The Battle for Wesnoth Lithuanian translation
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# Copyright (C) Wesnoth development team, 2007-2019.
# Translators:
# Andrius Štikonas <andrius@stikonas.eu>, 2007-2019.
msgid ""
msgstr ""
"Project-Id-Version: Battle for Wesnoth 1.11\n"
"Report-Msgid-Bugs-To: https://bugs.wesnoth.org/\n"
"POT-Creation-Date: 2020-12-18 22:26-0300\n"
"PO-Revision-Date: 2021-01-01 17:34+0000\n"
"Last-Translator: Andrius Štikonas <andrius@stikonas.eu>\n"
"Language-Team: Lithuanian <wesnoth-lt@googlegroups.com>\n"
"Language: lt\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=4; plural=(n==1 ? 0 : n%10>=2 && (n%100<10 || n"
"%100>=20) ? 1 : n%10==0 || (n%100>10 && n%100<20) ? 2 : 3);\n"
"X-Generator: Poedit 2.2.4\n"
#. [time]: id=underground
#. [editor_times]: id=underground
#: data/campaigns/Heir_To_The_Throne/utils/httt_utils.cfg:495
#: data/core/editor/time-of-day.cfg:41 data/core/macros/schedules.cfg:113
msgid "Underground"
msgstr "Požemis"
#. [heals]: id=healing
#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:16
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:65
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:68
#: data/core/macros/abilities.cfg:10
msgid "heals +4"
msgstr "gydo +4"
#. [heals]: id=healing
#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:17
#: data/core/macros/abilities.cfg:11
msgid "female^heals +4"
msgstr "gydo +4"
#. [heals]: id=healing
#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:18
msgid ""
"Allows the unit to heal adjacent allied units at the beginning of our turn.\n"
"\n"
"A unit cared for by this healer may heal up to 4 HP per turn, or stop poison "
"from taking effect for that turn.\n"
"A poisoned unit cannot be cured of its poison by a healer, and must seek the "
"care of a village or a unit that can cure."
msgstr ""
"Leidžia kariui pagydyti gretimus draugiškus karius mūsų ėjimo pradžioje.\n"
"\n"
"Gydomasis karys gali pagyti ne daugiau, nei 4 GT per ėjimą, arba tą ėjimą "
"išvengti nuodų poveikio.\n"
"Šis gydytojas negali išgydyti nuo nuodų. Apnuodytasis karys turi ieškoti "
"pagalbos kaime arba pas karį, kuris gali atnuodyti."
#. [heals]: id=healing
#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:39
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:32
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:71
#: data/core/macros/abilities.cfg:28
msgid "heals +8"
msgstr "gydo +8"
#. [heals]: id=healing
#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:40
#: data/core/macros/abilities.cfg:29
msgid "female^heals +8"
msgstr "gydo +8"
#. [heals]: id=healing
#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:41
msgid ""
"This unit combines herbal remedies with magic to heal units more quickly "
"than is normally possible on the battlefield.\n"
"\n"
"A unit cared for by this healer may heal up to 8 HP per turn, or stop poison "
"from taking effect for that turn.\n"
"A poisoned unit cannot be cured of its poison by a healer, and must seek the "
"care of a village or a unit that can cure."
msgstr ""
"Šis karys apjungia vaistažoles su magija ir gydo karius greičiau, nei "
"įprasta mūšio lauke.\n"
"\n"
"Gydomasis karys gali pagyti ne daugiau, nei 8 GT per ėjimą, arba tą ėjimą "
"išvengti nuodų poveikio.\n"
"Šis gydytojas negali išgydyti nuo nuodų. Apnuodytasis karys turi ieškoti "
"pagalbos kaime arba pas karį, kuris gali atnuodyti."
#. [heals]: id=healing
#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:62
msgid "heals +12"
msgstr "gydo +12"
#. [heals]: id=healing
#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:63
msgid "female^heals +12"
msgstr "gydo +12"
#. [heals]: id=healing
#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:64
#, fuzzy
msgid ""
"This unit combines herbal remedies with magic to heal units more quickly "
"than is normally possible on the battlefield.\n"
"\n"
"A unit cared for by this healer may heal up to 12 HP per turn, or stop "
"poison from taking effect for that turn.\n"
"A poisoned unit cannot be cured of its poison by a healer, and must seek the "
"care of a village or a unit that can cure."
msgstr ""
"Šis karys apjungia vaistažoles su magija ir gydo karius greičiau, nei "
"įprasta mūšio lauke.\n"
"\n"
"Gydomasis karys gali pagyti ne daugiau, nei 8 GT per ėjimą, arba tą ėjimą "
"išvengti nuodų poveikio.\n"
"Šis gydytojas negali išgydyti nuo nuodų. Apnuodytasis karys turi ieškoti "
"pagalbos kaime arba pas karį, kuris gali atnuodyti."
#. [trait]: id=healthy
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:11
#: data/core/macros/traits.cfg:229
msgid "Always rest heals"
msgstr "Visuomet pagyja kaip besiilsint"
#. [hides]: id=ambush
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:14
#: data/core/macros/abilities.cfg:251
msgid "ambush"
msgstr "pasalūnas"
#. [damage]: id=backstab
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:17
#: data/core/macros/abilities.cfg:352
msgid "backstab"
msgstr "dūris į nugarą"
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:20
msgid "Castle"
msgstr "Pilis"
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:23
msgid "Cave"
msgstr "Urvas"
#. [damage]: id=charge
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:26
#: data/core/macros/abilities.cfg:448
#, fuzzy
msgid "charge"
msgstr "įkrova"
#. [hides]: id=concealment
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:29
#: data/core/macros/abilities.cfg:289
msgid "concealment"
msgstr "slėpimasis"
#. [heals]: id=curing
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:32
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:68
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:137
#: data/core/macros/abilities.cfg:47
msgid "cures"
msgstr "atnuodija"
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:35
#: src/help/help_topic_generators.cpp:702
msgid "Defense"
msgstr "Gynyba"
#. [drains]: id=drains
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:38
#: data/core/macros/abilities.cfg:461
msgid "drains"
msgstr "išsiurbia"
#. [trait]: id=fearless
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:41
#: data/core/macros/traits.cfg:252 data/core/macros/traits.cfg:269
msgid "fearless"
msgstr "bebaimis"
#. [dummy]: id=feeding
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:44
#: data/core/macros/abilities.cfg:328
msgid "feeding"
msgstr "maitinasi"
#. [dummy]: id=feeding
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:47
#: data/core/macros/abilities.cfg:330
msgid ""
"This unit gains 1 hitpoint added to its maximum whenever it kills a unit, "
"except units that are immune to plague."
msgstr ""
"Šis karys 1 gyvybės tašku pasididina maksimalų gyvybės taškų skaičių, kai "
"jis nužudo karį, išskyrus tuos, kurie yra atsparūs marui."
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:50
#: data/lua/feeding.lua:31 data/lua/feeding.lua:44
msgid "+1 max HP"
msgstr "+1 maks. GT"
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:53
msgid "firststrike"
msgstr "pirmas smūgis"
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:56
msgid "Flat"
msgstr "Lyguma"
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:59
msgid "Forest"
msgstr "Miškas"
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:62
msgid "Frozen"
msgstr "Ledynas"
#. [trait]: id=healthy
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:74
#: data/core/macros/traits.cfg:227
msgid "healthy"
msgstr "sveikas"
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:77
msgid "Hills"
msgstr "Kalvos"
#. [illuminates]: id=illumination
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:80
#: data/core/macros/abilities.cfg:206
msgid "illuminates"
msgstr "apšviečia"
#. [leadership]: id=leadership
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:83
#: data/core/macros/abilities.cfg:172
msgid "leadership"
msgstr "vadovavimas"
#. [chance_to_hit]: id=magical
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:86
#: data/core/macros/abilities.cfg:426
msgid "magical"
msgstr "magiška"
#. [chance_to_hit]: id=marksman
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:89
#: data/core/macros/abilities.cfg:413
msgid "marksman"
msgstr "snaiperis"
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:92
msgid "Mushroom Grove"
msgstr "Grybų giraitė"
#. [hides]: id=nightstalk
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:95
#: data/core/macros/abilities.cfg:270 data/core/macros/abilities.cfg:271
msgid "nightstalk"
msgstr "naktinis seklys"
#. [plague]: id=plague({TYPE}), type={TYPE}
#. [plague]: id=plague, type=Walking Corpse
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:98
#: data/core/macros/abilities.cfg:371 data/core/macros/abilities.cfg:382
msgid "plague"
msgstr "maras"
#. [poison]: id=poison
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:101
#: data/core/macros/abilities.cfg:481
msgid "poison"
msgstr "nuodai"
#. [regenerate]: id=regenerates
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:104
#: data/core/macros/abilities.cfg:70
msgid "regenerates"
msgstr "regeneruoja"
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:107
#: src/help/help_topic_generators.cpp:663
msgid "Resistances"
msgstr "Atsparumai"
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:110
msgid "Sand"
msgstr "Smėlis"
#. [skirmisher]: id=skirmisher
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:113
#: data/core/macros/abilities.cfg:191
msgid "skirmisher"
msgstr "peštukas"
#. [slow]: id=slow
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:116
#: data/core/macros/abilities.cfg:393
msgid "slows"
msgstr "sulėtina"
#. [resistance]: id=steadfast
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:119
#: data/core/macros/abilities.cfg:104
msgid "steadfast"
msgstr "atsparus"
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:122
#: src/help/help_topic_generators.cpp:582
msgid "Strikes"
msgstr "Smūgiai"
#. [hides]: id=submerge
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:125
#: data/core/macros/abilities.cfg:308
msgid "submerge"
msgstr "nardymas"
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:128
msgid "Swamp"
msgstr "Pelkė"
#. [teleport]: id=teleport
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:131
#: data/core/macros/abilities.cfg:220
msgid "teleport"
msgstr "teleportavimas"
#. [trait]: id=undead
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:134
#: data/core/macros/traits.cfg:55
msgid "undead"
msgstr "nemirėlis"
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:140
msgid "Village"
msgstr "Kaimas"
#. [section]: id=editor
#: data/core/editor/help.cfg:5
msgid "Map and Scenario Editor"
msgstr "Žemėlapių ir scenarijų redaktorius"
#. [section]: id=editor_mode_terrain
#. [topic]: id=..editor_mode_terrain
#: data/core/editor/help.cfg:13 data/core/editor/help.cfg:263
msgid "Terrain Editor"
msgstr "Reljefo redaktorius"
#. [section]: id=editor_mode_scenario
#: data/core/editor/help.cfg:20
msgid "Scenario Editor"
msgstr "Scenarijų redaktorius"
#. [topic]: id=editor_tool_paint
#: data/core/editor/help.cfg:28
msgid "Paint Tool"
msgstr "Piešimo įrankis"
#. [topic]: id=editor_tool_paint
#: data/core/editor/help.cfg:29
msgid ""
"Paint terrain tiles on the map.\n"
"\n"
"The paint tool utilizes the brush sizes and the terrain palette.\n"
"\n"
"<bold>text='Keyboard Modifiers'</bold>\n"
"\n"
"• Shift+mouse click: If a base terrain is selected, change the base without "
"changing the overlay. If an overlay is selected, change the overlay without "
"changing the base.\n"
"• Control+mouse click: Select the terrain under the mouse cursor, as if it "
"had been selected on the terrain palette (picks up both base and overlay).\n"
"\n"
"<bold>text='Brush Sizes'</bold>\n"
"\n"
"The selected brush changes the size of the tool:"
msgstr ""
#. [topic]: id=editor_tool_paint
#: data/core/editor/help.cfg:41
msgid "Paint single hexes."
msgstr "Piešia vieną laukelį."
#. [topic]: id=editor_tool_paint
#: data/core/editor/help.cfg:42
msgid "Paint seven hexes at a time."
msgstr "Piešia iš karto septynis laukelius."
#. [topic]: id=editor_tool_paint
#: data/core/editor/help.cfg:43
msgid "Paint nineteen hexes at a time."
msgstr "Piešia iš karto devyniolika laukelių."
#. [topic]: id=editor_tool_paint
#: data/core/editor/help.cfg:44 data/core/editor/help.cfg:45
msgid "Paint three hexes in a line."
msgstr "Piešia tris tiesėje esančius laukelius."
#. [topic]: id=editor_tool_fill
#: data/core/editor/help.cfg:52
msgid "Fill Tool"
msgstr "Užpildymo įrankis"
#. [topic]: id=editor_tool_fill
#: data/core/editor/help.cfg:53
msgid ""
"Fill continuous regions of terrain with a different one.\n"
"\n"
"The fill tool utilizes the terrain palette.\n"
"\n"
"<bold>text='Keyboard Modifiers'</bold>\n"
"\n"
"• Shift+mouse click: If a base terrain is selected, change the base without "
"changing the overlay. If an overlay is selected, change the overlay without "
"changing the base.\n"
"• Control+mouse click: Select the terrain under the mouse cursor, as if it "
"had been selected on the terrain palette (picks up both base and overlay)."
msgstr ""
#. [topic]: id=editor_tool_select
#: data/core/editor/help.cfg:67
msgid "Select Tool"
msgstr "Žymėjimo įrankis"
#. [topic]: id=editor_tool_select
#: data/core/editor/help.cfg:68
msgid ""
"Selects a set of hex fields, for use with with the cut, copy and fill-"
"selection buttons below the menu bar.\n"
"\n"
"<bold>text='Keyboard Modifiers'</bold>\n"
"\n"
"• Shift+mouse click: ‘Magic Wand’ mode, select the hex under the mouse "
"cursor, and adjoining hexes of the same terrain type.\n"
"• Control+mouse click: Unselect hexes.\n"
"\n"
"<bold>text='Brush Sizes'</bold>\n"
"\n"
"The selected brush changes the size of the tool:"
msgstr ""
#. [topic]: id=editor_tool_select
#: data/core/editor/help.cfg:78
msgid "Select single hexes."
msgstr "Pažymi vieną laukelį."
#. [topic]: id=editor_tool_select
#: data/core/editor/help.cfg:79
msgid "Select seven hexes at a time."
msgstr "Pažymi iš karto septynis laukelius."
#. [topic]: id=editor_tool_select
#: data/core/editor/help.cfg:80
msgid "Select nineteen hexes at a time."
msgstr "Pažymi iš karto devyniolika laukelių."
#. [topic]: id=editor_tool_select
#: data/core/editor/help.cfg:81 data/core/editor/help.cfg:82
msgid "Select three hexes in a line."
msgstr "Pažymi tris tiesėje esančius laukelius"
#. [topic]: id=editor_tool_paste
#: data/core/editor/help.cfg:89
msgid "Clipboard and Paste Tool"
msgstr "Iškarpinė ir įklijavimo įrankis"
#. [topic]: id=editor_tool_paste
#: data/core/editor/help.cfg:90
msgid ""
"Rotate, flip and paste the terrain in the clipboard\n"
"\n"
"Hexes can be cut or copied to the clipboard using the "
"<ref>dst='editor_tool_select' text='Select Tool'</ref>.\n"
"\n"
"The paste tool shows an outline of the clipboard, which can be pasted with a "
"mouse-click. Only the outline is shown, but mistakes can be corrected with "
"the undo function, which is bound to both Control+Z and to the same key as "
"the in-game undo function.\n"
"\n"
"The paste tool also has some clipboard-manipulation functions:"
msgstr ""
#. [topic]: id=editor_tool_paste
#: data/core/editor/help.cfg:97
msgid "Rotate clockwise by 60°."
msgstr "Sukti pagal laikrodžio rodyklę 60°kampu."
#. [topic]: id=editor_tool_paste
#: data/core/editor/help.cfg:98
msgid "Rotate counter-clockwise by 60°."
msgstr "Sukti prieš laikrodžio rodyklę 60°kampu."
#. [topic]: id=editor_tool_paste
#: data/core/editor/help.cfg:99
msgid "Flip horizontally"
msgstr "Apversti horizontaliai"
#. [topic]: id=editor_tool_paste
#: data/core/editor/help.cfg:100
msgid "Flip vertically"
msgstr "Apversti vertikaliai"
#. [topic]: id=editor_tool_starting
#: data/core/editor/help.cfg:107
#, fuzzy
msgid "Starting Locations Tool"
msgstr "Pradinių pozicijų aprašymas"
#. [topic]: id=editor_tool_starting
#: data/core/editor/help.cfg:108
msgid ""
"Defines the side leader starting position\n"
"\n"
"This tool sets the side leaders’ default starting locations, and named "
"special locations. Both types of location are enabled in both <ref>dst='.."
