wesnoth-lt/help.lt.po

3986 lines
138 KiB
Plaintext
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

# Copyright (C) Wesnoth development team, 2007-2010.
# Translators:
# Andrius Štikonas <stikonas@gmail.com>, 2007-2010.
msgid ""
msgstr ""
"Project-Id-Version: Battle for Wesnoth 1.10\n"
"Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n"
"POT-Creation-Date: 2010-12-22 12:49+0100\n"
"PO-Revision-Date: 2010-01-01 00:00+0300\n"
"Last-Translator: Andrius Štikonas <stikonas@gmail.com>\n"
"Language-Team: Lithuanian <komp_lt@konferencijos.lt>\n"
"Language: Lithuanian\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=4; plural=(n==1 ? 0 : n%10==1 && n%100!=11 ? 1 : n"
"%10>=2 && (n%100<10 || n%100>=20) ? 2 : 3);\n"
#. [section]: id=encyclopedia
#. [topic]: id=..encyclopedia
#: data/core/encyclopedia/_main.cfg:5 data/core/encyclopedia/_main.cfg:12
msgid "Encyclopedia"
msgstr "Enciklopedija"
#. [topic]: id=..encyclopedia
#: data/core/encyclopedia/_main.cfg:14
msgid "<ref>dst='..geography' text='Geography'</ref>"
msgstr "<ref>dst='..geography' text='Geografija'</ref>"
#. [section]: id=geography
#. [topic]: id=..geography
#: data/core/encyclopedia/geography.cfg:5
#: data/core/encyclopedia/geography.cfg:12
msgid "Geography"
msgstr "Geografija"
#. [topic]: id=arkan_thoria
#: data/core/encyclopedia/geography.cfg:19
msgid "Arkan-thoria"
msgstr "Arkan-torija"
#. [topic]: id=arkan_thoria
#: data/core/encyclopedia/geography.cfg:20
msgid "<ref>dst='heart_mountains' text='Heart Mountains'</ref>"
msgstr "<ref>dst='heart_mountains' text='Šerdies kalnai'</ref>"
#. [topic]: id=great_ocean
#: data/core/encyclopedia/geography.cfg:25
msgid "Great Ocean"
msgstr "Didysis vandenynas"
#. [topic]: id=great_ocean
#: data/core/encyclopedia/geography.cfg:26
msgid ""
"Lies to the west of the <ref>dst='great_continent' text='continent'</ref> "
"and all rivers eventually flow to it. In the middle of the great ocean is a "
"huge archipelago called <ref>dst='morogor' text='Morogor'</ref>."
msgstr ""
#. [topic]: id=morogor
#: data/core/encyclopedia/geography.cfg:31
msgid "Morogor"
msgstr ""
#. [topic]: id=morogor
#: data/core/encyclopedia/geography.cfg:34
msgid ""
"Archipelago, located somewhere in the <ref>dst='great_ocean' text='Great "
"ocean'</ref> west of the <ref>dst='green_isle' text='Green Isle'</ref> and "
"east of the <ref>dst=old_continent text='Old Continent'</ref>.\n"
"It is mostly inhabited by <ref>dst='..race_drake' text='drakes'</ref>.\n"
"The central island of the archipelago is also called 'Morogor'."
msgstr ""
#. [topic]: id=green_isle
#: data/core/encyclopedia/geography.cfg:39
msgid "Green Isle"
msgstr "Žalioji sala"
#. [topic]: id=green_isle
#: data/core/encyclopedia/geography.cfg:40
msgid ""
"A bigger island lying in the <ref>dst='great_ocean' text='great ocean'</ref>."
msgstr ""
#. [topic]: id=old_continent
#: data/core/encyclopedia/geography.cfg:45
msgid "Old Continent"
msgstr "Senasis žemynas"
#. [topic]: id=old_continent
#: data/core/encyclopedia/geography.cfg:46
msgid "Lies in the west of <ref>dst='morogor' text='Morogor'</ref>."
msgstr ""
#. [topic]: id=great_continent
#: data/core/encyclopedia/geography.cfg:51
msgid "Great Continent"
msgstr "Didysis žemynas"
#. [topic]: id=great_continent
#: data/core/encyclopedia/geography.cfg:52
msgid ""
"The continent on which the <ref>dst='kingdom_wesnoth' text='Kingdom of "
"Wesnoth'</ref> lies. It's west coast is surrunded by the "
"<ref>dst='great_ocean' text='Great Ocean'</ref>."
msgstr ""
#. [topic]: id=irdya
#: data/core/encyclopedia/geography.cfg:57
msgid "Irdya"
msgstr ""
#. [topic]: id=irdya
#: data/core/encyclopedia/geography.cfg:58
msgid ""
"The name of the world in which the kingdom of <ref>dst='kingdom_wesnoth' "
"text='Wesnoth'</ref> is situated is 'Irdya'. This term is , however, only "
"rarely used in the era depicted by the main map. People normally just say "
"'the world' or, poetically, 'the wide green world'."
msgstr ""
#. [topic]: id=kingdom_wesnoth
#: data/core/encyclopedia/geography.cfg:63
msgid "Kingdom of Wesnoth"
msgstr "Vesnoto karalystė"
#. [topic]: id=kingdom_wesnoth
#: data/core/encyclopedia/geography.cfg:89
msgid ""
"The Kingdom of Wesnoth is located in the north-central portion of the "
"<ref>dst='great_continent' text='Great Continent'</ref>. Most of the "
"mainline campaigns revolve around it. It is bounded on the map by the Great "
"River to the north, the shore of the Great Ocean to the west, the Aethenwood "
"to the <ref>dst='southwest_elven_lands' text='southwest'</ref>, and the "
"Bitter Swamp to the southeast (lower right corner of the main map).\n"
"\n"
"Over the River Aethen, south of Fort Tahn, is a Wesnothian frontier region. "
"It is bounded to the south (off-map) by dense woods of which the Aethenwood "
"may be considered a northernmost extension.\n"
"\n"
" • Notable cities:\n"
" ◦ Weldyn: The capital of Wesnoth.\n"
" ◦ Aldril: City lying on the Bay of Pearls.\n"
" ◦ Blackwater Port: City lying south of the Bay of Pearls.\n"
" ◦ Carcyn: Located between the Grey Woods and the Great River.\n"
" ◦ Dan'Tonk: Wesnoth's largest city, located in the center of the "
"country, just west and north of Weldyn.\n"
" ◦ Soradoc: The northernmost border outpost of Wesnoth, controls "
"the confluence of the Weldyn River and the Great River.\n"
" ◦ Fort Tahn: The southernmost border outpost, controls the north/"
"south road crossing the River Aethen.\n"
" ◦ Tath: Important fort city north of Dan'Tonk, exerts control over "
"the wilderness country around the east of the Brown Hills and north to the "
"Ford of Abez. \n"
"\n"
" • Notable land features:\n"
" ◦ Gryphon Mountain: Home of the fabled Gryphons\n"
" ◦ Ford of Abez: Shallow part of the Great River, it is usually "
"controlled by Wesnothian forces\n"
" ◦ Weldyn River: It branches from the Great River and goes south\n"
" ◦ Great Central Plain: Area bounded by Weldyn, Dan'Tonk, and Fort "
"Tahn, this plain is Wesnoth's bread basket and home to most of its "
"population\n"
" ◦ Dulatus Hills: These rolling hills bordering the Great Central "
"Plain provide much of Wesnoth's livestock and agriculture\n"
" ◦ Brown Hills: Wasteland surrounding Gryphon Mountain that is not "
"well-populated and occasionally very dangerous.\n"
" ◦ Horse Plains: Region of rolling plains just south of the Great "
"River, bounded by Glyn's Forest to the west and the River Weldyn to the "
"east; the southern reach merges into the Central Plain. Home of the powerful "
"Clans; the best horses in Wesnoth are bred here.\n"
" ◦ Estmark Hills: Largish range rising south of the Great River and "
"east of the Weldyn River. The northernmost portion, nearest the River "
"Weldyn, has at various times been settled by Wesnothians, but the Kingdom's "
"control is tenuous at best and banditry is common.\n"
" ◦ Glyn's Forest: Sometimes known as the Royal Forest, named for "
"one of Haldric II's sons\n"
" ◦ Gray Woods: Large forest in the heart of the wilds of Wesnoth, "
"located between Carcyn and Aldril and generally considered to be haunted\n"
" ◦ Green Swamp: Large swamp in the heart of the wilds of Wesnoth, "
"south of Aldril. It receives drainage from the Brown Hills and feeds into "
"the Great River. (Not shown on the main map.)"
msgstr ""
#. [topic]: id=elensefar
#: data/core/encyclopedia/geography.cfg:94
msgid "Elensefar"
msgstr "Elensefaras"
#. [topic]: id=elensefar
#: data/core/encyclopedia/geography.cfg:101
msgid ""
"Elensefar is at times a province of <ref>dst='kingdom_wesnoth' "
"text='Wesnoth'</ref>, at times an independent country, and at times in a "
"treaty federation with Wesnoth. Its borders are the Great River to the "
"north, a loosely defined line with Wesnoth to the east, the Bay of Pearls to "
"the south, and the <ref>dst='great_ocean' text='ocean'</ref> to the west. "
"More information is found in the historical narrative of Wesnoth.\n"
"\n"
" • Notable cities:\n"
" ◦ Elensefar: The capital, located on an island in the "
"<ref>dst='great_river' text='Great River'</ref> delta\n"
" ◦ Carcyn: City on the Wesnoth-Elensefar border, disputed with "
"Wesnoth \n"
" • Notable land features:\n"
" ◦ <ref>dst='great_river' text='Great River'</ref>: It is very wide "
"at this point, and only ships can cross it."
msgstr ""
#. [topic]: id=northlands
#: data/core/encyclopedia/geography.cfg:106
msgid "Northlands"
msgstr ""
#. [topic]: id=northlands
#: data/core/encyclopedia/geography.cfg:124
msgid ""
"There is no government of the Northlands. Various groups of orcs, dwarves, "
"barbarian men and even elves populate the region. The northern and eastern "
"borders are not defined, the southern border is the <ref>dst='great_river' "
"text='Great River'</ref>, and the western border is the "
"<ref>dst='great_ocean' text='Great Ocean'</ref>.\n"
"\n"
" • Notable cities:\n"
" ◦ Glamdrol: An Orcish tribal capital\n"
" ◦ Romyr: Another Orcish tribal capital\n"
" ◦ Wesmere: The location of the Ka'lian - the Elvish Council\n"
" ◦ Dwarven Doors: A mixed human/dwarven town in the region of "
"Knalga in the southern Heart Mountains. A major trade center.\n"
" ◦ Dallben and Delwyn: Human villages originally built by settlers "
"who crossed the Great River during Wesnoth's Golden Age expansion. Now "
"abandoned. The forested area northeast of Elensefar, where these villages "
"were located, was named the Annuvin province by men but was known by the "
"elves as Wesmere. \n"
"\n"
" • Notable land features:\n"
" ◦ Heart Mountains: A virtually impassable barrier between the "
"river country and the Northern Plains.\n"
" ◦ Heartfangs: the particularly forbidding stretch of high peaks "
"southwest of Lake Vrug and north of the Forest of Wesmere. The most "
"inhospitable and dangerous portion of the Heart Mountains; only hermits, "
"madmen, and mages live there.\n"
" ◦ Swamp of Dread: a very large bog located between the Heart "
"Mountains and the Great River. A notoriously dangerous place.\n"
" ◦ Lake Vrug: A large mountain lake whose river carves the only "
"pathway through the Northern Mountains\n"
" ◦ Arkan-thoria: The river than comes out of Lake Vrug. This is the "
"elvish name; among humans it is called Longlier.\n"
" ◦ River Listra: The south-running tributary of the Great River "
"into which the Arkan-thoria empties.\n"
" ◦ Lintanir Forest: The southernmost portion of the Great Northern "
"Forest, a gigantic wood whose eastern and northern boundaries are known only "
"the elves. Their capitol, Elensiria, has only seldom been visited by "
"humans.\n"
" ◦ Great River: The origin of this river is somewhere in the east "
"of the northern lands"
msgstr ""
#. [topic]: id=southwest_elven_lands
#: data/core/encyclopedia/geography.cfg:129
msgid "Southwest Elven Lands"
msgstr ""
#. [topic]: id=southwest_elven_lands
#: data/core/encyclopedia/geography.cfg:135
msgid ""
"The Wood Elves are separate from those of the north, and have only "
"intermittent relations with them and most other countries. Its borders are "
"the Green Swamp to the northeast, the desert (not shown) to the south, and "
"the <ref>dst='great_ocean' text='Ocean'</ref> to the west.\n"
"\n"
" • Notable cities\n"
" ◦ None known \n"
" • Notable land features:\n"
" ◦ Aethen Forest: The largest southern forest, it extends far to "
"the southwest - much farther than is charted - and is home to <ref>dst='.."
"race_elf' text='elves'</ref>."
msgstr ""
#. [topic]: id=heart_mountains
#: data/core/encyclopedia/geography.cfg:140
msgid "Heart Mountains"
msgstr "Šerdies kalnai"
#. [topic]: id=heart_mountains
#: data/core/encyclopedia/geography.cfg:141
msgid ""
"A virtually impassable barrier between the <ref>dst='arkan_thoria' "
"text='river'</ref> country and the <ref>dst='far_north' text='Northern "
"Plains'</ref>."
msgstr ""
#. [topic]: id=far_north
#: data/core/encyclopedia/geography.cfg:146
msgid "Far North"
msgstr ""
#. [topic]: id=far_north
#: data/core/encyclopedia/geography.cfg:170
msgid ""
"Cold, harsh, and inaccessible, the Far North is the ancestral home of the "
"Orcish Clannate. It lies north of the <ref>dst='heart_mountains' text='Heart "
"Mountains'</ref>, which the Orcs call the Haggid-Dargor and claim (without "
"merit) as their own. To the east lie the Unaligned Tribes of the Wild "
"Steppe, who fell out of the control of the Clannate, instead roaming with "
"wild human barbarians and clashing with the High Elves of the North Plains "
"(known as North Elves in human lands). The High Elves themselves reside "
"further east, where it is rumored they rule a vast kingdom.\n"
"\n"
" • Notable cities:\n"
" ◦ Barag Gor, a city home to the Orcish Council\n"
" ◦ Bitok\n"
" ◦ Borstep\n"
" ◦ Castelfrang\n"
" ◦ Farzi\n"
" ◦ Festog\n"
" ◦ Grisbi\n"
" ◦ Lmarig\n"
" ◦ Melmog\n"
" ◦ Prestim\n"
" ◦ Tirigaz \n"
" • Notable land features:\n"
" ◦ Swamp of Desolation\n"
" ◦ Mountains of Dorth\n"
" ◦ Mountains of Haag\n"
" ◦ Green Forest\n"
" ◦ Silent Forest\n"
" ◦ Forest of Thelien\n"
" ◦ River Oumph\n"
" ◦ River Bork\n"
" ◦ Wild Steppe"
msgstr ""
#. [section]: id=introduction
#. [topic]: id=..introduction
#: data/core/help.cfg:21 data/core/help.cfg:89
msgid "Introduction"
msgstr "Įvadas"
#. [section]: id=gameplay
#. [topic]: id=..gameplay
#: data/core/help.cfg:27 data/core/help.cfg:137
msgid "Gameplay"
msgstr "Žaidimas"
#. [section]: id=traits_section
#. [topic]: id=..traits_section
#: data/core/help.cfg:33 data/core/help.cfg:358
msgid "Traits"
msgstr "Bruožai"
#. [section]: id=units
#. [topic]: id=..units
#: data/core/help.cfg:42 data/core/help.cfg:95
msgid "Units"
msgstr "Daliniai"
#. [section]: id=abilities_section
#. [topic]: id=..abilities_section
#: data/core/help.cfg:51 data/core/help.cfg:101
msgid "Abilities"
msgstr "Gebėjimai"
#. [section]: id=weapon_specials
#. [topic]: id=..weapon_specials
#: data/core/help.cfg:59 data/core/help.cfg:110
msgid "Weapon Specials"
msgstr "Ginklų ypatybės"
#. #-#-#-#-# wesnoth-help.wml.pot (PACKAGE VERSION) #-#-#-#-#
#. [section]: id=factions_section
#: data/core/help.cfg:67 src/help.cpp:1297 src/help.cpp:1299
#, fuzzy
msgid "Factions"
msgstr "Veiksmai"
#. [section]: id=terrains
#. [topic]: id=..terrains
#: data/core/help.cfg:74 data/core/help.cfg:478
msgid "Terrains"
msgstr "Vietovės"
#. [section]: id=commands
#. [topic]: id=..commands
#: data/core/help.cfg:81 data/core/help.cfg:780
msgid "Commands"
msgstr "Komandos"
#. [topic]: id=..abilities_section
#: data/core/help.cfg:104
msgid ""
"Certain units have abilities that either directly affect other units, or "
"have an impact on how the unit interacts with other units. These abilities "
"will be listed under this topic as you encounter them.\n"
"\n"
msgstr ""
"Kai kurie daliniai turi gebėjimų, kurie arba tiesiogiai veikia kitus "
"dalinius, arba turi įtakos dalinio sąveikavimui su kitais daliniais. Šie "
"gebėjimai, kai jūs juos sutiksite, bus vardinami šioje temoje.\n"
"\n"
#. [topic]: id=..weapon_specials
#: data/core/help.cfg:113
msgid ""
"Some weapons have special features that increase the effectiveness of "
"attacking with them.\n"
"\n"
msgstr ""
"Kai kurie ginklai turi ypatingų savybių, kurios padidina puolimo jais "
"efektyvumą.\n"
"\n"
#. [topic]: id=.unknown_unit
#: data/core/help.cfg:120
msgid "Unknown Unit"
msgstr "Nežinomas dalinys"
#. [topic]: id=.unknown_unit
#: data/core/help.cfg:123
msgid ""
"\n"
"\n"
"This unit is unknown for the moment. You must discover it in the game to be "
"allowed to see its description."
msgstr ""
"\n"
"\n"
"Šis dalinys šiuo metu nežinomas. Jūs privalote atrasti jį žaidime, kad "
"galėtumėte pamatyti jo aprašymą."
#. [topic]: id=introduction_topic
#: data/core/help.cfg:128
msgid "Overview"
msgstr "Apžvalga"
#. [topic]: id=introduction_topic
#: data/core/help.cfg:131
msgid ""
"\n"
"\n"
"<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, Battle for Wesnoth strives for simplicity of both rules and "
"gameplay. This does not make the game simple, however — from these simple "
"rules arise a wealth of strategy, making the game easy to learn but a "
"challenge to master."
msgstr ""
"\n"
"\n"
"<italic>text='Mūšis dėl Vesnoto'</italic> yra ėjimais pagrįstas fantastinis "
"strateginis žaidimas, iš dalies neįprastas tarp šiuolaikinių strateginių "
"žaidimų. Kol kiti žaidimai siekia sudėtingumo, Mūšis dėl Vesnoto siekia "
"paprastumo, tačiau iš šių paprastų taisyklių atsiranda strategijų gausumas, "
"darantis žaidimą lengvai išmokstamą, bet sunkų puikiai įvaldyti."
#. [topic]: id=fundamentals
#: data/core/help.cfg:143
msgid "Fundamentals of Gameplay"
msgstr "Žaidimo pagrindai"
#. [topic]: id=fundamentals
#: data/core/help.cfg:144
msgid ""
"These pages outline all you need to know to play <italic>text='Battle for "
"Wesnoth'</italic>. They cover how to play and the basic mechanics behind the "
"game. As you play the game, new information is added to these pages as you "
"come across new aspects of the game. For more detailed information on "
"special situations and exceptions, please follow the links included."
msgstr ""
"Čia rasite visą informaciją, kurią turėtumėte žinoti, kad galėtumėte žaisti "
"<italic>text='Mūšį dėl Vesnoto'</italic>. Jie apima instrukcijas, kaip "
"žaisti, ir pagrindinius žaidimo mechanizmus. Bežaidžiant prie šių puslapių "
"pridedama nauja informacija, kai atrandami nauji žaidimo aspektai. "
"Detalesnei informacijai apie specialias situacijas ir išskirtinumus prašome "
"aplankyti pridėtas nuorodas."
