią " "galią bendresniais būdais, gali tapti iš tikrųjų sunkiai įveikiami ją " "naudojant. Daugelis pasirenka naudoti savo dovaną gydyti kitus.\n" "\n" "Elfai daug savo laiko išleidžia tobulindami savo gabumus ir gebėjimus. Tie, " "kurie nenusimano magiškuose menuose, paprastai skiria savo laiką šlifuodami " "savo fizinius gebėjimus. Todėl elfai išsiskiria šaudyme iš lanko, kas yra, " "matyt, jų svarbiausias kariavimo būdas. Dauguma elfų karių nešiojasi lanką " "ir jokia kita rasė negali lygintis su jų lankininkais greičiu ir taiklumu. " "Visi elfai taip pat turi nepaaiškinamą potraukį prie nepaliestos gamtos. Jie " "dažnai jaučiasi nejaukiai didelėse erdvėse be augalų. Elfai pagrinde gyvena " "Didžiojo žemyno miškuose; Ėtenvude pietvakariuose, Vesmeroje šiaurės " "vakaruose ir didžiajame šiauriniame miške, kurio piečiausias kraštas " "vadinamas Lintaniro mišku.\n" "\n" "Elfai yra seniausia žemyno rasė, galbūt neskaitant trolių. Daugumos iš jų " "gyvenviečių amžius negali būti patikimai nustatytas, jos neabejotinai " "egzistavo virš tūkstantmečio." #. [race]: id=goblin #: data/core/units.cfg:130 msgid "race^Goblin" msgstr "Goblinas" #. [race]: id=goblin #: data/core/units.cfg:131 msgid "race+female^Goblin" msgstr "Goblinė" #. [race]: id=goblin #: data/core/units.cfg:132 msgid "race^Goblins" msgstr "Goblinai" #. [race]: id=goblin #: data/core/units.cfg:135 msgid "" "Goblins are, despite their appearance, born as siblings to the orcs and " "members of the same race. While other races usually bear children singly or " "in pairs, orcs will have large litters of children all at once, causing " "their populations to explode rather quickly. Within any litter, there will " "only be one or two true orcs, who will grow to the full size and strength of " "their race. A few more will be half-orcs, notably weaker than their big " "brothers, and relegated to supporting roles in combat, such as archery. The " "rest, often a full half of more of any litter, will be goblins. Goblins are " "puny and quite frail, rarely growing past the size and stature of a human " "child. Goblins are born into a lifetime of near-slavery to their larger kin, " "and used as sword-fodder in battle. They thrive in spite of their tragic " "fate; in part because they are so very numerous, and also because their " "brother orcs are well aware how dependent they are on the goblins.\n" "\n" "Goblins perform the bulk of manual labor needed by the orcs, with the sole " "exception of jobs that require the brute strength of true orcs. Those the " "orcs revel in as proof of their prowess." msgstr "" "Nepaisant išvaizdos, goblinai broliuojasi su orkais ir yra tos pačios rūšies " "atstovai. Kai kitos rūšys dažniausiai veda vaikus poromis ar po vieną, orkai " "iš karto atsiveda didelę vaikų vadą, leidžiančią daugintis sprogstamu " "greičiu. Tačiau tik vienas ar du iš vados išaugs į tikrus didelius ir " "stiprius orkus. Dar keletas išaugs į pusiau orkus, pastebimai silpnesnius " "negu didieji broliai ir mūšyje atstovaus palaikymo pajėgose, tokiose, kaip " "šauliai. Likusieji arba didžioji vados dalis pataps goblinais. Goblinai būna " "gležni ir žemi, gan lepūs ir dydžiu retai praauga žmonių vaikus. Visą savo " "gyvenimą Goblinai beveik vergauja didesniems savo gentainiams ir mūšyje " "naudojami kaip pašaras kardui. Nepaisant savo tragiško likimo, goblinai " "klesti; iš dalies tai yra dėl jų skaitlingumo, ir dar jų broliai orkai gerai " "žino, kaip goblinai jiems yra gyvybiškai reikalingi.