"editor_mode_terrain' text='Terrain Editor'</ref> and Scenario Editor modes. "
"The location names are shown as a list in the editor palette, clicking on "
"the map will place that name on a hex, each location can only be placed on a "
"single hex, and the editor will only allow one location per hex.\n"
"\n"
"To add named special locations, click “Add” at the bottom of the editor "
"palette, and enter the name. These names must start with a letter and may "
"contain numbers and underscores.\n"
"\n"
"More than nine teams can be added to a map, by clicking “Add” and entering a "
"number, for example “10”. The UI will automatically show this as “Player "
"10”.\n"
"\n"
"Named locations can be accessed from WML using the Standard Location "
"Filter’s <italic>text='location_id='</italic>. Player starts can also be "
"accessed from WML using <italic>text='location_id=1'</italic>, "
"<italic>text='location_id=2'</italic>, etc — use only the number, without "
"adding “Player ” in front of the number.\n"
"\n"
"<bold>text='Keyboard Modifiers'</bold>\n"
"\n"
"• Control+mouse click on a hex that already has a location: select that "
"location for placing with a subsequent mouse click, as if it was selected in "
"the editor palette."
msgstr ""
#. [topic]: id=editor_tool_label
#: data/core/editor/help.cfg:127
msgid "Label Tool"
msgstr "Žymių įrankis"
#. [topic]: id=editor_tool_label
#. [topic]: id=editor_tool_item
#. [topic]: id=editor_tool_village
#. [topic]: id=editor_tool_unit
#. [topic]: id=editor_time_schedule
#: data/core/editor/help.cfg:128 data/core/editor/help.cfg:136
#: data/core/editor/help.cfg:144 data/core/editor/help.cfg:152
#: data/core/editor/help.cfg:284
msgid "TODO"
msgstr "Užduočių sąrašas"
#. [topic]: id=editor_tool_item
#: data/core/editor/help.cfg:135
msgid "Item Tool"
msgstr "Daiktų įrankis"
#. [topic]: id=editor_tool_village
#: data/core/editor/help.cfg:143
msgid "Village Ownership Tool"
msgstr "Kaimų nuosavybės įrankis"
#. [topic]: id=editor_tool_unit
#: data/core/editor/help.cfg:151
msgid "Unit Tool"
msgstr "Karių įrankis"
#. [topic]: id=editor_named_area
#: data/core/editor/help.cfg:159
msgid "Named Areas"
msgstr "Pavadintos vietovės"
#. [topic]: id=editor_named_area
#: data/core/editor/help.cfg:160
msgid ""
"This tool can create [time_area]s, unlike the name suggests these do not "
"need to have a specific time zone assigned to them.\n"
" [time_area]s are sets of tiles which can be addressed during scenario "
"scripting by their id. [time_area]s can optionally have a custom\n"
" time zone assigned to them. The simplest way to address a [time_area] "
"via scenario scripting is the `area=` attribute in standard location "
"filters.\n"
"\n"
"This tool can be used to abstract between the implementation of an effect "
"and the map specific setting.\n"
"This is a very powerful mechanism since it allows generic scenario code to "
"work with different maps providing the needed named locations."
msgstr ""
#. [topic]: id=editor_playlist
#: data/core/editor/help.cfg:172
msgid "Playlist Manager"
msgstr "Grojaraščių tvarkyklė"
#. [topic]: id=editor_playlist
#: data/core/editor/help.cfg:173
msgid ""
"Saves a list of music tracks defining a random playlist to the scenario.\n"
"\n"
"Have a look at the addon server for easy to use additional music tracks."
msgstr ""
#. [topic]: id=..editor
#: data/core/editor/help.cfg:182
msgid "Map/Scenario Editor"
msgstr "Žemėlapių/Scenarijų redaktorius"
#. [topic]: id=..editor
#: data/core/editor/help.cfg:184
msgid ""
"Wesnoth’s Map and Scenario Editor allows users to create and edit the maps "
"on which every Wesnoth scenario takes place. It also provides a limited set "
"of features for setting up a basic scenario.\n"
"\n"
"The editor can be launched from the <italic>text='Map Editor'</italic> "
"option at the title screen.\n"
"\n"
"<header>text='What you get'</header>\n"
"\n"
"• <ref>dst='..editor_mode_terrain' text='Terrain Editor'</ref>\n"
"An easy to use map editor, similar to simple paint applications.\n"
"\n"
"• Scenario Editor\n"
"\n"
"• <ref>dst='editor_playlist' text='Playlist Manager'</ref>\n"
"Predefine the scenario’s music track playlist.\n"
"\n"
"• Time Schedule Editor\n"
"\n"
"<header>text='What you do *not* get'</header>\n"
"\n"
"• What-you-see-is-what-you-get\n"
"The editor is not a WYSIWYG application.\n"
"\n"
"Because which exact graphic tile represents a terrain in the map depends on "
"all terrain rules loaded (which is different between the editor and each "
"other use case) the map won’t look exactly the same.\n"
"\n"
"• Event handlers and scripting\n"
"The editor is not a tool to help you scripting the scenario’s event "
"handlers.\n"
"\n"
"• Infinite Backwards Compatibility\n"
"The editor can load most maps from older versions of Wesnoth, but not all. "
"Maps from 1.3.2 and later will normally be supported, unless they use "
"terrains which are no longer in mainline Wesnoth. Maps from add-ons which "
"have their own terrains will need that add-on to tell the editor about their "
"terrains."
msgstr ""
#. [topic]: id=..editor
#: data/core/editor/help.cfg:213
msgid ""
"<header>text='Basic Concepts'</header>\n"
"• <ref>dst='editor_modes' text='Editing Modes'</ref>\n"
"• <ref>dst='editor_toolkit' text='Editor Toolkit'</ref>\n"
"• <ref>dst='editor_palette' text='Editor Palette'</ref>\n"
"• The clipboard is described in the <ref>dst='editor_tool_paste' text='Paste "
"Tool'</ref>"
msgstr ""
#. [topic]: id=editor_modes
#: data/core/editor/help.cfg:223
msgid "Editing Modes"
msgstr "Redagavimo režimai"
#. [topic]: id=editor_modes
#: data/core/editor/help.cfg:224
msgid ""
"The editor features two modes of operation:\n"
"\n"
"<header>text='Terrain-only Mode'</header>\n"
"\n"
"Allows only the composing of the terrain map itself and the definition of "
"leader starting positions.\n"
"\n"
"When saved using “Save Map As” and saving to the default directory, the "
"produced map can be found in the “User Maps” game type of the create "
"multiplayer game dialog.\n"
"\n"
"<header>text='Scenario Mode'</header>\n"
"\n"
"The Scenario mode allows several extra tools to be used, such as the Unit "
"tool. At least one side must be defined in order to use these tools, "
"however.\n"
"\n"
"In this mode, terrain data is stored in the map_data attribute and saved "
"into a file with any applicable WML."
msgstr ""
#. [topic]: id=editor_toolkit
#: data/core/editor/help.cfg:241
msgid "Editor Tools"
msgstr "Redaktoriaus įrankiai"
#. [topic]: id=editor_toolkit
#: data/core/editor/help.cfg:242
#, fuzzy
msgid ""
"The editor provides several tools for editing your maps and scenarios. At "
"all times, one of the editor tools is active. The active tool’s context "
"determines the content of the editor palette and context menu.\n"
"\n"
"These tools are available in both terrain-only mode and scenario mode:\n"
"\n"
"• <ref>dst='editor_tool_paint' text='Paint Tool'</ref>\n"
"• <ref>dst='editor_tool_fill' text='Fill Tool'</ref>\n"
"• <ref>dst='editor_tool_select' text='Select Tool'</ref>\n"
"• <ref>dst='editor_tool_paste' text='Paste Tool'</ref>\n"
"• <ref>dst='editor_tool_starting' text='Starting Locations Tool'</ref>\n"
"\n"
"These tools are only available in scenario mode:\n"
"\n"
"• <ref>dst='editor_tool_label' text='Label Tool'</ref>\n"
"• <ref>dst='editor_tool_item' text='Item Tool'</ref>\n"
"• <ref>dst='editor_tool_village' text='Village Tool'</ref>\n"
"• <ref>dst='editor_tool_unit' text='Unit Tool'</ref>"
msgstr ""
"Redaktorius turi keletą įrankių žemėlapiams ir scenarijams redaguoti. Bet "
"kurie metu, vienas iš redaktoriaus įrankių yra aktyvus. Aktyvus įrankis "
"nustato redaktoriaus paletės ir kontekstinio meniu turinį.\n"
"\n"
"Pateikiami šie įrankiai:\n"
"\n"
"• <ref>dst='editor_tool_paint' text='Piešimo įrankis'</ref>\n"
"• <ref>dst='editor_tool_fill' text='Užpildymo įrankis'</ref>\n"
"• <ref>dst='editor_tool_select' text='Žymėjimo įrankis'</ref>\n"
"• <ref>dst='editor_tool_paste' text='Įklijavimo įrankis'</ref>\n"
"• <ref>dst='editor_tool_starting' text='Pradžios pozicijų įrankis'</ref>\n"
"• <ref>dst='editor_tool_label' text='Žymių įrankis'</ref>\n"
"• <ref>dst='editor_tool_item' text='Objektų įrankis'</ref>\n"
"• <ref>dst='editor_tool_soundsource' text='Garso šaltinio įrankis'</ref>\n"
"• <ref>dst='editor_tool_village' text='Kaimų įrankis'</ref>\n"
"• <ref>dst='editor_tool_unit' text='Karių įrankis'</ref>\n"
"\n"
#. [topic]: id=..editor_mode_terrain
#: data/core/editor/help.cfg:264
msgid ""
"The terrain editor’s functionality is similar to a simple paint "
"application.\n"
"\n"
"The right-hand sidebar contains, from top to bottom, the mini-map, "
"<ref>dst='editor_toolkit' text='Toolkit'</ref>, tool options, and "
"<ref>dst='editor_palette' text='Palette'</ref>.\n"
"\n"
"To get started, refer to the <ref>dst='editor_tool_paint' text='Paint Tool'</"
"ref>’s page."
msgstr ""
#. [topic]: id=editor_masks
#: data/core/editor/help.cfg:275
msgid "Editor Mask Usage"
msgstr "Redaktoriaus kaukių naudojimas"
#. [topic]: id=editor_masks
#: data/core/editor/help.cfg:276
msgid ""
"Masks can be applied to a base map for reusal in several scenarios playing "
"at the same locations."
msgstr ""
#. [topic]: id=editor_time_schedule
#: data/core/editor/help.cfg:283
msgid "Time Schedule Editor"
msgstr "Laiko režimo redaktorius"
#. [topic]: id=editor_palette
#: data/core/editor/help.cfg:291
msgid "Editor Palette"
msgstr "Redaktoriaus paletė"
#. [topic]: id=editor_palette
#: data/core/editor/help.cfg:292
msgid ""
"The editor palette contains the applicable items you may use with the "
"currently selected tool. For example, the Paint tool will display a full "
"list of all available terrains, and the unit tool will provide a list of "
"available units. When using the Starting Locations Tool, the palette changes "
"to a list of “Player 1”, “Player 2”, etc.\n"
"\n"
"<bold>text='Filter'</bold>\n"
"\n"
"There is a filter function to show only a subset of the available items — "
"this is the leftmost of the four buttons at the top of the palette, and the "
"graphic changes depending on what is selected. Examples:"
msgstr ""
#. [topic]: id=editor_palette
#: data/core/editor/help.cfg:297
msgid "Show all kinds of terrain"
msgstr "Rodyti visus reljefus"
#. [topic]: id=editor_palette
#: data/core/editor/help.cfg:298
msgid "Show only water terrains"
msgstr "Rodyti tik vandens reljefus"
#. [topic]: id=editor_palette
#: data/core/editor/help.cfg:299
msgid "Show only villages"
msgstr "Rodyti tik kaimus"
#. [topic]: id=map_format
#: data/core/editor/help.cfg:309
msgid "Wesnoth Map Format"
msgstr "Vesnoto žemėlapių formatas"
#. [topic]: id=map_format
#: data/core/editor/help.cfg:310
msgid "Wesnoth stores its maps in human readable plain text files."
msgstr ""
"Vesnotas žemėlapius saugo paprasto teksto failuose, kuriuos žmonės gali "
"perskaityti."
#. [topic]: id=map_format
#: data/core/editor/help.cfg:312
msgid ""
"<header>text='Native'</header>\n"
"\n"
"A map file consists of rows with comma separated terrain code strings. The "
"only non-terrain information provided by the map syntax are the locations "
"created by the <ref>dst='editor_tool_starting' text='Starting Locations "
"Tool'</ref>. The files can be edited with a general purpose text editor like "
"notepad.\n"
"\n"
"These files can be used directly for multiplayer games, the number of "
"players is automatically determined by the number of starting positions. "
"When saved in the default directory, the map can be found in the “Custom "
"Maps” game type of the multiplayer “Create Game” dialog; you may need to "
"refresh the cache (press F5 on the title screen) before a newly-created map "
"appears.\n"
"\n"
"These files can be used in a scenario’s .cfg file, with the scenario’s WML "
"providing additional information such as teams, custom events, and complex "
"side setups. The .cfg file loads the map file with either of:\n"
"\n"
"• map_file=maps/01_First_Map.map <italic>text='— supported since Wesnoth "
"1.14'</italic>\n"
"• map_data=\"{maps/01_First_Map.map}\" <italic>text='— a WML preprocessor "
"include'</italic>\n"
"\n"
"The <italic>text='map_file'</italic> method is preferred over using a "
"preprocessor include."
msgstr ""
#. [topic]: id=map_format
#: data/core/editor/help.cfg:325
msgid ""
"<header>text='Embedded'</header>\n"
"\n"
"The map data can stored as part of a scenario’s .cfg file, directly in the "
"<italic>text='map_data'</italic> attribute. In other words, in the place "
"that the preprocessor would include it when using the preprocessor-include "
"method.\n"
"\n"
"<bold>text='Using Embedded Format in Terrain Mode'</bold>\n"
"\n"
"If you are editing the map and not using the Scenario Mode support, then "
"it’s trivial to move the data to a native map file before opening it in the "
"editor. This conversion is recommended — the editor supports editing the "
"content of map_data while leaving everything else in the file untouched, but "
"this is rarely-used code. Maps opened this way are marked (E) in the Window "
"menu."
msgstr ""
#. [topic]: id=map_format
#: data/core/editor/help.cfg:333
msgid ""
"<bold>text='Using Embedded Format in Scenario Mode'</bold>\n"
"\n"
"TODO: add documentation about the scenario mode."
msgstr ""
#. [time]: id=deep_underground
#. [editor_times]: id=deep_underground
#: data/core/editor/time-of-day.cfg:47 data/core/macros/schedules.cfg:127
msgid "Deep Underground"
msgstr "Gilus požemis"
#. [time]: id=indoors
#. [editor_times]: id=indoors
#: data/core/editor/time-of-day.cfg:53 data/core/macros/schedules.cfg:104
msgid "Indoors"
msgstr "Viduje"
#. [section]: id=encyclopedia
#. [topic]: id=..encyclopedia
#: data/core/encyclopedia/_main.cfg:5 data/core/encyclopedia/_main.cfg:12
msgid "Encyclopedia"
msgstr "Enciklopedija"
#. [topic]: id=..encyclopedia
#: data/core/encyclopedia/_main.cfg:14
#, fuzzy
msgid ""
"<ref>dst='..calendar' text='Calendar'</ref>\n"
"<ref>dst='..geography' text='Geography'</ref>"
msgstr "<ref>dst='..geography' text='Geografija'</ref>"
#. [section]: id=calendar
#. [topic]: id=..calendar
#: data/core/encyclopedia/calendar.cfg:5 data/core/encyclopedia/calendar.cfg:12
msgid "Calendar"
msgstr "Kalendorius"
#. [topic]: id=..calendar
#: data/core/encyclopedia/calendar.cfg:13
msgid ""
"Each year in the Wesnoth calendar is composed of 12 months. These are, in "
"order:\n"
"\n"
"Whitefire\n"
"Bleeding Moon\n"
"Scatterseed\n"
"Deeproot\n"
"Scryer’s Bloom\n"
"Thorntress\n"
"Summit Star\n"
"Kindlefire\n"
"Stillseed\n"
"Reaper’s Moon\n"
"Verglas Bloom\n"
"Blackfire\n"
"\n"
msgstr ""
#. [section]: id=geography
#. [topic]: id=..geography
#: data/core/encyclopedia/geography.cfg:12
#: data/core/encyclopedia/geography.cfg:19
msgid "Geography"
msgstr "Geografija"
#. [topic]: id=arkan_thoria
#: data/core/encyclopedia/geography.cfg:26
msgid "Arkan-thoria"
msgstr "Arkan-torija"
#. [topic]: id=arkan_thoria
#: data/core/encyclopedia/geography.cfg:27
msgid ""
"A river rising in the <ref>dst='heart_mountains' text='Heart Mountains'</"
"ref> and running east to the Listra."
msgstr ""
"Upė ištekanti iš <ref>dst='heart_mountains' text='Šerdies kalnų'</ref> ir "
"tekanti į rytus Listros link."
#. [topic]: id=great_river
#: data/core/encyclopedia/geography.cfg:32
msgid "Great River"
msgstr "Didžioji upė"
#. [topic]: id=great_river
#: data/core/encyclopedia/geography.cfg:33
#, fuzzy
msgid ""
"The Great River forms the boundary between the <ref>dst='kingdom_wesnoth' "
"text='Kingdom of Wesnoth'</ref> and the <ref>dst='northlands' "
"text='Northlands'</ref>. It empties to the <ref>dst='great_ocean' "
"text='ocean'</ref> at <ref>dst='elensefar' text='Elensefar'</ref>."
msgstr ""
"Žemynas, kuriam priklauso <ref>dst='kingdom_wesnoth' text='Vesnoto "
"karalystė'</ref>. Jo vakarinį krantą supa <ref>dst='great_ocean' "
"text='Didysis vandenynas'</ref>."
#. [topic]: id=great_ocean
#: data/core/encyclopedia/geography.cfg:38
msgid "Great Ocean"
msgstr "Didysis vandenynas"
#. [topic]: id=great_ocean
#: data/core/encyclopedia/geography.cfg:39
msgid ""
"Lies to the west of the <ref>dst='great_continent' text='continent'</ref> "
"and all rivers eventually flow to it. Far to the west in the Great Ocean is "
"a huge archipelago called <ref>dst='morogor' text='Morogor'</ref>."
msgstr ""
#. [topic]: id=morogor
#: data/core/encyclopedia/geography.cfg:44
msgid "Morogor"
msgstr "Morogoras"
#. [topic]: id=morogor
#: data/core/encyclopedia/geography.cfg:45
msgid ""
"Archipelago, located somewhere in the <ref>dst='great_ocean' text='Great "
"Ocean'</ref> east of the <ref>dst='green_isle' text='Green Isle'</ref> and "
"west of the <ref>dst=great_continent text='Great Continent'</ref>.\n"
"It is mostly inhabited by <ref>dst='..race_drake' text='drakes'</ref>.\n"
"The central island of the archipelago is also called ‘Morogor’."
msgstr ""
"Archipelagas, kuris yra kažkur <ref>dst='great_ocean' text='Didžiajame "
"vandenyne'</ref>, į rytus nuo <ref>dst='green_isle' text='Žaliosios salos'</"
"ref> ir į vakaruos nuo <ref>dst=great_continent text='Didžiojo žemyno'</"
"ref>.\n"
"Daugiausia apgyvendintas <ref>dst='..race_drake' text='slibinų'</ref>.\n"
"Centrinė archipelago sala taip pat vadinama „Morogoru“."