#. [topic]: id=fundamentals
#: data/core/help.cfg:146
#, fuzzy
msgid ""
"\n"
"\n"
"To begin with, its best to click the <bold>text=Tutorial</bold> button at "
"the main menu. This will take you to the interactive tutorial, which will "
"teach you the basics of Wesnoth. After this, it is recommended that you play "
"the Heir to the Throne campaign first — click <bold>text=Campaign</bold> "
"then <italic>text='Heir to the Throne'</italic>. As <italic>text='Battle for "
"Wesnoth'</italic> can be quite challenging, you may wish to start on "
"<italic>text=Easy</italic>."
msgstr ""
"\n"
"\n"
"Pradžiai, geriausia pagrindiniame meniu nuspausti mygtuką "
"<italic>text=Apmokymas</italic>. Tai nuves jus į interaktyvų apmokymą, kuris "
"išmokys jus Vesnoto pagrindų. Po to, rekomenduojama, kad pirmiausia "
"sužaistumėte kampaniją Sosto įpėdinis spauskite <italic>text=Kampanija</"
"italic>, tada <italic>text='Sosto įpėdinis'</italic>. Kadangi "
"<italic>text='Mūšis dėl Vesnoto'</italic> gali būti pakankamai iššaukiančiu, "
"galite norėti pradėti <italic>text=Lengvu</italic> sudėtingumu."
#. [topic]: id=fundamentals
#: data/core/help.cfg:149
msgid ""
"While playing, keep in mind that if you mouse-over many items in the game, "
"such as the information displayed in the status pane, a brief description "
"will be shown explaining each item. This is especially useful when you "
"encounter new <ref>dst='..abilities_section' text='abilities'</ref> for the "
"first time."
msgstr ""
"Turėkite omenyje, kad jeigu bežaidžiant jūs užvesite pelės žymeklį ant "
"objektų, tokių kaip informaciniai langeliai, bus parodytas trumpas "
"paaiškinimas apie kiekvieną objektą. Tai ypač naudinga pirmą kartą sutikus "
"naują <ref>dst='..abilities_section' text='gebėjimą'</ref>. "
#. [topic]: id=about_game
#: data/core/help.cfg:154
msgid "About the Game"
msgstr "Apie žaidimą"
#. [topic]: id=about_game
#: data/core/help.cfg:155
msgid ""
"The game takes place over a series of battles, called scenarios. Each "
"scenario pits your troops against the troops of one or more adversaries. You "
"can play against the computer, or with friends who each take turns sitting "
"at the computer (hotseat play). If your computer is connected to a computer "
"network, you can also play against other people connected to that network. "
"If your computer has a connection to the Internet, you can play against "
"other people across the Internet."
msgstr ""
"Žaidimas vyksta mūšių serijomis, pavadintomis scenarijais. Kiekvienas "
"scenarijus išbando jūsų karius prieš vieno ar kelių priešininkų karius. "
"Galite žaisti prieš kompiuterį arba su draugais, paeiliui sėdėdami prie "
"kompiuterio (karštos vietos žaidimas). Jeigu jūsų kompiuteris prijungtas "
"prie kompiuterių tinklo, galite žaisi su kitais žmonėmis, prisijungusiais "
"prie to tinklo. Jei jūsų kompiuteris turi ryšį su internetu, galite žaisti "
"su kitais žaidėjais per internetą."
#. [topic]: id=about_game
#: data/core/help.cfg:157
msgid ""
"\n"
"\n"
"Campaigns consist of multiple scenarios that follow on from each other, "
"telling a story. In a campaign, you often need to play more carefully, "
"preserving your best troops so that they can be used again in later "
"scenarios in the campaign."
msgstr ""
"\n"
"\n"
"Kampanijos susideda iš daugelio scenarijų, kurie seka vienas kitą, "
"pasakodami istoriją. Kampanijoje dažnai turėsite žaisti atidžiau, "
"išsaugodami geriausius savo karius, kad jie vėl galėtų būti panaudoti "
"vėlesniuose kampanijos scenarijuose."
#. [topic]: id=victory_and_defeat
#: data/core/help.cfg:163
msgid "Victory and Defeat"
msgstr "Pergalė ir pralaimėjimas"
#. [topic]: id=victory_and_defeat
#: data/core/help.cfg:164
msgid ""
"Pay careful attention to the Objectives pop-up box at the beginning of each "
"scenario. Usually you will achieve victory by killing all enemy leaders, and "
"only be defeated by having your leader killed. But scenarios may have other "
"victory objectives — getting your leader to a designated point, say, or "
"rescuing someone, or solving a puzzle, or holding out against a siege until "
"a certain number of turns have elapsed."
msgstr ""
"Ypatingai atkreipkite dėmesį į kiekvienos užduoties pradžioje iššokančiame "
"langelyje pateiktą tikslo aprašymą. Paprastai pergalė pasiekiama sunaikinus "
"visus priešo vadus, o pralaimima jūsų vado sunaikinimo atveju. Tačiau gali "
"būti keliami kiti pergalės pasiekimo tikslai tarkim atvesti savo vadą į "
"nustatytą vietą arba ką nors išgelbėti, ar išspręsti galvosūkį, ar "
"išsilaikyti apsiaustyje tam tikrą ėjimų skaičių."
#. [topic]: id=victory_and_defeat
#: data/core/help.cfg:166
msgid ""
"\n"
"\n"
"When you win a scenario, the map will gray over and the <bold>text='End "
"Turn'</bold> button will change 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 papilkės ir mygtukas <bold>text='Baigti "
"ėjimą'</bold> pasikeis į <bold>text='Baigti scenarijų'</bold>. Pieš "
"nuspausdami šį mygtuką, kad tęstumėte, dabar galite atlikti tokius veiksmus "
"kaip keisti išsaugojimų nustatymus arba (jei esate daugelio žaidėjų žaidime) "
"kalbėtis su kitais žaidėjais."
#. [topic]: id=recruit_and_recall
#: data/core/help.cfg:173
msgid "Recruiting and Recalling"
msgstr "Samdymas ir grąžinimas"
#. [topic]: id=recruit_and_recall
#: data/core/help.cfg:174
msgid ""
"Each side begins with one leader in their keep. At the start of any battle, "
"and at times during it, you will need to recruit <ref>dst='..units' "
"text='units'</ref> into your army. To recruit, you must have your leader "
"(for instance, Konrad in the Heir to the Throne campaign) on the Keep square "
"of a <ref>dst='terrain_castle' text='Castle'</ref>. Then you may recruit by "
"either choosing Recruit from the menu or right-clicking on a hex and "
"selecting <bold>text=Recruit</bold>. This brings up the recruit menu, which "
"lists units available for recruitment, along with their gold cost. Click on "
"a unit to see its statistics, then press the recruit button to recruit it."
msgstr ""
"Pradžioje visi priešininkai turi po vieną vadą savo bokštuose. Kiekvieno "
"mūšio pradžioje, o kartais ir eigoje, jums reikės pasamdyti <ref>dst='.."
"units' text='karių'</ref> savo kariuomenei. Tam tikslui, jūsų vadas "
"(pavyzdžiui, Konradas Sosto įpėdinio kampanijoje) turi būti "
"<ref>dst='terrain_castle' text='pilies'</ref> bokšto laukelyje. Tuomet "
"galite samdyti arba išrinkdami „Samdyti“ iš meniu sąrašo arba iš sąrašo, "
"atsiradusio paspaudus dešinį pelės klavišą ant langelio <bold>text=Samdyti</"
"bold>. Samdymo meniu sąraše matysite laisvus karius ir jų samdymo kainą "
"auksu. Kario statistinius duomenis matysite paspaudę ant kario, o jį "
"nusamdyti paspaudę samdymo klavišą. "
#. [topic]: id=recruit_and_recall
#: data/core/help.cfg:176
msgid ""
"\n"
"\n"
"If you right-clicked on a castle hex and selected recruit, the new unit will "
"appear in that square. Otherwise, it will appear in a free square near the "
"keep. You may only recruit as many units as you have free hexes in your "
"castle, and you cannot spend more gold than you actually have on recruiting."
msgstr ""
"\n"
"\n"
"Paspaudus dešinį pelės klavišą ant pilies langelio ir pasirinkus samdyti, "
"naujas dalinys atsiras tame laukelyje. Kitu atveju, dalinys atsiras laisvame "
"laukelyje šalia bokšto. Galite samdyti tik tiek dalinių, kiek turite laisvų "
"langelių savo pilyje ir negalite išleisti daugiau aukso negu turite samdymui."
#. [topic]: id=recruit_and_recall
#: data/core/help.cfg:178
msgid ""
"\n"
"\n"
"Recruited units come with two random <ref>dst='..traits_section' "
"text='Traits'</ref> which modify their statistics."
msgstr ""
"\n"
"\n"
"Pasamdyti daliniai turi du atsitiktinius <ref>dst='..traits_section' "
"text='Bruožus'</ref>, kurie keičia jų statistikas."
#. [topic]: id=recruit_and_recall
#: data/core/help.cfg:180
msgid ""
"\n"
"\n"
"In later scenarios, you may also Recall survivors from earlier battles. "
"Recalling costs a standard 20 gold and presents you with a list of all "
"surviving units from previous scenarios."
msgstr ""
"\n"
"\n"
"Vėlesnėse scenarijuose jūs taip pat galėsite susigrąžinti ankstesniuose "
"mūšiuose išlikusius dalinius. Sugrąžinant dalinį už standartinę 20 auksinių "
"kainą, bus parodomas visų, ankstesnėse užduotyse išlikusių dalinių sąrašas."
#. [topic]: id=recruit_and_recall
#: data/core/help.cfg:182
msgid ""
"\n"
"\n"
"Units not only cost gold to Recruit or Recall, they also require money to "
"support. See <ref>dst='income_and_upkeep' text='Income and Upkeep'</ref> for "
"more information."
msgstr ""
"\n"
"\n"
"Ne tik dalinių samdymas ir sugrąžinimas, bet ir jų išlaikymas sekina jūsų "
"aukso atsargas. Daugiau informacijos rasite skyrelyje "
"<ref>dst='income_and_upkeep' text='Pajamos ir išlaikymas'</ref>. "
#. [topic]: id=orbs
#: data/core/help.cfg:189
msgid "Orbs"
msgstr "Rutuliai"
#. [topic]: id=orbs
#: data/core/help.cfg:190
msgid ""
"On top of the energy bar shown next to each unit of yours is an orb. For "
"units you control, this orb is:"
msgstr ""
"Virš energijos juostos, rodomos šalia jūsų dalinių, yra rutulys. Daliniams, "
"kuriuos jūs kontroliuojate, šis rutulys yra:"
#. [topic]: id=orbs
#: data/core/help.cfg:191
msgid "green if it hasnt moved this turn,"
msgstr "žalias, jei dar nejudėjo šį ėjimą,"
#. [topic]: id=orbs
#: data/core/help.cfg:192
msgid "yellow if it has moved, but could still move further or attack, or"
msgstr "geltonas, jei judėjo, bet dar gali toliau judėti ar pulti arba"
#. [topic]: id=orbs
#: data/core/help.cfg:193
msgid ""
"red if it has finished its turn (might still be able to move or attack)."
msgstr "raudonas, jei baigė savo ėjimą (galbūt dar gali judėti ar pulti)."
#. [topic]: id=orbs
#: data/core/help.cfg:194
msgid "The orb is blue if the unit is an ally you do not control."
msgstr "Rutulys mėlynas, jei dalinys yra draugas, kurio jūs nevaldote."
#. [topic]: id=orbs
#: data/core/help.cfg:195
msgid "Enemy units have no orb on top of their energy bar."
msgstr "Priešo daliniai neturi rutulio virš jų energijos juostos."
#. [topic]: id=hitpoints
#: data/core/help.cfg:202
msgid "Hitpoints and Experience"
msgstr "Gyvybės taškai ir patirtis"
#. [topic]: id=hitpoints
#: data/core/help.cfg:203
msgid ""
"Each unit has a certain number of hitpoints (HP). If the hitpoints of a unit "
"drop below 1, the unit dies. Each unit also has a certain number of "
"experience points (XP). A freshly recruited unit starts with no experience "
"points, and gains experience by fighting enemies."
msgstr ""
"Kiekvienas dalinys turi tam tikrą kiekį gyvybės taškų (GT). Jei dalinio "
"gyvybės taškai nukrenta žemiau 1, jis miršta. Kiekvienas dalinys taip pat "
"turi tam tikrą skaičių patirties taškų (PT). Naujai pasamdytas dalinys "
"neturi patirties taškų ir įgauna patirties kovodamas su priešais."
#. [topic]: id=hitpoints
#: data/core/help.cfg:207
msgid ""
"The hitpoints and experience points are both indicated in the status pane "
"using two numbers (the current value and the maximum value the unit can "
"have)."
msgstr ""
"Gyvybės ir patirties taškai pateikiami dviem skaičiais būsenos langelyje "
"(dabartinės ir didžiausios galimos reikšmės). "
#. [topic]: id=hitpoints
#: data/core/help.cfg:208
msgid ""
"The hitpoints are also indicated by an energy bar next to each unit, which "
"is green, yellow or red. A unit with at least 1 experience point has a blue "
"experience bar, which turns white as the unit is about to "
"<ref>dst='experience_and_advancement' text='advance'</ref>."
msgstr ""
"Gyvybės taškai taip pat rodomi dalinio energijos indikatoriuje, kuris "
"šviečia žalia, geltona arba raudona šviesa. Dalinys, turintis bent 1 "
"patirties tašką, turi mėlynos spalvos patirties indikatorių, kuris augant "
"patirčiai pasikeičia į baltą spalvą, kai dalinys beveik pasiruošęs "
"<ref>dst='experience_and_advancement' text='patobulėti'</ref>."
#. [topic]: id=movement
#: data/core/help.cfg:215
msgid "Movement"
msgstr "Judėjimas"
#. [topic]: id=movement
#: data/core/help.cfg:216
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 dont use up all of "
"a units 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 dont already own will also "
"use up a units movement, but will still allow it to attack."
msgstr ""
"Judėjimas <italic>text='Mūšyje dėl Vesnoto'</italic> yra paprastas. Pelės "
"paspaudimu pažymėkite dalinį, kuriuo norite atlikti ėjimą. Tada spauskite "
"ant langelio, į kurį norite pereiti. Kai dalinys pažymėtas, visos vietos, į "
"kurias galima pereiti bus paryškintos, o visi kiti langeliai žemėlapyje "
"išblanks. Užslinkus pelės žymekliu ant užtamsinto langelio pamatysite "
"gynybos lygį, kurį dalinys įgis, jeigu jį ten perkelsite. Pelės žymeklį "
"užvedę ant išblankusio langelio, pamatysite ėjimų skaičių, reikalingą "
"langeliui pasiekti ir bandant spausti pelės klavišą ant to langelio, dalinys "
"paeis greičiausiu maršrutu į nurodyto langelio pusę šiuo ir kitais ėjimais. "
"Jeigu neišnaudojote visų dalinio ėjimų pirmu kartu, galite paeiti dar kartą. "
"Tokia galimybė padeda sukeisti dalinius vietomis. Dalinys išnaudoja savo "
"ėjimą puldamas. Pereidamas į svetimą kaimą, dalinys taip pat išnaudos ėjimą, "
"tačiau išsaugos galimybę pulti."
#. [topic]: id=movement
#: data/core/help.cfg:218
msgid ""
"\n"
"\n"
"Each unit has a certain number of movement points which are used up when "
"moving into a new hex, depending on the Terrain of that particular hex. For "
"instance, grassland nearly always costs 1 movement point to enter. Exactly "
"how many movement points are spent entering a hex depends on the unit type — "
"in forest, elvish units only spend 1 movement point, most human and orc "
"units spend 2, while horsemen spend 3. You can learn how many movement "
"points a unit requires to enter a certain terrain type by right-clicking on "
"it, selecting Unit Description, and then looking at <italic>text='Terrain "
"Modifiers'</italic>."
msgstr ""
"\n"
"\n"
"Kiekvienas dalinys turi tam tikrą ėjimų skaičių, kurie išnaudojami pereinant "
"į naują langelį priklausomai nuo vietovės, kurioje yra konkretus langelis. "
"Pavyzdžiui, judant pievoje beveik visuomet išnaudosite vieną ėjimą. Kiek "
"ėjimų bus išnaudota patenkant ant langelio priklauso ir nuo dalinio tipo "
"miške tik elfai išnaudoja 1 ėjimą, dauguma žmonių ir orkų dalinių išnaudoja "
"2 ėjimus, o raiteliai 3. Sužinoti, kiek ėjimų reikia daliniui pereinant į "
"tam tikros rūšies teritoriją, galite užvedę pelės žymeklį ant dalinio ir "
"paspaudę dešinį pelės klavišą ir pažymėję Dalinio aprašymą, kuriame rasite "
"<italic>text='Vietovių modifikatorius'</italic>."
#. [topic]: id=movement
#: data/core/help.cfg:220
msgid ""
"\n"
"\n"
"Another thing to keep in mind while moving is Zones of Control. Each unit "
"generates a zone of control in the hexes immediately surrounding it, and any "
"enemy unit entering those hexes immediately ends its movement. Learning how "
"to use zones of control to your advantage is an important part of Wesnoth, "
"as only <ref>dst='ability_skirmisher' text='Skirmishers'</ref> can ignore "
"zones of control."
msgstr ""
"\n"
"\n"
"Dar vienas dalykas, į kurį turėtumėte atkreipti dėmesį atlikdami ėjimą "
"valdymo zonos. Kiekvienas dalinys turi valdymo zoną aplinkiniuose "
"langeliuose ir priešų dalinys įėjęs į tokį langelį užbaigia savo ėjimą. "
"Valdymo zonų panaudojimas savo privalumui yra svarbi Vesnoto dalis nes tik "
"<ref>dst='ability_skirmisher' text='Peštukai'</ref> gali nepaisyti valdymo "
"zonų."
#. [topic]: id=movement
#: data/core/help.cfg:222
msgid ""
"\n"
"\n"
"To see where the enemy can move to during their next turn, press Ctrl-v or "
"Cmd-v. Ctrl-b or Cmd-b shows where the enemy could move, if your units were "
"not on the map to block their progress."
msgstr ""
"\n"
"\n"
"Kad pamatytumėte, kur priešas gali judėti pre kitą savo ėjimą, nuspauskite "
"Ctrl-v arba Cmd-v. Ctrl-b arba Cmd-b parodo, kur priešas gali judėti, jei "
"jūsų dalinių nebūtų žemėlapyje ir jie netrukdytų judėti."