\n" "\n" "Goblinai atlieka didžiąją dalį orkams reikalingų darbų, išskyrus vienetinius " "darbus, kuriems atlikti reikalinga milžiniška tikrųjų orkų jėga. Tokių darbų " "orkai mielai imasi, nes gali įrodyti savo šaunumą ir jėgą." #. [race]: id=gryphon, description= #: data/core/units.cfg:147 msgid "race^Gryphon" msgstr "Grifas" #. [race]: id=gryphon, description= #: data/core/units.cfg:148 msgid "race+female^Gryphon" msgstr "Grifė" #. [race]: id=gryphon, description= #: data/core/units.cfg:149 msgid "race^Gryphons" msgstr "Grifai" #. [race]: id=human #: data/core/units.cfg:164 msgid "race^Human" msgstr "Žmogus" #. [race]: id=human #: data/core/units.cfg:165 msgid "race+female^Human" msgstr "Žmogus" #. [race]: id=human #: data/core/units.cfg:166 msgid "race^Humans" msgstr "Žmonės" #. [race]: id=human #: data/core/units.cfg:173 msgid "" "The race of men is an extremely diverse one. Although they originally came " "from the Old Continent, men have spread all over the world and split into " "many different cultures and races. Although they are not imbued with magic " "like other creatures, humans can learn to wield it and able to learn more " "types than most others. They have no extra special abilities or aptitudes " "except their versatility and drive. While often at odds with other races, " "they can occasionally form alliances with the less aggressive races such as " "elves and dwarves. The less scrupulous among them do not shrink back from " "hiring orcish mercenaries, either. They have no natural enemies, although " "the majority of men, like most people of all races, have an instinctive " "dislike of the undead. Men are shorter than the elves, but taller still than " "dwarves. Their skin color can vary, from almost white to dark brown.\n" "\n" "
text='Subjects of the Crown'
\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" "
text='The Clansmen'
\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" "
text='Karūnos pavaldiniai'
\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" "
text='Klanų žmonės'
\n" "Rytinės Vesnoto provincijos, žinomos kaip Klanų tėvynė, geografiškai daugiau " "sudarytos iš atvirų lygumų ir mažų kalvų negu vakarinės, labiau civilizuotos " "provincijos. Jos yra Arklių klanų, kurie yra sąjungoje su Vesnoto karūna, " "bet veikia nepriklausomai, ir išlaiko savo tapatybę, namai. Vis dėlto, " "rytinės provincijos neturi šauktinės armijos taip, kaip turi Vakarų " "Vesnotas. Treniravimasis kovai yra Klanų gyvenimo būdas; tėvai moko vaikus " "joti žirgais, kautis ir šaudyti iš lanko nuo ankstyvo amžiaus. Apskritai, " "Klanų kariai yra mažiau organizuoti nei civilizuoti kovotojai, ir " "stipriosios bei silpnosios šių grupių pusės papildo viena kitą." #. [race]: id=lizard, description= #: data/core/units.cfg:181 msgid "race^Saurian" msgstr "Roplys" #. [race]: id=lizard, description= #: data/core/units.cfg:182 msgid "race+female^Saurian" msgstr "Roplė" #. [race]: id=lizard, description= #: data/core/units.cfg:183 msgid "race^Saurians" msgstr "Ropliai" #. [race]: id=mechanical #: data/core/units.cfg:192 msgid "race^Mechanical" msgstr "Mechanizmas" #. [race]: id=mechanical #: data/core/units.cfg:193 msgid "race+plural^Mechanical" msgstr "Mechanizmai" #. [race]: id=mechanical #: data/core/units.cfg:194 msgid "" "Animated neither by natural life nor by necromancy, the term ”mechanical” " "describes a created artifact of an intelligent being. Most mechanical things " "neither move nor think on their own, but some do so as a result of magical " "enchantment." msgstr "" "Neturėdami nei gyvos, nei mirusios dvasios, „mechanizmai“ yra dirbtinai " "protingų būtybių sukurti daiktai. Dauguma mechanizmų patys negali nei " "judėti, nei galvoti, tačiau kai kurie, paveikti burtų, gali. " #. [race]: id=merman #: data/core/units.cfg:203 msgid "race^Merman" msgstr "Vandenis" #. [race]: id=merman #: data/core/units.cfg:204 msgid "race^Mermaid" msgstr "Vandenė" #. [race]: id=merman #: data/core/units.cfg:205 msgid "race^Mermen" msgstr "Vandeniai" #. [race]: id=merman #: data/core/units.cfg:207 msgid "" "Something like a fusion between humans and fish, the merfolk are an " "enigmatic race with both piscine and humanoid attributes. They have strong " "tails that lend themselves to quick movement in any watery environment while " "their dextrous hands and intelligent minds allow fine craftsmanship and " "toolmaking. Semi-aquatic by nature, merfolk can breathe both water and air " "without difficulty. Despite being able to survive on land, they are much " "quicker and more agile in the water and will rarely be found far from the " "ocean. They are typically wary of dry land, as they are awkward and clumsy " "there and they struggle greatly to move over rough or forested terrain." msgstr "" "Mišinys tarp žmogaus ir žuvies, vandeniai yra mįslinga rūšis, turinti ir " "žmogaus, ir žuvies atributų. Jie turi tvirtą uodegą, leidžiančią greitai " "judėti bet kokiuose vandenyse, o rankos ir protas leidžia kokybiškai gaminti " "įrankius. Iš prigimties būdami pusiau vandens gyvūnai, vandeniai gali " "laisvai kvėpuoti ir po vandeniu, ir ore. Nors jie gali išgyventi ant žemės, " "vandeniai yra žymiai greitesni ir tikslesni vandenyje, todėl juos retai " "sutiksi toli nuo vandenyno. Paprastai jie prisisaugo sausų žemių, kur būna " "nerangūs ir sunkiai juda grubiose ir miškingose vietovėse. " #. [race]: id=monster #: data/core/units.cfg:214 msgid "race^Monster" msgstr "Pabaisa" #. [race]: id=monster #: data/core/units.cfg:215 msgid "race^Monsters" msgstr "Pabaisos" #. [race]: id=monster #: data/core/units.cfg:216 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:223 msgid "race^Naga" msgstr "Nágas" #. [race]: id=naga #: data/core/units.cfg:224 msgid "race^Nagani" msgstr "Nága" #. [race]: id=naga #: data/core/units.cfg:225 msgid "race^Nagas" msgstr "Nágai" #. [race]: id=naga #: data/core/units.cfg:226 msgid "" "The serpentine nagas are one of the least understood races of the Great " "Continent. Part of this is due to their xenophobic nature and part is due to " "their alien environment. Nagas are one of the few races capable of any " "meaningful mobility in water, giving them access to a whole world " "effectively forbidden to land dwellers and further separating them from the " "terrestrial beings that they shun. Still, they are not true creatures of the " "sea, and their inability to breathe water leaves them in trepidation of the " "abyss. Living in coastal areas gives them an escape route on land against " "denizens of the deep while keeping them out of reach of those who travel by " "foot, wing, and hoof. Although nagas are somewhat frail in form, they are " "often faster and more nimble than their opponents. They sometimes find " "themselves at odds with merfolk when their territories overlap, but overall " "nagas tend to favor swamps and rivers as much as open water." msgstr "" "Nágai yra mažiausiai suprantami Didžiojo žemyno padarai. Iš dalies dėl jų " "baikštumo, iš dalies dėl jų gyvenamos aplinkos. Nágai yra viena iš " "nedaugelio rūšių galinčių judėti vandenyje, kas atveria jiems, žemės " "padarams uždraustą pasaulį, ir nutolina nuo kitų sausumos rūšių, kurių jie " "privengia . Tačiau jie nėra tikrosios jūrų būtybės ir negalėdami kvėpuoti po " "vandeniu bijo gilumų. Gyvenimas pakrantės teritorijoje jiems suteikia " "galimybę pabėgti į žemę nuo gilumoje gyvenančių padarų, kai tuo tarpu vanduo " "juos saugo nuo žeme ir oru keliaujančių rūšių. Nors nágai yra silpni, jie " "dažnai yra greitesni ir vikresni už varžovus. Kartais jie susikivirčija su " "vandeniais, kai pastarieji užklysta į jų teritorijas, bet visumoj nágai " "pelkes ir upes mėgsta taip pat, kaip ir atvirus vandenis." #. [race]: id=ogre #: data/core/units.cfg:233 msgid "race^Ogre" msgstr "Žmogėdra" #. [race]: id=ogre #: data/core/units.cfg:234 msgid "race+female^Ogre" msgstr "Žmogėdra" #. [race]: id=ogre #: data/core/units.cfg:235 msgid "race^Ogres" msgstr "Žmogėdros" #. [race]: id=ogre #: data/core/units.cfg:236 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:244 msgid "race^Orc" msgstr "Orkas" #. [race]: id=orc #: data/core/units.cfg:245 msgid "race+female^Orc" msgstr "Orkė" #. [race]: id=orc #: data/core/units.cfg:246 msgid "race^Orcs" msgstr "Orkai" #. [race]: id=orc #: data/core/units.cfg:256 #, 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" "
text='Society'
\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" "
text='Visuomenė'