#. [topic]: id=green_isle
#: data/core/encyclopedia/geography.cfg:52
msgid "Green Isle"
msgstr "Žalioji sala"
#. [topic]: id=green_isle
#: data/core/encyclopedia/geography.cfg:53
msgid ""
"A bigger island lying in the <ref>dst='great_ocean' text='Great Ocean'</ref>."
msgstr ""
"Didesnė sala esanti <ref>dst='great_ocean' text='Didžiajame vandenyne'</ref>."
#. [topic]: id=old_continent
#: data/core/encyclopedia/geography.cfg:58
msgid "Old Continent"
msgstr "Senasis žemynas"
#. [topic]: id=old_continent
#: data/core/encyclopedia/geography.cfg:59
msgid ""
"Lies to the west of <ref>dst='morogor' text='Morogor'</ref> across the "
"<ref>dst='great_ocean' text='Great Ocean'</ref>."
msgstr ""
"Yra <ref>dst='great_ocean' text='Didžiajame vandenyne'</ref> į vakarus nuo "
"<ref>dst='morogor' text='Morogoro'</ref>."
#. [topic]: id=great_continent
#: data/core/encyclopedia/geography.cfg:64
msgid "Great Continent"
msgstr "Didysis žemynas"
#. [topic]: id=great_continent
#: data/core/encyclopedia/geography.cfg:65
msgid ""
"The continent on which the <ref>dst='kingdom_wesnoth' text='Kingdom of "
"Wesnoth'</ref> lies. Its west coast is surrounded by the "
"<ref>dst='great_ocean' text='Great Ocean'</ref>."
msgstr ""
"Žemynas, kuriam priklauso <ref>dst='kingdom_wesnoth' text='Vesnoto "
"karalystė'</ref>. Jo vakarinį krantą supa <ref>dst='great_ocean' "
"text='Didysis vandenynas'</ref>."
#. [topic]: id=irdya
#: data/core/encyclopedia/geography.cfg:70
msgid "Irdya"
msgstr "Irdija"
#. [topic]: id=irdya
#: data/core/encyclopedia/geography.cfg:71
msgid ""
"The name of the world in which the kingdom of <ref>dst='kingdom_wesnoth' "
"text='Wesnoth'</ref> is situated is ‘Irdya’. This term is, however, only "
"rarely used in the era depicted by the main map. People normally just say "
"“the world” or, poetically, “the wide green world”."
msgstr ""
"Pasaulio, kuriame yra įsikūrusi <ref>dst='kingdom_wesnoth' text='Vesnoto'</"
"ref> karalystė, pavadinimas yra „Irdija“. Tačiau pagrindiniame žemėlapyje "
"atvaizduotoje eroje šis pavadinimas naudojamas retai. Paprastsai žmonės "
"tiesiog sako „pasaulis“, arba poetiškai – „platus žalias pasaulis“."
#. [topic]: id=kingdom_wesnoth
#: data/core/encyclopedia/geography.cfg:76
msgid "Kingdom of Wesnoth"
msgstr "Vesnoto karalystė"
#. [topic]: id=kingdom_wesnoth
#: data/core/encyclopedia/geography.cfg:77
#, fuzzy
msgid ""
"The Kingdom of Wesnoth is located in the north-central portion of the "
"<ref>dst='great_continent' text='Great Continent'</ref>. Most of the "
"mainline campaigns revolve around it. It is bounded on the map by the "
"<ref>dst='great_river' text='Great River'</ref> to the north, the shore of "
"the <ref>dst='great_ocean' text='ocean'</ref> to the west, the Aethenwood to "
"the <ref>dst='southwest_elven_lands' text='southwest'</ref>, and the Bitter "
"Swamp to the southeast.\n"
"\n"
"Over the River Aethen, south of Fort Tahn, is a Wesnothian frontier region. "
"It is bounded to the south (off-map) by dense woods of which the Aethenwood "
"may be considered a northernmost extension.\n"
"\n"
"<header>text='Notable cities:'</header>\n"
" • Weldyn: The capital of Wesnoth.\n"
" • Aldril: City lying on the Bay of Pearls.\n"
" • Blackwater Port: City lying south of the Bay of Pearls.\n"
" • Carcyn: Located between the Grey Woods and the Great River.\n"
" • Dan’Tonk: Wesnoth’s largest city, located in the center of the "
"country, just west and north of Weldyn.\n"
" • Soradoc: The northernmost border outpost of Wesnoth, controls the "
"confluence of the Weldyn River and the Great River.\n"
" • Fort Tahn: The southernmost border outpost, controls the north/south "
"road crossing the River Aethen.\n"
" • Tath: Important fort city north of Dan’Tonk, exerts control over the "
"wilderness country around the east of the Brown Hills and north to the Ford "
"of Abez.\n"
"\n"
"<header>text='Notable land features:'</header>\n"
" • Gryphon Mountain: Home of the fabled Gryphons.\n"
" • Ford of Abez: Shallow part of the Great River, it is usually "
"controlled by Wesnothian forces.\n"
" • Weldyn River: It branches from the Great River and goes south.\n"
" • Great Central Plain: Area bounded by Weldyn, Dan’Tonk, and Fort Tahn, "
"this plain is Wesnoth’s bread basket and home to most of its population.\n"
" • Dulatus Hills: These rolling hills bordering the Great Central Plain "
"provide much of Wesnoth’s livestock and agriculture.\n"
" • Brown Hills: Wasteland surrounding Gryphon Mountain that is not well-"
"populated and occasionally very dangerous.\n"
" • Horse Plains: Region of rolling plains just south of the Great River, "
"bounded by Glyn’s Forest to the west and the River Weldyn to the east; the "
"southern reach merges into the Central Plain. Home of the powerful Clans; "
"the best horses in Wesnoth are bred here.\n"
" • Estmark Hills: Largish range rising south of the Great River and east "
"of the Weldyn River. The northernmost portion, nearest the River Weldyn, has "
"at various times been settled by Wesnothians, but the Kingdom’s control is "
"tenuous at best and banditry is common.\n"
" • Glyn’s Forest: Sometimes known as the Royal Forest, named for one of "
"Haldric II’s sons.\n"
" • Grey Woods: Large forest in the heart of the wilds of Wesnoth, located "
"between Carcyn and Aldril and generally considered to be haunted."
msgstr ""
"Vesnoto karalystė yra <ref>dst='great_continent' text='Didžiojo žemyno'</"
"ref> šiaurės centrinėje dalyje. Joje vyksta veiksmas daugumoje pagrindinių "
"kampanijų. Šiaurėje ji ribojasi su Didžiąja upe, vakaruose – su Didžiojo "
"vandenyno krantu, Ėtenvudu – <ref>dst='southwest_elven_lands' "
"text='pietvakariuose'</ref> ir Karčiąja pelke – pietryčiuose (apatiniame "
"kairiajame žemėlapio kampe).\n"
"\n"
"Už Ėteno upės, į pietus nuo Tano forto, yra Vesnoto pasienio regionas. "
"Pietuose jis apribotas (už žemėlapio ribų) tankių miškų, Ėtenvudas gali būti "
"laikomas šiauriausia jų dalimi.\n"
"\n"
"<header>text='Žymūs miestai:'</header>\n"
" • Veldynas: Vesnoto sostinė.\n"
" • Aldrilas: mestas šalia Perlų įlankos.\n"
" • Juodųjų vandenų uostas: miestas esantis į pietus nuo Perlų įlankos.\n"
" • Karsynas: įsikūręs tarp Pilkosios girios ir Didžiosios upės.\n"
" • Dan’Tonkas: Didžiausias Vesnoto miestas, įsikūręs šalies viduryje, "
"kiek vakariau ir šiauriau Veldyno.\n"
" • Soradokas: šiauriausias pasienio gyvenvietė, kontroliuoja Veldyno ir "
"Didžiosios upių santaką.\n"
" • Tano fortas: piečiausia pasienio gyvenvietė, kontroliuoja šiaurės–"
"pietų kelią per Ėteno upę.\n"
" • Tatas: svarbus įtvirtintas miestas į šiaurę nuo Dan’Tonko, "
"kontroliuoja dykynes aplink rytinę Rudųjų kalvų dalį ir į šiaurę Abezo "
"brastos link.\n"
"\n"
"<header>text='Žymūs gamtiniai objektai:'</header>\n"
" • Grifų kalnas: legendinių grifų namai.\n"
" • Abezo brasta: sekli Didžiosios upės dalis, paprastai kontroliuojama "
"Vesnoto pajėgų.\n"
" • Veldyno upė: atsiskiria nuo didžiosios upės ir eina į pietus.\n"
" • Didžioji centrinė lyguma: vietovė apribota Veldyno, Dan’Tonko ir Tano "
"forto, šį lyguma yra Vesnoto duonos krepšys ir daugumos gyventojų namai.\n"
" • Dulato kalvos: kalvos besiribojamčios su Didžiąja centrine lyguma ir "
"tiekiančios didžiąją dalį Vesnoto gyvulininkystės ir žemės ūkio.\n"
" • Rudosios kalvos: dykynė supanti Grifų kalną, kuri nėra labai "
"apgyvendinta ir kartais labai pavojinga.\n"
" • Žirgų lygumos: lygumos į pietus nuo Didžiosios upės, besiribojančios "
"su Glyno mišku vakaruose ir Veldyno upe rytuose; pietuose įsilieja į "
"centrinę lygumą. Galingų klanų namai; čia veisiami geriausi Vesnoto žirgai.\n"
" • Estmarko kalvos: didoka virtinė į pietus nuo Didžiosios upės ir į "
"rytus nuo Veldyno upės. Šiauriausia dalis, esanti arčiausiai Veldyno upės, "
"įvairiais laikais buvo apgyvendinta Vesnotiečių, bet karalystės valdžia "
"geriausiu atveju yra netvirta, o plėšikavimas yra dažnas reiškinys.\n"
" • Glyno miškas: kartais žinomas kaip Karališkasis miškas, pavadintas "
"vieno iš Haldriko II sūnų garbei.\n"
" • Pilkoji giria: didelis miškas tarp laukinių Vesnoto žemių, išsidėstęs "
"tarp Karsyno ir Aldrilo, dažnai sakoma, kad ten vaidenasi."
#. [topic]: id=elensefar
#: data/core/encyclopedia/geography.cfg:106
msgid "Elensefar"
msgstr "Elensefaras"
#. [topic]: id=elensefar
#: data/core/encyclopedia/geography.cfg:107
msgid ""
"Elensefar is at times a province of <ref>dst='kingdom_wesnoth' "
"text='Wesnoth'</ref>, at times an independent country, and at times in a "
"treaty federation with Wesnoth. Its borders are the <ref>dst='great_river' "
"text='Great River'</ref> to the north, a loosely defined line with Wesnoth "
"to the east, the Bay of Pearls to the south, and the <ref>dst='great_ocean' "
"text='ocean'</ref> to the west. More information is found in the historical "
"narrative of Wesnoth.\n"
"\n"
"<header>text='Notable cities:'</header>\n"
" • Elensefar: The capital, located on an island in the Great River "
"delta.\n"
" • Carcyn: City on the Wesnoth–Elensefar border, disputed with Wesnoth.\n"
"\n"
"<header>text='Notable land features:'</header>\n"
" • <ref>dst='great_river' text='Great River'</ref>: It is very wide at "
"this point, and only ships can cross it."
msgstr ""
#. [topic]: id=northlands
#: data/core/encyclopedia/geography.cfg:119
msgid "Northlands"
msgstr "Šiaurinės žemės"
#. [topic]: id=northlands
#: data/core/encyclopedia/geography.cfg:120
msgid ""
"There is no government of the Northlands. Various groups of orcs, dwarves, "
"barbarian men and even elves populate the region. The northern and eastern "
"borders are not defined, the southern border is the <ref>dst='great_river' "
"text='Great River'</ref>, and the western border is the "
"<ref>dst='great_ocean' text='ocean'</ref>.\n"
"\n"
"<header>text='Notable cities:'</header>\n"
" • Glamdrol: An Orcish tribal capital.\n"
" • Wesmere: The location of the Ka’lian — the Elvish Council.\n"
" • Dwarven Doors: A mixed human/dwarven town in the region of Knalga in "
"the southern Heart Mountains. A major trade center.\n"
" • Dallben and Delwyn: Human villages originally built by settlers who "
"crossed the Great River during Wesnoth’s Golden Age expansion. Now "
"abandoned. The forested area northeast of <ref>dst='elensefar' "
"text='Elensefar'</ref>, where these villages were located, was named the "
"Annuvin province by men but was known by the elves as Wesmere.\n"
"\n"
"<header>text='Notable land features:'</header>\n"
" • <ref>dst='heart_mountains' text='Heart Mountains'</ref>: A virtually "
"impassable barrier between the river country and the Northern Plains.\n"
" • Heartfangs: the particularly forbidding stretch of high peaks "
"southwest of Lake Vrug and north of the Forest of Wesmere. The most "
"inhospitable and dangerous portion of the Heart Mountains; only hermits, "
"madmen, and mages live there.\n"
" • Swamp of Dread: a very large bog located between the Heart Mountains "
"and the Great River. A notoriously dangerous place.\n"
" • Lake Vrug: A large mountain lake whose river carves the only pathway "
"through the Northern Mountains.\n"
" • <ref>dst='arkan_thoria' text='Arkan-thoria'</ref>: The river that "
"comes out of Lake Vrug. This is the elvish name; among humans it is called "
"Longlier.\n"
" • River Listra: The south-running tributary of the Great River into "
"which the Arkan-thoria empties.\n"
" • Lintanir Forest: The southernmost portion of the Great Northern "
"Forest, a gigantic wood whose eastern and northern boundaries are known only "
"to the elves. Their capital, Elensiria, has only seldom been visited by "
"humans.\n"
" • <ref>dst='great_river' text='Great River'</ref>: The origin of this "
"river is somewhere in the east of the northern lands."
msgstr ""
#. [topic]: id=southwest_elven_lands
#: data/core/encyclopedia/geography.cfg:141
msgid "Southwest Elven Lands"
msgstr "Pietvakarinės elfų žemės"
#. [topic]: id=southwest_elven_lands
#: data/core/encyclopedia/geography.cfg:142
msgid ""
"The Wood Elves are separate from those of the north, and have only "
"intermittent relations with them and most other countries. Its borders are "
"the <ref>dst='great_ocean' text='ocean'</ref> to the west, the Black River "
"to the south and southeast, the lands of Wesnoth to the north and the "
"Kerlath province to the east.\n"
"\n"
"<header>text='Notable cities:'</header>\n"
" • None known.\n"
"\n"
"<header>text='Notable land features:'</header>\n"
" • Aethenwood: The largest southern forest, it extends far to the south "
"and is home to <ref>dst='..race_elf' text='elves'</ref>. Although the elves "
"make no such distinction, the southern part of the forest has been named "
"Southwood by denizens of Kerlath.\n"
" • Black Forest: An ancient forest of which very little is known, "
"abandoned by the elves long ago."
msgstr ""
#. [topic]: id=heart_mountains
#: data/core/encyclopedia/geography.cfg:154
msgid "Heart Mountains"
msgstr "Šerdies kalnai"
#. [topic]: id=heart_mountains
#: data/core/encyclopedia/geography.cfg:155
msgid ""
"A virtually impassable barrier between the <ref>dst='arkan_thoria' "
"text='river'</ref> country and the <ref>dst='far_north' text='Northern "
"Plains'</ref>."
msgstr ""
"Praktiškai nepraeinamas barjeras tarp <ref>dst='arkan_thoria' text='upės'</"
"ref> šalies ir <ref>dst='far_north' text='Šiaurinių lygumų'</ref>."