#. [topic]: id=shroud_and_fog
#: data/core/help.cfg:229
msgid "Shroud and Fog of War"
msgstr "Uždanga ir karo rūkas"
#. [topic]: id=shroud_and_fog
#: data/core/help.cfg:232
msgid ""
"In some scenarios, parts of the map will be hidden from you. There are two "
"mechanisms that can be used separately or together. The Shroud hides both "
"the terrain and any units at a location. However, once it is cleared, you "
"can always see that location. The Fog of War only hides units and ownership "
"of villages (other than by you or your allies). The Fog of War is cleared "
"temporarily when you have units nearby, but returns when they leave. Both "
"the Shroud and the Fog of War are cleared by units. Each unit clears "
"locations adjacent to those within one turns move (ignoring zones of "
"control and enemy units).\n"
"\n"
"Normally you can undo a units movement, as long as an event with a "
"randomized result has not occurred, such as combat or recruitment (as most "
"units receive random traits when recruited). Exploring hidden terrain by "
"clearing Shroud or Fog will also prevent undos to a previous state. You may "
"wish to activate delay shroud updates in the actions menu. This will "
"prevent units from clearing Shroud or Fog until the next randomized event or "
"a manual update via update shroud now (or the end of your turn) and "
"thereby perserve your ability to undo movement."
msgstr ""
"Kai kuriose užduotyse dalis žemėlapio bus paslėpta nuo jūsų. Yra du "
"paslėpimo būdai, kurie gali būti naudojami atskirai arba kartu. Uždanga "
"paslepia ir vietovę, ir dalinius. Tačiau praskleidus uždangą, jūs visuomet "
"galite matyti tą vietovę. Karo rūkas paslepia tik dalinius ir kaimo "
"priklausomybę (tik priešo). Karo rūkas laikinai prasisklaido, jei netoliese "
"turite savo dalinių, tačiau jiems nuėjus vėl apgaubia vietovę. Tiek uždanga, "
"tiek ir karo rūkas išsklaidomi dalinių pagalba. Kiekvienas dalinys išsklaido "
"teritoriją pasiekiamą vienu ėjimu (neskaitant valdymo zonų ir priešo "
"dalinių).\n"
"\n"
"Paprastai dalinio ėjimą galima atšaukti, jeigu nebuvo atliktas veiksmas, "
"priklausantis nuo atsitiktinumų, pavyzdžiui, grumtynių ar samdymo (nes "
"dauguma samdomų karių įgauna atsitiktinius bruožus). Žvalgantis paslėptose "
"teritorijose uždangos atskleidimas arba karo rūko prasklaidymas riboja "
"atstatymus į pradinę būseną. Tokiu atveju galima aktyvuoti „uždangos "
"atsinaujinimo vėlinimą“, kuris yra veiksmų meniu. Atlikus tokį veiksmą, "
"daliniai neišsklaidys uždangos ar karo rūko iki kito atsitiktinio įvykio "
"arba rankinio atnaujinimo per „Atnaujinti uždangą“ (arba tavo ėjimo "
"pabaigos) ir dėl to bus užtikrinta galimybė atšaukti ėjimą."
#. [topic]: id=combat
#: data/core/help.cfg:239
msgid "Combat"
msgstr "Grumtynės"
#. [topic]: id=combat
#: data/core/help.cfg:240
msgid ""
"Combat in <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: melee, which usually involves weapons such as swords, axes or "
"fangs; and ranged, which usually involves weapons such as bows, spears and "
"fireballs."
msgstr ""
"Grumtynės tarp dalinių <italic>text='Mūšyje dėl Vesnoto'</italic> visuomet "
"vyksta gretimuose laukeliuose. Paspauskite ant savo dalinio ir priešo, kurį "
"norite pulti: jūsų dalinys paeis link priešo ir kai jie stovės greta, "
"prasidės grumtynės. Atakuojanti ir besiginanti figūros pasikeisdamos "
"smūgiuos tol, kol išnaudos leidžiamą savo smūgių skaičių. Puolantysis atakai "
"pasirenka vieną iš savo ginklų o ginantysis atsako su tokios pat rūšies "
"ginklu. Yra dviejų rūšių puolimai: fechtavimasis, kur naudojami kalvijai, "
"kirviai ar iltys arba šaudymas-mėtymas, kur naudojami tokie ginklai, kaip "
"lankai, ietys ir ugnies kamuoliai."
#. [topic]: id=combat
#: data/core/help.cfg:242
msgid ""
"\n"
"\n"
"<header>text='Order and number of strikes'</header>"
msgstr ""
"\n"
"\n"
"<header>text='Smūgių tvarka ir skaičius'</header>"
#. [topic]: id=combat
#: data/core/help.cfg:244
msgid ""
"\n"
"\n"
"The attacker gets the first strike, then the defender retaliates. Each "
"strike either hits, doing a given amount of damage, or misses, doing no "
"damage at all. Strikes alternate until each unit has used up all of its "
"strikes. The number of strikes a unit has varies; for instance, an Elvish "
"fighter with a 54 attack may strike 4 times, each successful strike dealing "
"5 damage, while an Orcish Grunt with a 92 attack can only strike twice (but "
"at 9 damage for each hit)."
msgstr ""
"\n"
"\n"
"Puolantysis smūgiuoja pirmas, tuomet atsako besiginantis. Kiekvienas smūgis "
"kuris pasiekia tikslą padaro atitinkamą žalą priešininkui, jeigu nepataikoma "
" žala nepadaroma. Smūgiuojama pakaitomis kol išnaudojami visi dalinio "
"smūgiai. Smūgių skaičius priklauso nuo dalinio; pavyzdžiui, elfas "
"atakuodamas 54 stiprumu gali smūgiuoti 4 kartus, ir kiekvieną kartą sėkmės "
"atveju padaroma 5 taškų žala, kai tuo tarpu orkų pėstininkas atakuodamas 92 "
"stiprumu tegali smūgiuoti 2 kartus (tačiau žala siekia 9 taškus)."
#. [topic]: id=combat
#: data/core/help.cfg:246
msgid ""
"\n"
"\n"
"<header>text='Chance to hit'</header>"
msgstr ""
"\n"
"\n"
"<header>text='Tikimybė pataikyti'</header>"
#. [topic]: id=combat
#: data/core/help.cfg:248
msgid ""
"\n"
"\n"
"Every unit has a chance of being hit, based on the Terrain it is in. This is "
"shown in the status pane, and may also be found by right-clicking a unit, "
"selecting Unit Description, and then looking at <italic>text='Terrain "
"Modifiers'</italic>. 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 elfs chance of hitting the attacker in return depends on "
"what terrain the attacker is in."
msgstr ""
"\n"
"\n"
"Kiekvienas dalinys gali būti sužeistas priklausomai nuo to, kokioje "
"vietovėje jis stovi. Tai parodyta būsenos lange ir taip pat randama "
"<italic>text='Vietovių modifikatoriuose'</italic>, ant dalinio paspaudus "
"dešinį pelės klavišą ir išrinkus Dalinio aprašymas. Pavyzdžiui, dauguma elfų "
"turi 70% atsparumą miške, taigi užpuolikas turi tik 30% tikimybę pataikyti. "
"Atitinkamai, tikimybė elfui pataikyti į užpuoliką priklauso nuo vietovės, "
"kurioje stovi užpuolikas."
#. [topic]: id=combat
#: data/core/help.cfg:250
msgid ""
"\n"
"\n"
"There are two exceptions to this rule: <ref>dst='weaponspecial_magical' "
"text='Magical attacks'</ref> and <ref>dst='weaponspecial_marksman' "
"text='Marksmen'</ref>. Magical attacks always have a 70% chance to hit, "
"regardless of terrain, and, when used offensively, Marksmen always have at "
"least a 60% chance to hit, regardless of terrain."
msgstr ""
"\n"
"\n"
"Yra dvi šios taisyklės išimtys: <ref>dst='weaponspecial_magical' "
"text='magiškos atakos'</ref> ir <ref>dst='weaponspecial_marksman' "
"text='snaiperiai'</ref>. Magiškos atakos visada turi 70% tikimybę pataikyti, "
"nepriklausomai nuo vietovės. Snaiperiai puldami turi bent 60% tikimybę "
"pataikyti, nepriklausomai nuo vietovės."
#. [topic]: id=combat
#: data/core/help.cfg:252
msgid ""
"\n"
"\n"
"<header>text=Damage</header>"
msgstr ""
"\n"
"\n"
"<header>text=Žala</header>"
#. [topic]: id=combat
#: data/core/help.cfg:254
msgid ""
"\n"
"\n"
"Each strike which hits causes a base amount of damage depending on the "
"attack type. For instance, an Elvish Fighter with a 54 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 <italic>text='Damage Calculations'</"
"italic> 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 54 ataką, yra 5 taškai. Ji paprastai yra keičiama dviem "
"parametrais: <ref>dst='damage_types_and_resistance' text='atsparumu'</ref> "
"ir <ref>dst='time_of_day' text='dienos laiku'</ref>. Tam, kad pamatyti, kaip "
"aplinkybės keičia žalos dydį, puolimo išrinkimo meniu pasirinkite "
"<italic>text='Žalos skaičiavimai'</italic>."
#. [topic]: id=combat
#: data/core/help.cfg:256
#, fuzzy
msgid ""
"\n"
"\n"
"A few units have special <ref>dst='..abilities_section' text='abilities'</"
"ref> which affect damage dealt in combat. The most common of these is "
"<ref>dst='weaponspecial_charge' text='Charge'</ref>, which doubles the "
"damage dealt by both attacker and defender when the unit with Charge attacks."
msgstr ""
"\n"
"\n"
"Keletas dalinių turi ypatingų <ref>dst='..abilities_section' "
"text='gebėjimų'</ref>, kurie turi įtakos kovoje daromai žalai. Dažniausiai "
"sutinkamas iš tokių gebėjimų yra <ref>dst='weaponspecial_charge' "
"text='įkrova'</ref>, kai naudojant įkrovą tiek puolančiojo, tiek "
"besiginančio padaroma žala padvigubėja."
#. [topic]: id=damage_types_and_resistance
#: data/core/help.cfg:262
msgid "Damage Types and Resistance"
msgstr "Žalos tipai ir atsparumas"
#. [topic]: id=damage_types_and_resistance
#: data/core/help.cfg:263
msgid ""
"In Wesnoth, there are three types of damage usually associated with physical "
"attacks: Blade, Pierce and Impact damage. Additionally, there are three "
"further types of damage usually associated with magical attacks: Fire, Cold "
"and Arcane attacks. Different units may have resistances which alter the "
"damage which they take from certain damage types."
msgstr ""
"Vesnote naudojami trys fizinės žalos rūšys: kirtimo, dūrio ir smūgio. Apart "
"to yra trys žalų, paprastai siejamų su magiškomis atakomis, rūšys: ugnies, "
"šalčio ir paslaptingos. Įvairūs daliniai gali turėti atsparumus, keičiančius "
"patiriamą atitinkamos rūšies žalą."
#. [topic]: id=damage_types_and_resistance
#: data/core/help.cfg:265
msgid ""
"\n"
"\n"
"Resistances work very simply: if a unit has 40% resistance against a damage "
"type, then it will suffer 40% less damage when hit with that damage type. It "
"is also possible for a unit to be vulnerable against some damage types. If a "
"unit has 100% resistance against a damage type, it will suffer 100% more "
"damage when hit by that type."
msgstr ""
"\n"
"\n"
"Atsparumai veikia labai paprastai: jei dalinys turi 40% atsparumą prieš tam "
"tikrą žalos rūšį, jis nukentės 40% mažiau kai patirs tos rūšies žalą. Taip "
"pat yra galimybė, kad dalinys yra pažeidžiamas tam tikriems žalų tipams. "
"Jeigu dalinio atsparumas yra 100% tam tikrai žalos rūšiai, jis nukentės "
"dvigubai (100% labiau), kai patirs tos rūšies žalą."
#. [topic]: id=damage_types_and_resistance
#: data/core/help.cfg:267
msgid ""
"\n"
"\n"
"For example, Skeletons are highly resistant to Blade and Pierce damage, but "
"are vulnerable to Impact and Fire damage, and extremely vulnerable to Arcane "
"damage."
msgstr ""
"\n"
"\n"
"Pavyzdžiui, skeletai yra labai atsparūs kirtimo ir dūrio žalai, tačiau "
"pažeidžiami smūgiu ir ugnimi, ir ypač pažeidžiami paslaptinga žala."
#. [topic]: id=damage_types_and_resistance
#: data/core/help.cfg:269
msgid ""
"\n"
"\n"
"If a strike is determined to hit, it will always do at least 1 point of "
"damage. This applies even if the defender has 100% resistance to the damage "
"type."
msgstr ""
"\n"
"\n"
"Jeigu smūgis yra pataikomas, tai visuomet atneš bent 1 tašką žalos. Tai "
"galioja net ir esant 100% atsparumui žalos rūšiai."
#. [topic]: id=time_of_day
#: data/core/help.cfg:275
msgid "Time of Day"
msgstr "Dienos laikas"
#. [topic]: id=time_of_day
#: data/core/help.cfg:280
msgid ""
"The time of day affects the damage of certain units as follows:\n"
" Lawful units get +25% damage in daytime, and 25% damage at night.\n"
" Chaotic units get +25% damage at night, and 25% in daytime.\n"
" Liminal units get +25% damage during twilight.\n"
" Neutral units are unaffected by the time of day."
msgstr ""
"Dienos laikas turi įtakos tam tikrų dalinių žalos dydžiui:\n"
"Šviesos daliniai dienos metu daro +25% daugiau žalos, o nakties metu daro "
"25% mažiau žalos.\n"
"Chaotiški daliniai nakties metu daro +25% daugiau žalos, o dienos metu daro "
"25% mažiau žalos.\n"
"Prieblandos daliniai prieblandos metu daro +25% daugiau žalos.\n"
"Neutralių dalinių daroma žala nepriklauso nuo dienos laiko."
#. [topic]: id=time_of_day
#: data/core/help.cfg:283
msgid ""
"\n"
"\n"
"The current time of day can be observed under the minimap in the status "
"pane. For the usual day/night cycle, Morning and Afternoon count as day, "
"First and Second Watch count as night:\n"
msgstr ""
"\n"
"\n"
"Dabartinis dienos laikas matomas po mažu žemėlapiu esančiame būsenos "
"langelyje. Įprastame dienos/nakties cikle, rytas ir popietė yra diena, "
"pirmoji ir antroji sargyba naktis:\n"
#. [time]: id=dawn
#. [topic]: id=time_of_day
#: data/core/help.cfg:283 data/core/macros/schedules.cfg:6
msgid "Dawn"
msgstr "Aušra"
#. [time]: id=morning
#. [topic]: id=time_of_day
#: data/core/help.cfg:284 data/core/macros/schedules.cfg:17
msgid "Morning"
msgstr "Rytas"
#. [time]: id=afternoon
#. [topic]: id=time_of_day
#: data/core/help.cfg:285 data/core/macros/schedules.cfg:26
msgid "Afternoon"
msgstr "Popietė"
#. [time]: id=dusk
#. [topic]: id=time_of_day
#: data/core/help.cfg:286 data/core/macros/schedules.cfg:35
msgid "Dusk"
msgstr "Prieblanda"
#. [time]: id=first_watch
#. [topic]: id=time_of_day
#: data/core/help.cfg:287 data/core/macros/schedules.cfg:46
msgid "First Watch"
msgstr "Pirmoji sargyba"
#. [time]: id=second_watch
#. [topic]: id=time_of_day
#: data/core/help.cfg:288 data/core/macros/schedules.cfg:58
msgid "Second Watch"
msgstr "Antroji sargyba"
#. [topic]: id=time_of_day
#: data/core/help.cfg:290
msgid ""
"Keep in mind that some scenarios take place underground, where it is "
"perpetually night!"
msgstr ""
"Turėkite omeny, kad kai kurie scenarijai vyksta požemyje, kur nuolat yra "
"naktis!"
#. [topic]: id=experience_and_advancement
#: data/core/help.cfg:297
msgid "Experience and Advancement"
msgstr "Patirtis ir paaukštinimai"
#. [topic]: id=experience_and_advancement
#: data/core/help.cfg:298
#, fuzzy
msgid ""
"If both units survive a combat, they gain a number of experience points "
"equal to the level of the unit theyre fighting. If a unit kills another in "
"combat, however, it gains much more experience — 4 for a level 0 unit, 8 for "
"level 1, 16 for level 2, 24 for level 3, and so forth."
msgstr ""
"Jeigu abu daliniai išgyvena kovą, jie gauna patirties taškų skaičių lygų "
"dalinio, su kuriuo jie kaunasi, lygiui. Tačiau jei dalinys kovoje užmuša "
"kitą, jis gauna kur kas daugiau patirties 4 už 0 lygio dalinį, 8 už 1 "
"lygio, 16 už 2 lygio, 24 už 3 lygio ir t.t."
#. [topic]: id=experience_and_advancement
#: data/core/help.cfg:300
msgid ""
"\n"
"\n"
"Units have a certain amount of experience required to advance (this is 20% "
"less for units with the Intelligent trait). Once they achieve this amount, "
"they immediately advance to the next level, healing fully in the process. In "
"some cases, you will be given a choice of advancement options."
msgstr ""
"\n"
"\n"
"Tam, kad patobulėtų, daliniai turi gauti tam tikrą kiekį patirties "
"(protingiems daliniams reikia 20% mažiau patirties). Kai tik pasiekiamas "
"atitinkamas kiekis, jie tuoj pat pasikelia lygį ir pilnai pasveiksta. Tam "
"tikrais atvejais jūs galėsite pasirinkti vieną iš kelių paaukštinimo "
"galimybių."
#. [topic]: id=experience_and_advancement
#: data/core/help.cfg:302
msgid ""
"\n"
"\n"
"While most units have three levels, not all do. Occasional units (such as "
"<ref>dst='unit_Mage' text='Magi'</ref>) may have four. Once a unit has "
"reached its maximum level, it may have an After Maximum Level Advancement "
"(AMLA) available to it. The AMLA will modify the unit each time the unit "
"reaches the experience goal, but the unit will remain the same level. The "
"typical AMLA effect is for the unit to raise the maximum HP by 3 and full-"
"heal it. The first AMLA will normally be reached with 150 XP gained (120 XP "
"for intelligent units). However, gaining an AMLA becomes progressively "
"harder for each AMLA the unit receives, and so it is usually more useful to "
"try to advance your lower level units."
msgstr ""
"\n"
"\n"
"Dauguma dalinių turi tris lygius, bet ne visi. Kai kurie daliniai (tokie "
"kaip <ref>dst='unit_Mage' text='magai'</ref>) gali turėti keturis. Kai "
"dalinys pasiekia aukščiausią lygį, jis gali įgyti virš aukščiausio lygio "
"paaukštinimą (VALP). Kiekvieną kartą, kai dalinys surenka pakankamai "
"patirties, VALP pakeičia dalinį, tačiau jo lygis išlieka nepakitęs. VALP "
"pagrindinis poveikis yra maksimalaus GT kiekio pakėlimas 3 punktais ir "
"pilnas pagydymas. Pirmą kartą VALP paprastai pasiekiamas surinkus 150 PT "
"(120 PT protingiems daliniams). Tačiau vėliau tampa vis sunkiau pasiekti "
"VALP, todėl naudingiau bandyti patobulinti žemesnio lygio dalinius."
#. [topic]: id=healing
#: data/core/help.cfg:309
msgid "Healing"
msgstr "Gydymas"
#. [topic]: id=healing
#: data/core/help.cfg:310
msgid ""
"In combat, your units will inevitably take damage. When a unit "
"<ref>dst='experience_and_advancement' text='advances'</ref>, it will heal "
"fully. This can happen as you finish fighting an enemy, whether it is your "
"turn or not. Wesnoth offers several other ways for your units to heal, all "
"of which take place at the beginning of your turn, before you take action."
msgstr ""
"Grumtynėse jūsų daliniai neišvengiamai bus sužaloti. Kai dalinys "
"<ref>dst='experience_and_advancement' text='paaukštinamas'</ref>, jis pilnai "
"pasveiksta. Tai gali įvykti pasibaigus kovai, nepriklausomai kieno jūsų ar "
"priešininko ėjimas. Vesnote yra keletas kitų būdų dalinių išgijimui, ir visi "
"jie atliekami jūsų ėjimo pradžioje, prieš pradedant veiksmus."
#. [topic]: id=healing
#: data/core/help.cfg:312
msgid ""
"\n"
"\n"
"Resting: A unit which neither moves, attacks, nor is attacked will heal 2 HP "
"in its next turn."
msgstr ""
"\n"
"\n"
"Poilsis: dalinys, kuris nei juda, nei puola, nei yra puolamas, kitą ėjimą "
"pagis 2 GT."
#. [topic]: id=healing
#: data/core/help.cfg:313
msgid ""
"\n"
"Villages: A unit which starts a turn in a village will heal 8HP."
msgstr ""
"\n"
"Kaimai: dalinys, pradedantis ėjimą kaime, pagis 8 GT."