\n" "Beveik kiekvienas orkas priklauso genčiai ar gaujai. " #. [race]: id=troll #: data/core/units.cfg:263 msgid "race^Troll" msgstr "Trolis" #. [race]: id=troll #: data/core/units.cfg:264 msgid "race+female^Troll" msgstr "Trolė" #. [race]: id=troll #: data/core/units.cfg:265 msgid "race^Trolls" msgstr "Troliai" #. [race]: id=troll #: data/core/units.cfg:271 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" "
text='Geography'
\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:285 msgid "race^Undead" msgstr "Nemirėlis" #. [race]: id=undead #: data/core/units.cfg:286 msgid "race+female^Undead" msgstr "Nemirėlė" #. [race]: id=undead #: data/core/units.cfg:287 msgid "race+plural^Undead" msgstr "Nemirėliai" #. [race]: id=undead #: data/core/units.cfg:293 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" "
text='Geography'
\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" "
text='Geografija'
\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:301 msgid "race^Wolf" msgstr "Vilkas" #. [race]: id=wolf, description= #: data/core/units.cfg:302 msgid "race^Wolves" msgstr "Vilkai" #. [race]: id=wose, description= #: data/core/units.cfg:311 msgid "race^Wose" msgstr "Miškinis" #. [race]: id=wose, description= #: data/core/units.cfg:312 msgid "race^Woses" msgstr "Miškiniai" #: src/help.cpp:51 msgid "Help" msgstr "Pagalba" #: src/help.cpp:1151 msgid "
text='Units having this special attack'
" msgstr "
text='Daliniai turintys šią specialią ataką'
" #: src/help.cpp:1227 msgid "
text='Units having this ability'
" msgstr "
text='Daliniai turintys šį gebėjimą'
" #: src/help.cpp:1260 msgid "Leaders:" msgstr "Vadai:" #: src/help.cpp:1269 msgid "Recruits:" msgstr "Samdiniai: " #: src/help.cpp:1283 msgid "Era:" msgstr "Era:" #: src/help.cpp:1291 msgid "Factions:" msgstr "Frakcijos:" #: src/help.cpp:1301 #, fuzzy msgid "Factions are only used in multiplayer" msgstr "Grupuotės naudojamos tik daugelio žaidėjų žaidime" #: src/help.cpp:1344 msgid "level" msgstr "lygis" #: src/help.cpp:1376 msgid "Advances from: " msgstr "Tobulėja iš: " #: src/help.cpp:1378 msgid "Advances to: " msgstr "Tobulėja į: " #: src/help.cpp:1405 src/help.cpp:1717 src/help.cpp:1778 msgid "race^Miscellaneous" msgstr "Įvairūs" #: src/help.cpp:1407 msgid "Race: " msgstr "Rasė: " #: src/help.cpp:1414 msgid "Abilities: " msgstr "Gebėjimai: " #: src/help.cpp:1431 msgid "Ability Upgrades: " msgstr "Gebėjimų patobulinimai: " #: src/help.cpp:1447 msgid "HP: " msgstr "GT: " #: src/help.cpp:1448 msgid "Moves: " msgstr "Žingsniai: " #: src/help.cpp:1449 msgid "Cost: " msgstr "Kaina: " #: src/help.cpp:1450 msgid "Alignment: " msgstr "Prigimtis: " #: src/help.cpp:1456 msgid "Required XP: " msgstr "Reikalingi PT: " #: src/help.cpp:1465 msgid "unit help^Attacks" msgstr "Atakos" #: src/help.cpp:1472 msgid "unit help^Name" msgstr "Vardas" #: src/help.cpp:1473 msgid "Type" msgstr "Tipas" #: src/help.cpp:1474 msgid "Strikes" msgstr "Smūgiai" #: src/help.cpp:1475 msgid "Range" msgstr "Nuotolis" #: src/help.cpp:1476 msgid "Special" msgstr "Ypatinga" #: src/help.cpp:1526 msgid "Resistances" msgstr "Atsparumai" #: src/help.cpp:1530 msgid "Attack Type" msgstr "Atakos tipas" #: src/help.cpp:1531 msgid "Resistance" msgstr "Atsparumas" #: src/help.cpp:1566 msgid "Terrain Modifiers" msgstr "Vietovių modifikatoriai" #: src/help.cpp:1570 msgid "Terrain" msgstr "Vietovė" #: src/help.cpp:1571 msgid "Defense" msgstr "Gynyba" #: src/help.cpp:1572 msgid "Movement Cost" msgstr "Judėjimo kaina" #: src/help.cpp:1784 msgid "
text='Units of this race'
" msgstr "
text='Šios rasės daliniai'
" #: src/help.cpp:1788 #, fuzzy msgid "
text='Race specific topics'
" msgstr "" "\n" "\n" "
text='Tikimybė pataikyti'
" #: src/help.cpp:2700 msgid " < Back" msgstr " < Atgal" #: src/help.cpp:2701 msgid "Forward >" msgstr "Pirmyn >" #: src/help.cpp:2813 msgid "Reference to unknown topic: " msgstr "Nuoroda į nežinomą temą: " #: src/help.cpp:3069 msgid "corrupted original file" msgstr "sugadintas pradinis failas" #: src/help.cpp:3160 msgid "Close" msgstr "Užverti" #: src/help.cpp:3163 msgid "The Battle for Wesnoth Help" msgstr "Mūšio dėl Vesnoto pagalba" #: src/help.cpp:3219 msgid "Parse error when parsing help text: " msgstr "Nagrinėjimo klaida nagrinėjant pagalbos tekstą: "