#. [topic]: id=far_north
#: data/core/encyclopedia/geography.cfg:160
msgid "Far North"
msgstr "Tolimoji šiaurė"
#. [topic]: id=far_north
#: data/core/encyclopedia/geography.cfg:161
msgid ""
"Cold, harsh, and inaccessible, the Far North is the ancestral home of the "
"Orcish Clannate. It lies north of the <ref>dst='heart_mountains' text='Heart "
"Mountains'</ref>, which the Orcs call the Haggid-Dargor and claim (without "
"merit) as their own. To the east lie the Unaligned Tribes of the Wild "
"Steppe, who fell out of the control of the Clannate, instead roaming with "
"wild human barbarians and clashing with the High Elves of the North Plains "
"(known as North Elves in human lands). The High Elves themselves reside "
"further east, where it is rumored they rule a vast kingdom.\n"
"\n"
"<header>text='Notable cities:'</header>\n"
" • Barag Gor, a city home to the Orcish Council\n"
" • Bitok\n"
" • Borstep\n"
" • Farzi\n"
" • Lmarig\n"
" • Melmog\n"
" • Prestim\n"
" • Tirigaz\n"
" • Dorest, the northernmost human city\n"
"\n"
"<header>text='Notable land features:'</header>\n"
" • Black Marshes\n"
" • Mountains of Dorth\n"
" • Mountains of Haag\n"
" • Greenwood\n"
" • Silent Forest\n"
" • Forest of Thelien\n"
" • River Oumph\n"
" • River Bork\n"
" • Frosty Wastes\n"
" • Barren Plains"
msgstr ""
#. [section]: id=schedule
#: data/core/help.cfg:10
msgid "Time of Day Schedule"
msgstr "Paros laiko planas"
#. [section]: id=introduction
#. [topic]: id=..introduction
#: data/core/help.cfg:17 data/core/help.cfg:95
msgid "Introduction"
msgstr "Įvadas"
#. [section]: id=gameplay
#. [topic]: id=..gameplay
#: data/core/help.cfg:23 data/core/help.cfg:167
msgid "Gameplay"
msgstr "Žaidimas"
#. [section]: id=traits_section
#. [topic]: id=..traits_section
#: data/core/help.cfg:29 data/core/help.cfg:517
#: src/help/help_topic_generators.cpp:439
#: src/help/help_topic_generators.cpp:462
msgid "Traits"
msgstr "Bruožai"
#. [section]: id=units
#. [topic]: id=..units
#: data/core/help.cfg:37 data/core/help.cfg:118
msgid "Units"
msgstr "Kariai"
#. [section]: id=abilities_section
#. [topic]: id=..abilities_section
#: data/core/help.cfg:46 data/core/help.cfg:138
msgid "Abilities"
msgstr "Gebėjimai"
#. [section]: id=weapon_specials
#. [topic]: id=..weapon_specials
#: data/core/help.cfg:54 data/core/help.cfg:147
msgid "Weapon Specials"
msgstr "Ginklų ypatybės"
#. [section]: id=eras_section
#. [topic]: id=..eras_section
#: data/core/help.cfg:62 data/core/help.cfg:127
msgid "Eras"
msgstr "Eros"
#. [section]: id=terrains_section
#. [topic]: id=..terrains_section
#: data/core/help.cfg:70 data/core/help.cfg:532
msgid "Terrains"
msgstr "Reljefai"
#. [section]: id=addons
#. [topic]: id=..addons
#: data/core/help.cfg:78 data/core/help.cfg:585
msgid "Add-ons"
msgstr "Priedai"
#. [section]: id=commands
#. [topic]: id=..commands
#: data/core/help.cfg:84 data/core/help.cfg:658
msgid "Commands"
msgstr "Komandos"
#. [topic]: id=..introduction
#: data/core/help.cfg:96
#, fuzzy
msgid ""
"\n"
"\n"
"<italic>text='Battle for Wesnoth'</italic> is a turn-based fantasy strategy "
"game somewhat unusual among modern strategy games. While other games strive "
"for complexity, <italic>text='Battle for Wesnoth'</italic> strives for "
"simplicity of both rules and gameplay. This does not make the game simple, "
"however — from these simple rules arises a wealth of strategy, making the "
"game easy to learn but a challenge to master.\n"
"\n"
"The following pages outline all you need to know to play Wesnoth. As you "
"play, new information is added to the various categories as you come across "
"new aspects of the game. For more detailed information on special situations "
"and exceptions, follow the included links."
msgstr ""
"\n"
"\n"
"<italic>text='Mūšis dėl Vesnoto'</italic> yra ėjimais pagrįstas fantastinis "
"strateginis žaidimas, iš dalies neįprastas tarp šiuolaikinių strateginių "
"žaidimų. Kol kiti žaidimai siekia sudėtingumo, <italic>text='Mūšis dėl "
"Vesnoto'</italic> siekia taisyklių ir žaidimo paprastumo. Tačiau tai "
"nereiškia, kad žaidimas lengvas – iš šių paprastų taisyklių atsiranda "
"strategijų gausumas, darantis žaidimą lengvai išmokstamą, bet sunkų puikiai "
"įvaldyti.\n"
"\n"
"Šiuose puslapiuose aprašyta viskas, ką jums reikia žinoti, kad galėtumėte "
"žaisti Vesnotą. Bežaidžiant, kai sutiksite naujus žaidimo aspektus, nauja "
"informacija bus pridėta į įvairias kategorijas. Išsamesnę informaciją apie "
"ypatingas situacijas ir išimtis rasite sekdami tekste įterptas nuorodas."
#. [topic]: id=about_game
#: data/core/help.cfg:106
msgid "About the Game"
msgstr "Apie žaidimą"
#. [topic]: id=about_game
#: data/core/help.cfg:107
msgid ""
"The game takes place on a hex-based game field, where your units battle "
"against those controlled by the computer, friends who each take turns on the "
"same computer (hotseat play), other players on the same network, or players "
"worldwide in multiplayer mode.\n"
"\n"
"Each of these battles is called a <italic>text='scenario'</italic>, which "
"can be strung together to make <italic>text='campaigns'</italic>. Besides "
"the campaigns that ship with the game, Wesnoth supports user-made content, "
"and the add-on server boasts hundreds of custom maps, campaigns, eras, "
"factions, and resources.\n"
"\n"
"The game also features a human-readable markup called Wesnoth Markup "
"Language (WML) to easily allow users to create their own content, as well as "
"a fully-featured Map and Scenario Editor for designing your own "
"battlefields.\n"
"\n"
"The <italic>text='Battle for Wesnoth'</italic> project was begun in 2003, "
"and has been worked on by a multitude of volunteers ever since."
msgstr ""
#. [topic]: id=..units
#: data/core/help.cfg:119
msgid ""
"This section will list all the units you discover as you explore the world "
"of Wesnoth. When you see a new unit during a campaign or multiplayer "
"scenario it will be added to its race’s subsection; you can then view its "
"page any time you wish. A unit’s page will provide a general description, "
"its statistics, attacks, resistances, and movement and defense values.\n"
"\n"
msgstr ""
#. [topic]: id=..eras_section
#: data/core/help.cfg:128
msgid ""
"A faction is a collection of units and leaders. Factions are assigned to "
"sides in multiplayer games.\n"
"\n"
msgstr ""
"Frakcija yra karių ir vadų rinkinys. Frakcijos yra priskirtos žaidžiančioms "
"pusėms daugelio žaidėjų žaidimuose.\n"
"\n"
#. [topic]: id=..eras_section
#: data/core/help.cfg:130
msgid ""
"An era is a collection of factions, intended to be played against one "
"another. Besides the mainline eras that come with the game, many user-made "
"factions are available from add-ons.\n"
"\n"
msgstr ""
#. [topic]: id=..abilities_section
#: data/core/help.cfg:139
msgid ""
"Certain units have abilities that either directly affect other units or have "
"an impact on how the unit interacts with other units. These abilities will "
"be listed under this section as you encounter them. Each page will provide a "
"description of what the ability does and which (currently discovered) units "
"have it.\n"
"\n"
msgstr ""
"Kai kurie kariai turi gebėjimų, kurie arba tiesiogiai veikia kitus karius, "
"arba turi įtakos kario sąveikavimui su kitais kariais. Šie gebėjimai, kai "
"jūs juos sutiksite, bus vardinami šiame skyriuje.Kiekvienas puslapis turės "
"gebėjimo aprašymą ir kurie (šiuo metu atrasti) kariai jį turi.\n"
"\n"
#. [topic]: id=..weapon_specials
#: data/core/help.cfg:148
msgid ""
"Some weapons have special features that increase the effectiveness of "
"attacking with them. When you see a new weapon special during a campaign or "
"multiplayer scenario it will be added to this list; you can then view its "
"page any time you wish. Each page will provide a description of what the "
"weapon special does and which (currently discovered) units have it.\n"
"\n"
msgstr ""
#. [topic]: id=.unknown_unit
#: data/core/help.cfg:157
msgid "Unknown Unit"
msgstr "Nežinomas karys"
#. [topic]: id=.unknown_unit
#: data/core/help.cfg:158
msgid ""
"\n"
"\n"
"This unit is unknown for the moment. You must discover it in the game to be "
"allowed to see its description."
msgstr ""
"\n"
"\n"
"Šis karys šiuo metu nežinomas. Jūs privalote atrasti jį žaidime, kad "
"galėtumėte pamatyti jo aprašymą."
#. [topic]: id=..gameplay
#: data/core/help.cfg:168
msgid ""
"Wesnoth is comprised of a series of battles, called "
"<italic>text='scenarios'</italic>, that pit your troops against the troops "
"of one or more adversaries. Multiple scenarios that follow on from each "
"other, telling a story, make up <italic>text='campaigns'</italic>. In a "
"campaign, you often need to play more carefully, preserving your best troops "
"for use again in later scenarios.\n"
"\n"
"The interactive <bold>text='Tutorial'</bold> introduces the basics of "
"Wesnoth gameplay in the context of a scenario. Most material covered in the "
"tutorial is explained more in-depth in these pages, so you can always refer "
"back here if you forget something.\n"
"\n"
"After you master the basics, try out a beginner campaign, such as "
"<italic>text='Heir to the Throne'</italic> or <italic>text='The South "
"Guard'</italic>. A full list of installed campaigns can be found via the "
"<bold>text='Campaign'</bold> option on the main menu. As Wesnoth can be "
"quite challenging, you may wish to start on easy before progressing to "
"higher difficulties.\n"
"\n"
"Campaigns are grouped by <italic>text='level'</italic> and "
"<italic>text='difficulty'</italic>. For example, <italic>text='Heir to the "
"Throne'</italic> is ‘Novice’ level, and is playable at three difficulties: "
"‘Beginner’, ‘Normal’, and ‘Challenging’. The level of a campaign indicates "
"what degree of proficiency in the game mechanics (such as "
"<ref>dst='movement' text='zones of control'</ref> and <ref>dst='time_of_day' "
"text='time of day'</ref>) is assumed. The difficulty indicates how "
"challenging the scenarios will be to a veteran player: at higher "
"difficulties, the obstacles to victory will be higher and overcoming them "
"will require more skillful play. For example, at higher difficulties the "
"enemy may have higher incomes, higher-level units, more castle hexes, and so "
"on."
msgstr ""
#. [topic]: id=..gameplay
#: data/core/help.cfg:177
msgid ""
"\n"
"\n"
"<header>text='Fundamentals of Gameplay'</header>\n"
"\n"
msgstr ""
"\n"
"\n"
"<header>text='Žaidimo pagrindai'</header>\n"
"\n"
#. [topic]: id=..gameplay
#: data/core/help.cfg:177
#, fuzzy
msgid ""
"While playing, keep in mind that you can mouse-over many items in the game, "
"such as the information displayed in the status pane, to see a brief "
"description explaining each item. This is especially useful when you "
"encounter new elements, such as <ref>dst='..abilities_section' "
"text='abilities'</ref>, for the first time."
msgstr ""
"Turėkite omenyje, kad žaidžiant galite užvesite pelės žymeklį ant objektų, "
"tokių kaip informaciniai langeliai, kad pamatytumėte trumpą paaiškinimą apie "
"kiekvieną objektą. Tai ypač naudinga pirmą kartą sutikus naują <ref>dst='.."
"abilities_section' text='gebėjimą'</ref>."
#. [topic]: id=victory_and_defeat
#: data/core/help.cfg:189
msgid "Victory and Defeat"
msgstr "Pergalė ir pralaimėjimas"
#. [topic]: id=victory_and_defeat
#: data/core/help.cfg:190
msgid ""
"\n"
"\n"
"When you win a scenario, the map grays over and the <bold>text='End Turn'</"
"bold> button changes to <bold>text='End Scenario'</bold>. You can now do "
"things like changing your save options or (if you are in a multiplayer game) "
"chatting with other players before pressing that button to advance."
msgstr ""
"\n"
"\n"
"Kai laimite scenarijų, žemėlapis papilkėja ir mygtukas <bold>text='Baigti "
"ėjimą'</bold> pasikeis į <bold>text='Baigti scenarijų'</bold>. Tada, prieš "
"nuspausdami mygtuką, galite atlikti tokius veiksmus kaip keisti išsaugojimų "
"nustatymus arba (jei esate daugelio žaidėjų žaidime) kalbėtis su kitais "
"žaidėjais."
#. [topic]: id=victory_and_defeat
#: data/core/help.cfg:190
msgid ""
"Pay careful attention to the <bold>text='Objectives'</bold> pop-up box at "
"the beginning of each scenario. In most scenarios, you will achieve victory "
"by killing all enemy leaders ; likewise, the death of your own leader "
"generally results in defeat. However, some scenarios may have other victory "
"objectives, such as getting your leader to a designated point, rescuing an "
"ally, solving a puzzle, or holding out against a siege until a certain "
"number of turns have elapsed."
msgstr ""
"Ypatingai atkreipkite dėmesį į kiekvienos užduoties pradžioje iššokančiame "
"langelyje pateiktą <bold>text='tikslo'</bold> aprašymą. Daugumoje scenarijų "
"pergalė pasiekiama sunaikinus visus priešo vadus; taip pat jūsų vado mirties "
"atveju paprastai pralaimima. Tačiau kai kuriuose scenarijuose gali būti "
"keliami kiti pergalės pasiekimo tikslai, pavyzdžiui nuvesti savo vadą į "
"nustatytą vietą, išgelbėti sąjungininką, išspręsti galvosūkį ar išsilaikyti "
"apsiaustyje tam tikrą ėjimų skaičių."
#. [topic]: id=recruit_and_recall
#: data/core/help.cfg:199
msgid "Recruiting and Recalling"
msgstr "Samdymas ir grąžinimas"
#. [topic]: id=recruit_and_recall
#: data/core/help.cfg:200
msgid ""
"\n"
"\n"
"If you right-clicked on a castle hex and selected recruit, the new unit will "
"appear in that hex. Otherwise, it will appear in a free hex near the keep. "
"You may only recruit as many units as you have free hexes in your castle, "
"and you cannot spend more gold than you actually have on recruiting."
msgstr ""
"\n"
"\n"
"Paspaudus dešinį pelės klavišą ant pilies laukelio ir pasirinkus samdyti, "
"naujas karys atsiras tame laukelyje. Kitu atveju, karys atsiras laisvame "
"laukelyje šalia bokšto. Galite samdyti tik tiek karių, kiek turite laisvų "
"langelių savo pilyje ir negalite išleisti daugiau aukso negu turite samdymui."
#. [topic]: id=recruit_and_recall
#: data/core/help.cfg:200
msgid ""
"Each side begins with one leader in their keep. At the start of any battle, "
"and at times during it, you will need to recruit <ref>dst='..units' "
"text='units'</ref> into your army. To recruit, you must have your leader "
"(for instance, Konrad in the <italic>text='Heir to the Throne'</italic> "
"campaign) on the keep hex of a <ref>dst='..terrain_castle' text='castle'</"
"ref>. Then you may recruit by either choosing <bold>text='Recruit'</bold> "
"from the menu or right-clicking on a hex and selecting <bold>text='Recruit'</"
"bold>. This brings up the recruit menu, which lists units available for "
"recruitment, along with their gold cost. Click on a unit to see its "
"statistics, then press the <bold>text='Recruit'</bold> button to recruit it."
msgstr ""
"Pradžioje visi priešininkai turi po vieną vadą savo bokštuose. Kiekvieno "
"mūšio pradžioje, o kartais ir eigoje, jums reikės pasamdyti <ref>dst='.."
"units' text='karių'</ref> savo kariuomenei. Tam tikslui, jūsų vadas "
"(pavyzdžiui, Konradas <italic>text='Sosto įpėdinio'</italic> kampanijoje) "
"turi būti <ref>dst='...terrain_castle' text='pilies'</ref> bokšto laukelyje. "
"Tuomet galite samdyti arba išrinkdami <bold>text='Samdyti'</bold> iš meniu "
"sąrašo arba iš sąrašo, atsidariusio paspaudus dešinį pelės klavišą ant "
"langelio <bold>text='Samdyti'</bold>. Samdymo meniu sąraše matysite laisvus "
"karius ir jų samdymo kainą auksu. Kario statistinius duomenis matysite "
"paspaudę ant kario, o jį nusamdysite paspaudę mygtuką <bold>text='Samdyti'</"
"bold>."
#. [topic]: id=recruit_and_recall
#: data/core/help.cfg:202
msgid ""
"\n"
"\n"
"Recruited units come with two random <ref>dst='..traits_section' "
"text='traits'</ref> which modify their statistics."
msgstr ""
"\n"
"\n"
"Pasamdyti kariai turi du atsitiktinius <ref>dst='..traits_section' "
"text='bruožus'</ref>, kurie keičia jų statistikas."
#. [topic]: id=recruit_and_recall
#: data/core/help.cfg:204
msgid ""
"\n"
"\n"
"In later scenarios, you may also Recall survivors from earlier battles. "
"Recalling costs a standard 20 gold and presents you with a list of all "
"surviving units from previous scenarios."
msgstr ""
"\n"
"\n"
"Vėlesnėse scenarijuose jūs taip pat galėsite susigrąžinti ankstesniuose "
"mūšiuose išlikusius karius. Sugrąžinant karį už standartinę 20 auksinių "
"kainą, bus parodomas visų, ankstesnėse užduotyse išlikusių karių sąrašas."
#. [topic]: id=recruit_and_recall
#: data/core/help.cfg:206
msgid ""
"\n"
"\n"
"Units not only cost gold to Recruit or Recall, they also require money to "
"support. See <ref>dst='income_and_upkeep' text='income and upkeep'</ref> for "
"more information."
msgstr ""
"\n"
"\n"
"Ne tik karių samdymas ir sugrąžinimas, bet ir jų išlaikymas sekina jūsų "
"aukso atsargas. Daugiau informacijos rasite skyrelyje "
"<ref>dst='income_and_upkeep' text='pajamos ir išlaikymas'</ref>."
#. [topic]: id=income_and_upkeep
#: data/core/help.cfg:215
msgid "Income and Upkeep"
msgstr "Pajamos ir išlaikymas"
#. [topic]: id=income_and_upkeep
#: data/core/help.cfg:216
#, fuzzy
msgid ""
"\n"
"\n"
"Income is simple. You have a base income of 2 gold per turn. For every "
"village you control, you gain one additional gold each turn. Thus, if you "
"have ten villages, you would normally gain 12 gold each turn. Your upkeep "
"costs are subtracted from this income, as detailed below."
msgstr ""
"\n"
"\n"
"Pajamos yra paprasta. Jūs gaunate 2 auksinius per kiekvieną ėjimą. Iš "
"kiekvieno jums priklausančio kaimo kiekvieną ėjimą gausite vieną papildomą "
"auksinį (Apskritai tai yra konfigūruojama, bet kampanijose beveik visada bus "
"vienas auksinis nuo kiekvieno kaimo.). Taigi, jei turite dešimt kaimų, "
"kiekvieną ėjimą gautumėte 12 auksinių. Žemiau paaiškinta, kaip iš šių pajamų "
"atimamos išlaikymo išlaidos."