#. [topic]: id=healing
#: data/core/help.cfg:314
msgid ""
"\n"
"<ref>dst='ability_regenerates' text='Regeneration'</ref>: Certain units "
"(such as trolls) will automatically heal 8HP every turn."
msgstr ""
"\n"
"<ref>dst='ability_regenerates' text='Regeneruoja'</ref>: Kai kurie daliniai "
"(pavyzdžiui, troliai) kiekvieną ėjimą savaime pasigydys 8 GT."
#. [topic]: id=healing
#: data/core/help.cfg:315
msgid ""
"\n"
"Healing units: Units with the <ref>dst='ability_heals +4' text='Heals'</ref> "
"ability will heal each allied adjacent unit, usually <ref>dst='ability_heals "
"+4' text='4HP'</ref> or <ref>dst='ability_heals +8' text='8HP'</ref> per "
"turn, or prevent Poison from causing that unit damage."
msgstr ""
"\n"
"Gydantys daliniai: daliniai, turintys gebėjimą <ref>dst='ability_heals +4' "
"text='Gydo'</ref>, gydys kiekvieną greta esantį draugišką dalinį, paprastai "
"<ref>dst='ability_heals +4' text='4 GT'</ref> arba <ref>dst='ability_heals "
"+8' text='8 GT'</ref> per ėjimą, arba neutralizuoja nuodų poveikį daliniui."
#. [topic]: id=healing
#: data/core/help.cfg:316
msgid ""
"\n"
"Curing units: Units with the <ref>dst='ability_cures' text='Cures'</ref> "
"ability will cure Poison in all allied adjacent units (in preference to "
"healing, if it has that ability as well)."
msgstr ""
"\n"
"Atnuodijantys daliniai: daliniai, turintys <ref>dst='ability_cures' "
"text='atnuodijimo'</ref> galių, atnuodys greta esančius apnuodytus dalinius "
"(vietoj gydymo, jei jis turi ir tą gebėjimą)."
#. [topic]: id=healing
#: data/core/help.cfg:318
msgid ""
"\n"
"\n"
"Resting can be combined with other forms of healing, but villages, "
"regeneration, healing and curing cannot combine with each other: the best "
"option will be used. Finally, units heal fully between scenarios."
msgstr ""
"\n"
"\n"
"Poilsis gali būti detinamas su kitomis gydymo formomis, tačiau kaimai, "
"regeneravimas ir gydymas negali būti naudojami tuo pačiu metu: bus "
"naudojamas tik tuo metu geriausias variantas. Galiausiai, daliniai pilnai "
"pasveiksta pereidami iš vieno scenarijaus į kitą."
#. [topic]: id=income_and_upkeep
#: data/core/help.cfg:325
msgid "Income and Upkeep"
msgstr "Pajamos ir išlaikymas"
#. [topic]: id=income_and_upkeep
#: data/core/help.cfg:326
msgid ""
"In Wesnoth, it is not enough simply to recruit units and fight. You must "
"watch your gold as well, especially in campaigns, where you can carry extra "
"gold over from one scenario to the next. There are two aspects to this; "
"Income and Upkeep."
msgstr ""
"Vesnote nepakanka tiesiog samdyti dalinius ir kautis. Jūs taip pat privalote "
"stebėti savo auksą, ypač kampanijose, kur galite persinešti papildomą auksą "
"iš vieno scenarijaus į kitą. Yra du šito aspektai; Pajamos ir Išlaikymas."
#. [topic]: id=income_and_upkeep
#: data/core/help.cfg:328
msgid ""
"\n"
"\n"
"Income is simple. You have a base income of 2 gold per turn. For every "
"village you control, you gain one additional gold each turn. Thus, if you "
"have ten villages, you would normally gain 12 gold each turn. Your Upkeep "
"costs are subtracted from this income, as detailed below."
msgstr ""
"\n"
"\n"
"Pajamos yra paprasta. Jūs gaunate 2 auksinius per kiekvieną ėjimą. Iš "
"kiekvieno jums priklausančio kaimo kiekvieną ėjimą gausite vieną papildomą "
"auksinį. Taigi, jei turite dešimt kaimų, kiekvieną ėjimą gautumėte 12 "
"auksinių. Žemiau paaiškinta, kaip iš šių pajamų atimamos išlaikymo išlaidos."
#. [topic]: id=income_and_upkeep
#: data/core/help.cfg:330
msgid ""
"\n"
"\n"
"Upkeep is also fairly simple. Each unit requires an amount of Upkeep equal "
"to its level. You can support as many levels <italic>text=worth</italic> of "
"units as you have villages, without paying any upkeep. However, for each "
"level of unit beyond the number of villages you have, you must pay one gold "
"per turn. For example, if you have twelve level one units and ten villages, "
"you would have to pay two gold each turn in upkeep."
msgstr ""
"\n"
"\n"
"Išlaikymas taip pat yra pakankamai paprastas. Kiekvieno dalinio išlaikymo "
"kaina lygi jo lygiui. Nemokėdami išlaikymo išlaidų jūs galite išlaikyti tiek "
"lygių <italic>text=vertų</italic> dalinių, kiek turite kaimų. Tačiau už "
"kiekvieną dalinio lygį, viršijantį kaimų skaičių, turite mokėti po vieną "
"auksinį per ėjimą. Pavyzdžiui, jeigu turite dvylika pirmo lygio dalinių ir "
"dešimt kaimų, turėsite mokėti po du auksinius išlaikymo išlaidų kiekvieno "
"ėjimo metu."
#. [topic]: id=income_and_upkeep
#: data/core/help.cfg:332
msgid ""
"\n"
"\n"
"Upkeep costs are subtracted from your Income, so in the case of twelve "
"levels of units and ten villages, your resultant Income would be 10 gold per "
"turn."
msgstr ""
"\n"
"\n"
"Išlaikymo kaštai atimami iš jūsų pajamų, taigi dvylikos dalinių lygių ir "
"dešimties kaimų atveju jūsų pajamos bus 10 aukso per ėjimą."
#. [topic]: id=income_and_upkeep
#: data/core/help.cfg:333
msgid ""
"\n"
"There are two important exceptions to Upkeep: units with the Loyal trait and "
"leaders never incur upkeep. Units you begin the scenario with (such as "
"Delfador), or units who join you during a scenario (such as the Horseman in "
"the second scenario of Heir to the Throne) will usually have the Loyal "
"trait. The unit you are playing (such as Konrad) will almost always be a "
"leader."
msgstr ""
"\n"
"Išlaikymo išlaidoms yra numatytos dvi svarbios išimtys: ištikimi daliniai ir "
"vadai nereikalauja Išlaikymo. Scenarijaus pradžioje turimi daliniai "
"(pavyzdžiui, Delfadoras), arba daliniai, prisijungiantys scenarijaus metu "
"(pavyzdžiui, raiteliai antrajame Sosto įpėdinio scenarijuje), paprastai turi "
"ištikimo dalinio bruožą. Daliniai, kuriais jūs žaidžiate (pavyzdžiui, "
"Konradas), beveik visuomet būna vadai."
#. [topic]: id=wrap_up
#: data/core/help.cfg:339
msgid "Wrap Up"
msgstr "Reziumė"
#. [topic]: id=wrap_up
#: data/core/help.cfg:340
msgid ""
"This concludes the fundamentals of Wesnoth. You might want to read up on "
"Basic Strategy, or familiarize yourself with <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 Heir to the "
"Throne 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 ir vykdyti Sosto Įpėdinio kampaniją. "
"Linkime smagaus žaidimo ir sėkmės!"
#. [topic]: id=about
#: data/core/help.cfg:345
msgid "ingame_help_item^Contributors"
msgstr "Autoriai"
#. [topic]: id=license
#: data/core/help.cfg:351
msgid "License"
msgstr "Licencija"
#. [topic]: id=..traits_section
#: data/core/help.cfg:360
msgid ""
"Most units have two traits. However, Undead units are assigned the single "
"trait <italic>text='Undead'</italic>, and Woses do not receive any traits. "
"Traits are modifications that change a units attributes slightly. They are "
"usually randomly assigned to a unit when it is recruited."
msgstr ""
"Dauguma dalinių turi du bruožus. Tačiau nemirėlių daliniams priskirtas "
"vienintelis bruožas <italic>text='Nemirėlis'</italic>, o miškiniai neturi "
"jokių bruožų. Bruožai yra pakeitimai, kurie šiek tiek pakeičia dalinio "
"atributus. Jie paprastai atsitiktinai priskiriami daliniui, kai jis yra "
"pasamdomas."
#. [topic]: id=..traits_section
#: data/core/help.cfg:362
msgid ""
"\n"
"\n"
"The traits that are available to all non-Undead units are "
"<ref>dst='traits_intelligent' text='Intelligent'</ref>, "
"<ref>dst='traits_quick' text='Quick'</ref>, <ref>dst='traits_resilient' "
"text='Resilient'</ref>, and <ref>dst='traits_strong' text='Strong'</ref>."
msgstr ""
"\n"
"\n"
"Bruožai galimi visiems ne-nemirėliams daliniams yra "
"<ref>dst='traits_intelligent' text='Protingas'</ref>, "
"<ref>dst='traits_quick' text='Greitas'</ref>, <ref>dst='traits_resilient' "
"text='Gyvybingas'</ref> ir <ref>dst='traits_strong' text='Stiprus'</ref>."
#. [topic]: id=..traits_section
#: data/core/help.cfg:366
msgid ""
"\n"
"\n"
"Other traits that may be assigned to units are <ref>dst='traits_dextrous' "
"text='Dextrous'</ref>, <ref>dst='traits_loyal' text='Loyal'</ref>, and "
"<ref>dst='traits_undead' text='Undead'</ref>.\n"
"\n"
msgstr ""
"\n"
"\n"
"Kiti bruožai, kurie gali būti priskirti daliniams yra "
"<ref>dst='traits_dextrous' text='Vikrus'</ref>, <ref>dst='traits_loyal' "
"text='Ištikimas'</ref>, and <ref>dst='traits_undead' text='Nemirėlis'</"
"ref>.\n"
"\n"
#. [topic]: id=traits_intelligent
#: data/core/help.cfg:372
msgid "Intelligent"
msgstr "Protingas"
#. [topic]: id=traits_intelligent
#: data/core/help.cfg:373
msgid "Intelligent units require 20% less experience than usual to advance."
msgstr ""
"Protingiems daliniams reikia 20% mažiau patirties nei įprasta, kad būtų "
"paaukštinti."
#. [topic]: id=traits_intelligent
#: data/core/help.cfg:375
msgid ""
"\n"
"\n"
"Intelligent units are very useful at the beginning of a campaign as they can "
"advance to higher levels more quickly. Later in campaigns Intelligent is not "
"quite as useful because the After Maximum Level Advancement (AMLA) is not as "
"significant a change as advancing a level. If you have many maximum level "
"units you may wish to recall units with more desirable traits."
msgstr ""
"\n"
"\n"
"Protingi daliniai yra labai naudingi kampanijos pradžioje, nes gali greitai "
"pasiekti aukštą lygį. Vėliau protas nebėra toks svarbus, nes pasiekus vvirš "
"aukščiausio lygio paaukštinimą (VALP), tobulėjimas nebėra toks staigus. "
"Jeigu turite daug aukščiausio lygio dalinių, galbūt norėsite susigrąžinti "
"dalinius, turinčius norimų savybių."
#. [topic]: id=traits_quick
#: data/core/help.cfg:380
msgid "Quick"
msgstr "Greitas"
#. [topic]: id=traits_quick
#: data/core/help.cfg:381
msgid "Quick units have 1 extra movement point, but 5% less HP than usual."
msgstr ""
"Greiti daliniai turi 1 papildomą judėjimo tašką, bet 5% mažiau GT nei "
"įprasta."
#. [topic]: id=traits_quick
#: data/core/help.cfg:383
msgid ""
"\n"
"\n"
"Quick is the most noticeable trait, particularly in slower moving units such "
"as trolls or heavy infantry. Units with the Quick trait often have greatly "
"increased mobility in rough terrain, which can be important to consider when "
"deploying your forces. Also, Quick units arent quite as tough as units "
"without this trait and are subsequently less good at holding contested "
"positions."
msgstr ""
"\n"
"\n"
"Greitis yra viena iš labiausiai pastebimų savybių, ypač lėtesniuose "
"daliniuose, pavyzdžiui, troliuose arba sunkiuosiuose pėstininkuose. Greiti "
"daliniai turi žymiai didesnį judrumą nelygiose vietovėse, į ką svarbu "
"atkreipti dėmesį dėstant savo pajėgas. Taip pat žinotina, kad greiti "
"daliniai nėra tokie stiprūs, kaip neturintys didelio greičio ir žymiai "
"prasčiau atlaiko ginčijamas pozicijas."
#. [topic]: id=traits_resilient
#: data/core/help.cfg:388
msgid "Resilient"
msgstr "Gyvybingas"
#. [topic]: id=traits_resilient
#: data/core/help.cfg:389
msgid "Resilient units have 4 HP plus 1 HP per level more than usual."
msgstr "Gyvybingi daliniai turi 4 GT plius 1 GT lygiui daugiau negu įprasta."
#. [topic]: id=traits_resilient
#: data/core/help.cfg:391
msgid ""
"\n"
"\n"
"Resilient units can be useful at all stages of a campaign, and this is a "
"useful trait for all units. Resilient is often most helpful as a trait when "
"it occurs in a unit that has some combination of low hitpoints, good "
"defense, or high resistances. Resilient units are especially useful for "
"holding strategic positions against opponents."
msgstr ""
"\n"
"\n"
"Gyvybingi daliniai būna naudingi visose kampanijos stadijose ir tai yra "
"visiems daliniams naudingas bruožas. Gyvybingumas yra naudingiausias bruožas "
"daliniams, turintiems mažai gyvybės taškų, gerą gynybą arba didelį "
"atsparumą. Gyvybingi daliniai yra ypač naudingi strateginių pozicijų "
"išlaikymui."
#. [topic]: id=traits_strong
#: data/core/help.cfg:396
msgid "Strong"
msgstr "Stiprus"
#. [topic]: id=traits_strong
#: data/core/help.cfg:397
msgid ""
"Strong units do 1 more damage for every successful strike in melee combat, "
"and have 1 more HP."
msgstr ""
"Stiprūs daliniai padaro 1 tašku daugiau žalos per kiekvieną pavykusį smūgį "
"artimoje kovoje ir turi 1 GT daugiau."
#. [topic]: id=traits_strong
#: data/core/help.cfg:399
msgid ""
"\n"
"\n"
"While useful for any close-combat unit, Strong is most effective for units "
"who have a high number of swings such as the Elvish Fighter. Strong units "
"can be very useful when a tiny bit of extra damage is all that is needed to "
"turn a damaging stroke into a killing blow."
msgstr ""
"\n"
"\n"
"Jėga yra naudinga visiems artimose kovose dalyvaujantiems daliniams, bet "
"efektingiausia daliniams turintiems didelį kirčių skaičių, pavyzdžiui, elfų "
"kovotojams. Stiprūs daliniai gali būti labai naudingi, kai reikalinga "
"truputį didesnė žala paversti žalojantį smūgį į mirtiną."
#. [topic]: id=traits_fearless
#: data/core/help.cfg:404
msgid "Fearless"
msgstr "Bebaimis"
#. [topic]: id=traits_fearless
#: data/core/help.cfg:405
msgid "Aversion to light and dark holds no sway over these brave individuals."
msgstr "Priklausymas šviesai ar tamsai neįtakoja šių drąsių individų."
#. [topic]: id=traits_feral
#: data/core/help.cfg:410
msgid "Feral"
msgstr "Laukinis"
#. [topic]: id=traits_feral
#: data/core/help.cfg:411
msgid ""
"Dwellings of sentient beings are not easily used for cover by feral "
"creatures of low intelligence. As a result, feral units receive a maximum of "
"40% defense in any land-based village regardless of base terrain."
msgstr ""
"Protingų būtybių namai nėra pritaikyti žemo intelekto laukiniams padarams. "
"Dėl to laukiniai turi ne daugiau, kaip 40% gynybą bet kuriame ant žemės "
"esančiame kaime, nepriklausomai nuo bazinės vietovės."
#. [topic]: id=traits_loyal
#: data/core/help.cfg:416
msgid "Loyal"
msgstr "Ištikimas"
#. [topic]: id=traits_loyal
#: data/core/help.cfg:417
msgid ""
"Loyal units dont incur upkeep. Most units incur an upkeep cost at the end "
"of every turn, which is equal to their level. Loyal units do not incur this "
"cost."
msgstr ""
"Ištikimi daliniai nereikalauja užmokesčio. Dauguma dalinių ėjimo pabaigoje "
"paima užmokestį, tiek auksinių, koks yra jų lygis. Ištikimiems daliniams šio "
"užmokesčio nereikia."
#. [topic]: id=traits_loyal
#: data/core/help.cfg:419
msgid ""
"\n"
"\n"
"During campaigns, certain units may opt to join the players forces of their "
"own volition. These units are marked with the Loyal trait. Although they may "
"require payment to be recalled, they never incur any upkeep costs. This can "
"make them invaluable during a long campaign, when gold is in short supply. "
"This trait is never given to recruited units, so it may be unwise to dismiss "
"such units or to send them to a foolish death."
msgstr ""
"\n"
"\n"
"Užduoties vykdymo metu kai kurie daliniai gali savanoriškai prisijungti prie "
"žaidėjo pajėgų. Tokie daliniai pažymimi ištikimumo bruožu. Nors tokių "
"dalinių susigrąžinimas gali kainuoti, jų išlaikymas visuomet bus nemokamas. "
"Ilgų užduočių atveju, kai aukso atsargos ribotos, tokie daliniai tampa "
"neįkainuojama parama. Ištikimumo bruožas niekada nepriskiriamas samdant "
"dalinius ir būtų neprotinga tokį bruožą turinčius dalinius atleisti arba "
"kvailai paaukoti."
#. [topic]: id=traits_undead
#: data/core/help.cfg:424
msgid "trait^Undead"
msgstr "Nemirėlis"
#. [topic]: id=traits_undead
#: data/core/help.cfg:425
msgid ""
"Undead units are immune to poison, also drain and plague doesnt work on "
"them."
msgstr ""
"Nemirėlių daliniai yra atsparūs nuodams, be to jų neveikia išsiurbimas ir "
"maras."
#. [topic]: id=traits_undead
#: data/core/help.cfg:427
msgid ""
"\n"
"\n"
"Undead units generally have <italic>text='Undead'</italic> as their only "
"trait. Since Undead units are the bodies of the dead, risen to fight again, "
"poison has no effect upon them. This can make them invaluable in dealing "
"with foes who use poison in conjunction with their attacks."
msgstr ""
"\n"
"\n"
"Nemirėliai daliniai paprastai turi tik <italic>text='nemirėliškumo'</italic> "
"bruožą. Kadangi nemirėliai yra mirusiųjų kūnai, prisikėlę naujoms kovoms, "
"nuodai jų neveikia. Tai tampa neįkainuojamu pranašumu prieš oponentus, savo "
"atakoms naudojančius nuodus."
#. [topic]: id=traits_mechanical
#: data/core/help.cfg:432
msgid "trait^Mechanical"
msgstr "Mechaninis"
#. [topic]: id=traits_mechanical
#: data/core/help.cfg:433
msgid ""
"Mechanical units are immune to poison, also drain and plague doesnt work on "
"them."
msgstr ""
"Mechaniniai daliniai yra atsparūs nuodams, be to išsiurbimas ir maras "
"neveikia jų."
#. [topic]: id=traits_mechanical
#: data/core/help.cfg:435
msgid ""
"\n"
"\n"
"Mechanical units generally have <italic>text='Mechanical'</italic> as their "
"only trait. Since mechanical units dont really have life, drain, poison and "
"plague has no effect upon them."
msgstr ""
"\n"
"\n"
"Mechaniniai daliniai paprastai turi vienintelį bruožą "
"<italic>text='Mechaninis'</italic>. Kadangi mechaniniai daliniai iš tikrųjų "
"neturi gyvybės, išsiurbimas, nuodai ir maras jų neveikia."