#. [topic]: id=income_and_upkeep
#: data/core/help.cfg:216
msgid ""
"In Wesnoth, it is not enough simply to recruit units and fight. You must "
"watch your gold as well, especially in campaigns, where you can carry extra "
"gold over from one scenario to the next. There are two aspects to this; "
"<italic>text='income'</italic> and <italic>text='upkeep'</italic>."
msgstr ""
"Vesnote nepakanka tiesiog samdyti karius ir kautis. Taip pat privalote "
"stebėti savo auksą, ypač kampanijose, kur galite persinešti papildomą auksą "
"iš vieno scenarijaus į kitą. Yra du šito aspektai: <italic>text='pajamos'</"
"italic> ir <italic>text='išlaikymas'</italic>."
#. [topic]: id=income_and_upkeep
#: data/core/help.cfg:220
msgid ""
"\n"
"\n"
"Upkeep is also fairly simple. Each unit requires an amount of Upkeep equal "
"to its level. You can support as many levels worth of units as you have "
"villages, without paying any upkeep. However, for each level of unit beyond "
"the number of villages you have, you must pay one gold per turn. For "
"example, if you have twelve level one units and ten villages, you would have "
"to pay two gold each turn in upkeep."
msgstr ""
"\n"
"\n"
"Išlaikymas taip pat yra pakankamai paprastas. Kiekvieno kario išlaikymo "
"kaina lygi jo lygiui. Nemokėdami išlaikymo išlaidų jūs galite išlaikyti tiek "
"lygių vertų karių, kiek turite kaimų. Tačiau už kiekvieną kario lygį, "
"viršijantį kaimų skaičių, turite mokėti po vieną auksinį per ėjimą. "
"Pavyzdžiui, jeigu turite dvylika pirmo lygio karių ir dešimt kaimų, turėsite "
"mokėti po du auksinius išlaikymo išlaidų kiekvieno ėjimo metu."
#. [topic]: id=income_and_upkeep
#: data/core/help.cfg:222
msgid ""
"\n"
"\n"
"Upkeep costs are subtracted from your income, so in the case of twelve "
"levels of units and ten villages, your resultant Income would be 10 gold per "
"turn."
msgstr ""
"\n"
"\n"
"Išlaikymo kaštai atimami iš jūsų pajamų, taigi dvylikos karių lygių ir "
"dešimties kaimų atveju jūsų pajamos bus 10 aukso per ėjimą."
#. [topic]: id=income_and_upkeep
#: data/core/help.cfg:226
msgid ""
"\n"
"\n"
"In general, the base income, the amount of gold you get per village per "
"turn, and the number of unit levels each village can support are "
"configurable, but in campaigns they are almost always the values described "
"above. The <italic>text='Scenario Settings'</italic> tab of the "
"<italic>text='Status Table'</italic> dialog shows the values for the current "
"scenario."
msgstr ""
#. [topic]: id=income_and_upkeep
#: data/core/help.cfg:228
msgid ""
"\n"
"\n"
"There are two important exceptions to upkeep: units with the loyal trait and "
"leaders never incur upkeep. Units you begin the scenario with (such as "
"Delfador), or units who join you during a scenario (such as the horseman in "
"the second scenario of <italic>text='Heir to the Throne'</italic>) will "
"usually have the <italic>text='loyal'</italic> trait. The unit you are "
"playing (such as Konrad) will almost always be a leader."
msgstr ""
"\n"
"\n"
"Išlaikymo išlaidoms yra numatytos dvi svarbios išimtys: ištikimi kariai ir "
"vadai nereikalauja Išlaikymo. Scenarijaus pradžioje turimi kariai "
"(pavyzdžiui, Delfadoras), arba kariai, prisijungiantys scenarijaus metu "
"(pavyzdžiui, raiteliai antrajame <italic>text='Sosto įpėdinio'</italic> "
"scenarijuje), paprastai turi <italic>text='ištikimo'</italic> kario bruožą. "
"Kariai, kuriais jūs žaidžiate (pavyzdžiui, Konradas), beveik visada būna "
"vadai."
#. [topic]: id=hitpoints
#: data/core/help.cfg:237
msgid "Hitpoints and Experience"
msgstr "Gyvybės taškai ir patirtis"
#. [topic]: id=hitpoints
#: data/core/help.cfg:238
msgid ""
"Each unit has a certain number of <italic>text='hitpoints'</italic> (HP). If "
"the hitpoints of a unit drop below 1, the unit dies. Each unit also has a "
"certain number of <italic>text='experience points'</italic> (XP). A freshly "
"recruited unit starts with no experience points, and gains experience by "
"fighting enemies."
msgstr ""
"Kiekvienas karys turi tam tikrą kiekį <italic>text='gyvybės taškų'</italic> "
"(GT). Jei kario gyvybės taškai nukrenta žemiau 1, jis miršta. Kiekvienas "
"karys taip pat turi tam tikrą skaičių <italic>text='patirties taškų'</"
"italic> (PT). Naujai pasamdytas karys neturi patirties taškų ir įgauna "
"patirties kovodamas su priešais."
#. [topic]: id=hitpoints
#: data/core/help.cfg:242
msgid ""
"The hitpoints and experience points are both indicated in the status pane "
"using two numbers (the current value and the maximum value the unit can "
"have)."
msgstr ""
"Gyvybės ir patirties taškai pateikiami dviem skaičiais būsenos langelyje "
"(dabartinės ir didžiausios galimos reikšmės)."
#. [topic]: id=hitpoints
#: data/core/help.cfg:244
msgid ""
"The hitpoints are also indicated by an energy bar next to each unit, which "
"is green, yellow or red. A unit with at least 1 experience point has a blue "
"experience bar, which turns white as the unit is about to "
"<ref>dst='advancement' text='advance'</ref>."
msgstr ""
"Gyvybės taškai taip pat rodomi kario energijos indikatoriuje, kuris yra "
"žalios, geltonos arba raudonos spalvos. Karys, turintis bent 1 patirties "
"tašką, turi mėlynos spalvos patirties indikatorių, kuris augant patirčiai "
"pasikeičia į baltą spalvą, kai karys beveik pasiruošęs "
"<ref>dst='advancement' text='patobulėti'</ref>."
#. [topic]: id=advancement
#: data/core/help.cfg:251
msgid "Advancement"
msgstr "Tobulėjimas"
#. [topic]: id=advancement
#: data/core/help.cfg:252
msgid ""
"\n"
"\n"
"Units have a certain amount of experience required to advance (this is 20% "
"less for units with the Intelligent trait). Once they achieve this amount, "
"they immediately advance to the next level, healing fully in the process. In "
"some cases, you will be given a choice of advancement options."
msgstr ""
"\n"
"\n"
"Tam, kad patobulėtų, kariai turi gauti tam tikrą kiekį patirties "
"(protingiems kariams reikia 20% mažiau patirties). Kai tik pasiekiamas "
"atitinkamas kiekis, jie tuoj pat pasikelia lygį ir pilnai pasveiksta. Tam "
"tikrais atvejais jūs galėsite pasirinkti vieną iš kelių paaukštinimo "
"galimybių."
#. [topic]: id=advancement
#: data/core/help.cfg:252
msgid ""
"If both units survive a combat, they gain a number of experience points "
"equal to the level of the unit they’re fighting. If a unit kills another in "
"combat, however, it gains much more experience — 4 for a level 0 unit, 8 for "
"level 1, 16 for level 2, 24 for level 3, and so forth."
msgstr ""
"Jeigu abu kariai išgyvena kovą, jie gauna patirties taškų skaičių lygų "
"kario, su kuriuo jie kaunasi, lygiui. Tačiau jei karys kovoje užmuša kitą, "
"jis gauna kur kas daugiau patirties – 4 už 0 lygio karį, 8 – už 1 lygio, 16 "
"– už 2 lygio, 24 – už 3 lygio ir t.t."
#. [topic]: id=advancement
#: data/core/help.cfg:254
msgid ""
"\n"
"\n"
"While most units have three levels, not all do. Occasional units (such as "
"<ref>dst='unit_Mage' text='magi'</ref>) may have four. Once a unit has "
"reached its maximum level, it may have an <italic>text='After Maximum Level "
"Advancement'</italic> (AMLA) available to it. The AMLA will modify the unit "
"each time the unit reaches the experience goal, but the unit will remain the "
"same level. The typical AMLA effect is for the unit to raise the maximum HP "
"by 3 and full-heal it. The first AMLA will normally be reached with 150 XP "
"gained (120 XP for intelligent units). However, gaining an AMLA becomes "
"progressively harder for each AMLA the unit receives, and so it is usually "
"more useful to try to advance your lower level units."
msgstr ""
"\n"
"\n"
"Dauguma karių turi tris lygius, bet ne visi. Kai kurie kariai (tokie kaip "
"<ref>dst='unit_Mage' text='magai'</ref>) gali turėti keturis. Kai karys "
"pasiekia aukščiausią lygį, jis gali įgyti <italic>text='virš aukščiausio "
"lygio paaukštinimą'</italic> (VALP). Kiekvieną kartą, kai karys surenka "
"pakankamai patirties, VALP pakeičia karį, tačiau jo lygis išlieka nepakitęs. "
"Paprastai VALP poveikis yra maksimalaus GT kiekio pakėlimas 3 punktais ir "
"pilnas pagydymas. Pirmą kartą VALP paprastai pasiekiamas surinkus 150 PT "
"(120 PT protingiems kariams). Tačiau vėliau tampa vis sunkiau pasiekti VALP, "
"todėl labiau verta bandyti patobulinti žemesnio lygio karius."
#. [topic]: id=movement
#: data/core/help.cfg:263
msgid "Movement"
msgstr "Judėjimas"
#. [topic]: id=movement
#: data/core/help.cfg:264
msgid ""
"\n"
"\n"
"Each unit has a certain number of movement points which are used up when "
"moving into a new hex, depending on the Terrain of that particular hex. For "
"instance, grassland nearly always costs 1 movement point to enter. Exactly "
"how many movement points are spent entering a hex depends on the unit type — "
"in forest, elvish units only spend 1 movement point, most human and orc "
"units spend 2, while horsemen spend 3. You can learn how many movement "
"points a unit requires to enter a certain terrain type by right-clicking on "
"it, selecting <bold>text='Unit Description'</bold>, and then looking at "
"<bold>text='Terrain Modifiers'</bold>."
msgstr ""
"\n"
"\n"
"Kiekvienas karys turi tam tikrą ėjimų skaičių, kurie išnaudojami pereinant į "
"naują langelį priklausomai nuo reljefo, kuriame yra konkretus laukelis. "
"Pavyzdžiui, judant pievoje beveik visuomet išnaudosite vieną ėjimą. Kiek "
"ėjimų bus išnaudota patenkant ant langelio priklauso ir nuo kario tipo – "
"miške tik elfai išnaudoja 1 ėjimą, dauguma žmonių ir orkų karių išnaudoja 2 "
"ėjimus, o raiteliai – 3. Sužinoti, kiek ėjimų reikia kariui pereinant į tam "
"tikros rūšies teritoriją, galite užvedę pelės žymeklį ant kario ir paspaudę "
"dešinį pelės klavišą ir pasirinkę <bold>text='Kario aprašymą'</bold>, "
"kuriame rasite <bold>text='Reljefo modifikatorius'</bold>."
#. [topic]: id=movement
#: data/core/help.cfg:264
msgid ""
"Movement in <italic>text='Battle for Wesnoth'</italic> is simple. Click on "
"the unit you wish to move to select it, then click on the hex you wish to "
"move it to. When a unit is selected, everywhere it can move this turn will "
"be highlighted, and all other hexes on the map are made dull. Mousing over a "
"highlighted hex shows the defense rating the unit would have if you moved it "
"to that hex. Mousing over a dull hex will also show the number of turns "
"required to reach it, and clicking will cause the unit to move towards it by "
"the fastest route over this and subsequent turns. If you don’t use up all of "
"a unit’s movement when you first move a unit, you may move it again. This is "
"useful when having two units switch places. Attacking with a unit will use "
"up its movement. Ending a move in a village you don’t already own will also "
"use up a unit’s movement, but will still allow it to attack."
msgstr ""
"Judėjimas <italic>text='Mūšyje dėl Vesnoto'</italic> yra paprastas. Pelės "
"paspaudimu pažymėkite karį, kuriuo norite atlikti ėjimą. Tada spauskite ant "
"langelio, į kurį norite pereiti. Kai karys pažymėtas, visos vietos, į kurias "
"galima pereiti bus paryškintos, o visi kiti langeliai žemėlapyje išblanks. "
"Užslinkus pelės žymekliu ant užtamsinto langelio pamatysite gynybos lygį, "
"kurį karys įgis, jeigu jį ten perkelsite. Pelės žymeklį užvedę ant "
"išblankusio langelio, pamatysite ėjimų skaičių, reikalingą langeliui "
"pasiekti ir bandant spausti pelės klavišą ant to langelio, karys paeis "
"greičiausiu maršrutu į nurodyto langelio pusę šiuo ir kitais ėjimais. Jeigu "
"neišnaudojote visų kario ėjimų pirmu kartu, galite paeiti dar kartą. Tokia "
"galimybė padeda sukeisti karius vietomis. Karys išnaudoja savo ėjimą "
"puldamas. Pereidamas į svetimą kaimą, karys taip pat išnaudos ėjimą, tačiau "
"išsaugos galimybę pulti."
#. [topic]: id=movement
#: data/core/help.cfg:266
msgid ""
"\n"
"\n"
"Another thing to keep in mind while moving is <italic>text='zones of "
"control'</italic>. Each unit — except for level 0 units — generates a zone "
"of control in the hexes immediately surrounding it, and any enemy unit "
"entering those hexes immediately ends its movement. Learning how to use "
"zones of control to your advantage is an important part of Wesnoth, as only "
"<ref>dst='ability_skirmisherskirmisher' text='skirmishers'</ref> can ignore "
"zones of control."
msgstr ""
"\n"
"\n"
"Dar vienas dalykas, į kurį turėtumėte atkreipti dėmesį atlikdami ėjimą – "
"<italic>text='kontroliuojamos zonos'</italic>. Kiekvienas karys — išskyrus 0 "
"lygio karius — turi kontroliuojamą zoną aplinkiniuose langeliuose ir priešų "
"karys įėjęs į tokį langelį užbaigia savo ėjimą. Kontroliuojamų zonų "
"panaudojimas savo privalumui yra svarbi Vesnoto dalis, nes tik "
"<ref>dst='ability_skirmisher' text='peštukai'</ref> gali nepaisyti valdymo "
"zonų."
#. [topic]: id=movement
#: data/core/help.cfg:268
msgid ""
"\n"
"\n"
"To see where the enemy can move to during their next turn, press Ctrl-v or "
"Cmd-v. Ctrl-b or Cmd-b shows where the enemy could move, if your units were "
"not on the map to block their progress."
msgstr ""
"\n"
"\n"
"Kad pamatytumėte, kur priešas gali judėti pre kitą savo ėjimą, nuspauskite "
"Ctrl-v arba Cmd-v. Ctrl-b arba Cmd-b parodo, kur priešas gali judėti, jei "
"jūsų karių nebūtų žemėlapyje ir jie netrukdytų judėti."
#. [topic]: id=shroud_and_fog
#: data/core/help.cfg:277
msgid "Shroud and Fog of War"
msgstr "Uždanga ir karo rūkas"
#. [topic]: id=shroud_and_fog
#: data/core/help.cfg:278
msgid ""
"In some scenarios, parts of the map will be hidden from you. There are two "
"mechanisms that can be used separately or together. The "
"<italic>text='shroud'</italic> hides both the terrain and any units at a "
"location. However, once it is cleared, you can always see that location. The "
"<italic>text='fog of war'</italic> only hides units and ownership of "
"villages (other than by you or your allies). The fog of war is cleared "
"temporarily when you have units nearby, but returns when they leave. Both "
"the shroud and the fog of war are cleared by units. Each unit clears "
"locations adjacent to those within one turn’s move (ignoring zones of "
"control and enemy units).\n"
"\n"
"Normally you can undo a unit’s movement, as long as an event with a "
"randomized result has not occurred, such as combat or recruitment (as most "
"units receive random traits when recruited). Exploring hidden terrain by "
"clearing shroud or fog will also prevent undos to a previous state. You may "
"wish to activate <bold>text='Delay Shroud Updates'</bold> in the actions "
"menu. This will prevent units from clearing shroud or fog until the next "
"randomized event or a manual update via <bold>text='Update Shroud Now'</"
"bold> (or the end of your turn) and thereby preserve your ability to undo "
"movement."
msgstr ""
"Kai kuriose užduotyse dalis žemėlapio bus paslėpta nuo jūsų. Yra du "
"paslėpimo būdai, kurie gali būti naudojami atskirai arba kartu. "
"<italic>text='Uždanga'</italic> paslepia ir reljefą, ir karius. Tačiau "
"praskleidus uždangą, jūs visuomet galite matyti tą vietovę. "
"<italic>text='Karo rūkas'</italic> paslepia tik karius ir kaimo "
"priklausomybę (išskyrus jūsų ir jūsų sąjungininkų). Karo rūkas laikinai "
"prasisklaido, jei netoliese turite savo karių, tačiau jiems nuėjus vėl "
"apgaubia vietovę. Tiek uždanga, tiek ir karo rūkas išsklaidomi karių "
"pagalba. Kiekvienas karys išsklaido teritoriją pasiekiamą vienu ėjimu "
"(neskaitant kontroliuojamų zonų ir priešo karių).\n"
"\n"
"Paprastai kario ėjimą galima atšaukti, jeigu nebuvo atliktas veiksmas, "
"priklausantis nuo atsitiktinumų, pavyzdžiui, grumtynių ar samdymo (nes "
"dauguma samdomų karių įgauna atsitiktinius bruožus). Žvalgantis paslėptose "
"teritorijose uždangos atskleidimas arba karo rūko prasklaidymas riboja "
"atstatymus į pradinę būseną. Tokiu atveju galima aktyvuoti "
"<bold>text='uždangos atsinaujinimo vėlinimą'</bold>, kuris yra veiksmų "
"meniu. Atlikus tokį veiksmą, kariai neišsklaidys uždangos ar karo rūko iki "
"kito atsitiktinio įvykio arba rankinio atnaujinimo per "
"<bold>text='Atnaujinti uždangą'</bold> (arba jūsų ėjimo pabaigos) ir dėl to "
"bus užtikrinta galimybė atšaukti ėjimą."
#. [topic]: id=shroud_and_fog
#: data/core/help.cfg:282
#, fuzzy
msgid "<header>text='Multiplayer and undo'</header>"
msgstr ""
"\n"
"\n"
"<header>text='Daugelio žaidėjų eros ir frakcijos'</header>"
#. [topic]: id=shroud_and_fog
#: data/core/help.cfg:284
msgid ""
"In multiplayer games, moves that have been sent to the network can’t be "
"undone; the game delays sending data to try to preserve your undo ability. "
"When discussing with teammates, remember that the other players are usually "
"looking at a snapshot from the time of the last combat or fog-revealing "
"move. Chat messages and map labels are sent immediately, however they don’t "
"cause the undoable moves to be sent."
msgstr ""
#. [topic]: id=saveload
#: data/core/help.cfg:291
msgid "Save-loading"
msgstr "Įrašytų žaidimų įkėlimas"
#. [topic]: id=saveload
#: data/core/help.cfg:292
msgid ""
"Random numbers are part of Wesnoth, attacks can fail and units can die due "
"to bad luck — this is an expected part of the game. Going back to a previous "
"turn to try a different strategy is a part of learning the game, but we "
"recommend against reloading merely to try the same strategy again while "
"hoping for better luck."
msgstr ""
"Atsitiktiniai skaičiai yra dalis Vesnoto, atakos gali žlugti, o kairiai "
"mirti dėl prastos sėkmės – tai tikėtinas žaidimo elementas. Eiti atgal į "
"ankstesnį ėjimą ir bandyti kitą strategiją ir dalis mokymosi žaisti, bet mes "
"nerekomenduojame tiesiog įkelti žaidimą ir bandyti tą pačią strategiją "
"tikintis geresnės sėkmės."
#. [topic]: id=saveload
#: data/core/help.cfg:294
msgid ""
"One of the challenges of the game is to work out how to protect your heroes. "
"Small risks quickly build up: if you have five important units, and they "
"each have just a 1% chance of death each turn, you can "
"<italic>text='expect'</italic> one of them to die about every 20 turns. So, "
"you’ll rarely make it through a scenario without having it happen."
msgstr ""
#. [topic]: id=saveload
#: data/core/help.cfg:297
msgid ""
"Small risks build up for your non-hero units too. While the story and "
"dialogue usually aim to give you some emotional bond with your troops, the "
"game mechanics reward remembering that it’s just a game — there is rarely "
"any penalty for letting these units die, other than being unable to recall "
"them in future scenarios. Your battle plan should distribute the risks based "
"on which troops you want to recall later."
msgstr ""
#. [topic]: id=saveload
#: data/core/help.cfg:299
msgid ""
"The difficulty levels are balanced assuming that the player won’t save-load. "
"In the mainline campaigns, harder difficulties generally have more enemies "
"and thus more experience points available; this leads to them being balanced "
"assuming that the player will be able to train enough troops to cope with "
"losing some level two or level three units."
msgstr ""
#. [topic]: id=saveload
#: data/core/help.cfg:301
msgid ""
"That said, it’s a game; the best way to play it is whichever way gives you "
"the most enjoyment."
msgstr ""
#. [topic]: id=whylost
#: data/core/help.cfg:308
msgid "Learning from Losses"
msgstr "Mokymasis iš pralaimėjimų"
#. [topic]: id=whylost
#: data/core/help.cfg:309
msgid ""
"<italic>text='Why did I lose that scenario?'</italic>\n"
"\n"
"One of the most difficult parts of Wesnoth is understanding why a scenario "
"was lost."
msgstr ""
"<italic>text='Kodėl aš pralaimėjau tą scenarijų?'</italic>\n"
"\n"
"Vienas iš sunkiausių Vesnoto elementų yra suprasti kodėl scenarijus buvo "
"pralaimėtas."
#. [topic]: id=whylost
#: data/core/help.cfg:311
msgid ""
"\n"
"\n"
"When you first start playing, you will probably lose some scenarios. That is "
"normal, and is part of learning the game. When that happens, try to learn "
"from your mistakes: watch the replay, try to understand what you did wrong, "
"then <ref>dst='saveload' text='restart the scenario'</ref> and try again."
msgstr ""
#. [topic]: id=whylost
#: data/core/help.cfg:313
msgid ""
"\n"
"\n"
"Some common reasons for losing a scenario are:"
msgstr ""
#. [topic]: id=whylost
#: data/core/help.cfg:315
msgid ""
"\n"
"\n"
"• Playing a campaign at too high a <ref>dst='..gameplay' text='difficulty "
"level'</ref>. Try restarting the scenario at an easier difficulty."
msgstr ""
#. [topic]: id=whylost
#: data/core/help.cfg:317
msgid ""
"\n"
"\n"
"• Playing a poor strategy: for example, recruiting the wrong types of units, "
"fighting at the wrong <ref>dst='time_of_day' text='time of day'</ref>, not "
"taking advantage of terrain features or units’ special abilities, and so on."
msgstr ""
#. [topic]: id=whylost
#: data/core/help.cfg:319
msgid ""
"\n"
"\n"
"• Missing clues. Often there will be hints in the campaign’s story and "
"dialog about what to expect from a difficult scenario and how to prepare for "
"it. If you have a loyal mage on your side, take the time to listen to its "
"advice; it may save your life."
msgstr ""
#. [topic]: id=whylost
#: data/core/help.cfg:321
msgid ""
"\n"
"\n"
"• Barely scraping a victory in a previous scenario. Campaigns generally "
"assume that you will have some <italic>text='carryover gold'</italic> and "
"some experienced units on your <italic>text='recall list.'</italic> (These "
"concepts are explained in the tutorial.) If you win a scenario but lose most "
"of your experienced units and much of your gold, the following scenario may "
"be very difficult to beat, even for a more experienced player. If you find "
"yourself in this situation, you may try to go back a scenario or two and win "
"them more convincingly, or change to an easier difficulty. (However, "
"remember that <italic>text='some'</italic> losses are expected, particularly "
"at higher difficulties.)"
msgstr ""
#. [topic]: id=whylost
#: data/core/help.cfg:323
msgid ""
"\n"
"\n"
"• Poor gold management. At higher difficulties, managing gold — capturing "
"villages to increase the income, and using low-level units and fresh "
"recruits to reduce the spending — becomes important. If you use many high-"
"level units, you might win a scenario easily but have not enough gold "
"carryover for the next scenario. (This would be an example of “barely "
"scraping a victory”.)"
msgstr ""
#. [topic]: id=whylost
#: data/core/help.cfg:325
#, fuzzy
msgid ""
"\n"
"\n"
"<header>text='Unlikely reasons'</header>"
msgstr ""
"\n"
"\n"
"<header>text='Branduoliai'</header>"
#. [topic]: id=whylost
#: data/core/help.cfg:327
msgid ""
"\n"
"\n"
"In addition to the common reasons, listed above, there are a few other "
"reasons which are unlikely, though not impossible. They are:"
msgstr ""
#. [topic]: id=whylost
#: data/core/help.cfg:329
msgid ""
"\n"
"\n"
"• You may have played a strategy that the campaign developer did not "
"anticipate, and ended up with a set of high-level units not suitable for the "
"next scenario."
msgstr ""
#. [topic]: id=whylost
#: data/core/help.cfg:331
msgid ""
"\n"
"\n"
"• You may have found a scenario that can only be won on the second or third "
"time through, whether by requiring above-average luck or by expecting the "
"players to have foreknowledge — to know what surprises are coming up before "
"they happen. (It is under discussion whether foreknowledge is expected at "
"the highest difficulties. Requiring above-average luck, however, would "
"qualify as a bug.)"
msgstr ""
#. [topic]: id=whylost
#: data/core/help.cfg:333
msgid ""
"\n"
"\n"
"• Unusually-bad luck. Whether an attack hits or misses is random, so it "
"could happen that the enemy was very lucky and had many hits, while you were "
"very unlucky and had many misses. However, this is a very rare occurrence, "
"virtually unheard of in all but the shortest, smallest scenarios. In fact, "
"losses are more commonly caused by playing a <italic>text='bad'</italic> "
"strategy despite having <italic>text='above-average'</italic> luck, than by "
"playing a <italic>text='good'</italic> strategy but having "
"<italic>text='below-average'</italic> luck. Moreover, merely having “below-"
"average” luck does not excuse a loss; having below-average luck is perfectly "
"normal, and scenarios are designed to be winnable even with below-average "
"luck. It is only exceedingly bad luck, over multiple turns, that we mean "
"here."
msgstr ""
#. [topic]: id=whylost
#: data/core/help.cfg:335
msgid ""
"\n"
"\n"
"Be wary of attributing a loss to any of these reasons. If you are not a "
"veteran player, it is far more likely that your loss was caused by one of "
"the <italic>text='common'</italic> errors, listed above, and is not "
"indicative of a bug in the campaign. However, if you still think you found a "
"bug, then by all means, report it!"
msgstr ""
#. [topic]: id=whylost
#: data/core/help.cfg:337
msgid ""
"\n"
"\n"
"The “Damage Calculations” dialog shows some statistics that can help "
"determine whether a match was very lucky or very unlucky. However, reading "
"the statistics is no substitute to watching the replay and looking for "
"strategic mistakes, or small bits of luck at critical points in the "
"engagement."
msgstr ""
#. [topic]: id=combat
#: data/core/help.cfg:346
msgid "Combat"
msgstr "Grumtynės"
#. [topic]: id=combat
#: data/core/help.cfg:347
msgid ""
"\n"
"\n"
"<header>text='Order and Number of Strikes'</header>"
msgstr ""
"\n"
"\n"
"<header>text='Smūgių eilė ir kiekis'</header>"
#. [topic]: id=combat
#: data/core/help.cfg:347
msgid ""
"Combat in <italic>text='Battle for Wesnoth'</italic> always takes place "
"between units in adjacent hexes. Click on your unit, and click on the enemy "
"you want to attack: your unit will move towards the enemy unit, and when "
"they are next to each other, combat will begin. The attacker and defender "
"alternate strikes until each has used their allotted number of strikes. The "
"attacker chooses one of its weapons to attack with, and the defender "
"retaliates with one of its attacks of the same type. There are two types of "
"attacks: <italic>text='melee'</italic>, which usually involves weapons such "
"as swords, axes or fangs; and <italic>text='ranged'</italic>, which usually "
"involves weapons such as bows, spears and fireballs."
msgstr ""
"Grumtynės tarp karių <italic>text='Mūšyje dėl Vesnoto'</italic> visuomet "
"vyksta gretimuose laukeliuose. Paspauskite ant savo kario ir priešo, kurį "
"norite pulti: jūsų karys paeis link priešo ir kai jie stovės greta, prasidės "
"grumtynės. Puolėjas ir gynėjas pasikeisdami smūgiuos tol, kol išnaudos "
"leidžiamą savo smūgių skaičių. Puolantysis atakai pasirenka vieną iš savo "
"ginklų o ginantysis atsako tokios pat rūšies ginklu. Yra dviejų rūšių "
"puolimai: <italic>text='fechtavimasis'</italic>, kur naudojami kalvijai, "
"kirviai ar iltys arba <italic>text='šaudymas'</italic>, kur naudojami tokie "
"ginklai, kaip lankai, ietys ir ugnies kamuoliai."
#. [topic]: id=combat
#: data/core/help.cfg:349
msgid ""
"\n"
"\n"
"The attacker gets the first strike, then the defender retaliates. Each "
"strike either hits, doing a given amount of damage, or misses, doing no "
"damage at all. Strikes alternate until each unit has used up all of its "
"strikes. The number of strikes a unit has varies; for instance, an elvish "
"fighter with a 5×4 attack may strike 4 times, each successful strike dealing "
"5 damage, while an orcish grunt with a 9×2 attack can only strike twice (but "
"at 9 damage for each hit)."
msgstr ""
"\n"
"\n"
"Puolantysis smūgiuoja pirmas, tuomet atsako besiginantis. Kiekvienas smūgis "
"kuris pasiekia tikslą padaro atitinkamą žalą priešininkui, jeigu nepataikoma "
"– žala nepadaroma. Smūgiuojama pakaitomis kol išnaudojami visi kario "
"smūgiai. Smūgių skaičius priklauso nuo kario; pavyzdžiui, elfas atakuodamas "
"5×4 stiprumu gali smūgiuoti 4 kartus, ir kiekvieną kartą sėkmės atveju "
"padaroma 5 taškų žala, kai tuo tarpu orkų pėstininkas atakuodamas 9×2 "
"stiprumu tegali smūgiuoti 2 kartus (tačiau kiekvieno smūgio žala siekia 9 "
"taškus)."
#. [topic]: id=combat
#: data/core/help.cfg:351
msgid ""
"\n"
"\n"
"<header>text='Chance to Hit'</header>"
msgstr ""
"\n"
"\n"
"<header>text='Šansas pataikyti'</header>"
#. [topic]: id=combat
#: data/core/help.cfg:353
msgid ""
"\n"
"\n"
"Every unit has a chance of being hit, based on the <italic>text='terrain'</"
"italic> it is in. This is shown in the status pane, and may also be found by "
"right-clicking a unit, selecting <bold>text='Unit Description'</bold>, and "
"then looking at <bold>text='Terrain Modifiers'</bold>. For instance, many "
"elves have a defense rating of 70% in forest, so a unit attacking them has "
"only a 30% chance of hitting. Conversely, the elf’s chance of hitting the "
"attacker in return depends on what terrain the attacker is in."
msgstr ""
"\n"
"\n"
"Kiekvienas karys gali būti sužeistas priklausomai nuo to, kokiame "
"<italic>text='reljefe'</italic> jis stovi. Tai parodyta būsenos lange ir "
"taip pat randama <italic>text='Reljefo modifikatoriuose'</italic>, ant kario "
"paspaudus dešinį pelės klavišą ir išrinkus <bold>text='Kario aprašymas'</"
"bold>. Pavyzdžiui, dauguma elfų turi 70% atsparumą miške, taigi užpuolikas "
"turi tik 30% tikimybę pataikyti. Atitinkamai, tikimybė elfui pataikyti į "
"užpuoliką priklauso nuo reljefo, kuriame stovi užpuolikas."
#. [topic]: id=combat
#: data/core/help.cfg:355
msgid ""
"\n"
"\n"
"There are two exceptions to this rule: <ref>dst='weaponspecial_magical' "
"text='magical attacks'</ref> and <ref>dst='weaponspecial_marksman' "
"text='marksmen'</ref>. Magical attacks always have a 70% chance to hit, "
"regardless of terrain, and, when used offensively, marksmen always have at "
"least a 60% chance to hit, regardless of terrain."
msgstr ""
"\n"
"\n"
"Yra dvi šios taisyklės išimtys: <ref>dst='weaponspecial_magical' "
"text='magiškos atakos'</ref> ir <ref>dst='weaponspecial_marksman' "
"text='snaiperiai'</ref>. Magiškos atakos visada turi 70% tikimybę pataikyti, "
"nepriklausomai nuo reljefo, snaiperiai puldami turi bent 60% tikimybę "
"pataikyti, nepriklausomai nuo reljefo."
#. [topic]: id=combat
#: data/core/help.cfg:357
msgid ""
"\n"
"\n"
"<header>text=Damage</header>"
msgstr ""
"\n"
"\n"
"<header>text=Žala</header>"
#. [topic]: id=combat
#: data/core/help.cfg:359
msgid ""
"\n"
"\n"
"Each strike which hits causes a base amount of damage depending on the "
"attack type. For instance, an elvish fighter with a 5×4 attack does 5 base "
"damage. This is usually modified by two things: "
"<ref>dst='damage_types_and_resistance' text='resistance'</ref> and "
"<ref>dst='time_of_day' text='time of day'</ref>. To see how base damage is "
"modified by the circumstances, select <bold>text='Damage Calculations'</"
"bold> in the attack selection menu."
msgstr ""
"\n"
"\n"
"Kiekvienas sėkmingas smūgis padaro priskirto dydžio bazinę žalą, "
"priklausomai nuo puolimo rūšies. Pavyzdžiui, elfų kovotojo padaroma bazinė "
"žala, naudojant 5×4 ataką, yra 5 taškai. Ji paprastai yra keičiama dviem "
"parametrais: <ref>dst='damage_types_and_resistance' text='atsparumu'</ref> "
"ir <ref>dst='time_of_day' text='dienos laiku'</ref>. Tam, kad pamatytumėte, "
"kaip aplinkybės keičia žalos dydį, puolimo pasirinkimo meniu pasirinkite "
"<bold>text='Žalos skaičiavimai'</bold>."
#. [topic]: id=combat
#: data/core/help.cfg:361
#, fuzzy
msgid ""
"\n"
"\n"
"A few units have special <ref>dst='..abilities_section' text='abilities'</"
"ref> which affect damage dealt in combat. The most common of these is "
"<ref>dst='weaponspecial_charge' text='charge'</ref>, which doubles the "
"damage dealt by both attacker and defender when the unit with charge attacks."
msgstr ""
"\n"
"\n"
"Keletas karių turi ypatingų <ref>dst='..abilities_section' text='gebėjimų'</"
"ref>, kurie įtakoja kovoje daromą žalą. Dažniausiai sutinkamas iš tokių "
"gebėjimų yra <ref>dst='weaponspecial_charge' text='įkrova'</ref>, kuris "
"padvigubina tiek puolančiojo, tiek besiginančio padaromą žalą."