#. [topic]: id=traits_dextrous
#: data/core/help.cfg:440
msgid "Dextrous"
msgstr "Vikrus"
#. [topic]: id=traits_dextrous
#: data/core/help.cfg:441
msgid ""
"Dextrous units do 1 more damage for every successful strike in ranged combat."
msgstr ""
"Vikrūs daliniai padaro 1 tašku didesnę žalą po kiekvieno sėkmingo smūgio "
"nuotoliniame mūšyje."
#. [topic]: id=traits_dextrous
#: data/core/help.cfg:443
msgid ""
"\n"
"\n"
"Dextrous is a trait possessed only by Elves. The Elven people are known for "
"their uncanny grace, and their great facility with the bow. Some, however, "
"are gifted with natural talent that exceeds their brethren. These elves "
"inflict an additional point of damage with each arrow."
msgstr ""
"\n"
"\n"
"Vikrumas yra tik elfams būdinga savybė. Elfai garsėja savo nepaprastu "
"grakštumu ir taiklumu šaudant iš lanko. Tačiau kai kurie iš jų apdovanoti "
"išskirtiniu talentu lyginant su kitais tėvynainiais. Šių elfų strėlės atneša "
"vienu tašku daugiau žalos."
#. [topic]: id=traits_healthy
#: data/core/help.cfg:448
msgid "Healthy"
msgstr "Sveikas"
#. [topic]: id=traits_healthy
#: data/core/help.cfg:449
msgid ""
"Renowned for their vitality, some dwarves are sturdier than others and can "
"rest even when travelling."
msgstr ""
"Pagarsėję savo gyvybingumu, kai kurie dvarfai ištvermingesni negu kiti ir "
"gali ilsėtis net keliaudami."
#. [topic]: id=traits_healthy
#: data/core/help.cfg:451
msgid ""
"\n"
"\n"
"Healthy units have 1 HP plus 1 HP per level more than usual and rest heal "
"the usual 2 HP after each turn they did not fight. They also suffer a "
"quarter less damage from poison."
msgstr ""
"\n"
"\n"
"Sveiki daliniai turi 1 GT daugiau ir papildomaiu 1 GT kiekvienam lygiui, o "
"poilsis paprastai prideda 2 GT po kiekvieno ėjimo, kurio metu jie nesigrūmė. "
"Taip pat jie ketvirčiu mažiau nukenčia nuo nuodų."
#. [topic]: id=traits_dim
#: data/core/help.cfg:456
msgid "Dim"
msgstr "Bukas"
#. [topic]: id=traits_dim
#: data/core/help.cfg:457
msgid ""
"Units with trait Dim suffer a 20% increase in experience required to advance."
msgstr ""
"Daliniams su gebėjimu Bukas reikia 20% daugiau patirties tam, kad patobulėtų."
#. [topic]: id=traits_dim
#: data/core/help.cfg:459
msgid ""
"\n"
"\n"
"Dim is a trait all too common in goblins and other lesser species. There are "
"reasons these species are lesser, and this is one of them."
msgstr ""
"\n"
"\n"
"Bukas yra gebėjimas būdingas goblinams ir kitoms žemesniosioms rūšims. Esama "
"priežasčių, kodėl šios rūšys yra žemesniosios, ir bukumas yra viena iš jų."
#. [topic]: id=traits_slow
#: data/core/help.cfg:464
msgid "Slow"
msgstr "Lėtas"
#. [topic]: id=traits_slow
#: data/core/help.cfg:465
msgid "Slow units have 1 movement but 5% more hitpoints."
msgstr ""
"Lėti daliniai turi 1 judėjimo tašku mažiau, bet 5% daugiau gyvybės taškų."
#. [topic]: id=traits_slow
#: data/core/help.cfg:467
msgid ""
"\n"
"\n"
"Thick-bodied and clumsy, slow individuals of goblins and other species take "
"a movement penalty but are compensated for it with a slight increase in "
"endurance."
msgstr ""
"\n"
"\n"
"Apkūnūs ir nerangūs, lėti goblinų ir kitų rūšių individai nepasižymi "
"judrumu, tačiau tai kompensuoja truputį didesne ištverme."
#. [topic]: id=traits_weak
#: data/core/help.cfg:472
msgid "Weak"
msgstr "Silpnas"
#. [topic]: id=traits_weak
#: data/core/help.cfg:473
msgid "Units with trait Weak get a 1 increment in hitpoints and melee damage."
msgstr ""
"Silpni daliniai turi 1 GT mažiau ir artimoje kovoje patiria 1 tašku didesnę "
"žalą."
#. [topic]: id=..terrains
#: data/core/help.cfg:481
msgid ""
"Game maps feature a variety of terrains that affect both unit movement and a "
"units defensive capability in combat.\n"
"\n"
msgstr ""
"Žaidimo žemėlapiuose yra įvairių vietovių, kuriuos veikia ir dalinių "
"judėjimą, ir dalinių gynybinius sugebėjimus mūšyje.\n"
"\n"
#. [topic]: id=terrain_flat
#: data/core/help.cfg:488
msgid "Flat"
msgstr "Plokščia"
#. [topic]: id=terrain_flat
#: data/core/help.cfg:493
msgid ""
"Grassland represents open plains, whether cultivated, cut back for grazing, "
"or wild. Being open ground, Grassland is both very easy to move across, but "
"is also difficult to defend oneself in. Typically, those units that perform "
"best on grassland are either cavalry, or very agile units which take "
"advantage of the open space.\n"
"\n"
"Most units have defense of 30 to 40% on grassland."
msgstr ""
"Pievos, nesvarbu ar naudojamos kaip dirbama žemė, ar kaip ganyklos, ar "
"laukinės, yra sutapatinamos su atvira lyguma. Judėti per pievą yra lengva, "
"tačiau joje sunku apsiginti. Pievose efektyviausi daliniai yra raiteliai "
"arba labai judrūs daliniai, galintys išnaudoti atvirą erdvę.\n"
"\n"
"Dauguma dalinių pievose turi nuo 30 iki 40% gynybos rodiklį."
#. [topic]: id=terrain_road
#: data/core/help.cfg:502
msgid "Road"
msgstr "Kelias"
#. [topic]: id=terrain_road
#: data/core/help.cfg:507
#, fuzzy
msgid ""
"Roads are beaten paths of dirt, formed by many travelers passing over them. "
"As far as gameplay is concerned, Roads behave as <ref>dst='terrain_flat' "
"text='Flat'</ref> terrain.\n"
"\n"
msgstr ""
"Savanos yra lygumos su aukšta žole, randamos šiltesnio klimato pasaulio "
"dalyse. Žaidime jos yra identiškos <ref>dst=terrain_grassland text=žolynams</"
"ref>."
#. [topic]: id=terrain_forest
#: data/core/help.cfg:514
msgid "Forest"
msgstr "Miškas"
#. [topic]: id=terrain_forest
#: data/core/help.cfg:521
msgid ""
"Forests represent any woodland with significant undergrowth, enough to "
"hinder passage. Though they slow nearly everyone down, forests do offer "
"better defense to most units than open ground. Cavalry, however, have so "
"much trouble navigating them that any benefit gained by stealth is negated. "
"Elves are an exception to this general rule for forests. Not only do they "
"possess full movement in forests, but they also gain a considerable "
"defensive bonus. Dwarves are another exception to this rule; though they are "
"able to plow through the forests without much loss of speed, their utter "
"unfamiliarity with the terrain causes them to receive no defensive bonus.\n"
"\n"
"Most units have 50% defense in forests, but cavalry are limited to 30%. "
"Elves, on the other hand, enjoy 60 to 70% defense, even their mounted units. "
"Dwarves generally receive only 30% defense in forests.\n"
"\n"
msgstr ""
"Miškai, tai pakankamai medžių ir augmenijos turinti vietovė trukdanti "
"praeiti. Nors jie sulėtina beveik visus, miške daugumai dalinių galimybė "
"apsiginti yra didesnė negu atviroje vietovėje. Tačiau raiteliams keliauti "
"mišku taip sunku, kad jie praranda bet kokį pranašumą atsirandantį dėl "
"slaptumo. Elfai yra išimtis šiai miškų taisyklei. Miškas jų ne tik kad "
"nesulėtina, bet jie įgyja dar ir apčiuopiamą gynybinį pranašumą. Kita "
"išimtis yra dvarfai, kurie miške greičio beveik nepraranda, tačiau "
"neišmanydami vietovės jie gynybinio pranašumo neįgauna.\n"
"\n"
"Dauguma dalinių miške turi 50% gynybinį rodiklį, bet raiteliai teturi 30%. "
"Kita vertus, elfų rodiklis siekia 6070%, įskaitant ir jų raituosius "
"dalinius. Dvarfai paprastai miške turi 30% gynybos rodiklį.\n"
"\n"
#. [topic]: id=terrain_hills
#: data/core/help.cfg:529
msgid "Hills"
msgstr "Kalvos"
#. [topic]: id=terrain_hills
#: data/core/help.cfg:536
msgid ""
"Hills represent any reasonably rough terrain, with enough dips and rises in "
"the ground to provide some cover. Hills are difficult for most troops to "
"navigate. Dwarves, Trolls, and Orcs have enough familiarity with the terrain "
"that they can pass through it without being slowed down. Cavalry have enough "
"trouble navigating the terrain that any defensive aid lent by cover is "
"negated.\n"
"\n"
"Most units have about 50% defense in hills, whereas cavalry are limited to "
"40%. Dwarves enjoy 60% defense in hills.\n"
"\n"
msgstr ""
"Kalvos yra pakankamai nelygi vietovė, kur yra pakankamai pasislėpimui "
"tinkamų daubų ir iškilimų. Daugumai karių judėti kalvose yra sunku. Dvarfai, "
"troliai ir orkai kalnuose yra pakankamai susipažinę su vietove, todėl gali "
"ją įveikti be pristabdymo. Raiteliai gana sunkiai juda kalvota vietove, "
"todėl jiems neturi kalvų teikiamo gynybinio pranašumas.\n"
"\n"
"Dauguma karių kalvose turi 50% gynybinį rodiklį, o raiteliai apribojami 40%. "
"Dvarfų gynybinis rodiklis kalvose yra net 60%.\n"
"\n"
#. [topic]: id=terrain_mountains
#: data/core/help.cfg:543
msgid "Mountains"
msgstr "Kalnai"
#. [topic]: id=terrain_mountains
#: data/core/help.cfg:548
msgid ""
"Mountains are steep enough that units often have to climb over obstacles to "
"move. By this nature, they provide a considerable defensive bonus for most "
"troops, but they also severely impede any passage through them. Most cavalry "
"simply cannot enter mountainous terrain; however, elvish cavalry is an "
"exception to this, as are the goblin wolf riders. Both Dwarves and Trolls "
"are native to mountainous terrain, and have a very easy time getting "
"around.\n"
"\n"
"Most units receive about 60% defense in mountains, whereas Dwarves enjoy 70%."
msgstr ""
"Kalnai yra gan statūs, tad daliniai dažnai turi įveikinėti kliūtis lipdami. "
"Daugumai karių tai suteikia papildomą apsaugą, bet labai apsunkina "
"praeinamumą. Dauguma raiteliu negali net įjoti į kalnuotą vietovę, tačiau "
"elfų raiteliai, kaip ir vilkais jojantys goblinai, yra išimtis. Ir dvarfai, "
"ir troliai yra kalnų būtybės ir jiems įveikti kalnus yra vieni niekai.\n"
"\n"
"Dauguma karių kalnuose turi 60% gynybinį rodiklį, tuo tarpu dvarfai "
"mėgaujasi 70%."
#. [topic]: id=terrain_swamp_water
#: data/core/help.cfg:555
msgid "Swamp"
msgstr "Pelkė"
#. [topic]: id=terrain_swamp_water
#: data/core/help.cfg:560
msgid ""
"Swamps represent any sort of wetlands. Swamps slow down nearly everyone, and "
"inhibit their ability to defend themselves. An exception to this is any race "
"bodily skilled in navigating water; these receive both full movement and a "
"defensive bonus. Those that make their living in the wetlands are also adept "
"at using this terrain for cover.\n"
"\n"
"Most units make do with 30% defense in swamps. Mermen, Naga, and Saurians "
"all generally enjoy 60%."
msgstr ""
"Pelkės atvaizduoja bet kokias pelkėtas vietoves. Pelkės sulėtina beveik "
"visus ir mažina galimybę apsiginti, išskyrus tuos, kurių kūnai yra "
"pritaikyti keliauti vandeniu; pelkė tokių karių nepristabdo, maža to, jie "
"įgyja ir gynybinį pranašumą. Pelkių gyventojai puikiai išnaudoja šią vietovę "
"priedangai.\n"
"\n"
"Dauguma dalinių pelkėje teturi 30% gynybinį rodiklį. Vandenių, nágų ir "
"roplių gynybinis rodiklis paprastai yra 60%."
#. [topic]: id=terrain_shallow_water
#: data/core/help.cfg:567
msgid "Shallow Water"
msgstr "Seklus vanduo"
#. [topic]: id=terrain_shallow_water
#: data/core/help.cfg:572
msgid ""
"Shallow water represents any body of water deep enough to come up to roughly "
"a mans waist. This is enough to slow down nearly anyone and leave them wide "
"open to attack. Dwarves, given that the water reaches up almost to their "
"heads, have an extremely hard time of this. The exception is any race whose "
"bodies naturally lend themselves to swimming, for which they receive a "
"considerable defensive bonus and full movement.\n"
"\n"
"Most units make do with 20 to 30% defense in shallow water, whereas both "
"Naga and Mermen enjoy 60%."
msgstr ""
"Seklus vanduo vaizduoja bet kokį vandens telkinį, kurio gilumas yra iki "
"žmogaus juosmens. Šis gilumas užtektinas sulėtinti kiekvieną ir palikti juos "
"plačiai atvertus puolimams. Dvarfams apsiginti ypač sunku, nes vanduo beveik "
"siekia jų galvas. Būtybės, kurių kūnai skirti plaukimui, yra viena išimtis, "
"jos gauna pastebimą gynybinį pranašumą ir juda visu greičiu.\n"
"\n"
"Dauguma dalinių turi nuo 20 iki 30% gynybą sekliame vandenyje, tačiau nágai "
"ir vandeniai mėgaujasi 60%."
#. [topic]: id=terrain_deep_water
#: data/core/help.cfg:579
msgid "Deep Water"
msgstr "Gilus vanduo"
#. [topic]: id=terrain_deep_water
#: data/core/help.cfg:584
msgid ""
"Deep water represents any body of water deep enough to cover a mans head. "
"Most units cannot enter deep water: it is the domain of units which can "
"either fly, or are exceptionally strong swimmers.\n"
"\n"
"Mermen and Naga both receive 50% defense in deep water, with full movement."
msgstr ""
"Gilus vanduo vaizduoja vandens telkinį, kuriame vanduo padengia žmogaus "
"galvą. Dauguma dalinių negali įplaukti į gilų vandenį: tai įmanoma tik "
"daliniams, kurie yra gali skristi arba yra ypač geri plaukikai.\n"
"\n"
"Vandeniai ir nágai turi 50% gynybą giliame vandenyje ir juda visu greičiu."
#. [topic]: id=terrain_frozen
#: data/core/help.cfg:591
msgid "Frozen"
msgstr "Užšalusi"
#. [topic]: id=terrain_frozen
#: data/core/help.cfg:596
msgid ""
"Frozen terrain represents any flat area that is covered by snow or ice. Most "
"units are slowed down on it, and have a harder time defending themselves. "
"Note that swimming units, even those who can breathe underwater, cannot swim "
"underneath ice.\n"
"\n"
"Most units have 20 to 40% defense in frozen terrain."
msgstr ""
"Užšalusi vietovė vaizduoja bet kokią lygumą, apklotą sniegu ir ledu. Dauguma "
"dalinių joje juda lėčiau ir turi sunkumų ginantis. Plaukiojantys daliniai, "
"netgi tie, kurie gali kvėpuoti po vandeniu, po ledu plaukti negali.\n"
"\n"
"Dauguma dalinių turi nuo 20 iki 40% gynybinį rodiklį užšalusioje lygumoje."
#. [topic]: id=terrain_castle
#: data/core/help.cfg:603
msgid "Castle"
msgstr "Pilis"
#. [topic]: id=terrain_castle
#: data/core/help.cfg:610
msgid ""
"Castles are any sort of permanent fortification. Nearly all units receive a "
"considerable bonus to their defense by being stationed in a castle, and all "
"units receive full movement in a castle. Stationing units in a castle "
"represents its defensive capability. Without a unit in each wall hex, an "
"enemy can simply sneak into the castle unchallenged, gaining the same "
"defensive bonus as everyone inside.\n"
"\n"
"Most units have about 60% defense in a castle.\n"
"\n"
msgstr ""
"Pilys yra bet kokie nuolatiniai apsauginiai įtvirtinimai. Beveik visų pilyje "
"dislokuotų dalinių galimybė apsiginti pastebimai išauga ir visi daliniai "
"pilyje gali judėti visu greičiu. Pilyje dislokuoti daliniai parodo jos "
"gynybinę galią. Jeigu daliniai nėra užpildę visų pilies pasienyje esančių "
"langelių, priešas gali tiesiog prasmukti vidun be pasipriešinimo ir įgyti "
"tokias pačias gynybines galias, kaip ir kiti pilyje esantys daliniai.\n"
"\n"
"Dauguma dalinių pilyje turi apie 60% gynybinį rodiklį.\n"
#. [topic]: id=terrain_sand
#: data/core/help.cfg:619
msgid "Sand"
msgstr "Smėlis"
#. [topic]: id=terrain_sand
#: data/core/help.cfg:624
msgid ""
"The instability of sand makes it harder for most units to cross, and leaves "
"them wide open to attack. In contrast, the wide feet or snakelike bodies of "
"the lizardly races make sand much easier for them to navigate.\n"
"\n"
"Most units receive 20 to 40% defense in Sand."
msgstr ""
"Smėlio klampumas apsunkina daugumos dalinių judėjimą ir nesudaro priedangos "
"priešo atakos atveju. Tačiau plačiapadžiams arba gyvačių formos kūnus "
"turintiems driežiškų rasių daliniams smėlis kaip tik palengvina judėjimą.\n"
"\n"
"Dauguma dalinių smėlynuose turi nuo 20 iki 40% gynybinį rodiklį."
#. [topic]: id=terrain_desert
#: data/core/help.cfg:631
msgid "Desert"
msgstr "Dykuma"
#. [topic]: id=terrain_desert
#: data/core/help.cfg:634
msgid ""
"Deserts have a somewhat different composition than small sand pits or "
"beaches, however for gameplay purposes they are identical. See "
"<ref>dst='terrain_sand' text='Sand'</ref>."
msgstr ""
"Dykumos turi kiek kitokią sudėtį, negu mažos smėlio duobutės ar paplūdimiai, "
"tačiau žaidime jų savybės vienodos. Žiūrėkite <ref>dst='terrain_sand' "
"text='Smėlis'</ref>."
#. [topic]: id=terrain_cave
#: data/core/help.cfg:641
msgid "Cave"
msgstr "Urvas"
#. [topic]: id=terrain_cave
#: data/core/help.cfg:646
#, fuzzy
msgid ""
"Cave terrain represents any underground cavern with enough room for a unit "
"to pass. Most units are wholly unfamiliar with the terrain, and thus are "
"both slowed down and hindered in defense. Dwarves and Trolls, who make their "
"homes in caves, both have a relatively easy time navigating this terrain, "
"especially dwarves, who by dint of their small size can navigate many "
"obstacles that other races cannot. Occasionally caves are "
"<ref>dst='terrain_illuminated_cave' text='Illuminated'</ref>.\n"
"\n"
"Most units receive 20 to 40% defense in Caves, whereas dwarves have 50%."
msgstr "Uolos tai bet kokia viršžeminė "
#. [topic]: id=terrain_rockbound_cave
#: data/core/help.cfg:653
msgid "Rockbound Cave"
msgstr "Uolėtas urvas"
#. [topic]: id=terrain_rockbound_cave
#: data/core/help.cfg:658
msgid ""
"Rockbound cave terrain is formed by the action of water and wind, carrying "
"erosive particles that carve the rock. It resembles a scraggy underground "
"cavern which reduces efficiency of most units, but shoulders defense. "
"Dwarves and Trolls, who are main settlers of caves, have a relatively easy "
"time navigating this terrain. Dwarves, who by dint of their small size have "
"the full advantage of navigation in such topography. Occasionally caves are "
"<ref>dst='terrain_illuminated_cave' text='Illuminated'</ref>\n"
"\n"
"Most units have about 50% defense in rocky caves, whereas cavalry are "
"limited to 40%. Dwarves enjoy 60% defense in Rockbound caves."
msgstr ""
"Uolėtas urvas yra suformuotas vėjyje ir vandenyje esančių erozinių dalelių, "
"kurios išėda uolienas. Siauras požeminis urvas sumažina daugumos dalinių "
"efektyvumą, bet sustiprina gynybinį pajėgumą. Dvarfai ir troliai yra urvų "
"gyventojai, todėl jiems šioje aplinkoje judėti pakankamai lengva. Dvarfai "
"dėl savo mažo ūgio urvuose turi visišką pranašumą. Vietomis urvai yra "
"<ref>dst='terrain_illuminated_cave' text='apšviesti'</ref> \n"
"\n"
"Dauguma dalinių turi apie 50% gynybinį rodiklį uolėtuose urvuose, tuo tarpu "
"raiteliai teturi 40%. Dvarfų gynybinis rodiklis uolėtuose urvuose net 60%. "
#. [topic]: id=terrain_illuminated_cave
#: data/core/help.cfg:665
msgid "Illuminated Cave"
msgstr "Apšviestas urvas"
#. [topic]: id=terrain_illuminated_cave
#: data/core/help.cfg:668
#, fuzzy
msgid ""
"Rare patches of the underground world are illuminated by light from the "
"surface shining down into the gloomy darkness. This provides an attack bonus "
"for lawful units and removes the attack bonus from chaotic units. In all "
"other regards this terrain is functionally identical to normal cave terrains."
msgstr ""
"Tik retose požeminio pasaulio vietose išorės šviesa pasiekia apsiblaususias "
"tamsumas. Tai suteikia geresnį puolimą šviesos daliniams ir pablogina "
"chaotiškiems daliniams. Visais kitais atžvilgiais ši aplinka identiška "
"kitiems urvams."
#. [topic]: id=terrain_fungus
#: data/core/help.cfg:675
msgid "Mushroom Grove"
msgstr "Grybų giraitė"
#. [topic]: id=terrain_fungus
#: data/core/help.cfg:680
msgid ""
"Mushroom groves are vast underground forests of giant mushrooms, which "
"thrive in the damp darkness. Most units have trouble negotiating the spongy "
"floor of smaller fungi, but they have plenty of cover behind the larger "
"stalks. Mounted units, however, become completely mired and lack proper "
"freedom of movement in combat. Undead units have a natural affinity for "
"decay and function quite well in mushroom forests.\n"
"\n"
"Most units receive 50% to 60% defense in mushroom groves, whereas cavalry "
"receive only 20%."
msgstr ""
"Grybų giraitės yra didelė milžiniškų grybų požeminė karalystė, paskandinta "
"nuolatinėje tamsoje. Dauguma karių turi sunkumų judėdami samanotu "
"paviršiumi, tačiau nesunkiai gali pasislėpti už storų kotų. Tačiau raiti "
"kariai dažnai įklimpsta ir mūšio metu yra nejudrūs. Nemirėliai grybų "
"giraitėje jaučiasi neblogai dėl savo polinkio į irimą.\n"
"\n"
"Grybų giraitėje dauguma dalinių turi nuo 50 iki 60% gynybinį rodiklį, o "
"raiteliai turi tik 20%."
#. [topic]: id=terrain_village
#: data/core/help.cfg:687
msgid "Village"
msgstr "Kaimas"
#. [topic]: id=terrain_village
#: data/core/help.cfg:694
msgid ""
"Villages represent any group of buildings, human or otherwise. Almost all "
"units, even cavalry, have an easy time navigating villages, and most units "
"gain a defensive bonus from being stationed in a village. Villages allow "
"units the resources to clean and tend to their wounds, which allows any unit "
"stationed therein to heal eight hitpoints each turn, or to be cured of "
"poison.\n"
"\n"
"Most units have 50 to 60% defense in villages, whereas cavalry receive only "
"40%.\n"
"\n"
msgstr ""
"Kaimus sudaro pastatai, žmonės ir visa kita. Beveik visi daliniai, netgi "
"raiteliai, neturi jokių problemų judėti kaimo vietovėje ir beveik visi "
"įgauna didesnę gynybinę galią. Kaimai suteikia galimybę išsigydyti žaizdas, "
"todėl kiekvieno ėjimo metu daliniai gauna 8 gyvybės taškus arba yra "
"išgydomas nuo nuodų.\n"
"\n"
"Kaimuose dauguma dalinių turi nuo 50 iki 60% gynybinį rodiklį, o raiteliai "
"turi tik 40%.\n"
"\n"
#. [topic]: id=terrain_water_village
#: data/core/help.cfg:703
msgid "Submerged Village"
msgstr "Užtvindytas kaimas"
#. [topic]: id=terrain_water_village
#: data/core/help.cfg:708
msgid ""
"Submerged villages are the homes of Merfolk and Nagas. While water-dwelling "
"creatures are at home here, land-dwellers have a hard time navigating and "
"defending these villages. However, like any village, the facilites are "
"available to all creatures which allow units to tend to their wounds. Any "
"unit stationed in a village can heal eight hitpoints each turn, or be cured "
"of poison.\n"
"\n"
"Merfolk and Nagas have 60% defense in submerged villages, whereas land based "
"units usually have a low defense."
msgstr ""
"Povandeniniai kaimai yra vandenių ir nágų gyvenamoji vieta. Nors vandens "
"padarams tai natūrali aplinka, žemės padarams yra sunku judėti ir gintis "
"povandeniniuose kaimuose. Tačiau kaip ir kituose kaimuose, čia galima "
"išsigydyti savo žaizdas. Bet koks dalinys kiekvieno ėjimo metu gauna 8 "
"gyvybės taškus arba yra išgydomas nuo nuodų.\n"
"\n"
"Povandeniniuose kaimuose vandeniai ir nágai turi 60% gynybinį rodiklį, o "
"žemės padarai paprastai turi žemą gynybinį rodiklį. "
#. [topic]: id=terrain_unwalkable
#: data/core/help.cfg:715
#, fuzzy
msgid "Unwalkable"
msgstr "Nevaikštoma"
#. [topic]: id=terrain_unwalkable
#: data/core/help.cfg:718
msgid ""
"Unwalkable terrain covers any chasm or gorge which, as the name implies, "
"cannot be crossed simply by walking. Chasms are noted for sheer walls which "
"would take days to traverse. As far as gameplay is concerned, only units "
"capable of flying can cross this terrain."
msgstr ""
"Nepraeinamos vietovės, kaip ir sako pavadinimas, yra nepraeinamos tiesiog "
"einant. Įveikti stačias sienas turinčias bedugnes prireiktų kelių dienų. "
"Pagal ši žaidimą tik skraidyti galintys daliniai gali įveikti šią vietovę. "
#. [topic]: id=terrain_lava
#: data/core/help.cfg:725
msgid "Lava"
msgstr "Lava"
#. [topic]: id=terrain_lava
#: data/core/help.cfg:728
#, fuzzy
msgid ""
"The dangers inherent in trying to walk on lava are fairly obvious. As far as "
"movement is concerned, lava is equivalent to <ref>dst='terrain_unwalkable' "
"text='Unwalkable'</ref> terrain, and can only be crossed by those units "
"capable of flying a considerable distance above it. The molten magma also "
"produces a substantial glow, illuminating the area immediately above it. "
"This provides an attack bonus for lawful units and removes the attack bonus "
"from chaotic units."
msgstr ""
"Bandymas eiti lava, be abejo, yra pavojingas. Kai reikia pereiti lavą, kaip "
"ir <ref>dst='terrain_unwalkable' text='nepereinamos'</ref>vietovės atveju, "
"tik aukštai skraidantys daliniai gali skristi virš jos. Išsilydžiusi magma "
"švyti apšviesdama erdvę virš jos. Šviesos daliniams tai suteikia puolimo "
"pranašumą, o chaotiškiems daliniams pablogina."
#. [topic]: id=terrain_ford
#: data/core/help.cfg:735
msgid "River Ford"
msgstr "Upės brasta"
#. [topic]: id=terrain_ford
#: data/core/help.cfg:738
msgid ""
"When a river happens to be extremely shallow, passing over it is a trivial "
"matter for land based units. Moreover, any creature best adapted to swimming "
"has full mobility even at such places in the river. As far as gameplay is "
"concerned, a river ford is treated as either grassland or shallow water, "
"choosing whichever one offers the best defensive and movement bonuses for "
"the unit on it."
msgstr ""
"Kai upė labai sekli sausumos daliniams ją pereiti nėra jokių kliūčių. Negana "
"to, vandens padarai net ir esant tokiam upės seklumui nepraranda savo "
"judrumo. Šiame žaidime upės brasta prilyginama pievai ar sekliems vandenims, "
"pasirenkant kuri aplinka daliniui duotų geriausią gynybą ir nevaržytų "
"judėjimo."
#. [topic]: id=terrain_reef
#: data/core/help.cfg:745
msgid "Coastal Reef"
msgstr "Pakrantės uolynai"
#. [topic]: id=terrain_reef
#: data/core/help.cfg:750
msgid ""
"Coastal reefs are shallows formed by stone, coral and sand. This provides "
"most land units with a more steady footing and defensive positions than "
"wading in shallow water normally would and also grants most water-dwelling "
"races an exceptionally high defense.\n"
"\n"
"Mermen and Naga both receive 70% defense on coastal reefs."
msgstr ""
"Pakrantės uolynai suformuoti iš akmenų, smėlio ir koralų. Tai suteikia "
"daugumai žemės dalinių geresnę galimybę lengvai judėti ir apsiginti nei "
"sekliuose vandenyse. Pakrantė taip pat suteikia vandens gyventojams "
"išskirtinai didelę gynybinę galią.\n"
"\n"
"Vandeniai ir nágai pakrantės uolynuose gauna 70% gynybinį rodiklį."
#. [topic]: id=terrain_bridge
#: data/core/help.cfg:757
msgid "Bridge"
msgstr "Tiltas"
#. [topic]: id=terrain_bridge
#: data/core/help.cfg:763
msgid ""
"To those capable of building one, the ability to lay a bridge offers a "
"liberation from the fickle nature of waterways, whose fords come and go with "
"the rise and fall of the waterline. This is to say nothing of the luxury of "
"dry feet, the loss of which is no laughing matter in the cold months of the "
"year.\n"
"\n"
"For those who go by land or sea, a bridge is the best of both worlds — for "
"gameplay purposes, it is treated either as grassland or the underlying "
"water, whichever offers the best movement and defensive bonuses for the unit "
"occupying the bridge hex. Note that a swimming unit and a land unit are not "
"capable of occupying a bridge hex at the same time."
msgstr ""
"Tiems, kurie turi statybos įgūdžių, tiltų pastatymas leidžia išvengti "
"bridimo nepastoviais vandens keliais, kurie atsiranda ir pradingsta kintant "
"vandens lygiui. Jau nekalbant apie prabangą išsaugoti sausas kojas, kas yra "
"visai nejuojinga šaltuoju metų laiku.\n"
"\n"
"Ir tiems kurie vaikšto žeme, ir tiems kurie plaukia jūra, tiltas žaidime "
"naudojamas pasirinktinai kaip pieva arba po tiltu esantis vanduo, "
"priklausomai nuo to kuri vietovė suteiktų geriausią judėjimo ir gynybos "
"galią ant tilto esančiam daliniui. Turėkite omeny, kad tuo pačiu metu ant "
"tilto negali būti ir žemės, ir vandens padarai."
#. [topic]: id=terrain_impassable
#: data/core/help.cfg:770
msgid "Impassable"
msgstr "Nepraeinama"
#. [topic]: id=terrain_impassable
#: data/core/help.cfg:773
msgid ""
"Obstacles that not even the most determined traveler may overcome include "
"solid walls of stone and mountains so tall and steep that they are "
"constantly wreathed in cloud. Even flying creatures cannot navigate the "
"jagged peaks at such rarified heights, and not even the fiercest troll can "
"smash through thick walls of stone."
msgstr ""
"Kliūtys, kurių net labai pasiryžęs keliautojas negali įveikti, yra storos "
"akmeninės sienos ir aukšti kalnai, tokie aukšti, kad juos nuolat gaubia "
"debesys. Netgi skraidantys padarai negali orientuotis tarp dantytų viršūnių "
"tokiame dideliame aukštyje ir netgi smarkiausias trolis negali prasibrauti "
"pro storas akmenines sienas."
#. [topic]: id=general_commands
#: data/core/help.cfg:786
msgid "General commands"
msgstr "Bendros komandos"
#. [topic]: id=general_commands
#: data/core/help.cfg:791
msgid ""
"\n"
"Clear chat messages.\n"
"\n"
msgstr ""
"\n"
"Išvalyti pokalbių žinutes.\n"
"\n"
#. [topic]: id=general_commands
#: data/core/help.cfg:795
msgid ""
"\n"
"Switch debug mode on (does not work in multiplayer). See "
"<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:798
msgid ""
"\n"
"Set or toggle player on side between human and AI player. The player/client "
"who controls that side needs to issue this command. If no second parameter "
"is supplied, toggle bewteen human and AI. If it is on, set an AI "
"controller. If it is off set a human controller. Defaults to the currently "
"active side if no parameter is supplied.\n"
"\n"
msgstr ""
#. [topic]: id=general_commands
#: data/core/help.cfg:801
msgid ""
"\n"
"Toggle the display of the current frames per second.\n"
"\n"
msgstr ""
"\n"
"Perjungti kadrų per sekundę rodymą.\n"
"\n"
#. [topic]: id=general_commands
#: data/core/help.cfg:804
msgid ""
"\n"
"Switch a log domain to a different log level.\n"
"\n"
msgstr ""
"\n"
"Perjungti registravimo domeną į kitą lygį.\n"
"\n"
#. [topic]: id=general_commands
#: data/core/help.cfg:807
msgid ""
"\n"
"Redraws the screen and reloads any image files that have been changed.\n"
"\n"
msgstr ""
"\n"
"Perpiešia ekraną ir iš naujo įkelia paveikslėlių failus, kurie galėjo "
"pasikeisti.\n"
"\n"
#. [topic]: id=general_commands
#: data/core/help.cfg:810
msgid ""
"\n"
"Bring up theme selection menu.\n"
"\n"
msgstr ""
"\n"
"Atverti temų pasirinkimo meniu.\n"
"\n"
#. [topic]: id=general_commands
#: data/core/help.cfg:813
msgid ""
"\n"
"Quit the scenario (without prompting).\n"
"\n"
msgstr ""
"\n"
"Išjungti scenarijų (be užklausimo).\n"
"\n"
#. [topic]: id=general_commands
#: data/core/help.cfg:816
msgid ""
"\n"
"Save the game (without prompting).\n"
"\n"
msgstr ""
"\n"
"Išsaugoti žaidimą (be užklausimo).\n"
"\n"
#. [topic]: id=general_commands
#: data/core/help.cfg:817
msgid ""
"\n"
"Save the game and quit the scenario (without prompting)."
msgstr ""
"\n"
"Išsaugoti žaidimą ir išjungti scenarijų (be užklausimo)."
#. [topic]: id=mp_commands
#: data/core/help.cfg:825
msgid "Multiplayer commands"
msgstr "Daugelio žaidėjų žaidimo komandos"
#. [topic]: id=mp_commands
#: data/core/help.cfg:831
msgid ""
"\n"
"Ban a user in a multiplayer game by the IP address used by that username and "
"kick him. Can be used on users not in the game but on the server. (Of course "
"they wont be kicked then.)\n"
"\n"
msgstr ""
#. [topic]: id=mp_commands
#: data/core/help.cfg:834
msgid ""
"\n"
"Change the controller for side (write here the number of the side) to "
"username (write here the nick of the player or observer). You can check what "
"side belongs to which player in the <bold>text='Scenario Settings'</bold> "
"dialog (Press the <bold>text='More'</bold> button in the <bold>text='Status "
"Table'</bold> (alt+s by default) to get there.). The host can change control "
"of any side.\n"
"\n"
msgstr ""
#. [topic]: id=mp_commands
#: data/core/help.cfg:837
msgid ""
"\n"
"Kick a user in multiplayer. They will be able to rejoin the game. If you "
"just want to change control of their side(s) use the :control command "
"instead.\n"
"\n"
msgstr ""
#. [topic]: id=mp_commands
#: data/core/help.cfg:840
#, fuzzy
msgid ""
"\n"
"Send a private message to a user. When in a game, it is not possible to send "
"private messages to players who are currently controlling a side in the same "
"game.\n"
"\n"
msgstr ""
"Siunčia privatų pranešimą. Jūs negalite siųsti pranešimus žaidėjams, kurie "
"nevaldo jokios pusės jūsų žaidime."