#. [topic]: id=damage_types_and_resistance
#: data/core/help.cfg:369
msgid "Damage Types and Resistance"
msgstr "Žalos tipai ir atsparumas"
#. [topic]: id=damage_types_and_resistance
#: data/core/help.cfg:370
msgid ""
"\n"
"\n"
"Resistances work very simply: if a unit has 40% resistance against a damage "
"type, then it will suffer 40% less damage when hit with that damage type. It "
"is also possible for a unit to be vulnerable against some damage types. If a "
"unit has −100% resistance against a damage type, it will suffer 100% more "
"damage when hit by that type."
msgstr ""
"\n"
"\n"
"Atsparumai veikia labai paprastai: jei karys turi 40% atsparumą prieš tam "
"tikrą žalos rūšį, jis nukentės 40% mažiau kai patirs tos rūšies žalą. Taip "
"pat yra galimybė, kad karys yra pažeidžiamas tam tikriems žalų tipams. Jeigu "
"kario atsparumas yra −100% tam tikrai žalos rūšiai, jis nukentės dvigubai "
"(100% labiau), kai patirs tos rūšies žalą."
#. [topic]: id=damage_types_and_resistance
#: data/core/help.cfg:370
msgid ""
"In Wesnoth, there are three types of damage usually associated with physical "
"attacks: <italic>text='blade, pierce, and impact damage'</italic>. "
"Additionally, there are three further types of damage usually associated "
"with magical attacks: <italic>text='fire, cold, and arcane attacks'</"
"italic>. Different units may have resistances which alter the damage which "
"they take from certain damage types."
msgstr ""
"Vesnote paprastai naudojamos trys fizinės žalos rūšys: "
"<italic>text='kirtimo, dūrio ir smūgio'</italic>. Apart to yra trys žalų, "
"paprastai siejamų su magiškomis atakomis, rūšys: <italic>text='ugnies, "
"šalčio ir paslaptingos'</italic>. Įvairūs kariai gali turėti atsparumus, "
"keičiančius patiriamą atitinkamos rūšies žalą."
#. [topic]: id=damage_types_and_resistance
#: data/core/help.cfg:372
msgid ""
"\n"
"\n"
"For example, skeletons are highly resistant to blade and pierce damage, but "
"are vulnerable to impact and fire damage, and extremely vulnerable to arcane "
"damage."
msgstr ""
"\n"
"\n"
"Pavyzdžiui, skeletai yra labai atsparūs kirtimo ir dūrio žalai, tačiau "
"pažeidžiami smūgiu ir ugnimi, ir ypač pažeidžiami paslaptinga žala."
#. [topic]: id=damage_types_and_resistance
#: data/core/help.cfg:374
msgid ""
"\n"
"\n"
"If a strike is determined to hit, it will always do at least 1 point of "
"damage. This applies even if the defender has 100% resistance to the damage "
"type."
msgstr ""
"\n"
"\n"
"Jeigu smūgis yra pataikomas, tai visuomet atneš bent 1 tašką žalos. Tai "
"galioja net ir esant 100% atsparumui žalos rūšiai."
#. [topic]: id=orbs
#: data/core/help.cfg:382
msgid "Orbs and ellipses"
msgstr ""
#. [topic]: id=orbs
#: data/core/help.cfg:383
msgid ""
"There are colored indicators above the energy bars of some units, consisting "
"of a colored orb (and sometimes a <ref>dst='crowns' text='crown'</ref>)."
msgstr ""
#. [topic]: id=orbs
#: data/core/help.cfg:387
msgid "The orbs show whether the unit can move, and the standard colors are:"
msgstr ""
#. [topic]: id=orbs
#: data/core/help.cfg:388
#, fuzzy
msgid "• <bold>text='Green'</bold> if it hasn’t moved this turn."
msgstr " žalias, jei dar nejudėjo šį ėjimą,"
#. [topic]: id=orbs
#: data/core/help.cfg:389
#, fuzzy
msgid ""
"• <bold>text='Yellow'</bold> if it has moved, but could still move further "
"or attack."
msgstr " geltonas, jei judėjo, bet dar gali toliau judėti ar pulti arba"
#. [topic]: id=orbs
#: data/core/help.cfg:390
msgid ""
"• <bold>text='Red'</bold> if it can no longer move or attack.\n"
" • Red is also used after the ‘end unit turn’ command, and when a unit is "
"in the middle of a multi-turn move (has been told to move further than it "
"can in the current turn)."
msgstr ""
#. [topic]: id=orbs
#: data/core/help.cfg:392
msgid ""
"• <bold>text='Blue'</bold> for allied units. During the ally’s own turn, "
"their units will be shown with the green/yellow/red colors; however their "
"moves, and the corresponding orb changes, are delayed as explained in "
"<ref>dst='shroud_and_fog' text='Shroud and Fog of War'</ref>."
msgstr ""
#. [topic]: id=orbs
#: data/core/help.cfg:393
msgid ""
"• Enemy units normally don’t have orbs, however these can be enabled in the "
"advanced preference “Customize orb colors”."
msgstr ""
#. [topic]: id=orbs
#: data/core/help.cfg:395
#, fuzzy
msgid "<header>text='Ellipses'</header>"
msgstr ""
"\n"
"\n"
"<header>text='Branduoliai'</header>"
#. [topic]: id=orbs
#: data/core/help.cfg:398
msgid ""
"A team-colored shape is drawn on the ground under each unit. This is called "
"the “ellipse”, although some units’ ellipses are not elliptical."
msgstr ""
#. [topic]: id=orbs
#. The help page has a set of images above this paragraph, in the same order as the bullet points
#: data/core/help.cfg:409
msgid ""
"• Most units have a circular ellipse.\n"
"• Units that can recruit have a seven-pointed star.\n"
"• <ref>dst='crowns' text='Hero units'</ref> have a smaller variant of the "
"seven-pointed star, these units can’t recruit.\n"
"• Units without a <ref>dst='movement' text='zone of control'</ref> have a "
"broken outline version of the shape.\n"
"• Some campaigns start with a level zero leader. Able to recruit but lacking "
"a ZoC, these units have a broken outline version of the seven-pointed star."
msgstr ""
#. [topic]: id=crowns
#: data/core/help.cfg:420
msgid "Crowns and loyal markers"
msgstr ""
#. [topic]: id=crowns
#: data/core/help.cfg:421
msgid ""
"Some units have an additional marker superimposed on their <ref>dst='orbs' "
"text='orb'</ref>, and a corresponding shape to their <ref>dst='orbs' "
"text='ellipses'</ref>:"
msgstr ""
#. [topic]: id=crowns
#. The help page has a set of images above this paragraph, in the same order as the first set of bullet points, showing what the "loyal icon" is and the difference between "silver" and "blueish-silver".
#: data/core/help.cfg:436
msgid ""
"• Leaders are shown with a <bold>text='gold crown'</bold>.\n"
"• Heroes have a <bold>text='blueish-silver crown'</bold>.\n"
"• Expendable leaders are shown with a <bold>text='silver crown'</bold>.\n"
"• <ref>dst='traits_loyal' text='Loyal units'</ref> have the "
"<bold>text='loyal icon'</bold>.\n"
"\n"
"Of these categories, only leaders are built into the basic game rules. The "
"others are found in campaigns, and are characters that form part of the "
"narration. The exact rules for them are set by their campaign, which might "
"deviate from these standard expectations about them:\n"
"\n"
"• The death of any hero leads to immediate defeat.\n"
"• The death of an expendable leader doesn’t lead to immediate defeat, even "
"though they can recruit.\n"
"• All of these units have the main advantage of the loyal trait, that they "
"cost no upkeep.\n"
"• Losing any of these units causes a disadvantage for the remainder of the "
"campaign, assuming it doesn’t end immediately.\n"
"• These units will never occur as random recruits."
msgstr ""
#. [topic]: id=time_of_day
#: data/core/help.cfg:454
msgid "Time of Day"
msgstr "Paros laikas"
#. [topic]: id=time_of_day
#: data/core/help.cfg:455
msgid ""
"The time of day affects the damage of certain units as follows:\n"
"\n"
"• <bold>text='Lawful'</bold> units get +25% damage in daytime, and −25% "
"damage at night.\n"
"• <bold>text='Chaotic'</bold> units get +25% damage at night, and −25% in "
"daytime.\n"
"• <bold>text='Neutral'</bold> units are unaffected by the time of day.\n"
"• <bold>text='Liminal'</bold> units get +25% damage during twilight."
msgstr ""
"Paros laikas turi įtakos tam tikrų karių žalos dydžiui:\n"
"\n"
"• <bold>text='Šviesos'</bold> kariai dienos metu daro +25% daugiau žalos, o "
"nakties metu daro −25% mažiau žalos.\n"
"• <bold>text='Chaotiški'</bold> kariai nakties metu daro +25% daugiau žalos, "
"o dienos metu daro −25% mažiau žalos.\n"
"• <bold>text='Neutralių'</bold> karių daroma žala nepriklauso nuo paros "
"laiko.\n"
"• <bold>text='Prieblandos'</bold> kariai prieblandos metu daro +25% daugiau "
"žalos."
#. [topic]: id=time_of_day
#: data/core/help.cfg:460
msgid ""
"\n"
"\n"
"The current time of day can be observed under the minimap in the status "
"pane. For the usual day/night cycle, morning and afternoon count as day, "
"first and second watch count as night:\n"
"\n"
msgstr ""
"\n"
"\n"
"Dabartinis paros laikas matomas po mažu žemėlapiu esančiame būsenos "
"langelyje. Įprastame dienos/nakties cikle, rytas ir popietė yra diena, "
"pirmoji ir antroji sargyba – naktis:\n"
"\n"
#. [time]: id=dawn
#. [topic]: id=time_of_day
#. [time]: id=dawn_hour
#: data/core/help.cfg:464 data/core/macros/schedules.cfg:16
#: data/core/macros/schedules.cfg:290 data/test/maps/pathfind_1.cfg:64
msgid "Dawn"
msgstr "Aušra"
#. [time]: id=morning
#. [topic]: id=time_of_day
#: data/core/help.cfg:465 data/core/macros/schedules.cfg:28
#: data/test/maps/pathfind_1.cfg:75
msgid "Morning"
msgstr "Rytas"
#. [time]: id=afternoon
#. [topic]: id=time_of_day
#: data/core/help.cfg:466 data/core/macros/schedules.cfg:46
#: data/test/maps/pathfind_1.cfg:86
msgid "Afternoon"
msgstr "Popietė"
#. [time]: id=dusk
#. [topic]: id=time_of_day
#. [time]: id=dusk_hour
#: data/core/help.cfg:467 data/core/macros/schedules.cfg:55
#: data/core/macros/schedules.cfg:411 data/test/maps/pathfind_1.cfg:97
msgid "Dusk"
msgstr "Prieblanda"
#. [time]: id=first_watch
#. [topic]: id=time_of_day
#: data/core/help.cfg:468 data/core/macros/schedules.cfg:67
#: data/test/maps/pathfind_1.cfg:108
msgid "First Watch"
msgstr "Pirmoji sargyba"
#. [time]: id=second_watch
#. [topic]: id=time_of_day
#: data/core/help.cfg:469 data/core/macros/schedules.cfg:91
#: data/test/maps/pathfind_1.cfg:119
msgid "Second Watch"
msgstr "Antroji sargyba"
#. [topic]: id=time_of_day
#: data/core/help.cfg:471
msgid ""
"Keep in mind that some scenarios take place underground, where it is "
"perpetually night!\n"
msgstr ""
"Turėkite omeny, kad kai kurie scenarijai vyksta požemyje, kur nuolat yra "
"naktis!\n"
#. [topic]: id=time_of_day
#: data/core/help.cfg:473
msgid ""
"Some underground locations are illuminated. They are perpetually "
"intermediate between day and night.\n"
msgstr ""
"Kai kurios požeminės vietovės yra apšviestos. Jos visada yra tarpinės tarp "
"dienos ir nakties.\n"
#. [topic]: id=time_of_day
#: data/core/help.cfg:475
msgid ""
"Some role-playing scenarios take place indoors — these regions are similarly "
"intermediate.\n"
msgstr ""
"Kai kurie vaidmenų žaidimo scenarijai vyksta patalpose – šios vietovės taip "
"pat tarpinės.\n"
#. [topic]: id=time_of_day
#: data/core/help.cfg:477
msgid ""
"Finally, units with the <ref>dst='ability_illuminationilluminates' "
"text='illuminates'</ref> ability and terrain features such as "
"<ref>dst='terrain_lava' text='lava'</ref> change the time of day bonus "
"around them."
msgstr ""
#. [topic]: id=healing
#: data/core/help.cfg:484
msgid "Healing"
msgstr "Gydymas"
#. [topic]: id=healing
#: data/core/help.cfg:485
msgid ""
"\n"
"\n"
"• <bold>text='Resting'</bold>: A unit which neither moves, attacks, nor is "
"attacked will heal 2 HP in its next turn."
msgstr ""
"\n"
"\n"
"• <bold>text='Poilsis'</bold>: karys, kuris nejuda, nepuola ir nėra "
"puolamas, kitą ėjimą pagis 2 GT."
#. [topic]: id=healing
#: data/core/help.cfg:485
msgid ""
"In combat, your units will inevitably take damage. There are several ways to "
"heal your units. However, with the exception of resting, these do not stack; "
"only one can occur per turn."
msgstr ""
#. [topic]: id=healing
#: data/core/help.cfg:487
msgid ""
"\n"
"• <bold>text='Villages'</bold>: A unit which starts a turn in a village or "
"<ref>dst='terrain_oasis' text='oasis'</ref> will heal 8HP. If the unit is "
"poisoned, the poison will be cured instead."
msgstr ""
"\n"
"<bold>text='Kaimai'</bold>: karys, pradedantis ėjimą kaime arba "
"<ref>dst='terrain_oasis' text='oazėje'</ref>, pagis 8 GT. Jei karys "
"apnuodytas, vietoj to nuodai bus pašalinti."
#. [topic]: id=healing
#: data/core/help.cfg:488
msgid ""
"\n"
"• <ref>dst='ability_regeneratesregenerates' text='Regeneration'</ref>: "
"Certain units (such as trolls) will automatically heal 8HP every turn. If "
"the unit is poisoned, the poison will be cured instead."
msgstr ""
"\n"
"<ref>dst='ability_regeneratesregenerates' text='Regeneruoja'</ref>: Kai "
"kurie kariai (pavyzdžiui, troliai) kiekvieną ėjimą savaime pasigydys 8 GT. "
"Jei karys apnuodytas, vietoj to nuodai bus pašalinti."
#. [topic]: id=healing
#: data/core/help.cfg:489
msgid ""
"\n"
"• <bold>text='Healing units'</bold>: Units with the "
"<ref>dst='ability_healingheals +4' text='Heals'</ref> ability will heal each "
"allied adjacent unit, usually <ref>dst='ability_healingheals +4' text='4HP'</"
"ref> or <ref>dst='ability_healingheals +8' text='8HP'</ref> per turn, or "
"prevent Poison from causing that unit damage."
msgstr ""
"\n"
"• <bold>text='Gydantys kariai'</bold>: kariai, turintys gebėjimą "
"<ref>dst='ability_healingheals +4' text='Gydo'</ref>, gydys kiekvieną greta "
"esantį draugišką karį, paprastai <ref>dst='ability_healingheals +4' text='4 "
"GT'</ref> arba <ref>dst='ability_healingheals +8' text='8 GT'</ref> per "
"ėjimą, arba neutralizuoja nuodų poveikį kariui."
#. [topic]: id=healing
#: data/core/help.cfg:490
msgid ""
"\n"
"• <bold>text='Curing units'</bold>: Units with the "
"<ref>dst='ability_curingcures' text='cures'</ref> ability will cure Poison "
"in all allied adjacent units (in preference to healing, if it has that "
"ability as well)."
msgstr ""
"\n"
"• <bold>text='Atnuodijantys kariai'</bold>: kariai, turintys "
"<ref>dst='ability_curingcures' text='atnuodijimo'</ref> galių, atnuodys "
"greta esančius apnuodytus karius (vietoj gydymo, jei jis turi ir tą "
"gebėjimą)."
#. [topic]: id=healing
#: data/core/help.cfg:491
msgid ""
"\n"
"• <bold>text='Advancement'</bold>: When a unit <ref>dst='advancement' "
"text='advances'</ref>, it will heal fully. This can happen as soon as your "
"unit gains enough experience, whether it is your turn or not."
msgstr ""
"\n"
"• <bold>text='Tobulėjimas'</bold>: karys <ref>dst='advancement' "
"text='patobulėdamas'</ref> pilnai pagyja. Tai atsitinka tuoj pat, kai karys "
"gauna pakankamai patirties, nesvarbu ar tai jūsų ėjimas ar ne."
#. [topic]: id=healing
#: data/core/help.cfg:492
msgid ""
"\n"
"\n"
"Resting can be combined with other forms of healing, but villages, "
"regeneration, healing and curing cannot combine with each other: the best "
"option will be used. Finally, units heal fully between scenarios."
msgstr ""
"\n"
"\n"
"Poilsis gali būti derinamas su kitomis gydymo formomis, tačiau kaimai, "
"regeneravimas ir gydymas negali būti naudojami tuo pačiu metu: bus "
"naudojamas tik tuo metu geriausias variantas. Galiausiai, kariai pilnai "
"pasveiksta pereidami iš vieno scenarijaus į kitą."
#. [topic]: id=healing
#: data/core/help.cfg:494
msgid ""
"\n"
"\n"
"<bold>text='Advanced'</bold>"
msgstr ""
"\n"
"\n"
"<bold>text='Pažengusiems'</bold>"
#. [topic]: id=healing
#: data/core/help.cfg:496
msgid ""
"\n"
"\n"
"Unlike other forms of healing, the heals ability will not take effect on the "
"healed unit’s turn, but on the healer’s turn. This means that while a unit "
"surrounded by several healers on the same side will only receive healing "
"from one healer per turn, a unit surrounded by healers from several allied "
"sides will be healed once on each of said allied sides’ turns."
msgstr ""
"\n"
"\n"
"Priešingai, nei kitos gydymo formos, gydymo gebėjimas veiks ne per gydomo "
"kario ėjimą, bet per gydytojo ėjimą. Tai reiškia, kad karys apsuptas vienos "
"pusės gydytojų bus gydomas vieno gydytojo per ėjimą, bet karys apsuptas "
"kelių skirtingų sąjungininkų gydytojų bus pagydytas per kiekvieno iš "
"sąjungininkų ėjimą."
#. [topic]: id=wrap_up
#: data/core/help.cfg:504
msgid "Wrap Up"
msgstr "Reziumė"
#. [topic]: id=wrap_up
#: data/core/help.cfg:505
msgid ""
"This concludes the fundamentals of Wesnoth. You might want to read up on "
"basic strategy, or familiarize yourself with <ref>dst='..traits_section' "
"text='traits'</ref> and <ref>dst='..abilities_section' text='abilities'</"
"ref>, but you now know everything you need to know to play the "
"<italic>text='Heir to the Throne'</italic> campaign. Have fun, and good luck!"
msgstr ""
"Čia pasibaigia Vesnoto pagrindai. Jums būtų pravartu pasiskaityti apie "
"taktiką ar susipažinti su <ref>dst='..traits_section' text='bruožais'</ref> "
"ir <ref>dst='..abilities_section' text='gebėjimais'</ref>, tačiau jūs žinote "
"pakankamai, kad galėtumėte žaisti <italic>text='Sosto įpėdinio'</italic> "
"kampaniją. Linkime smagaus žaidimo ir sėkmės!"
#. [topic]: id=license
#: data/core/help.cfg:510
msgid "License"
msgstr "Licencija"
#. [topic]: id=..traits_section
#: data/core/help.cfg:519
msgid ""
"\n"
"\n"
"Most units have two traits. However, goblins have only one trait, undead "
"units are always assigned the single trait <italic>text='undead'</italic> "
"and in some cases <italic>text='fearless'</italic>, and woses do not receive "
"any traits. "
msgstr ""
"\n"
"\n"
"Dauguma karių turi du bruožus. Tačiau goblinai turi tik vieną bruožą, "
"nemirėlių kariams priskirtas vienintelis bruožas <italic>text='nemirėlis'</"
"italic>, ir kai kuriais atvejais<italic>text='bebaimis'</italic>, o "
"miškiniai neturi jokių bruožų. "
#. [topic]: id=..traits_section
#: data/core/help.cfg:519
msgid ""
"Traits are modifications that change a unit’s attributes slightly. They are "
"usually randomly assigned to a unit when it is recruited. The traits "
"available to a unit are largely determined by its <italic>text='race'</"
"italic>."
msgstr ""
#. [topic]: id=..traits_section
#: data/core/help.cfg:521
msgid ""
"\n"
"\n"
"The traits that are available to most non‐undead units are "
"<ref>dst='traits_intelligent' text='intelligent'</ref>, "
"<ref>dst='traits_quick' text='quick'</ref>, <ref>dst='traits_resilient' "
"text='resilient'</ref>, and <ref>dst='traits_strong' text='strong'</ref>."
msgstr ""
"\n"
"\n"
"Bruožai galimi daugumai ne-nemirėlių karių yra <ref>dst='traits_intelligent' "
"text='protingas'</ref>, <ref>dst='traits_quick' text='greitas'</ref>, "
"<ref>dst='traits_resilient' text='gyvybingas'</ref> ir "
"<ref>dst='traits_strong' text='stiprus'</ref>."
#. [topic]: id=..traits_section
#: data/core/help.cfg:523
msgid ""
"\n"
"\n"
"Elves may also receive <ref>dst='traits_dextrous' text='dextrous'</ref>, and "
"dwarves may receive <ref>dst='traits_healthy' text='healthy'</ref>. Trolls "
"and certain humans may receive <ref>dst='traits_fearless' text='fearless'</"
"ref>. Other traits which may be assigned include <ref>dst='traits_loyal' "
"text='loyal'</ref>, <ref>dst='traits_feral' text='feral'</ref> and "
"<ref>dst='traits_undead' text='undead'</ref>.\n"
"\n"
msgstr ""
#. [topic]: id=..terrains_section
#: data/core/help.cfg:533
msgid ""
"\n"
"\n"
"Terrains come in two types: <italic>text='basic'</italic> and "
"<italic>text='mixed'</italic>."
msgstr ""
"\n"
"\n"
"Yra dviejų tipų reljefai: <italic>text='baziniai'</italic> ir "
"<italic>text='maišyti'</italic>."
#. [topic]: id=..terrains_section
#: data/core/help.cfg:533
msgid ""
"Game maps feature a variety of terrains that affect both unit movement and a "
"unit’s defensive capability in combat."
msgstr ""
"Žaidimo žemėlapiuose yra įvairių reljefų, kurie veikia ir karių judėjimą, ir "
"karių gynybinius sugebėjimus mūšyje."
#. [topic]: id=..terrains_section
#: data/core/help.cfg:535
msgid ""
"\n"
"\n"
"<header>text='Basic Terrain Types'</header>"
msgstr ""
"\n"
"\n"
"<header>text='Pagrindiniai reljefo tipai'</header>"
#. [topic]: id=..terrains_section
#: data/core/help.cfg:537
msgid ""
"\n"
"\n"
"Basic terrain types include Flat, Hills, Mountains, Sands, Water and Swamps. "
"There are many more besides these — a list of the terrain types you have "
"discovered can be found at the end of this page.\n"
"\n"
msgstr ""
#. [topic]: id=..terrains_section
#: data/core/help.cfg:541
msgid ""
"\n"
"\n"
"Every unit has a defense rating and a movement cost for each of the basic "
"terrain types, and these values are listed in the unit’s help page. Basic "
"terrain types may have unique properties like illumination effects as well."
msgstr ""
#. [topic]: id=..terrains_section
#: data/core/help.cfg:543
msgid ""
"\n"
"\n"
"<header>text='Mixed Terrain Types'</header>"
msgstr ""
"\n"
"\n"
"<header>text='Mišrūs reljefo tipai'</header>"
#. [topic]: id=..terrains_section
#: data/core/help.cfg:545
msgid ""
"\n"
"\n"
"Mixed terrain types share the properties of multiple basic terrain types — "
"units generally receive the <italic>text='best defense'</italic> and "
"<italic>text='worst movement'</italic> of the underlying basic types when "
"they move onto a mixed type. For example, this is the case with "
"<italic>text='forested hills'</italic>, <italic>text='sand hills'</italic>, "
"and <italic>text='cave hills'</italic>.\n"
"\n"
msgstr ""
#. [topic]: id=..terrains_section
#: data/core/help.cfg:549
msgid ""
"\n"
"\n"
"One notable exception is bridge terrains, such as <italic>text='bridges over "
"shallow water'</italic>, <italic>text='fords'</italic>, and "
"<italic>text='bridges over chasms'</italic>. Fords are easily passable to "
"both merfolk and humans — all units moving on a ford enjoy the best defense "
"and best movement out of flat and shallow water, rather than the worse "
"movement of the two. Similarly, bridges over chasms are passable to "
"nonfliers (unsurprisingly).\n"
"\n"
msgstr ""
#. [topic]: id=..terrains_section
#: data/core/help.cfg:553
msgid ""
"\n"
"\n"
"Land-based villages generally give the best defense and movement as well. "
"These villages are mixed terrains, based on the village terrain type, "
"together with hill, swamp, and cave, respectively.\n"
"\n"
msgstr ""
#. [topic]: id=..terrains_section
#: data/core/help.cfg:557
msgid ""
"\n"
"\n"
"Finally, water villages are generally inhospitable to land units, and do not "
"give defense or movement benefits associated with the village terrain type. "
"Instead, they count only as water tiles.\n"
"\n"
msgstr ""
#. [topic]: id=..terrains_section
#: data/core/help.cfg:561
msgid ""
"\n"
"\n"
"You can see what basic types a mixed terrain is comprised of by mousing over "
"its hex and checking the terrain type icons displayed in the upper right "
"(under the default theme)."
msgstr ""
#. [topic]: id=..terrains_section
#: data/core/help.cfg:563
msgid ""
"\n"
"\n"
"You can see what type of behavior the mixed terrain gives by mousing over "
"its hex and viewing the <italic>text='terrain description'</italic> by "
"either pressing the hotkey, or right clicking and selecting from the context "
"menu."
msgstr ""
#. [topic]: id=..terrains_section
#: data/core/help.cfg:565
msgid ""
"\n"
"\n"
"<header>text='Defense Caps'</header>"
msgstr ""
"\n"
"\n"
"<header>text='Gynybos lubos'</header>"
#. [topic]: id=..terrains_section
#: data/core/help.cfg:567
msgid ""
"\n"
"\n"
"Some units have <italic>text='defense caps'</italic> for a particular basic "
"terrain type. These units suffer a penalty on mixed terrains with that type "
"— their defense cannot exceed the cap."
msgstr ""
#. [topic]: id=..terrains_section
#: data/core/help.cfg:569
msgid ""
"\n"
"\n"
"For example, the <ref>text='Loyalist Cavalryman' dst='unit_Cavalryman'</ref> "
"has a defense rating of 30% on forests, and a defense cap for forests. Thus, "
"on forested hills, he has a defense rating of 30% rather than 40%, because "
"the mixed rating cannot exceed the cap."
msgstr ""
#. [topic]: id=..terrains_section
#: data/core/help.cfg:571
msgid ""
"\n"
"\n"
"If a unit has a defense cap for some terrain, it is always the same as its "
"defense rating on that terrain (it cannot be larger)."
msgstr ""
#. [topic]: id=..terrains_section
#: data/core/help.cfg:573
#, fuzzy
msgid ""
"\n"
"\n"
"<header>text='Basic Terrain Types'</header>\n"
"\n"
msgstr ""
"\n"
"\n"
"<header>text=Žala</header>"
#. [topic]: id=..addons
#: data/core/help.cfg:586
msgid ""
"The degree of customization offered by the Wesnoth engine allows players to "
"create their own game content, including new scenarios, campaigns, and much "
"more beyond what is offered in the official content bundled with the game.\n"
"\n"
msgstr ""
#. [topic]: id=using_addons
#: data/core/help.cfg:596
msgid "Using Add-ons"
msgstr "Priedų naudojimas"
#. [topic]: id=using_addons
#: data/core/help.cfg:597
msgid ""
"\n"
"\n"
"<header>text='Campaigns and Scenarios'</header>"
msgstr ""
"\n"
"\n"
"<header>text='Kampanijos ir scenarijai'</header>"
#. [topic]: id=using_addons
#: data/core/help.cfg:597
msgid ""
"The game supports different types of add-on content, which are not all "
"available in every gameplay mode."
msgstr ""
#. [topic]: id=using_addons
#: data/core/help.cfg:599
msgid ""
"\n"
"\n"
"Single-player campaigns are collections of scenarios that fit together to "
"tell a story. Both stand-alone scenarios—if intended to be played as such—"
"and regular campaigns are available from the <italic>text='Campaigns'</"
"italic> menu at the title screen."
msgstr ""
#. [topic]: id=using_addons
#: data/core/help.cfg:601
msgid ""
"\n"
"\n"
"<header>text='Multiplayer Campaigns, Scenarios, and Map Packs'</header>"
msgstr ""
"\n"
"\n"
"<header>text='Daugelio žaidėjų kampanijos, scenarijai ir žemėlapių "
"rinkiniai'</header>"
#. [topic]: id=using_addons
#: data/core/help.cfg:603
msgid ""
"\n"
"\n"
"<italic>text='Multiplayer'</italic> games can be played in fully customized, "
"scripted scenarios or even specially designed campaigns. There are also "
"packs providing sets of individual multiplayer scenarios."
msgstr ""
#. [topic]: id=using_addons
#: data/core/help.cfg:605
msgid ""
"\n"
"\n"
"<header>text='Multiplayer Eras and Factions'</header>"
msgstr ""
"\n"
"\n"
"<header>text='Daugelio žaidėjų eros ir frakcijos'</header>"
#. [topic]: id=using_addons
#: data/core/help.cfg:607
msgid ""
"\n"
"\n"
"For gameplay purposes, various races of creatures in the world cooperate "
"with each other in factions. Factions are grouped in balanced sets with a "
"common theme; for example, the main factions of Wesnoth can be found in the "
"included Default Era.\n"
"\n"
"In <italic>text='Multiplayer'</italic> mode, you can choose an era when "
"creating a new game, and players can pick from the available factions for "
"that era when setting up their sides and teams."
msgstr ""
#. [topic]: id=using_addons
#: data/core/help.cfg:611
msgid ""
"\n"
"\n"
"You can see what eras you have loaded in the <ref>text='eras' dst='.."
"eras_section'</ref> of the help."
msgstr ""
#. [topic]: id=using_addons
#: data/core/help.cfg:613
msgid ""
"\n"
"\n"
"<header>text='Modifications'</header>"
msgstr ""
"\n"
"\n"
"<header>text='Pakeitimai'</header>"
#. [topic]: id=using_addons
#: data/core/help.cfg:615
msgid ""
"\n"
"\n"
"Modifications are optional scenario- and era-independent scripts that can "
"alter the default ruleset in various ways. You can choose and configure "
"modifications when creating a new game."
msgstr ""
#. [topic]: id=using_addons
#: data/core/help.cfg:617
msgid ""
"\n"
"\n"
"<header>text='Cores'</header>"
msgstr ""
"\n"
"\n"
"<header>text='Branduoliai'</header>"
#. [topic]: id=using_addons
#: data/core/help.cfg:619
msgid ""
"\n"
"\n"
"Cores enable total conversion of The Battle for Wesnoth. A core can replace "
"all the content in Wesnoth: when a different core is loaded, the regular "
"units, terrains and the like do not exist.\n"
"\n"
"Cores allow a significantly different game experience: for example, a World "
"War II campaign, or even a different game altogether, as long as it can be "
"represented as a hexagonal map with ’units’ in some way."
msgstr ""
#. [topic]: id=using_addons
#: data/core/help.cfg:623
msgid ""
"\n"
"\n"
"<header>text='Creator Resources'</header>"
msgstr ""
"\n"
"\n"
"<header>text='Kūrėjo resursai'</header>"
#. [topic]: id=using_addons
#: data/core/help.cfg:625
msgid ""
"\n"
"\n"
"Content authors can use resource packs available on the add-ons server to "
"enrich their own content with existing assets such as images, music, and "
"code. These are not generally intended for direct use in-game; however, "
"other playable add-ons may depend on them and suggest or require their "
"installation during download."
msgstr ""
#. [topic]: id=installing_addons
#: data/core/help.cfg:634
msgid "Installing Add-ons"
msgstr "Priedų diegimas"
#. [topic]: id=installing_addons
#: data/core/help.cfg:635
msgid ""
"User-made add-ons can be obtained and updated through the <italic>text='Add-"
"ons'</italic> option in the main menu. After connecting to the add-ons "
"server (by default <italic>text='add-ons.wesnoth.org'</italic>), you will be "
"presented with a list of add-ons available on the server for downloading.\n"
"\n"
"The installation status for each add-on is shown below each entry. For add-"
"ons that are <italic>text='upgradable'</italic> or <italic>text='outdated'</"
"italic> on the server, their installed and published versions will be shown "
"in the <italic>text='Version'</italic> column.\n"
"\n"
"To search for add-ons by keywords, type any relevant terms in any order in "
"the search box, separated by spaces. You can also sort the add-on list by "
"clicking the column headers. It is also possible to choose to only display "
"add-ons of specific categories by clicking on the <bold>text='Type'</bold> "
"dropdown.\n"
"\n"
"To install an add-on, select it from the list and click the <bold>text='+'</"
"bold> icon, or simply double-click on the add-on’s title. If the window is "
"too small to show them inline, the <bold>text='Addon Details'</bold> button "
"provides you with additional details about the add-on, such as its full "
"description, installation status, and available translations."
msgstr ""
#. [topic]: id=removing_addons
#: data/core/help.cfg:648
msgid "Removing Add-ons"
msgstr "Priedų šalinimas"
#. [topic]: id=removing_addons
#: data/core/help.cfg:649
msgid ""
"To remove add-ons, choose <bold>text='Remove Add-ons'</bold> in the add-ons "
"server connection dialog. You will be presented with options to remove any "
"number of add-ons you currently have installed.\n"
"\n"
"It is not possible to remove add-ons for which there is publishing "
"information (<italic>text='.pbl'</italic> files) attached, in order to "
"prevent its accidental loss. If necessary, you must manually delete the "
"information files or the add-ons themselves using a file manager provided by "
"your platform."
msgstr ""
#. [topic]: id=general_commands
#: data/core/help.cfg:664
msgid "General Commands"
msgstr "Bendros komandos"
#. [topic]: id=general_commands
#. [topic]: id=mp_commands
#. [topic]: id=debug_commands
#: data/core/help.cfg:666 data/core/help.cfg:709 data/core/help.cfg:747
msgid ""
"These commands can either be issued via the command line by prefixing them "
"with ':' (as shown here) or via the chat by prefixing them with '/' (press "
"'m' first to open the chat line).\n"
"\n"
msgstr ""
#. [topic]: id=general_commands
#: data/core/help.cfg:668
msgid ""
"\n"
"Clear chat messages.\n"
"\n"
msgstr ""
"\n"
"Išvalyti pokalbių žinutes.\n"
"\n"
#. [topic]: id=general_commands
#: data/core/help.cfg:671
msgid ""
"\n"
"Switch debug mode on (does not work in multiplayer). See "
"<ref>dst='debug_commands' text='debug mode commands'</ref>.\n"
"Debug mode is turned off by quitting the game or :nodebug.\n"
"\n"
msgstr ""
"\n"
"Įjungti derinimo režimą (neveikia daugelio žaidėjų žaidime). Žiūrėkite "
"<ref>dst='debug_commands' text='derinimo režimo komandos'</ref>.\n"
"Derinimo režimas išjungiamas, kai jūs baigiate žaidimą arba surenkate :"
"nodebug.\n"
"\n"
#. [topic]: id=general_commands
#: data/core/help.cfg:675
msgid ""
"\n"
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