#. [topic]: id=mp_commands
#: data/core/help.cfg:843
msgid ""
"\n"
"Mute a specific observer. If no username is supplied the muted usernames are "
"displayed.\n"
"\n"
msgstr ""
"\n"
"Nutildo nurodytą stebėtoją. Jeigu nenurodytas nė vienas naudotojas, parodomi "
"nutildyti naudotojai.\n"
"\n"
#. [topic]: id=mp_commands
#: data/core/help.cfg:846
msgid ""
"\n"
"Toggle muting/silencing of all observers on/off.\n"
"\n"
msgstr ""
#. [topic]: id=mp_commands
#: data/core/help.cfg:849
msgid ""
"\n"
"Unban a user in a multiplayer game by the IP address used by that username. "
"Can be used on users not in the game but on the server.\n"
"\n"
msgstr ""
#. [topic]: id=mp_commands
#: data/core/help.cfg:850
#, fuzzy
msgid ""
"\n"
"Unmute a specific observer. If no username is supplied the list of muted "
"observers is cleared."
msgstr ""
"\n"
"Nutildo nurodytą stebėtoją. Jeigu nenurodytas nė vienas naudotojas, parodomi "
"nutildyti naudotojai.\n"
"\n"
#. [topic]: id=debug_commands
#: data/core/help.cfg:857
msgid "Debug mode commands"
msgstr "Derinimo režimo komandos"
#. [topic]: id=debug_commands
#: data/core/help.cfg:861
msgid ""
"\n"
"Brings up a menu for choosing a scenario to immediately advance to in a "
"campaign.\n"
"\n"
msgstr ""
#. [topic]: id=debug_commands
#: data/core/help.cfg:864
msgid ""
"\n"
"Create a unit of the specified type on the selected hex.\n"
"\n"
msgstr ""
"\n"
"Sukuria nurodyto tipo dalinį nurodytame laukelyje.\n"
"\n"
#. [topic]: id=debug_commands
#: data/core/help.cfg:867
msgid ""
"\n"
"Toggle fog/shroud for the current side.\n"
"\n"
msgstr ""
"\n"
"Dabartinei pusei perjungia rūką/uždangą.\n"
"\n"
#. [topic]: id=debug_commands
#: data/core/help.cfg:870
msgid ""
"\n"
"Adds the specified amount to the current sides gold.\n"
"\n"
msgstr ""
"\n"
"Dabartinei pusei prideda nurodytą kiekį aukso.\n"
"\n"
#. [topic]: id=debug_commands
#: data/core/help.cfg:873
msgid ""
"\n"
"Immediately advances to the next scenario in a campaign.\n"
"\n"
msgstr ""
"\n"
"Iš karto pereina į kitą kampanijos scenarijų.\n"
"\n"
#. [topic]: id=debug_commands
#: data/core/help.cfg:876
msgid ""
"\n"
"Manually set a gamestate variable to value.\n"
"\n"
msgstr ""
"\n"
"Rankiniu būdu nustatyti žaidimo būsenos kintamojo vertę.\n"
"\n"
#. [topic]: id=debug_commands
#: data/core/help.cfg:879
msgid ""
"\n"
"Show a gamestate variable.\n"
"\n"
msgstr ""
"\n"
"Rodyti žaidimo būsenos kintamąjį.\n"
"\n"
#. [topic]: id=debug_commands
#: data/core/help.cfg:882
msgid ""
"\n"
"Manually fire the specified event.\n"
"\n"
msgstr ""
"\n"
"Rankiniu būdu iškviesti nurodytą įvykį.\n"
"\n"
#. [topic]: id=debug_commands
#: data/core/help.cfg:885
msgid ""
"\n"
"Modifies the specified property of the selected unit. Example: :unit "
"hitpoints=100\n"
"\n"
msgstr ""
"\n"
"Pakeičia nurodytą pasirinkto dalinio ypatybę. Pavyzdžiui: :unit "
"hitpoints=100\n"
"\n"
#. [topic]: id=debug_commands
#: data/core/help.cfg:886
msgid ""
"\n"
"Makes the selected unit level up N times. Example: :unit advances=2"
msgstr ""
"\n"
"Pažymėtą dalinį paaukština N kartų. Pavyzdžiui: :unit advances=2"
#. [heals]: id=healing
#: data/core/macros/abilities.cfg:10
msgid "heals +4"
msgstr "gydo +4"
#. [heals]: id=healing
#: data/core/macros/abilities.cfg:11
msgid "female^heals +4"
msgstr "gydo +4"
#. [heals]: id=healing
#: data/core/macros/abilities.cfg:16
msgid ""
"Heals +4:\n"
"Allows the unit to heal adjacent allied units at the beginning of our turn.\n"
"\n"
"A unit cared for by this healer may heal up to 4 HP per turn, or stop poison "
"from taking effect for that turn.\n"
"A poisoned unit cannot be cured of its poison by a healer, and must seek the "
"care of a village or a unit that can cure."
msgstr ""
"Gydo +4:\n"
"Leidžia daliniui pagydyti gretimą draugišką dalinį mūsų ėjimo pradžioje.\n"
"\n"
"Gydomasis dalinys gali pagyti ne daugiau, nei 4 GT per ėjimą, arba tą ėjimą "
"išvengti nuodų poveikio.\n"
"Šis gydytojas negali išgydyti nuo nuodų. Apnuodytasis dalinys turi ieškoti "
"pagalbos kaime arba pas dalinį, kuris gali atnuodyti."
#. [heals]: id=healing
#: data/core/macros/abilities.cfg:30
msgid "heals +8"
msgstr "gydo +8"
#. [heals]: id=healing
#: data/core/macros/abilities.cfg:31
msgid "female^heals +8"
msgstr "gydo +8"
#. [heals]: id=healing
#: data/core/macros/abilities.cfg:36
msgid ""
"Heals +8:\n"
"This unit combines herbal remedies with magic to heal units more quickly "
"than is normally possible on the battlefield.\n"
"\n"
"A unit cared for by this healer may heal up to 8 HP per turn, or stop poison "
"from taking effect for that turn.\n"
"A poisoned unit cannot be cured of its poison by a healer, and must seek the "
"care of a village or a unit that can cure."
msgstr ""
"Gydo +8:\n"
"Šis dalinys apjungia vaistažoles su magija ir gydo dalinius greičiau, nei "
"įprasta mūšio lauke.\n"
"\n"
"Gydomasis dalinys gali pagyti ne daugiau, nei 8 GT per ėjimą, arba tą ėjimą "
"išvengti nuodų poveikio.\n"
"Šis gydytojas negali išgydyti nuo nuodų. Apnuodytasis dalinys turi ieškoti "
"pagalbos kaime arba pas dalinį, kuris gali atnuodyti."
#. [heals]: id=curing
#: data/core/macros/abilities.cfg:51
msgid "cures"
msgstr "atnuodija"
#. [heals]: id=curing
#: data/core/macros/abilities.cfg:52
msgid "female^cures"
msgstr "atnuodija"
#. [heals]: id=curing
#: data/core/macros/abilities.cfg:54
msgid ""
"Cures:\n"
"A curer can cure a unit of poison, although that unit will receive no "
"additional healing on the turn it is cured of the poison."
msgstr ""
"Atnuodija:\n"
"Atnuodytojas gali iš dalinio pašalinti nuodus, tačiau tas dalinys nebegaus "
"jokio papildomo gydymo tą ėjimą, kai jis buvo atnuodytas."
#. [regenerate]: id=regenerates
#: data/core/macros/abilities.cfg:76
msgid "regenerates"
msgstr "regeneruoja"
#. [regenerate]: id=regenerates
#: data/core/macros/abilities.cfg:77
msgid "female^regenerates"
msgstr "regeneruoja"
#. [regenerate]: id=regenerates
#: data/core/macros/abilities.cfg:79
msgid ""
"Regenerates:\n"
"The unit will heal itself 8 HP per turn. If it is poisoned, it will remove "
"the poison instead of healing."
msgstr ""
"Regeneruoja:\n"
"Dalinys gydysis 8 GT per ėjimą. Jei jis yra apnuodytas, tai vietoj gydymosi "
"pasišalins nuodus."
#. [resistance]: id=steadfast
#: data/core/macros/abilities.cfg:98
msgid "steadfast"
msgstr "atsparus"
#. [resistance]: id=steadfast
#: data/core/macros/abilities.cfg:99
msgid "female^steadfast"
msgstr "atspari"
#. [resistance]: id=steadfast
#: data/core/macros/abilities.cfg:101
msgid ""
"Steadfast:\n"
"This units resistances are doubled, up to a maximum of 50%, when defending. "
"Vulnerabilities are not affected."
msgstr ""
"Atsparus:\n"
"Šio dalinio atsparumai yra padvigubinami, iki didžiausių įmanomų 50%, kai "
"ginamasi. Pažeidžiamumai nepaveikiami."
#. [leadership]: id=leadership
#: data/core/macros/abilities.cfg:114 data/core/macros/abilities.cfg:137
#: data/core/macros/abilities.cfg:172 data/core/macros/abilities.cfg:219
#: data/core/macros/abilities.cfg:278
msgid "leadership"
msgstr "vadovavimas"
#. [leadership]: id=leadership
#: data/core/macros/abilities.cfg:115 data/core/macros/abilities.cfg:138
#: data/core/macros/abilities.cfg:173 data/core/macros/abilities.cfg:220
#: data/core/macros/abilities.cfg:279
msgid "female^leadership"
msgstr "vadovavimas"
#. [leadership]: id=leadership
#: data/core/macros/abilities.cfg:119 data/core/macros/abilities.cfg:142
#: data/core/macros/abilities.cfg:177 data/core/macros/abilities.cfg:224
#: data/core/macros/abilities.cfg:283
msgid ""
"Leadership:\n"
"This unit can lead our own units that are next to it, making them fight "
"better.\n"
"\n"
"Adjacent own units of lower level will do more damage in battle. When a unit "
"adjacent to, of a lower level than, and on the same side as a unit with "
"Leadership engages in combat, its attacks do 25% more damage times the "
"difference in their levels."
msgstr ""
#. [skirmisher]: id=skirmisher
#: data/core/macros/abilities.cfg:347
msgid "skirmisher"
msgstr "peštukas"
#. [skirmisher]: id=skirmisher
#: data/core/macros/abilities.cfg:348
msgid "female^skirmisher"
msgstr "peštukė"
#. [skirmisher]: id=skirmisher
#: data/core/macros/abilities.cfg:350
msgid ""
"Skirmisher:\n"
"This unit is skilled in moving past enemies quickly, and ignores all enemy "
"Zones of Control."
msgstr ""
"Peštukas:\n"
"Šis dalinys gali greitai judėti tarp priešų ir nepaiso valdymo zonų."
#. [illuminates]: id=illumination
#: data/core/macros/abilities.cfg:363
msgid "illuminates"
msgstr "apšviečia"
#. [illuminates]: id=illumination
#: data/core/macros/abilities.cfg:364
msgid "female^illuminates"
msgstr "apšviečia"
#. [illuminates]: id=illumination
#: data/core/macros/abilities.cfg:368
msgid ""
"Illuminates:\n"
"This unit illuminates the surrounding area, making lawful units fight "
"better, and chaotic units fight worse.\n"
"\n"
"Any units adjacent to this unit will fight as if it were dusk when it is "
"night, and as if it were day when it is dusk."
msgstr ""
#. [teleport]: id=teleport
#: data/core/macros/abilities.cfg:378
msgid "teleport"
msgstr "teleportavimas"
#. [teleport]: id=teleport
#: data/core/macros/abilities.cfg:379
msgid "female^teleport"
msgstr "teleportavimas"
#. [teleport]: id=teleport
#: data/core/macros/abilities.cfg:381
msgid ""
"Teleport:\n"
"This unit may teleport between any two empty villages owned by its side "
"using one of its moves."
msgstr ""
"Teleportavimas:\n"
"Šis dalinys gali teleportuotis tarp bet kokių dviejų jo pusės kaimų, "
"naudodamas vieną iš savo judėjimų."
#. [hides]: id=ambush
#: data/core/macros/abilities.cfg:390 data/core/macros/abilities.cfg:392
msgid "ambush"
msgstr "pasalūnas"
#. [hides]: id=ambush
#: data/core/macros/abilities.cfg:391 data/core/macros/abilities.cfg:393
msgid "female^ambush"
msgstr "pasalūnė"
#. [hides]: id=ambush
#: data/core/macros/abilities.cfg:397 data/core/macros/abilities.cfg:401
#, fuzzy
msgid ""
"Ambush:\n"
"This unit can hide in forest, and remain undetected by its enemies.\n"
"\n"
"Enemy units cannot see this unit while it is in forest, except if they have "
"units next to it. Any enemy unit that first discovers this unit immediately "
"loses all its remaining movement."
msgstr ""
"Slėpimasis:\n"
"Šis dalinys gali slėptis kaimuose (išskyrus vandens kaimuose), ir likti "
"neaptiktu savo priešų, išskyrus tų, kurie stovi greta jo.\n"
"\n"
"Priešo daliniai negali matyti šio dalinio, kol jis yra kaime, išskyrus tik "
"jei jie turi dalinių šalia jo. Bet kuris priešo dalinys, kuris pirmas "
"aptinka šį dalinį iš karto praranda likusį judėjimą."
#. [hides]: id=nightstalk
#: data/core/macros/abilities.cfg:416 data/core/macros/abilities.cfg:417
#: data/core/macros/abilities.cfg:422
msgid "nightstalk"
msgstr "naktinis seklys"
#. [hides]: id=nightstalk
#: data/core/macros/abilities.cfg:421 data/core/macros/abilities.cfg:427
msgid ""
"Nightstalk:\n"
"The unit becomes invisible during night.\n"
"\n"
"Enemy units cannot see this unit at night, except if they have units next to "
"it. Any enemy unit that first discovers this unit immediately loses all its "
"remaining movement."
msgstr ""
"Naktinis seklys:\n"
"Naktimis dalinys pasidaro nematomas.\n"
"\n"
"Priešo daliniai negali matyti šio dalinio naktimis, nebent jeigu jie turi "
"dalinių prie jūsų dalinių. Kai jūsų dalinį pamato priešo dalinys, tas "
"dalinys iš karto praranda visą likusį savo judėjimą."
#. [hides]: id=nightstalk
#: data/core/macros/abilities.cfg:423
msgid "female^nightstalk"
msgstr "naktinė seklė"
#. [hides]: id=concealment
#: data/core/macros/abilities.cfg:442 data/core/macros/abilities.cfg:448
msgid "concealment"
msgstr "slėpimasis"
#. [hides]: id=concealment
#: data/core/macros/abilities.cfg:443 data/core/macros/abilities.cfg:449
msgid "female^concealment"
msgstr "slėpimasis"
#. [hides]: id=concealment
#: data/core/macros/abilities.cfg:447 data/core/macros/abilities.cfg:453
msgid ""
"Concealment:\n"
"This unit can hide in villages (with the exception of water villages), and "
"remain undetected by its enemies, except by those standing next to it.\n"
"\n"
"Enemy units can not see this unit while it is in a village, except if they "
"have units next to it. Any enemy unit that first discovers this unit "
"immediately loses all its remaining movement."
msgstr ""
"Slėpimasis:\n"
"Šis dalinys gali slėptis kaimuose (išskyrus vandens kaimuose), ir likti "
"neaptiktu savo priešų, išskyrus tų, kurie stovi greta jo.\n"
"\n"
"Priešo daliniai negali matyti šio dalinio, kol jis yra kaime, išskyrus tik "
"jei jie turi dalinių šalia jo. Bet kuris priešo dalinys, kuris pirmas "
"aptinka šį dalinį iš karto praranda likusį judėjimą."
#. [hides]: id=submerge
#: data/core/macros/abilities.cfg:468 data/core/macros/abilities.cfg:474
msgid "submerge"
msgstr "nardymas"
#. [hides]: id=submerge
#: data/core/macros/abilities.cfg:469 data/core/macros/abilities.cfg:475
msgid "female^submerge"
msgstr "nardymas"
#. [hides]: id=submerge
#: data/core/macros/abilities.cfg:473 data/core/macros/abilities.cfg:479
#, fuzzy
msgid ""
"Submerge:\n"
"This unit can hide in deep water, and remain undetected by its enemies.\n"
"\n"
"Enemy units cannot see this unit while it is in deep water, except if they "
"have units next to it. Any enemy unit that first discovers this unit "
"immediately loses all its remaining movement."
msgstr ""
"Slėpimasis:\n"
"Šis dalinys gali slėptis kaimuose (išskyrus vandens kaimuose), ir likti "
"neaptiktu savo priešų, išskyrus tų, kurie stovi greta jo.\n"
"\n"
"Priešo daliniai negali matyti šio dalinio, kol jis yra kaime, išskyrus tik "
"jei jie turi dalinių šalia jo. Bet kuris priešo dalinys, kuris pirmas "
"aptinka šį dalinį iš karto praranda likusį judėjimą."
#. [dummy]: id=feeding
#: data/core/macros/abilities.cfg:497
msgid "feeding"
msgstr "maitinasi"
#. [dummy]: id=feeding
#: data/core/macros/abilities.cfg:498
msgid "female^feeding"
msgstr "maitinasi"
#. [dummy]: id=feeding
#: data/core/macros/abilities.cfg:500
msgid ""
"Feeding:\n"
"This unit gains 1 hitpoint added to its maximum whenever it kills a living "
"unit."
msgstr ""
"Maitinasi:\n"
"Šis dalinys gauna 1 gyvybės tašką, pridedamą prie jo maksimalaus, kai jis "
"užmuša gyvą dalinį."
#. [unstore_unit]
#: data/core/macros/abilities.cfg:524
msgid "+1 max HP"
msgstr "+1 maks. GT"
#. [berserk]: id=berserk
#: data/core/macros/abilities.cfg:554
msgid "berserk"
msgstr "berserkas"
#. [berserk]: id=berserk
#: data/core/macros/abilities.cfg:556
msgid ""
"Berserk:\n"
"Whether used offensively or defensively, this attack presses the engagement "
"until one of the combatants is slain, or 30 rounds of attacks have occurred."
msgstr ""
"Berserkas:\n"
"Ar naudojama puolant, ar ginantis, ši ataka išlaiko priešininką kovoje iki "
"pat vieno iš besikaunančiųjų mirties, arba trisdešimt atakos raundų."
#. [damage]: id=backstab
#: data/core/macros/abilities.cfg:566
msgid "backstab"
msgstr "dūris į nugarą"
#. [damage]: id=backstab
#: data/core/macros/abilities.cfg:568
msgid ""
"Backstab:\n"
"When used offensively, this attack deals double damage if there is an enemy "
"of the target on the opposite side of the target, and that unit is not "
"incapacitated (turned to stone or otherwise paralyzed)."
msgstr ""
#. [plague]: id=plague({TYPE}), type={TYPE}
#. [plague]: id=plague, type=Walking Corpse
#: data/core/macros/abilities.cfg:580 data/core/macros/abilities.cfg:592
msgid "plague"
msgstr "maras"
#. [plague]: id=plague({TYPE}), type={TYPE}
#: data/core/macros/abilities.cfg:582
#, fuzzy
msgid ""
"Plague:\n"
"When a unit is killed by a Plague attack, that unit is replaced with a unit "
"identical to and on the same side as the unit with the Plague attack. This "
"doesnt work on Undead or units in villages."
msgstr ""
"Maras:\n"
"Kai dalinys nužudomas maro ataka, tas dalinys pakeičiamas vaikščiojančiu "
"lavonu toje pačioje pusėje kaip ir dalinys su maro ataka. Tai neveikia su "
"nemirėliais arba kaime esančiais daliniais."
#. [plague]: id=plague, type=Walking Corpse
#: data/core/macros/abilities.cfg:594
msgid ""
"Plague:\n"
"When a unit is killed by a Plague attack, that unit is replaced with a "
"Walking Corpse on the same side as the unit with the Plague attack. This "
"doesnt work on Undead or units in villages."
msgstr ""
"Maras:\n"
"Kai dalinys nužudomas maro ataka, tas dalinys pakeičiamas vaikščiojančiu "
"lavonu toje pačioje pusėje kaip ir dalinys su maro ataka. Tai neveikia su "
"nemirėliais arba kaime esančiais daliniais."
#. [slow]: id=slow
#: data/core/macros/abilities.cfg:604
msgid "slows"
msgstr "sulėtina"
#. [slow]: id=slow
#: data/core/macros/abilities.cfg:606
msgid ""
"Slow:\n"
"This attack slows the target until it ends a turn. Slow halves the damage "
"caused by attacks and the movement cost for a slowed unit is doubled. A unit "
"that is slowed will feature a snail icon in its sidebar information when it "
"is selected."
msgstr ""
"Sulėtina:\n"
"Ši ataka sulėtina taikinį iki jo ėjimo pabaigos. Sulėtinimas perpus sumažina "
"atakų daromą žalą ir sulėtinto dalinio judėjimo kaina yra padvigubinta. "
"Dalinys, kuris yra sulėtintas turi sraigės ženkliuką savo šoninės juostos "
"informacijoje, kai jis yra pažymėtas."
#. [petrifies]: id=petrifies
#: data/core/macros/abilities.cfg:615
msgid "petrifies"
msgstr "paverčia akmeniu"
#. [petrifies]: id=petrifies
#: data/core/macros/abilities.cfg:617
msgid ""
"Petrify:\n"
"This attack petrifies the target, turning it to stone. Units that have been "
"petrified may not move or attack."
msgstr ""
"Sustingdymas:\n"
"Ši ataka taikinį paverčia akmeniu. Daliniai, kurie buvo paversti į akmenį, "
"negali judėti ar pulti."
#. [chance_to_hit]: id=marksman
#: data/core/macros/abilities.cfg:626
msgid "marksman"
msgstr "snaiperis"
#. [chance_to_hit]: id=marksman
#: data/core/macros/abilities.cfg:628
msgid ""
"Marksman:\n"
"When used offensively, this attack always has at least a 60% chance to hit."
msgstr ""
"Snaiperis:\n"
"Kai naudojama puolant, ši ataka visada turi bent 60% tikimybę pataikyti."
#. [chance_to_hit]: id=magical
#: data/core/macros/abilities.cfg:640
msgid "magical"
msgstr "magiška"
#. [chance_to_hit]: id=magical
#: data/core/macros/abilities.cfg:642
msgid ""
"Magical:\n"
"This attack always has a 70% chance to hit regardless of the defensive "
"ability of the unit being attacked."
msgstr ""
"Magiška:\n"
"Ši ataka visada turi 70% tikimybę pataikyti, nepriklausomai nuo puolamo "
"dalinio gynybinių gebėjimų."
#. [swarm]: id=swarm
#: data/core/macros/abilities.cfg:653
#, fuzzy
msgid "swarm"
msgstr "pulkas"
#. [swarm]: id=swarm
#: data/core/macros/abilities.cfg:655
msgid ""
"Swarm:\n"
"The number of strikes of this attack decreases when the unit is wounded. The "
"number of strikes is proportional to the percentage of its of maximum HP the "
"unit has. For example a unit with 3/4 of its maximum HP will get 3/4 of the "
"number of strikes."
msgstr ""
#. [damage]: id=charge
#: data/core/macros/abilities.cfg:664
#, fuzzy
msgid "charge"
msgstr "įkrova"
#. [damage]: id=charge
#: data/core/macros/abilities.cfg:666
msgid ""
"Charge:\n"
"When used offensively, this attack deals double damage to the target. It "
"also causes this unit to take double damage from the targets counterattack."
msgstr ""
#. [drains]: id=drains
#: data/core/macros/abilities.cfg:678
msgid "drains"
msgstr "išsiurbia"
#. [drains]: id=drains
#: data/core/macros/abilities.cfg:680
msgid ""
"Drain:\n"
"This unit drains health from living units, healing itself for half the "
"amount of damage it deals (rounded down)."
msgstr ""
"Išsiurbia:\n"
"Šis dalinys išsiurbia jėgas iš gyvų dalinių, gydydamasis pusė padarytos "
"žalos kiekio (suapvalintos žemyn)."
#. [firststrike]: id=firststrike
#: data/core/macros/abilities.cfg:689
msgid "firststrike"
msgstr "pirmenybė"
#. [firststrike]: id=firststrike
#: data/core/macros/abilities.cfg:691
msgid ""
"First Strike:\n"
"This unit always strikes first with this attack, even if they are defending."
msgstr ""
"Smūgio pirmenybė:\n"
"Su šia ataka dalinys visuomet turės pirmenybę atakuoti, net kai ginasi."
#. [poison]: id=poison
#: data/core/macros/abilities.cfg:700
msgid "poison"
msgstr "nuodai"
#. [poison]: id=poison
#: data/core/macros/abilities.cfg:702
msgid ""
"Poison:\n"
"This attack poisons living targets. Poisoned units lose 8 HP every turn "
"until they are cured or are reduced to 1 HP. Poison can not, of itself, kill "
"a unit."
msgstr ""
"Nuodai:\n"
"Ši atakos rūšis apnuodija gyvuosius taikinius. Apnuodyti daliniai kiekvieno "
"ėjimo metu iki išgydymo, netenka 8 GT arba jų GT sumažėja iki 1. Patys "
"nuodai dalinio nenužudo."
#. [advancement]: id=amla_default
#: data/core/macros/amla.cfg:10
msgid "Max HP bonus +3, Max XP +20%"
msgstr "Didžiausias GT priedas +3, didžiausi PT +20%"
#. [time]: id=indoors
#. [illuminated_time]: id=indoors_illum
#: data/core/macros/schedules.cfg:70 data/core/macros/schedules.cfg:76
#, fuzzy
msgid "Indoors"
msgstr "Netinkama spalva"
#. [time]: id=underground
#. [illuminated_time]: id=underground_illum
#: data/core/macros/schedules.cfg:85 data/core/macros/schedules.cfg:94
msgid "Underground"
msgstr "Požemis"
#. [time]: id=deep_underground
#. [illuminated_time]: id=deep_underground_illum
#: data/core/macros/schedules.cfg:102 data/core/macros/schedules.cfg:111
msgid "Deep Underground"
msgstr "Gilus požemis"
#: data/core/macros/special-notes.cfg:5
msgid ""
"\n"
"\n"
"Special Notes:"
msgstr ""
"\n"
"\n"
"Ypatingos pastabos:"
#: data/core/macros/special-notes.cfg:8
msgid ""
" Spirits have very unusual resistances to damage, and move quite slowly over "
"open water."
msgstr ""
" Dvasios turi labai neįprastus atsparumus žalai ir pakankamai lėtai juda "
"virš atviro vandens."
#: data/core/macros/special-notes.cfg:11
msgid ""
" This units arcane attack deals tremendous damage to magical creatures, and "
"even some to mundane creatures."
msgstr ""
" Šio dalinio paslaptinga ataka daro milžinišką žalą magiškoms būtybėms ir "
"netgi kai kurioms paprastoms būtybėms."
#: data/core/macros/special-notes.cfg:14
msgid " This unit is capable of basic healing."
msgstr " Šis dalinys truputį sugeba gydyti."
#: data/core/macros/special-notes.cfg:17
msgid ""
" This unit is capable of healing those around it, and curing them of poison."
msgstr ""
" Šis dalinys sugeba gydyti aplink jį esančius dalinius ir juos atnuodyti."
#: data/core/macros/special-notes.cfg:20
msgid ""
" This unit is capable of neutralizing the effects of poison in units around "
"it."
msgstr ""
" Šis dalinys sugeba neutralizuoti nuodų veikimą, aplink jį esančiuose "
"daliniuose."
#: data/core/macros/special-notes.cfg:23
msgid ""
" This unit regenerates, which allows it to heal as though always stationed "
"in a village."
msgstr ""
" Šis dalinys regeneruoja, kas leidžia jam gydytis taip, lyg jis visada būtų "
"apsistojęs kaime."
#: data/core/macros/special-notes.cfg:26
msgid ""
" The steadiness of this unit reduces damage from some attacks, but only "
"while defending."
msgstr ""
"Šio dalinio atsparumas mažina kai kurių atakų žalą, tačiau tik besiginant."
#: data/core/macros/special-notes.cfg:29
msgid ""
" The leadership of this unit enables adjacent units of the same side to deal "
"more damage in combat, though this only applies to units of lower level."
msgstr ""
" Šio dalinio vadovavimas leidžia greta esantiems tos pačios pusės daliniams "
"padaryti daugiau žalos mūšyje, tačiau tai galioja tik žemesnio lygio "
"daliniams."
#: data/core/macros/special-notes.cfg:32
msgid ""
" This units skill at skirmishing allows it to ignore enemies zones of "
"control and thus move unhindered around them."
msgstr ""
#: data/core/macros/special-notes.cfg:35
msgid " Illumination increases the lighting level in adjacent areas."
msgstr " Apšvietimas padidina šviesos lygį gretimuose laukeliuose."
#: data/core/macros/special-notes.cfg:38
msgid ""
" This unit can use one move to teleport between any two empty villages "
"controlled by its side."
msgstr ""
" Šis dalinys gali per vieną ėjimą teleportuotis tarp bet kurių dviejų tuščių "
"jo pusei priklausančių kaimų."
#: data/core/macros/special-notes.cfg:41
msgid ""
" In woodlands, this units ambush skill renders it invisible to enemies "
"unless it is immediately adjacent or has revealed itself by attacking."
msgstr ""
#: data/core/macros/special-notes.cfg:44
msgid " This unit is able to hide at night, leaving no trace of its presence."
msgstr " Šis dalinys naktį gali pasislėpti, nepalikdamas jokio savo pėdsako."
#: data/core/macros/special-notes.cfg:47
msgid ""
" This unit can hide in villages (with the exception of water villages), and "
"remain undetected by its enemies, except by those standing next to it."
msgstr ""
#: data/core/macros/special-notes.cfg:50
msgid ""
" This unit can move unseen in deep water, requiring no air from the surface."
msgstr ""
" Šis dalinys gali nematomas judėti giliame vandenyje, nereikalaudamas oro iš "
"paviršiaus."
#: data/core/macros/special-notes.cfg:53
msgid ""
" This unit gains 1 hitpoint added to its maximum whenever it kills a living "
"unit."
msgstr ""
"Šis dalinys gauna 1 gyvybės tašką pridėtą prie jo maksimalaus, kai jis "
"nužudo gyvą dalinį."
#: data/core/macros/special-notes.cfg:56
msgid ""
" Whenever its berserk attack is used, this unit continues to push the attack "
"until either it or its enemy lies dead."
msgstr ""
#: data/core/macros/special-notes.cfg:59
msgid ""
" If there is an enemy of the target on the opposite side of the target while "
"attacking it, this unit may backstab, inflicting double damage by creeping "
"around behind that enemy."
msgstr ""
#: data/core/macros/special-notes.cfg:62
msgid ""
" Foes who lose their life to the plague will rise again in unlife, unless "
"they are standing on a village."
msgstr ""
#: data/core/macros/special-notes.cfg:65
msgid ""
" This unit is able to slow its enemies, halving their movement speed and "
"attack damage until they end a turn."
msgstr ""
" Šis dalinys sugeba sulėtinti savo priešus, dalydamas pusiau jų judėjimo "
"greitį ir puolimo žalą, iki jų ėjimo pabaigos."
#: data/core/macros/special-notes.cfg:68
msgid ""
" The ability to turn the living to stone makes this unit extremely dangerous."
msgstr " Gebėjimas paversti gyvąjį akmeniu daro šį dalinį ypač pavojingu."
#: data/core/macros/special-notes.cfg:71
msgid ""
" This units marksmanship gives it a high chance of hitting targeted "
"enemies, but only on the attack."
msgstr ""
#: data/core/macros/special-notes.cfg:74
msgid ""
" The unit has magical attacks, which always have a high chance of hitting an "
"opponent."
msgstr ""
" Šis dalinys turi magiškas atakas, kurios visada turi dideles galimybes "
"pataikyti į priešininką."
#: data/core/macros/special-notes.cfg:77
msgid ""
" The swarming attacks of this unit become less deadly whenever its members "
"are wounded."
msgstr ""
#: data/core/macros/special-notes.cfg:80
msgid ""
" Using a charging attack doubles both damage dealt and received; this does "
"not affect defensive retaliation."
msgstr ""
#: data/core/macros/special-notes.cfg:83
msgid ""
" During battle, this unit can drain life from victims to renew its own "
"health."
msgstr ""
" Mūšio metu šis dalinys gali išsiurbti gyvybę iš savo aukų, kad atnaujintų "
"savo jėgas."
#: data/core/macros/special-notes.cfg:86
msgid ""
" The length of this units weapon allows it to strike first in melee, even "
"in defense."
msgstr ""
#: data/core/macros/special-notes.cfg:89
msgid ""
" The victims of this units poison will continually take damage until they "
"can be cured in town or by a unit which cures."
msgstr ""
#. [trait]: id=loyal
#: data/core/macros/traits.cfg:8
msgid "loyal"
msgstr "ištikimas"
#. [trait]: id=loyal
#: data/core/macros/traits.cfg:9
msgid "female^loyal"
msgstr "ištikima"
#. [trait]: id=loyal
#: data/core/macros/traits.cfg:10
msgid "Zero upkeep"
msgstr "Nemokamas išlaikymas"
#. [trait]: id=undead
#: data/core/macros/traits.cfg:22
msgid "undead"
msgstr "nemirėlis"
#. [trait]: id=undead
#: data/core/macros/traits.cfg:23
msgid "female^undead"
msgstr "nemirėlė"
#. [trait]: id=undead
#. [trait]: id=mechanical
#. [trait]: id=elemental
#: data/core/macros/traits.cfg:24 data/core/macros/traits.cfg:39
#: data/core/macros/traits.cfg:54
msgid "Immune to drain, poison and plague"
msgstr "Atsparus išsiurbimui, nuodams ir marui"
#. [trait]: id=mechanical
#: data/core/macros/traits.cfg:37
msgid "mechanical"
msgstr "mechaninis"
#. [trait]: id=mechanical
#: data/core/macros/traits.cfg:38
msgid "female^mechanical"
msgstr "mechaninė"
#. [trait]: id=elemental
#: data/core/macros/traits.cfg:52
msgid "elemental"
msgstr "stichiškas"
#. [trait]: id=elemental
#: data/core/macros/traits.cfg:53
msgid "female^elemental"
msgstr "stichiška"
#. [trait]: id=strong
#: data/core/macros/traits.cfg:66
msgid "strong"
msgstr "stiprus"
#. [trait]: id=strong
#: data/core/macros/traits.cfg:67
msgid "female^strong"
msgstr "stipri"
#. [trait]: id=dextrous
#: data/core/macros/traits.cfg:84
msgid "dextrous"
msgstr "vikrus"
#. [trait]: id=dextrous
#: data/core/macros/traits.cfg:85
msgid "female^dextrous"
msgstr "vikri"
#. [trait]: id=quick
#: data/core/macros/traits.cfg:98
msgid "quick"
msgstr "greitas"
#. [trait]: id=quick
#: data/core/macros/traits.cfg:99
msgid "female^quick"
msgstr "greita"
#. [trait]: id=intelligent
#: data/core/macros/traits.cfg:115
msgid "intelligent"
msgstr "protingas"
#. [trait]: id=intelligent
#: data/core/macros/traits.cfg:116
msgid "female^intelligent"
msgstr "protinga"
#. [trait]: id=resilient
#: data/core/macros/traits.cfg:128
msgid "resilient"
msgstr "gyvybingas"
#. [trait]: id=resilient
#: data/core/macros/traits.cfg:129
msgid "female^resilient"
msgstr "gyvybinga"
#. [trait]: id=healthy
#: data/core/macros/traits.cfg:146
msgid "healthy"
msgstr "sveikas"
#. [trait]: id=healthy
#: data/core/macros/traits.cfg:147
msgid "female^healthy"
msgstr "sveika"
#. [trait]: id=healthy
#: data/core/macros/traits.cfg:148
msgid "Always rest heals"
msgstr "Visuomet pagyja kaip besiilsint"
#. [trait]: id=fearless
#: data/core/macros/traits.cfg:165 data/core/macros/traits.cfg:178
msgid "fearless"
msgstr "bebaimis"
#. [trait]: id=fearless
#: data/core/macros/traits.cfg:166 data/core/macros/traits.cfg:179
msgid "female^fearless"
msgstr "bebaimė"
#. [trait]: id=fearless
#: data/core/macros/traits.cfg:167 data/core/macros/traits.cfg:180
msgid "Fights normally during unfavorable times of day/night"
msgstr "Normaliai kaunasi nepalankiu dienos/nakties laiku"
#. [trait]: id=feral
#: data/core/macros/traits.cfg:190
msgid "feral"
msgstr "laukinis"
#. [trait]: id=feral
#: data/core/macros/traits.cfg:191
msgid "female^feral"
msgstr "laukinė"
#. [trait]: id=feral
#: data/core/macros/traits.cfg:192
msgid "Receive only 40% defense in land-based villages"
msgstr "Gauna tik 40% gynybą sausumos kaimuose"
#. [trait]: id=weak
#: data/core/macros/traits.cfg:208
msgid "weak"
msgstr "silpnas"
#. [trait]: id=weak
#: data/core/macros/traits.cfg:209
msgid "female^weak"
msgstr "silpna"
#. [trait]: id=slow
#: data/core/macros/traits.cfg:226
msgid "slow"
msgstr "lėtas"
#. [trait]: id=slow
#: data/core/macros/traits.cfg:227
msgid "female^slow"
msgstr "lėta"
#. [trait]: id=dim
#: data/core/macros/traits.cfg:243
msgid "dim"
msgstr "bukas"
#. [trait]: id=dim
#: data/core/macros/traits.cfg:244
msgid "female^dim"
msgstr "buka"
#. [trait]: id=aged
#: data/core/macros/traits.cfg:256
msgid "aged"
msgstr "pagyvenęs"
#. [trait]: id=aged
#: data/core/macros/traits.cfg:257
msgid "female^aged"
msgstr "pagyvęnusi"
#: src/help.cpp:50
msgid "Help"
msgstr "Pagalba"
#: src/help.cpp:1150
msgid "<header>text='Units having this special attack'</header>"
msgstr "<header>text='Daliniai turintys šią specialią ataką'</header>"
#: src/help.cpp:1226
msgid "<header>text='Units having this ability'</header>"
msgstr "<header>text='Daliniai turintys šį gebėjimą'</header>"
#: src/help.cpp:1259
msgid "Leaders:"
msgstr "Vadai:"
#: src/help.cpp:1268
msgid "Recruits:"
msgstr "Samdiniai: "
#: src/help.cpp:1282
msgid "Era:"
msgstr "Era:"
#: src/help.cpp:1290
msgid "Factions:"
msgstr "Frakcijos:"
#: src/help.cpp:1300
#, fuzzy
msgid "Factions are only used in multiplayer"
msgstr "Grupuotės naudojamos tik daugelio žaidėjų žaidime"
#: src/help.cpp:1343
msgid "level"
msgstr "lygis"
#: src/help.cpp:1375
msgid "Advances from: "
msgstr "Tobulėja iš: "
#: src/help.cpp:1377
msgid "Advances to: "
msgstr "Tobulėja į: "
#: src/help.cpp:1404 src/help.cpp:1716 src/help.cpp:1777
msgid "race^Miscellaneous"
msgstr "Įvairūs"
#: src/help.cpp:1406
msgid "Race: "
msgstr "Rasė: "
#: src/help.cpp:1413
msgid "Abilities: "
msgstr "Gebėjimai: "
#: src/help.cpp:1430
msgid "Ability Upgrades: "
msgstr "Gebėjimų patobulinimai: "
#: src/help.cpp:1446
msgid "HP: "
msgstr "GT: "
#: src/help.cpp:1447
msgid "Moves: "
msgstr "Žingsniai: "
#: src/help.cpp:1448
msgid "Cost: "
msgstr "Kaina: "
#: src/help.cpp:1449
msgid "Alignment: "
msgstr "Prigimtis: "
#: src/help.cpp:1455
msgid "Required XP: "
msgstr "Reikalingi PT: "
#: src/help.cpp:1464
msgid "unit help^Attacks"
msgstr "Atakos"
#: src/help.cpp:1471
msgid "unit help^Name"
msgstr "Vardas"
#: src/help.cpp:1472
msgid "Type"
msgstr "Tipas"
#: src/help.cpp:1473
msgid "Strikes"
msgstr "Smūgiai"
#: src/help.cpp:1474
msgid "Range"
msgstr "Nuotolis"
#: src/help.cpp:1475
msgid "Special"
msgstr "Ypatinga"
#: src/help.cpp:1525
msgid "Resistances"
msgstr "Atsparumai"
#: src/help.cpp:1529
msgid "Attack Type"
msgstr "Atakos tipas"
#: src/help.cpp:1530
msgid "Resistance"
msgstr "Atsparumas"
#: src/help.cpp:1565
msgid "Terrain Modifiers"
msgstr "Vietovių modifikatoriai"
#: src/help.cpp:1569
msgid "Terrain"
msgstr "Vietovė"
#: src/help.cpp:1570
msgid "Defense"
msgstr "Gynyba"
#: src/help.cpp:1571
msgid "Movement Cost"
msgstr "Judėjimo kaina"
#: src/help.cpp:1783
msgid "<header>text='Units of this race'</header>"
msgstr "<header>text='Šios rasės daliniai'</header>"
#: src/help.cpp:1787
#, fuzzy
msgid "<header>text='Race specific topics'</header>"
msgstr ""
"\n"
"\n"
"<header>text='Tikimybė pataikyti'</header>"
#: src/help.cpp:2699
msgid " < Back"
msgstr " < Atgal"
#: src/help.cpp:2700
msgid "Forward >"
msgstr "Pirmyn >"
#: src/help.cpp:2812
msgid "Reference to unknown topic: "
msgstr "Nuoroda į nežinomą temą: "
#: src/help.cpp:3068
msgid "corrupted original file"
msgstr "sugadintas pradinis failas"
#: src/help.cpp:3159
msgid "Close"
msgstr "Užverti"
#: src/help.cpp:3162
msgid "The Battle for Wesnoth Help"
msgstr "Mūšio dėl Vesnoto pagalba"
#: src/help.cpp:3218
msgid "Parse error when parsing help text: "
msgstr "Nagrinėjimo klaida nagrinėjant pagalbos tekstą: "